Thx oyman, will look into that later on today...
on another note...read bottom first...
class CfgModels
{
   class default {};
   class Vehicle: default {};
   class Tank: Vehicle {};
   class Leo2A6: Tank
   {
      sectionsInherit="Vehicle";
      sections[]=
      {
"zasleh",
"L svetlo",
"P svetlo",
"zadni svetlo"
};
   };
};
class CfgPatches
{
   class Leopard2
   {
      units[]={"Leopard2A6","Leopard2A6Camo"};
      weapons[]={"LEO120mmGUN","MG3A1"};
      requiredVersion=1.90;
   };
};
class CfgAmmo
{
   class Default{};
   class BulletSingle:Default{};
   class Bullet7_6: BulletSingle {};
class 7_62ammo: Bullet7_6 {};
   class DM12: Default
   {
      model="shell";
      simulation="shotShell";
      simulationStep=0.050000;
      cost=1000;
      soundHit[]={"Explosions\explosion_large1",100.000008,1};
      soundFly[]={"objects\bulletnoise",0.8,1};
      hit=800;
      indirectHit=65;
      indirectHitRange=7;
      explosive=1;
      minRange=15;
      minRangeProbab=1.0;
      midRange=2000;
      midRangeProbab=0.8;
      maxRange=4000;
      maxRangeProbab=0.6;
      visibleFire=10;
      audibleFire=20;
      visibleFireTime=10;
   };
   class DM33: Default
   {
      model="shell";
      simulation="shotShell";
      simulationStep=0.050000;
      cost=1000;
      soundHit[]={"Explosions\explosion_large1",100.000008,1};
      soundFly[]={"objects\bulletnoise",0.8,1};
      hit=800;
      indirectHit=35;
      indirectHitRange=4;
      minRange=15;
      minRangeProbab=1.0;
      midRange=2000;
      midRangeProbab=0.8;
      maxRange=4000;
      maxRangeProbab=0.6;
      visibleFire=10;
      audibleFire=20;
      visibleFireTime=10;
   };
};
class CfgWeapons
{
   class Default{};
   class MGun:Default{};
   class MachineGun7_6:MGun{};
   class LEO120mmGUN: Default
   {
      scopeWeapon=0;
      scopeMagazine=3;
      displayName="Rheinmetall 120mmGun";
      displayNameMagazine="50cal";
      shortNameMagazine="50cal";
      nameSound="weapon";
      ammo="DM12";
      magazines[]={"120mmHEAT","120mmAPFSDS"};
      count=41;
      initSpeed=500;
      reloadTime=4;
      sound[]={"\Leo2A6\fire1.wav",1,1};
      reloadSound[]={"Weapons\missload",0.000316,1};
      ffCount=1;
   };
   class 120mmHEAT: LEO120mmGUN
   {
      ammo="DM12";
      displayName="120mmGun HEAT";
      displayNameMagazine="120mmHEAT";
      shortNameMagazine="120mmHE";
      sound[]={"\Leo2A6\fire1.wav",1,1};
      reloadSound[]={"Weapons\missload",0.000316,1};
      count=41;
      initSpeed=700;
   };
   class 120mmAPFSDS: LEO120mmGUN
   {
      ammo="DM33";
      displayName="120mmGun APFSDS";
      displayNameMagazine="120mmAPFSDS";
      shortNameMagazine="120mmAPFSDS";
      sound[]={"\Leo2A6\fire1.wav",1,1};
      reloadSound[]={"Weapons\missload",0.000316,1};
      count=41;
      initSpeed=950;
   };
   class MG3A1: MachineGun7_6
   {
      ammo=7_62ammo;
      displayName="MG3A1";
      displayNameMagazine="MG";
      shortNameMagazine="MG";
      nameSound="mgun";
      count=4750;
      reloadTime=0.07;
      sound[]={"Weapons\M60mgun",3.162278,1};
      soundContinuous=0;
   };
};
class CfgVehicles
{
   class All {};
   class AllVehicles: All {};
   class Land: AllVehicles {};
   class LandVehicle: Land {};
   class Tank: LandVehicle {};
   class M1Abrams: Tank {};
   class Leopard2A6: M1Abrams
   {
      weapons[]={"LEO120mmGUN","MG3A1"};
      magazines[]={"120mmHEAT","120mmAPFSDS","MG3A1"};
