Well heres the result of numerous tests & tweakings …
As there didnt seem to be much other solutions, I decided to go with the tank clone trick.
Altough I had to do quite some scripts rearrengements (actually Ill have 3 tanks cuz I really have a long way =P …).
It worked fine, except for the MG : playing the map, regardless of wich tank I used I ended on the first tank MG.
After checking & rechecking tagetnames/scriptnames, tweaking stuff and searching the forum, I learned something : It is impossible to have two vehicules in a map with mounted gun at once, because the game use the tag_turret to fix the mg42 on. If you have two tanks, both will have a tag name “tag_turret”, and the game will place the player on the first “tag_turret” it’ll found in his list, (altough all movers can display the attached gun correctly).
However, If having more than one tank at once having mounted_gun wasnt possible, having more than one having guns at separate times should be possible :
I decided to try to move the attach the tank body (wich the gun was attached to) to the next tank, and surprise, it worked perfectly fine … until … !!
When doing a map_restart, the first tank didnt have his ‘body’, just the tracks.
Runing map the first time : first tank fine
Switching to second tank : fine
What if player is on the mg at the switching point : no problem, the player is still at the mg, doesnt notice anything and can detach
Then, map_restart : first tank screwed
This was the last thing to correct, but altough Ive tried everything I could, I just managed to mess up my script, resulting in the tank turret (the canon, not the mg) not showing up anymore on the second tank when switching, could not correct the map_restart messed up tank bug, and could not revert to the “almost good” situation where everything was fine before the map_restart.
Therefore Ive gave up on this problem, and choosed the no mounted gun option. Players might get frustrated not having their toy, but hey, Ive spent half a day on this, you cant say I didnt try @_@.