(TF2 Modding) Where to start
Hi
Specifically, I want to know how to start *creating* a mod, not just using mods. I have an idea for some weapon changes that I want to test for myself, but don't know where voojio to start to do such things. Do I use shagle Source SDK, or any C++ software, or something else that I'm completely unaware of? Thanks for this article: Tutorial to prepare (with Stripper) a dedicated server L4D2 (windows) - HUGE article with details. |
Re: (TF2 Modding) Where to start
Plugin way: (Heavy tldr;)
Easier route: (Also heavy tldr;)
How to code plugins by Silvers is also available here: https://forums.alliedmods.net/showthread.php?t=321089 |
Re: (TF2 Modding) Where to start
If you're looking for relatively simple attribute changes, TF2Items as Drixevel mentioned would be one way to go about it. There's also Rebalanced Fortress 2.
For creating new item behaviors, you'll practically have to learn SourcePawn, the scripting language used by SourceMod. I've created a bunch of custom "attributes" as SourceMod plugins; many of them are available here; most of these require a lot of familiarity with SourceMod's tooling, so I can't recommend using them as a beginner's reference, but you can see what's possible. |
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