Figure 2.1
Once this step is done, your folder structure should look something like this:
See Figure 3.2
Tip - Save all of your Sublime projects together in a SublimeProjects folder in My Documents
Figure 3.1
Figure 3.2
This step is very important, especially, if you are going to be using custom UDK files and/or other content.
KFEditor.ini is located at <Drive>:\Users\<User>\Documents\My Games\KillingFloor2\KFGame\Config
In KFEditor.ini:
[ModPackages]
ModPackagesInPath=..\..\KFGame\Src
ModOutputDir=..\..\KFGame\Unpublished\BrewedPC\Script
ModPackages=MyMod
NOTE: User must have at least ran and closed the Editor to generate the KFEditor.ini file.
This file will be for testing your compiler.
NOTE: The Name of the file must match the name of the class.
//============================================================================= // KFMutator //============================================================================= // Example mutator class for KF2 //============================================================================= class KFMutator_Example extends KFMutator; /** * This function can be used to parse the command line parameters when a server * starts up */ function InitMutator(string Options, out string ErrorMessage) { super.InitMutator( Options, ErrorMessage ); `log("This is my Example Mutator"); } |
a. Open the command prompt and navigate to your Steam Killing Floor 2 binaries directory (<drive:>\Steam\SteamApps\common\killingfloor2\Binaries\Win64)
- or, navigate to that directory in Windows Explorer, shift+right-click and select "open command window here"
b. Type "kfeditor make" and hit enter. The compiled .u file (e.g. MyMod.u) can then be found in your My Games directory (My Games\KillingFloor2\KFGame\Unpublished\BrewedPC\Script)
Figure 6.1
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Figure 7.1
Figure 7.2
Figure 7.3
Figure 7.4
Figure 7.5
Figure 8.1