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Getting Started Compiling a Mod
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rans.m repliedI get a standard windows crash (popup box come up with ut3.exe has encountered a problem etc) when I compile and it gets down to my package and writes "-------vyd-release-----------" like that. Any ideas? I'm pretty sure I followed the instructions
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RypeL repliedThx Mysterial. But theres one typo in your tut. It should be "ModPackageS=MyCoolMutator" with the additional S. Then it works
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Nuky repliedThanks for the quick reply Mysterial
But there is a mistake
Rypel figured it out: it is ModPackageS, with an S.
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SwaTz0rs repliedI added mypackage to the UTeditor.ini but all i get when i run 'ut3 make -full' is
core - release
engine - release
gameframework - release
...
...
...
UTGameContent - release
//edit
when i run 'ut make' i get this message
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Getting Started Compiling a Mod
These are the basic steps you need to get your mod compiling and running in the game.
Mod source should be put in My Documents\My Games\Unreal Tournament 3\UTGame\Src, in a subdirectory of your package name. You put the .uc files in a further subdirectory named Classes.
Next, you need to tell the game that your package should be compiled. In UTEditor.ini under the section [ModPackages], add a line for your mod:
Code:ModPackages=MyCoolMutator
When you compile a mutator, gametype, or weapon, the compiler will automatically generate an .ini file for your mod package that tells the menus about it. You can opt out of this by setting the property bExportMenuData to false in your class's defaultproperties.
Feel free to post if you have questions or need help - that's what this forum is for.Tags: None
- Stuck
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