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| How does one make a mutator for Rooks Keep? http://www.runestorm.com/forums/viewtopic.php?f=109&t=77732 |
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| Author: | hide_in_light [ Tue Jun 18, 2013 6:23 pm ] |
| Post subject: | How does one make a mutator for Rooks Keep? |
Any chance of posting the source code for the mutators and a quick guide on how to get started. Just realized it's been a few years since I compiled a mutator for UT3 and are rather clueless. For instance what directory do I use, what is the file structure etc. |
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| Author: | Captain Xavious [ Tue Jun 18, 2013 7:25 pm ] |
| Post subject: | Re: How does one make a mutator for Rooks Keep? |
This would be handy information to have. I plan on making a character set or two a bit later myself. |
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| Author: | Black Eagle [ Wed Jun 19, 2013 4:18 am ] |
| Post subject: | Re: How does one make a mutator for Rooks Keep? |
We will be releasing the source code in some form or another in due course, along with this we shall likely create several simple guides on making some of the most common things you'd want in Rooks Keep. We're busy with the RK demo right now, and the source code shall follow sometime after that. Stay tuned. |
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| Author: | hide_in_light [ Sun Jun 23, 2013 7:46 am ] |
| Post subject: | Re: How does one make a mutator for Rooks Keep? |
Well I figured out how to compile and get an existing mutator in-game. Not sure if it's the best way of doing things, but here we go. Quick run down: *In this folder: C:\Games\RooksKeep\UDKGame\ Create another folder named "Src" Example: C:\Games\RooksKeep\UDKGame\Src *In the Src folder. Create a new folder, this will be the name of the mod, in my case I just named it Firstmod. And in the Firstmod folder create another folder named Classes. Example: C:\Games\RooksKeep\UDKGame\Src\Firstmod\Classes *In this folder: C:\Games\RooksKeep\UDKGame\Config You'll find UDKEditor.ini, open it. Search for ModPackages and add the following: "ModPackages=Firstmod" Example: UDKEditor.ini Code: [ModPackages] ModPackagesInPath=..\..\UDKGame\Src ModOutputDir=..\..\UDKGame\Unpublished\CookedPC\Script ModPackages=Firstmod *Time for the actual mutator, I just made a copy of the floating corpses mutator (opened the RCGame.u file so there may be default variables missing) In the folder, C:\Games\RooksKeep\UDKGame\Src\Firstmod\Classes Create a notepad .txt file and save it as "RCMutator_FloatyBodiesTwo.uc" Use "Save As" and make sure encoding option is set as Unicode. Here's the actual code for the mutator, I just changed the value from 0.05 to 0.5 to give heavier floating corpses. RCMutator_FloatyBodiesTwo.uc Code: class RCMutator_FloatyBodiesTwo extends RCMutator; simulated event PostBeginPlay() { super.PostBeginPlay(); AddModInfoTimer(); } simulated function AddModInfoTimer() { local int i; local RCGameReplicationInfo RCGRI; if( WorldInfo.GRI == None ) { SetTimer( 0.25, false, nameof(AddModInfoTimer) ); return; } RCGRI = RCGameReplicationInfo(WorldInfo.GRI); if( RCGRI != None && RCGRI.Mods.Find( 'ID', 'LowGravityBodies' ) == INDEX_NONE ) { i = RCGRI.Mods.length; RCGRI.Mods.length = i + 1; RCGRI.Mods[i].ID = 'LowGravityBodies'; RCGRI.Mods[i].Value = "0.5"; RCGRI.Mods[i].Obj = self; RCGRI.Mods[i].MutClass = class; } } That's end of part 1 |
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| Author: | hide_in_light [ Sun Jun 23, 2013 7:53 am ] |
| Post subject: | Re: How does one make a mutator for Rooks Keep? |
Part2, compiling and getting it to show up in game. Make a copy of the Rooks Keep editor shortcut. In this copy right click, properties and change the target, from -editor to -make. If you run that shortcut, the mutator will be compiled and saved to this folder: C:\Games\RooksKeep\UDKGame\Unpublished\CookedPC\Script Copy that file and paste it into this folder: C:\Games\RooksKeep\UDKGame\Script *Almost done, there's only one step remaining to make it show up in game, you need a config file. In the following directory: C:\Games\RooksKeep\UDKGame\Config , create another text file and rename to, RKFirstmod.ini Here's the code that should be in RKFirstmod.ini Code: [RCMutator_Firstmod RCUIDataProvider_MutatorInfo] MutatorClass="Firstmod.RCMutator_FloatyBodiesTwo" FriendlyName=FloatyBodiesTwo Description=This is less floaty If all went well it should show up in game. |
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| Author: | Captain Xavious [ Sun Jun 23, 2013 9:33 am ] |
| Post subject: | Re: How does one make a mutator for Rooks Keep? |
Thanks! I'll be making use of this soon. |
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