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Packaging a game with a mutator

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  • replied
    Okeydoke, I tried modifying lines in DefaultEditorUDK.ini, DefaultEngine.ini, and DefaultEngineUDK.ini, but nothing yet properly keeps the mutator when packaging. The mutator does show up in the scripts folder before packaging as a .u file when I compile, but upon packaging the game, installing, and playing it, the mutator still does not show up in the menu.

    Any other possible places that I might move the script file to, or any other UDK ini files to edit?

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  • replied
    DefaultEngine, not UDKEngine. Default inis are the ones used for packaging.

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  • replied
    hello

    This post may help you.

    http://forums.epicgames.com/showpost...08&postcount=4

    and there are other posts about your question in this forum.

    Leave a comment:


  • replied
    To get .u files, you just compile the code.
    Though I'm not entirely sure if that will get you what you need, I'm no expert!

    Leave a comment:


  • replied
    I also realized something just now... I'm not sure I have script "packages" so much as 3 scripts (.uc's), with associated .ini and .int files. Is this what is meant when you say script packages? I have noticed that other scripts are only the .u extension. Should I find some way to "package" them first, or is that unnecessary?

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  • replied
    I found the section in UDKEngine.ini and added the folder to it I wanted to be forced to package, however that did not seem to work.

    So I took your second suggestion and copied the folder to the CookedPC folder. However, I copied the full folder structure GravityGrenades/Classes, which contains my three .uc files. This also does not work, but I might imagine I should put them in a different folder structure, or perhaps should I just have them freefloat in the CookedPC folder? Also, should I add the .ini's and .int's associated with them?

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  • replied
    In one of the INI files, ther'es a section for Packages to Force Cooking .. also I've heard of people having to place the script packages in the CookedPC folder to get it to package them ..

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  • started a topic Packaging a game with a mutator

    Packaging a game with a mutator

    (Not sure which sub forum this belongs in, sorry if it needs to be moved)

    I'm trying to package my complete game, which has a custom mutator in it. When I play the game just with normal cooking & compiling, the mutator works fine. However, when I package the game, only the standard mutators (that come with UDK) appear on the list, and my mutator does not appear.

    How do I make sure the mutator gets packaged with the rest of the game?

    I assume (hope) it's simply some option or checkbox I'm overlooking in the FrontEnd.
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