Based on KF and RO2, is there anything you would like to see us do in KF2 to improve support for unreal script modding?
What UE version are we running on? Or are we using something else?
Can you do us coders a favor, and stop changing base classes every now and then, it screws our mods up and we have to constantly update and refactor everything. Once or twice is okay, but throughout the history of KF it happens so frequently it really pisses me off when something breaks after every revision.
As for a suggestion, the existing HUD code is very messy, probably inefficient even. Would be great if everything were more modularized, than throwing everything into DrawHUDPass and stuff. Even making functions for those are welcome, to keep code neater and easier to read.
EDIT:
Oh I forgot, since its UE3, could you expose some methods to C++ in the game engine side (if you guys are modifying the engine itself)? Would be great if we can make some magic happen (plugins and stuff) without having to subject ourselves to the limitations of UnrealScript/Kismet itself.
http://wiki.beyondunreal.com/Legacy:Console_Commands/Debugging_Console_Commands[url]http://wiki.beyondunreal.com/Legacy:Console_Commands/Debugging_Console_Commands[/URL]I think some kind of interface inside/outside of the editor where users can easily change certain variables such as weapon damage, zed health, perk bonuses, and ammo capacities without touching code would be a great help in the search for balance.
I believe someone made such a program for KF1.
static function float GetCostScaling(KFPlayerReplicationInfo KFPRI, class<Pickup> Item)
{
if (Item == class'myWeapon')
return super.GetCostScaling(KFPRI, class'someWeapon');
return super.GetCostScaling(KFPRI, Item);
}
Exposing methods to C++ -> DLLBind, i'm not sure it still exists but to say the're is already something in UE3/UDK for this.
-> http://udn.epicgames.com/Three/DLLBind.html
But I think this would be great!! I asked for this in RO2 sadly from what I was told it didn't work anymore.
As for not changing base class, I would definitivly like to see the codebase being more modular, it needs more classes and distinct objects that can be easily interchangeable.
Yeah, an easy way to test out different stats would be great.I think some kind of interface inside/outside of the editor where users can easily change certain variables such as weapon damage, zed health, perk bonuses, and ammo capacities without touching code would be a great help in the search for balance.
I believe someone made such a program for KF1.
I do know about DllBind actually, and that it's in UE3 for sure. I'm just wondering if TWI made any custom modifications to the engine, and if there are explicit C++ hooks into the custom engine for functions specific to KF2.
Can you do us coders a favor, and stop changing base classes every now and then, it screws our mods up and we have to constantly update and refactor everything. Once or twice is okay, but throughout the history of KF it happens so frequently it really pisses me off when something breaks after every revision.
As for a suggestion, the existing HUD code is very messy, probably inefficient even. Would be great if everything were more modularized, than throwing everything into DrawHUDPass and stuff. Even making functions for those are welcome, to keep code neater and easier to read.
It is in the engine, although it needs some work to get functional. Probably since it hasn't been used in years. We're a little hesitant about opening up the game to new and exciting types of hacks.
Maybe make it easier to integrate custom perks/weapons/characters so we don't need extra mods for doing that.
How about a custom mutator hook? I'd be interested in seeing what this group can come up with for a mutator hook list.
Yes, please! Expanding the abilities of mutators is a great idea.How about a custom mutator hook? I'd be interested in seeing what this group can come up with for a mutator hook list.
DLLbind would be good to add but it would be wise to put in alot of security checks as I wouldn't doubt people would try to abuse DLLBind to inject hacks like aimbots and modifiers into the game