View Full Version : Getting Started
finalDev
11-06-2009, 04:35 PM
I've been following the tutorial at http://udn.epicgames.com/Three/DevelopmentKitProgramming.html but seem to be having problems.
I've followed the steps up until the special command line part. I was hoping if someone could explain where i paste "udk dm-deck?game=mymod.superfungame" to test out the SuperFunGame mod.
Also, does the mod have to be packaged in order to test it? And is there any other steps I'm missing that I need to do in order to run the mutator?
ShaunO
11-06-2009, 07:41 PM
udk is the binary located in the Binaries folder
To run it with those arguments just open up cmd and CD into the binaries folder and then udk with the arguments from there
Crozz
11-06-2009, 08:34 PM
By default, it's in C:\UDK\UDK-2009-11\Binaries\UDK.exe
You could make a shortcut to it and then in the properties of the shortcut look for the target entry then add dm-deck?game=mymod.superfungame to the end so it looks like
C:\UDK\UDK-2009-11\Binaries\UDK.exe dm-deck?game=mymod.superfungame
I use windows 7 so if you're not you might need some quote signs around a part of that.
SublimeO12
11-06-2009, 08:51 PM
sort of similar question - I created a new file that extends the PlayerController class and placed it in the my mod folder, and I added a simple log statement to the AcknowledgePossession() method, just to see if I could get it to run. I then went into the unreal frontend and used the make button to compile my scripts and it compiled, so I know that much worked. I also removed the ; from the .ini file so it would run MyMod. After all this I went into the editor, loaded up a map and started playing in the editor to see if my new player controller would log when this method gets called, but no log statement printed... Are there any steps I'm missing to get it to use my modded player controller?
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