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-   -   (TF2 Modding) Where to start (https://forums.alliedmods.net/showthread.php?t=337524)

HereturbiesWalt 04-26-2022 03:54

(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.

Drixevel 04-26-2022 12:37

Re: (TF2 Modding) Where to start
 
Plugin way: (Heavy tldr;)
  1. Download the latest copy of Sourcemod for Windows and extract specifically the scripting folder in it.
  2. Download the tf2items.inc file and place it into the includes folder found inside of your scripting folder.
  3. Make a new file where compile.exe is titled 'my-weapon-changes.sp' or whatever it doesn't really matter. Just make sure there's no spaces, capital letters or weird characters in it and it has to be an .sp file.
  4. Look at example .sp files in the scripting directory to see how plugins are made but mainly look into how you can use TF2Items to make changes to weapons you want based on attributes, plenty of resources everywhere to see.
  5. Compile .sp file into the .smx file and load it into the server by placing it into the plugins directory to test it.

Easier route: (Also heavy tldr;)
  • Install TF2Items and ignore the tf2items.inc file.
  • Copy and paste the file 'tf2items.weapons.example.txt' in the configs folder it comes with and remove the '.example' part from it.
  • Learn how to edit that file to manipulate weapons how you want since it does a lot of that kind of stuff already.

How to code plugins by Silvers is also available here: https://forums.alliedmods.net/showthread.php?t=321089

nosoop 04-27-2022 00:59

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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