Home   Help Search Login Register  


Author Topic: Changing Gunner Weapons in AMV  (Read 1443 times)

0 Members and 1 Guest are viewing this topic.

Offline Gunny24

  • Members
  • *
Changing Gunner Weapons in AMV
« on: 10 Jul 2015, 14:52:34 »

i have a little project
it is basicly a reskin of the Marshall APC
but i would also like to change the weapons for the gunner
and i´m stuck could someone helpout?
i´m really dont know what have to be added to the config.
Spoiler (click to show/hide)

this is the "clean" reskin config without any tries to change the gunner weapons
after a longer search i found this thread:

i think it pointed me in the correct direction

and i changed my config to:
Spoiler (click to show/hide)
looks like i´m stuck. i need help :weeping:
but now it isnt working at all

Offline h-

  • OFPEC Site
  • Administrator
  • *****
  • Formerly HateR_Kint
    • OFPEC
Re: Changing Gunner Weapons in AMV
« Reply #1 on: 11 Jul 2015, 09:50:36 »
You should probably post your full config so that we can test it because now all you get is errors about missing definitions as we don't have the weapon, faction, etc definitions. :)

Use your last posted config.

The first typo is this:
Code: [Select]
class B_APC_Wheeled_01_cannon_F : B_APC_Wheeled_01_base_F{};Should be:
Code: [Select]
class B_APC_Wheeled_01_cannon_F : APC_Wheeled_01_base_F{};
The next is
Code: [Select]
displayName = Boxer ;Should be
Code: [Select]
displayName = "Boxer";
And the final one:
Code: [Select]
scope = public;Should be
Code: [Select]
scope = 2;
That gets the vehicle appear in the unit list but of course I can't get any further due to all the missing definitions (I used the game's default faction and vehicleclass for that vehicle instead of yours).
« Last Edit: 11 Jul 2015, 10:15:56 by h- »
Project MCAR   ---   Northern Fronts   ---   Emitter 3Ditor
Chuck Norris can divide by zero.