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  1. Hey my dear Project Reality and Veterans-Gaming friends, today i will post some things about PRBF2 Modding, only to show you how i make things and how you could make things with some advices and help. Last day i'm spending much time in the BF2 Editor and try to create and modify PR content for coop. Sometimes i FAIL (ambush_pco's) and sometimes i'm successfully. Veterans-Gaming proudly presents the MK19 gunner for the abrams tank Dont ask how much times the Editor crashed because my inabilty of attention when renaming codelines or simple forgetting some. Works like a charm and dont looks shitty. I was forced to clone the us_tnk_m1a2_alt tank and the us_tnk_m1a2_alt_M2Cupola machinegun PCO to get this to work. You have to know some things about tanks. Tanks have a turret and the turret has also a Cupola (the M2 gunner seat). Part 1 : Create a folder with the new vehicle name. Go to your C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_edit\objects\vehicles\land\us_tnk_m1a2 and copy/paste the original us_tnk_m1a2_alt templates, into your new folder. We using this templates as base for our modifications. Copy also the us_tnk_m1a2_m2cupola folder into the new folder. This is the 50cal weapon of the machinegunner You can see in the confile that the us_tnk_m1a2_m2cupola codeline is called. We need later for our tank also a new cupola with the MK19 weaponsystem. Original us_tnk_m1a2_alt.con Original us_tnk_m1a2_alt.tweak Before we open the us_tnk_m1a2_alt.con and us_tnk_m1a2_alt.tweak file we rename it to our new name (us_tnk_m1a2_vg.con / us_tnk_m1a2_vg.tweak). Look at my pRo PaInT marks on the pic. Now we open the new us_tnk_m1a2_vg.con file with notepad and using the Search&Replace option (CTRL+H). We search all codelines with the original name us_tnk_m1a2_alt and replace it with the new name us_tnk_m1a2_vg Two codelines should never changed because they calling engine-wise the geometry and collisionmeshes of the vehicle. Our clone still use the same geometries and collision model from the original so dont touch it. ObjectTemplate.collisionMesh us_tnk_m1a2 ObjectTemplate.geometry us_tnk_m1a2 The us_tnk_m1a2_vg.con The us_tnk_m1a2_vg.tweak Everything that had the name us_tnk_m1a2_alt before is changed to us_tnk_m1a2_vg. As you can see, i already choose a name for the us_tnk_m1a2_m2cupola (us_tnk_m1a2_mk19Cupola) the replacement for the M2 machinegunner. The Base at the end of the cupola codeline is a engine mechanic. Part 2 : Now lets make a clone of the us_tnk_m1a2_m2cupola. Here we doing the same Search&Replace method to rename the old codelines that belonged to the name us_tnk_m1a2_m2cupola to us_tnk_m1a2_mk19Cupola Original us_tnk_m1a2_m2cupola.tweak Now we have to look for the part that defines the weapon from the cupola in this tweak. This coloured codelines defines the weaponsystem and the position on the cupola - The M2 This redlined codelines get removed, because the mk19 weaponsystem has already an ammobox attached to it The bluelined codelines get replaced with the right ammobelt and positions. The new weapon define for the cupola lool like this : ObjectTemplate.addTemplate us_agl_mk19 ObjectTemplate.setPosition 0.0769789/0.0750696/0.207385 ObjectTemplate.addTemplate agl_mk19_ammo ObjectTemplate.setPosition -0.270611/0.0785801/0.322726 ObjectTemplate.setRotation 90.9/0/-0.799999 Original us_tnk_m1a2_m2cupola.con Final tweak and con file of the us_tnk_m1a2_mk19cupola