      displayName="Leopard2 A6";
      model="\Leo2A6\leo2A6.p3d";
      nameSound="tank";
vehicleClass="/SV/Armored";
      picture="\Leo2A6\Leopard2A6.paa";
      icon = "\Leo2A6\l2a6i.paa";
      maxSpeed=80;
crew="bassoarpilot";
accuracy=0.95;
irscanrange=5000;
soundEngine[]={"\Leo2A6\engine.wav",db0,1};
      soundEnviron[]={"\Leo2A6\the.wav",0.010000,1};
      armor=1600;
      gunnerAction="ManActM1A1Gunner";
      gunnerInAction="ManActM1A1Gunner";
      driverAction="ManActM1A1DriverOut";
      driverInAction="ManActM1A1Driver";
      commanderAction="ManActM1A1CommanderOut";
      commanderInAction="ManActM1A1Commander";
      type=VArmor;
//threat[] VSoft, VArmor, VAir
threat[]={0.9, 0.9, 0.3};
      simulation="tank";
hiddenSelections[]={"nr1"};
};
class HitHull {armor=1;material=50;name=hull;passThrough=1;};
class HitTurret {armor=0.9;material=51;name=turet;passThrough=1;};
class HitGun {armor=0.75;material=52;name=gun;passThrough=1;};
class HitLTrack {armor=0.8;material=53;name=pasL;passThrough=1;};
class HitRTrack {armor=0.8;material=54;name=pasP;passThrough=1;};
armorHull=1;
armorTurret=0.9;
armorGun=0.7;
armorEngine=0.5;
armorLights=0.1;
armorTracks=0.6;
      class HatchDriver
      {
         selection="poklop_driver";
         axis="osa_poklop_driver";
         angle=60
      };
      class HatchGunner
      {
         selection="poklop_gunner";
         axis="osa_poklop_gunner";
         angle=-200
      };
      class HatchCommander
      {
         selection="poklop_commander";
         axis="osa_poklop_commander";
         angle=190
      };
      class IndicatorRPM
      {
         selection="ukaz_rpm";
         axis="osa_rpm";
         angle=4294967026
         min=0
         max=1
      };
      forceHideGunner=0;
      hasCommander=1;
      hasdriver=1;
      hasgunner=1;
      unloadInCombat=1;
      class ViewGunnerBase
      {
         initAngleX=5;
         minAngleX=-30;
         maxAngleX=30;
         initAngleY=0;
         minAngleY=-100;
         maxAngleY=100;
         initFov=0.550000;
         minFov=0.320000;
         maxFov=0.850000;
      };
     Â
     Â
      class TurretBase
      {
         gunAxis = "OsaHlavne";
         turretAxis = "OsaVeze";
         gunBeg = "usti hlavne";
         gunEnd = "konec hlavne";
        Â
         minElev=-4; maxElev=+20;
         minTurn=-360; maxTurn=+360;
         body = "OtocVez";
         gun = "OtocHlaven";
};
class Animations
{
//suspension
class suspension
{
type = rotation;
animperiod=.5;
selection=sus_F;
axis=osa_sus;
angle0= -.04;
angle1= .04;
};
};
class EventHandlers
      {
engine = "if (_this select 1) Then {(_this select 0) exec {\Leo2A6\Scripts\Tank_Accel.sqs}}";
      killed = "_this exec ""\Leo2A6\Scripts\fire.sqs""";
      fired = "[_this select 0,_this select 1] exec ""\Leo2A6\Scripts\Gunrec.sqs""; _this exec ""\Leo2A6\Scripts\shock.sqs""";
incomingmissile = "_this exec ""\Leo2a6\Scripts\jammer.sqs""";
hit = "_this exec ""\Leo2a6\Scripts\TankSmoke.sqs""";
};
};
Do you find anything wrong with this...event handlers wont work and I get an error message immediately upon entering the main menu...something about NoEntry/Vehicles/hithull.scope
Thanks again
P.S.: It's for my own use using DKM and BAS scripts and soar pilots as crew ( ;D); ignore the part of Fire EH where it says GunRec.sqs...I modified it from the ground up so it doesn't have this animation in config yet...though it already was and worked like a charm