assign or make a new turret for it use turret_control__turretInfo or use turretsInitialComponents to patch it
"turret_control__turretInfo:shared:array"{
    "turret_control__turretInfo:object"{
      turretName:t="turret_01"
      gun:t="builded_sg_gun+tankgun_25mm_72k"
   }
}
not formatted …
"turretsInitialComponents:array"{
    "turretsInitialComponents:object"{
        "gun__ammoSetsInfo:shared:array"{
    "defaultSet:array"{
      "shell:object"{
        blk:t="gamedata/gen/weapons/shells/25mm_72k_defaultset_bullet_1.blk"
        name:t="25mm_br_132"
        type:t="ap_t"
      }
      "shell:object"{
        blk:t="gamedata/gen/weapons/shells/25mm_72k_defaultset_bullet_2.blk"
        name:t="25mm_ozr_132"
        type:t="frag_i_t"
      }
    }
}
    }
}
 
            
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i guess you may have to make a new turret entity to get rid of this error maybe need some test
             
            
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              Yeah. Engineer tools just not visible in weapons /equipment /other items , but you can find it in all  and add +item_in_world  before creating it (need to use with _item  in name).
entity{
  _template:t="base_fortification_build+tutorial_engineer_resource_box+paid_medkit_box_use+undestroyable_ri_extra+"
  transform:m=[[-1, 0, -8.74228e-08] [0, 1, 0] [8.74228e-08, 0, -1] [-503.122, 48.3202, 2195.38]]
  ri_extra__name:t="ammunition_box_piles_f"
  useful_box__maxUseCount:i=999999
  animchar_render__enabled:b=no
  paid_box__ressuplyCost:i=125
  useful_box__uiPrice:i=125
  builder_info__team:i=1
  buildingRadius:r=1
  team:i=1
}
Or… Just write +tutorial_engineer_resource_box+paid_medkit_box_use+undestroyable_ri_extra  in Template Postfix  and create base_fortification_build .
Need to remove tag. In other words… Recreate entities. Here is code:
test_building_tool{
  _use:t="melee_weapon"
  builder__shootPressed:b=no
  nextTryToSetObjectInTime:r=-1.0
  autoTryBuildingObjectInterval:r=3.0
  engineerBuildingSpeedMul:r=2.0
  gun__reloadable:b=no
  animchar__res:t="hammer_char"
  item__iconYaw:r=145.0
  item__name:t="items/building_tool"
  meleeSoundType:t="buildingTool"
  _tracked:t="previewEid"
  "item__weapSlots:array"{
    slot:t="secondary"
  }
  "buildingTool:tag"{
  }
  "itemInWeaponSlot:tag"{
  }
  "previewEid:eid"{
  }
}
test_building_tool_gun{
  _use:t="test_building_tool"
  _use:t="replicating"
  _tracked:t="gun__owner"
  _replicated:t="gun__owner"
  _replicated:t="currentPreviewId"
  buildingInterval:r=0.0
  nextBuildingAtTime:r=0.0
  additionalBuildingTemplate:t="network_fortification_preview"
  currentPreviewId:i=0
  fortification__rayMatId:i=-1
  fortification__rayMatName:t="engineerRay"
  minBuildingRadius:r=1.5
  animchar__res:t="hammer_char"
  gun__blk:t="content/enlisted/gamedata/weapons/building_tool_gun.blk"
  gun__canAim:b=no
  item__template:t="test_building_tools_item"
  animchar_render__enabled:b=yes
  item__proto:t="content/enlisted/gamedata/weapons/building_tool_gun.blk"
  item__weapTemplate:t="test_building_tool_gun"
  item__iconRoll:r=43.0
  item__iconYaw:r=0.0
  item__iconPitch:r=83.0
  item__name:t="items/hammer"
  item__weapType:t="building_tool"
  item__weight:r=0.5
  melee_weapon__blk:t="content/enlisted/gamedata/weapons/building_tool_gun.blk"
  gun__locName:t="Hammer"
  gun__statName:t="melee"
  gun__reloadable:b=no
  weap__sprintLerpFactor:r=1.0
  melee_weapon__attackAt:r=0.4
  melee_weapon__attackTime:r=1.0
  "item__id:i"{
    value:i=0
    _hide:b=yes
  }
  "gun__owner:eid"{
  }
  "net__notInInitialScope:tag"{
  }
  "previewTemplate:list<t>"{
    template:t="ger_rallypoint_preview"
    template:t="ammunition_box_a_preview"
    template:t="czech_hedgehog_a_preview"
    template:t="barbedwire_engineer_a_preview"
    template:t="sandbags_wall_2_preview"
    template:t="cannon_germ_20mm_flak38_preview"
    template:t="cannon_ussr_towed_at_53k_preview"
    template:t="cannon_germ_towed_at_pak38_preview"
    template:t="sandbags_wall_mg_preview"
  }
  "buildingLimits:list<i>"{
    limit:i=1
    limit:i=3
    limit:i=6
    limit:i=10
    limit:i=10
    limit:i=2
    limit:i=1
    limit:i=1
    limit:i=1
  }
}
test_building_tools_item{
  _use:t="item_melee"
  _use:t="test_building_tool_gun"
  collres__res:t="construction_hammer_collision"
  item__userstats__pickupName:t="pickup_building_tool"
}
 
