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Code Mutator Development Setup

Datin

FNG / Fresh Meat
Apr 22, 2015
2
0
Hi All,

I was looking on writing up some simple mutators for KF2, but a few of the tutorials that I've seen out there for creating mutators don't seem to apply to KF2. I've downloaded the Killing Floor 2 SDK and found the UnrealEditor, which is useful for map making, but it doesn't appear to be the right avenue for writing mutators.

For example, https://udn.epicgames.com/Three/CustomUnrealScriptProjects.html[url]https://udn.epicgames.com/Three/CustomUnrealScriptProjects.html[/URL]

I've tried to setup a Development/Src/<PackageName> directory structure and added the Package name to my DefaultEngine.ini. I added a simple .uc file in there as a test. I tried launching KF2, which should auto-compile like the above link states, but it didn't appear to have any affect. I then tried launching 'KFGame.exe make' but then I get an error saying that it needs to be running with Steam. So I added the launch argument 'make' to Killing Floor 2, but I got the same error.

I've read that some folks have had success already with creating some mutators (player max, etc) so it appears it's possible at this time to do it. Anybody have some steps or documentation on how to setup the environment for mutator development?
 
Mutators aren't officially supported yet until we release script code. There are some ways to make limited mutators, but these may not be around forever so you may want to hold off until we add full support and experiment with mutators on UDK until then. No eta yet, but we're working on adding this.
 
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Mutators aren't officially supported yet until we release script code. There are some ways to make limited mutators, but these may not be around forever so you may want to hold off until we add full support and experiment with mutators on UDK until then. No eta yet, but we're working on adding this.

mmmmmeeeeEEEEEEEEHHHHHHH! NEED DEM SOURCE FILES!
 
Upvote 0
Hi All,

I was looking on writing up some simple mutators for KF2, but a few of the tutorials that I've seen out there for creating mutators don't seem to apply to KF2. I've downloaded the Killing Floor 2 SDK and found the UnrealEditor, which is useful for map making, but it doesn't appear to be the right avenue for writing mutators.

For example, https://udn.epicgames.com/Three/CustomUnrealScriptProjects.html[url]https://udn.epicgames.com/Three/CustomUnrealScriptProjects.html[/URL]

I've tried to setup a Development/Src/<PackageName> directory structure and added the Package name to my DefaultEngine.ini. I added a simple .uc file in there as a test. I tried launching KF2, which should auto-compile like the above link states, but it didn't appear to have any affect. I then tried launching 'KFGame.exe make' but then I get an error saying that it needs to be running with Steam. So I added the launch argument 'make' to Killing Floor 2, but I got the same error.

I've read that some folks have had success already with creating some mutators (player max, etc) so it appears it's possible at this time to do it. Anybody have some steps or documentation on how to setup the environment for mutator development?

Compile the mod from the UDK, just compile KFGame and all that with whetever class you want to use with what vars and functions you wish to use
 
Upvote 0