Mutations packaged with maps

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Raneman

FNG / Fresh Meat
Jan 12, 2011
642
788
0
Say I wanted a custom emplacement- would it be possible to package it with the map?

I say this because I want an AT emplacement on my map and I have the skills to program one and I'm sure I could find someone out there interested enough to model one.
 

Tak

FNG / Fresh Meat
Jan 10, 2006
1,855
96
0
East Coast, USA
I can't say for sure, but I seem to remember downloading mutators with maps in UT2k4. Things like voice packs and skins and such. I've no idea if there are limits to what can and can't be included to that, though.
 

Russian Roy

FNG / Fresh Meat
Dec 6, 2011
25
4
0
Next to a machine gun
I do hope this is possible, I'd like to add AT emplacements when I make a map also. If you're capable of programming that maybe we could work on something. Likewise I wonder if adding a static dshk would be possible.
 

[TW]Swag

FNG / Fresh Meat
May 14, 2009
350
100
0
Yonder, Georgia
You can package assets in the Map just like you could with previous versions of the engine. Instead of being inside the MyLevel package it actually sits in the map. Just like previous versions of the engine, packaging the assets inside the map will make the map bigger. Combine that with the lightmaps that get generated during the build process, a map can get HUGE very quickly. I'd strongly suggest against packaging assets inside the map if you are going to release it.

EDIT:

I'd further suggest against packaging compiled script in the map, just make a new .U file and put it into the .\Script directory.
 
  • Like
Reactions: koschi