but...browsing through level scripts, I stumble on this.
First, set up one mg42 and mg42_gunner using the values from this post... https://map.moh-central.net/forum/viewtopi ... 265fbd19df
DONT copy paste script info from that post.This is what i have done to get 1 mg 42 running:
I made a siple room(so I can Learn it first)
Put a wall 48 units high in to but he mg42 on
placed the bipod and gun in
then I read a couple of tutuarls and went with them
gave the gun a targetname/mg42
Then added a AI/german/wehrmact/soldier
Gave him key/values
targetname/mg42_gunner
target/mg42
turret/mg42
type_idle/machinegunner
type_attack/turret
Now, copy the mg42 and enemy to another location where you'd like to place an mg42.
select the mg42, press "n" and change $targetname to mg42_2. also, change target to mg42_2_gunner.
deselect mg42 and select enemy ai next to mg42 and press "n".
Change $targetname to mg42_2_gunner, and change turret to mg42_2 ....you can continue this at least 3 times ...i have not tested on more than 3 guns.
......now the script.....i'm going to include the top portion of the script for my map...for reference. section in red is related to mg42's.
exec global/auto.scr
level waittill prespawn
level waittill spawn
//$mg42 thread global/mg42_active.scr::mg42 // <--ignor this line. dont place in your script
//----------------------------------------------------------------------------
main:
//----------------------------------------------------------------------------
waitthread InitPlayer
waitthread InitFriends
waitthread InitEnemies
waitthread InitObjectives
waitthread InitArtillery
waitthread InitVehicles
$mg42 waitthread InitMG42s
// Hide our throbbing box for objective #2 until player completes objective #1
$ThrobbingBox hide
end
//----------------------------------------------------------------------------
InitPlayer:
//----------------------------------------------------------------------------
// setup our player with weapons.
$player takeall
$player item weapons/Webley_Revolver.tik
$player item weapons/enfield.tik
$player item weapons/sten.tik
$player item weapons/mills_grenade.tik
$player item weapons/M18_smoke_grenade.tik
// give him some ammo
$player ammo pistol 32
$player ammo smg 128
$player ammo rifle 50
$player ammo smokegrenade 3
$player ammo grenade 3
// start out using the smg
$player useweaponclass smg
// give him binoculars and the explosive icon...
$player item items/binoculars.tik
waitthread global/items.scr::add_item "binoculars" noprint // Show binoculars inventory icon
waitthread global/items.scr::add_item "explosive" noprint // Show explosive inventory icon
//added mg42 crap...CDF
$mg42.max_range = 1024
$mg42.pitchcaps = ( -35 35 0)
$mg42 thread global/mg42_active.scr::mg42
$mg42_2.max_range = 1024
$mg42_2.pitchcaps = ( -35 35 0)
$mg42_2 thread global/mg42_active.scr::mg42
$mg42_3.max_range = 1024
$mg42_3.pitchcaps = ( -35 35 0)
$mg42_3 thread global/mg42_active.scr::mg42
end
This is what did the trick for my map, I see a lot of script tutorials for mg42's with ai and they should work, but if they dont, try this.