No it definitely was an M1, I even fired it...
Anyways, yes, I just realized that it does, I'll go test it again.
And it did not work I changed the references in RSWeapAttach_M2_Carbine & RSWeap_M2_Carbine to ROWeaponAttachment & RSProjectileWeapon respectively.
Did you copy all of the code from RSWeap_M1_Carbine into your new class and change what was necessary?
Did you do the same with RSWeapAttach_M1_Carbine?
Does your content class extend RSWeap_M2_Carbine?
Does the WeaponContentClass array point to RSWeap_M2_Carbine_Content in all its entries? (or level classes)
Here's what my rifleman class looks like. The game's system is a bit unintuitive. Try copying this block and substituting your weapons for mine; this should insure that there's only one weapon the role can have for testing purposes.
Code:
class SMRoleInfoAxisRifleman extends RORoleInfoAxisRifleman;
defaultproperties
{
NumPrimaryVeteranEnemyWeapons=0
NumPrimaryVeteranWeapons=1
NumPrimaryHeroEnemyWeapons=0
NumPrimaryUnlimitedWeapons=0
PrimaryWeapons.Empty
bHasEarlyUnlockPrimaryWeapons=true
PrimaryWeapons(0)=class'SoundMutator.ROWeap_Kar98_Rifle_Wartorn'
PrimaryWeapons(1)=class'SoundMutator.ROWeap_Kar98_Rifle_Hoodless_Wartorn'
SecondaryWeapons.Empty
bAllowPistolsInRealism=true
bHasEarlyUnlockSecondaryWeapons=true
NumSecondaryHeroEnemyWeapons=0
NumSecondarySoldierWeapons=0
SecondaryWeapons(0)=class'SoundMutator.ROWeap_M1939_Grenade_SM_Rifleman'
SecondaryWeapons(1)=class'SoundMutator.ROWeap_M39_Eihandgranate_Rifleman'
OtherItems.Empty
OpposingTeamEquivalentClass=class'SoundMutator.SMRoleInfoAlliesRifleman'
}
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