Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Does that help? Must have the "baseweapon" line there with each texture variant having their own class name there.
class srifle_EBR_F;
class 45KO_ABR_black_F: srifle_EBR_F
{
author="45KO";
baseWeapon = "45KO_ABR_black_F";
displayName="Mk18 ABR 7.62 mm (Black)";
scope=2;
hiddenSelections[]={"camo1","camo2"};
hiddenSelectionsTextures[]=
{
"\45KO_So_weapons_ABR\data\45KO_ebr01_black_co.paa",
"\45KO_So_weapons_ABR\data\45KO_ebr02_black_co.paa"
};
hiddenSelectionsMaterials[] = {
"\45KO_So_weapons_ABR\data\m14_ebr01.rvmat",
"\45KO_So_weapons_ABR\data\m14_ebr02.rvmat"
};
};