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
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