Any KF Specific things?

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Xioden

FNG / Fresh Meat
May 15, 2009
6
0
0
I was trying to make a mutator to remove the corona effect from the end of the flashlights, Couldn't get it to appear in the mutator list. I went back and ran through "Hello World" to refresh in case I had forgotten some things. I've got it listed in EditPackages in Killinglfoor.ini, Its compiled, I've got the .int, .u, and .ucl for it in the system folder. Still not appearing in the mutator list though.
 

SinnerG

FNG / Fresh Meat
May 16, 2009
34
2
0
Yes...

There is a mod-specific thing to keep in mind (that I found out myself :p)

In your .ucl file, you need to add something to the Mutator lines.


Example:

Mutator=(ClassName=HelloWorld.HelloWorld,GroupName=KF-HelloWorld,IconMaterialName=MutatorArt.nosym,FriendlyName=HelloWorld.HelloWorld.FriendlyName,Description=HelloWorld.HelloWorld.Description,FriendlyName=HelloWorld.HelloWorld.FriendlyName,FallbackName="HelloWorld",FallbackDesc="Mutates the world")

The important part is marked in bold. You NEED to specify a GroupName that is prefixed with KF-

Try it :)