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"You can ignore that.
I'm not sure exactly but there was a bug of some sort that made the mod not read the file if you referenced the cloned one instead of the vanilla one, which is no longer the case.
I'll have to edit the guide when I have some spare time again, thank you for bringing it to my attention."
I was wondering things about hold_ext and this explained it for me.
Do you happen to know how to let vehicle crew fire normally whie onboard a vehicle (with their own weapons)? I know that in COH2 units (e.g. sniper) on a Scoutt Car can fire normally, despite that units on Universal Carrier can't.
I thought 'default' showed the base values and 'sp' was for the values we want to change. But in fact, the three columns are modifiable! ^^' And 'sp' must concern the game in 'Single Player' mode, right?
Sorry for the inconvenience !
To be exact, I added 'spawn_item' in the 'barracks_africa_uk' entity (which I cloned). I assigned columns and rows to them (thanks to your table) and I indicated the type of squad to use (attributes\sbps\races\british_africa\infantry\canadian_heavy_infantry_africa_uk).
Is there anything else to do?
The only difference with the default building is in: 'construction_ext/on_construction_complete_state_tree_refs/on_construction_complete_entity_state_tree_ref' => its value is 'event_cue_library\entity_construction_events\construction_complete', while in my clone there is no value.
Then save, build, and test in game by selecting my mod (local)
I modified the camera also which lets me know that my mod is well supported
I took the time to read your tutorial before coming to bother you. ^^' Unfortunately, my English is not perfect, maybe I misunderstood something.