            
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              Thank you @Devenddar  , the lord and savior of this community
             
            
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              find_vehicle_obstacles: nav obstacle without tile cache enabled @tommyZZM  's codes added@Devenddar  how to fix both issues
             
            
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              It blows my mind that this still works
  
  
    If you want to unlock structures (anti-tank/anti-air cannon, machineguns and e.t.c.) for custom profile squad then you need to add "engineerUnlocks" : [ X ], or "engineerUnlocks" : [ X, X ] to squad (X is building slot that locked. IIRC it can be between 1 and 5) and engineer tool to any soldier in squad. 
If you want to just give new structures for old squads and e.t.c. Then you will need to code it. Need to edit entities.blk file. Need to change …_tool_gun /…_tool_award_gun entities and buildi…
   
 
I changed _extends to _use as i have read before on other posts
            
 
            
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              My code is here. It kind of works for my zombie map. (except the nav error that the moon turret throws)
// Engineer's hammer section
// Forum post: https://forum.enlisted.net/en/t/142979/ (Thank you! @Bazsi37 @tommyZZM @Devenddar)
test_building_tool{
  _use:t="melee_weapon"
  builder__shootPressed:b=no
  nextTryToSetObjectInTime:r=-1.0
  autoTryBuildingObjectInterval:r=3.0
  engineerBuildingSpeedMul:r=2.0
  gun__reloadable:b=no
  animchar__res:t="hammer_char"
  item__iconYaw:r=145.0
  item__name:t="items/building_tool"
  meleeSoundType:t="buildingTool"
  _tracked:t="previewEid"
  "item__weapSlots:array"{
    slot:t="secondary"
  }
  "buildingTool:tag"{
  }
  "itemInWeaponSlot:tag"{
  }
  "previewEid:eid"{
  }
}
test_building_tool_gun{
  _use:t="test_building_tool"
  _use:t="replicating"
  _tracked:t="gun__owner"
  _replicated:t="gun__owner"
  _replicated:t="currentPreviewId"
  buildingInterval:r=0.0
  nextBuildingAtTime:r=0.0
  additionalBuildingTemplate:t="network_fortification_preview"
  currentPreviewId:i=0
  fortification__rayMatId:i=-1
  fortification__rayMatName:t="engineerRay"
  minBuildingRadius:r=1.5
  animchar__res:t="hammer_char"
  gun__blk:t="content/enlisted/gamedata/weapons/building_tool_gun.blk"
  gun__canAim:b=no
  item__template:t="test_building_tools_item"
  animchar_render__enabled:b=yes
  item__proto:t="content/enlisted/gamedata/weapons/building_tool_gun.blk"
  item__weapTemplate:t="test_building_tool_gun"
  item__iconRoll:r=43.0
  item__iconYaw:r=0.0
  item__iconPitch:r=83.0
  item__name:t="items/hammer"
  item__weapType:t="building_tool"
  item__weight:r=0.5
  melee_weapon__blk:t="content/enlisted/gamedata/weapons/building_tool_gun.blk"
  gun__locName:t="Hammer"
  gun__statName:t="melee"
  gun__reloadable:b=no
  weap__sprintLerpFactor:r=1.0
  melee_weapon__attackAt:r=0.4
  melee_weapon__attackTime:r=1.0
  "item__id:i"{
    value:i=0
    _hide:b=yes
  }
  "gun__owner:eid"{
  }
  "net__notInInitialScope:tag"{
  }
  "previewTemplate:list<t>"{
    template:t="auto_mg42_preview"
	template:t="builded_auto_turret_preview"
    template:t="christmas_tree_preview"
    //template:t="ammunition_box_a_preview"
    //template:t="czech_hedgehog_a_preview"
    //template:t="barbedwire_engineer_a_preview"
    //template:t="sandbags_wall_2_preview"
    //template:t="cannon_germ_20mm_flak38_preview"
    //template:t="cannon_ussr_towed_at_53k_preview"
    //template:t="cannon_germ_towed_at_pak38_preview"
    //template:t="sandbags_wall_mg_preview"
  }
  "buildingLimits:list<i>"{
    limit:i=1
	limit:i=1
    limit:i=3
    
