I've looked around and I haven't the slightest clue as to implement a new weapon into a class, for example the Squad Leader role so it can be used. Anyone know a solution?
Huh, 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
C:\Users\Tobias\Documents\My Games\RedOrchestra2\ROGame\Src\<DesiredScriptPackageName>\Classes
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?
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.
I 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
ClassTier=4
ClassIndex=`RSRI_RSRoleInfoAlliedCommander
// Primary : DEFAULTS
PrimaryWeapons(0)=class'RSGame.RSWeap_M1928_SMG'
// Primary : FRONTLINE ENEMY - Not really enemy weapons, but we want to keep these lower on the list
PrimaryWeapons(2)=class'MutM2Carbine.RSWeap_M2_Carbine'
NumPrimaryFrontlineEnemyWeapons=1
bHasEarlyUnlockPrimaryWeapons=true
// Primary : VETERAN ENEMY
PrimaryWeapons(3)=class'RSGame.RSWeap_Type100_SMG'
NumPrimaryVeteranEnemyWeapons=1
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? )