Your code should go in a directory like thisHuh, it didn't work I don't know what's wrong, am I supposed to keep this in my C:\Users\Tobias\Documents\My Games\RedOrchestra2\ROGame\Published\CookedPC
Or do I move it to the Game's files?
I'm brewing this with my M2_Carbine Files, I've placed everything in a Classes folder called MutM2Carbine
Oops, didn't realise I said that wrong, yeah this is exactly where the script files are, I meant that I had classes folder with the files in a folder called MutM2CarbineYour code should go in a directory like this
You'll want to create that folder; I don't believe it's strictly necessary but it's good for organization.Oops, didn't realise I said that wrong, yeah this is exactly where the script files are, I meant that I had classes folder with the files in a folder called MutM2Carbine
Currently my finished product is MutM2Carbine.u
Yeah, I've already added that line previously, however, how would I make the ROEditor Read only?
Hmm, I don't appear to have a Folder called Packages, in my CookedPC folder
I'm assuming in the editor you mean, I put the MutM2Carbine.u in a map, I've gone into the WorldInfo, and changed all the roles from RSInfo(Faction)(Role) to RSInfo(Faction)(Role)_Mk2You'll want to create that folder; I don't believe it's strictly necessary but it's good for organization.
So you've been able to compile I take it? How are you swapping your role classes?
That should work, but of course it's not portable across maps. It's possible to write a mutator that will replace these roles at runtime.I'm assuming in the editor you mean, I put the MutM2Carbine.u in a map, I've gone into the WorldInfo, and changed all the roles from RSInfo(Faction)(Role) to RSInfo(Faction)(Role)_Mk2
so RSInfoAlliedEngineer becomes RSAlliedEngineer_Mk2
I'm building the map right now, so I don't know how long that will take.
If you didnt move or add anything to the map then you wouldnt need to rebuild it. Just save it and test it in PIE to make sure all roles appear when spawning. Then publish map and test it in actual game through steam workshop tabI haven't built the map, had to something, but would I need to rebuild it if I changed the roles in the WorldInfo?
Don't know why it shows a space with Carbine (forums are glitchy I guess)RoleType=RORIT_Commander
// Primary : DEFAULTS
// Primary : FRONTLINE ENEMY - Not really enemy weapons, but we want to keep these lower on the list
// Primary : VETERAN ENEMY
Does your class extend RSWeap_M1Carbine? It will inherit the UI friendly name of that weapon. At you sure it doesn't just look like an M1 in the menu?Okay so it's definitely not caused by a limit, I tested to see if it was, by removing a gun here and there, it still showed up as an M1 Carbine, both when playing as an SL & TL (Current classes I'm using for the weapon, can be changed). I tested with the TL not having an M1 in it's code, and has the SL Class have both the M1 & M2. Only the M1 appeared, along with the other guns. I removed the Trench Gun, it didn't appear. That's only good thing that happened....
I even spawned to make sure, it was an M1, both times.
What's even worse is that even though I never mentioned an M1 Carbine in the code for the RSRoleInfoAlliedCommander, IT STILL SHOWED UP AS A M1!
Here's the code (Part of it):
Don't know why it shows a space with Carbine (forums are glitchy I guess)
Any Devs have any helpful tips/ideas for me with this? (Or is just wishful thinking? )