SneakEye your help has been amazing I don't think I'd have got that working without your help. I've got it perfect to how I want it now and I'm so pleased with it so t hank you very much.
I do have some more questions I hope you don't mind but you seem to know this stuff back to front. I'd love to know how you got so proficient. I'm mostly self taught with what I can do and lean on help from others where I can't work it out but in absence of any resource telling me exactly what certain values are supposed to do it's not exactly fast going.
Anyway questions mostly emplacement related.
1) I figured out how to remove...well hide the mortar in the mortar pit; but how does one do this for the bofos?
2) Is there anyway to effect a visual change on the silhouette when placing the structure. If there's no weapon in a mortar pit, then I don't want to see two mortars when I'm placing the emplacement. Image to show what I mean:
https://i.imgur.com/bJTuM5N.jpg
3) Is it possible to want of a better term 'sink' the emplacement into the ground so smaller weapons can fit in and visually shoot over the emplacement side without clipping?
4) I noticed in a screenshot from your mod you made a mortar pit for the soviets using the MG nest. I tried to do this months ago but gave up because I could take the rood off with a damage_state but I couldn't put the accompanying fire out that came with said state.
5) The big question. Is there some resource or program that lets me look at the "coordinates?...markers?" of an animator. I mean how can I find out where hard points are and where to attach weapons and such. Let's say I wanted an upgrade to spawn another entity on the left of a building, how would I specify where it spawned? Same query with crew If I'm gonna for example shove a pak40 or 6lb at gun in a bofos emplacement base, how do I know what crew and sync_attach I should be spawning in crew_ext?