I tried to recreate Volkov for use in missions, modifying "gnrl". So far I can start my map with this actor in it, but it crashes every time it moves with the error message being "Exception of type `System.InvalidOperationException`: Can't find Move in voice pool." Shooting while standing still works and the selection sound plays as normal.
thanks a lot, I just realised that I have absolutely no clue how this YAML thing works - back to the drawing board.
As for the weapon: It was intended as a placeholder.
Is it possible to create entirely new weapons in map.yaml (with a new name) or do I have to modify an existing one?
SethXXX wrote: As for the weapon: It was intended as a placeholder.
Is it possible to create entirely new weapons in map.yaml (with a new name) or do I have to modify an existing one?
Yes, it is possible to define new weapons in your custom map. You can have a look at our shipped minigames, like Fort Lonestar if you're not sure how to do this. (Also see our "Map Format" wiki page.)
as far as I can see there, a new weapon (I looked at "TankNapalm" in the example as it is not defined in the original game files) is just defined under "Weapons" and then assigned to an actor. I did exactly that:
but the game won't let me start the map, debug.log says "Failed to load rules for `Test Soviet` with error :Cannot locate type: VolkovWeaponInfo"
Do I have to use an external weapons.yaml maybe? Or should it work equally well in map.yaml? Because the former method doesn't seem to work, when I tried the game ignored my changes altogether.
Sorry for maybe sounding stupid, I have zero experience with coding in general
Last edited by SethXXX on Tue Nov 28, 2017 10:12 pm, edited 2 times in total.