  }
}
test_building_tools_item{
  _use:t="item_melee"
  _use:t="test_building_tool_gun"
  collres__res:t="construction_hammer_collision"
  item__userstats__pickupName:t="pickup_building_tool"
}
auto_mg42{
  _override:b=yes
  team:i=1
  auto_gun_controller__targetTeam:i=3
  auto_gun_controller__targetOffset:p3=0, 0, 0
  interactable:b=no
  "ai_target__targetForAiGunner:tag"{
   }
}
auto_mg42_preview{
  _use:t="base_animchar_builder_preview"
  animchar__res:t="mg42_char"
  collres__res:t="mg42_collision"
  instantiateTemplate:t="auto_mg42"
  ri_preview__name:t="auto_mg42"
  buildingSoundTag:t="fortification"
  building_builder__maxTimeToBuild:r=20.0
  building_menu__text:t="Sentry Gun 42"
  building_menu__image:t="machine_gun"
}
auto_mg42{
  _use:t="game_rendinst_decor"
  ri_extra__name:t="auto_mg42"
}
builded_auto_turret_preview{
  _override:b=yes
  building_builder__maxTimeToBuild:r=20.0
  building_menu__text:t="Sentry Gun 42"
  building_menu__image:t="assault_rifle"
}
builded_sg_gun{
  _override:b=yes
  gun__kineticDamageMult:r=20.0
}
//
The following code fixes the moon turret’s 0 damage issue
builded_sg_gun{
  _override:b=yes
  gun__kineticDamageMult:r=20.0
}
 
            
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I don’t know. But I’ll recheck later.
             
            
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try add this to your turret and any vehicels entity (in entities.blk)
"moveable_obstacle:tag"{
  }
 
            
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              It worked!!
             
            
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              I tried using this to create a mine that you can build with the hammer but it disappears after build complete
custom_antipersonnel_mine_preview{
  _use:t="base_animchar_builder_preview"
  animchar__res:t="type_3_mine_char"
  collres__res:t="type_3_mine_collision"
  instantiateTemplate:t="jp_antipersonnel_mine"
  ri_preview__name:t="jp_antipersonnel_mine"
  buildingSoundTag:t="fortification"
  building_builder__maxTimeToBuild:r=3.0
  building_menu__text:t="Anti-personnel Mine"
  building_menu__image:t="killlog/kill_explosion"
  buildingCost:r=1.0
}
How do i properly add a anti-personnel mine (preferably the kill count towards the builder but its not necessary) 
            
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maybe should be mine+placed item in world
template name not found
             
            
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              I tried jp_antipersonnel_mine+placed_item_in_world
             
            
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Yes yes, i am going to investigate now (after finishing the event for gold order ofc)
             
            
              
            
                
           
          
            
            
              
There no placed_item_in_world  and it’s placeable_item_in_world . Any item_in_world  postfix templates should work on mines.
It seems that you need to use unique entity with predefined teams.
             
            
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let me try
             
            
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Kind of worked but missing stuff…
             
            
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