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Getting Started - Setting Up a new Mod - A little Advice Please

guts118

Member
May 18, 2009
8
0
Hi,

I need a bit of advice with setting up a new mod. I have worked with ut2004 in the past, and now I'm trying to use the same approach i did before, but it doesn't seem to like it.

Right then, I've created a folder in the Killing floor route directory called
'new_mod' - C:\Program Files\Steam\steamapps\common\killingfloor\new_mod
Within this I've made a bunch of new folders:

Animations
Classes
Help
Maps
Sounds
StaticMeshes
System
Textures

Most of the folders currently have nothing in them.

Within the 'System' folder I have added 3 ini files:

default.ini
new_mod.ini
new_mod_User.ini

currently these are all exact copies of the ini files found in the killingFloor system folder.


I have then created a .uc script file called newPawn.uc. All this does is extend KFPawn, and then add a new function that has copied the code fron the ThrowGrenade() function, that is within KFPawn.

The contents of the script is as follows:

class newPawn extends KFPawn;

function ThrowGrenade2()
{
local inventory inv;
local Frag aFrag;

for ( inv = inventory; inv != none; inv = inv.Inventory )
{
aFrag = Frag(inv);

if ( aFrag != none && aFrag.HasAmmo() && !bThrowingNade )
{
if ( KFWeapon(Weapon) == none || Weapon.GetFireMode(0).NextFireTime - Level.TimeSeconds > 0.1 ||
(KFWeapon(Weapon).bIsReloading && !KFWeapon(Weapon).InterruptReload()) )
{
return;
}

//TODO: cache this without setting SecItem yet
//SecondaryItem = aFrag;
KFWeapon(Weapon).ClientGrenadeState = GN_TempDown;
Weapon.PutDown();
break;
//aFrag.StartThrow();
}
}
}

defaultproperties
{

}
When I try to compile the the mod using the command:

"C:\Program Files\Steam\steamapps\common\killingfloor\System\ucc" make -mod=new_mod
But I get the error:
C:\Program Files\Steam\steamapps\common\killingfloor\new_mod>"C:\Program Files\St
eam\steamapps\common\killingfloor\System\ucc" make -mod=new_mod
BadMod

History: appInit

Exiting due to error

C:\Program Files\Steam\steamapps\common\killingfloor\re_mod>PAUSE
Press any key to continue . . .
I just need a bit of advice to get up and running.
Any advice is very much appreciated

Cheers
Guts
 
right ive been having a look

right ive been having a look

I'm not too sure but I think its something to do with a file called 'UT2K4Mod.ini', which is located in the root of the mod folder.

At least that is what the file is meant to be called when modding ut2004, but I don't know what to call it with regards to KillingFloor.
 
Upvote 0
Hey hey peeps, I'm still having problems. I've tried a bunch of things but still get the 'bad mod' error.

I was hoping someone could follow the steps I have taken (as I've fully detailed everything I did). And then see if you get the same error.

I have been paying attention to the unreal wiki:

http://wiki.beyondunreal.com/Legacy:UnrealScript_Hello_World


When I work out whats wrong, I intend to write a full tutorial so that people who want to mod can get up and running quickly.


Any advice, or interest, will be appreciated
Cheers
Guts
 
Upvote 0
okay then,

I have got a basic mod working, it basically contains one class called helloWorld (which can be found at http://wiki.beyondunreal.com/Legacy:UnrealScript_Hello_World)

however to get this to work I have had to remove the following files:
C:\Program Files\Steam\steamapps\common\killingfloor\newmod\UT2K4Mod.ini

C:\Program Files\Steam\steamapps\common\killingfloor\newmod\System\default.ini

C:\Program Files\Steam\steamapps\common\killingfloor\newmod\System\newmod.ini

C:\Program Files\Steam\steamapps\common\killingfloor\newmod\System\newmodUser.ini


However I would like to use these files so that I do not have to edit the original killingfloor ini files.

Once again, if someone already know, or if you can try and create a newmod youself, it would be cool to find out.

Cheers
Guts
 
Upvote 0