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
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:
Any advice is very much appreciated
Cheers
Guts
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
Within this I've made a bunch of new folders:'new_mod' - C:\Program Files\Steam\steamapps\common\killingfloor\new_mod
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:
When I try to compile the the mod using the command: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
{
}
But I get the error:"C:\Program Files\Steam\steamapps\common\killingfloor\System\ucc" make -mod=new_mod
I just need a bit of advice to get up and running.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 . . .
Any advice is very much appreciated
Cheers
Guts