How to make Sturmpanzer?

Is there a way to add the Sturmpanzer to the mod that still works at the moment?

germ_sturmpanzer_a{
  _use:t="base_sturmpanzer_ii"
  _use:t="germ_pzkpfw_38t_Marder_III_vehicle_sound"
  _use:t="tank_light_vehicle_tracks_sound"

  "bullet_holes__movingCollisionNodes:array"{
    _tags:t="render"
  }

  "vehicle_seats__seats:shared:array"{

    "seats:object"{
      name:t="driver"
      locName:t="vehicle_seats/driver"
      seatOwnsEntityControl:b=yes
      attachNode:t="driver"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[1.0, 0.0, 0.0] [0.0, 1.0, 0.0] [0.0, 0.0, 1.0] [-0.25, -0.25, 0.0]]
      seatComponent:t="isDriver"
      nextSeat:t="main_gunner"
      shouldHideOwner:b=yes
      receiveDamageFromDMPart:t="driver"
      cameraNodeName:t="bone_camera_driver"
	  cockpitTemplate:t="germ_sturmpanzer_a_driver_cockpit"
    }

    "seats:object"{
      name:t="main_gunner"
      locName:t="vehicle_seats/gunner"
      attachNode:t="gunner"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[1.0, 0.0, 0.0] [0.0, 1.0, 0.0] [0.0, 0.0, 1.0] [-0.25, -0.5, 0.0]]
      seatComponent:t="isGunner"
      nextSeat:t="driver"
      shouldHideOwner:b=no
      receiveDamageFromDMPart:t="gunner"
      cameraNodeName:t="bone_camera_gunner"
	  cockpitTemplate:t="germ_sturmpanzer_a_gunner_cockpit"

      "turretNames:array"{
        turret:t="turret_01"
      }
    }

    "seats:object"{
      name:t="commander"
      locName:t="vehicle_seats/commander"
      attachNode:t="commander"
      shouldHideOwner:b=no
      maxPosWithOpenHatch:r=0.4
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[1.0, 0.0, 0.0] [0.0, 1.0, 0.0] [0.0, 0.0, 1.0] [-0.0, 0.1, 0.1]]
      cameraType:t="commander"
      seatComponent:t="isDriver"
      receiveDamageFromDMPart:t="commander"
    }

    "seats:object"{
      locName:t="vehicle_seats/loader"
      attachNode:t="loader"
      ignoreAttachNodeRotation:b=yes
      attachTm:m=[[1.0, 0.0, 0.0] [0.0, 1.0, 0.0] [0.0, 0.0, 1.0] [-0.25, -0.5, 0.0]]
      seatComponent:t="isPassenger"
      shouldHideOwner:b=no
      receiveDamageFromDMPart:t="loader"
      cameraNodeName:t="bone_camera_driver"

      "loaderTurretNames:array"{
        turret:t="turret_01"
      }
    }
  }
}

germ_sturmpanzer_a_driver_cockpit{
  _use:t="base_driver_cockpit_no_slits"
  animchar__res:t="pz_2c_driver_char"
  cockpit__offset:p3=-0.5, -0.3, -0.15

  "cockpit__visibleVehicleNodeNames:list<t>"{
  }

  "cockpit__slitForwardOffset:list<r>"{
    slit:r=-0.08
  }

  "cockpit__slitIsGun:list<b>"{
    slit:b=no
  }

  "cockpit__slitNodeNames:list<t>"{
    slit:t="cam_front"
  }
}

germ_sturmpanzer_a_gunner_cockpit{
  _use:t="base_gunner_cockpit"
  animchar__res:t="t_26_1940_gunner_char"
  cockpit__offset:p3=0.0, 0.35, 0.613479

  "cockpit__attachNodeNames:list<t>"{
    node:t="bone_gun"
  }

  "cockpit__attachNodeIndices:list<i>"{
  }

  "cockpit__visibleVehicleNodeNames:list<t>"{
    node:t="gun_barrel"
    node:t="bone_gun"
    node:t="bone_turret"
    node:t="root"
  }

  "cockpit__slitNodeNames:list<t>"{
    slit:t="cam_front_right"
  }

  "cockpit__slitForwardOffset:list<r>"{
    slit:r=0.14
  }

  "cockpit__slitIsGun:list<b>"{
    slit:b=yes
  }

  "cockpit__slitZoom:array"{

    "slit:list<r>"{
      zoom:r=5.0
    }
  }

  "cockpit__slitZoomTime:list<r>"{
    slit:r=0.05
  }

  "cockpit__slitTemplates:list<t>"{
    slit:t="germ_sfl_zf_1a"
  }

  "cockpit__slitEids:list<eid>"{
  }
}
3 Likes

It works. There are no words in English language that I could use to describe my delight. Thanks a lot to you :dromedary_camel: :dromedary_camel: :dromedary_camel:

4 Likes

to be fair, you’ll have to thank @Bazsi37 for reinstating it.

i only updated it ( which… was to change the _extends to _use due to having been changed through out the course of the years by devs )

3 Likes