zacman wrote:The best weapons to start playing around with are the Stinger, Dispersion Pistol, Alt fire ASMD and Shock Rifle, Ripper, and Alt fire pulse gun. These can be Projectile changed without any scripting. Once you've got changing weapons via Default Properties, try something harder, like changing the alt fire of the RTNP CAR Rifle (Need Upak) and then work your way up to more complex changes. The UnrealEd Reference Guide is good for tutorials. (I disagree with TheDane here-I think tutorials are very good for learning)
That's exactly how I've started
indeed it's a great way.
Just subclass already existing weapons, change their properties first, see how it affects the game by summoning the weapon manually in-game... then you may create new projectiles, crossing functions from already existing ones, and that's it. It may take a while if you have never scripted before, but it's worth it (an fun, at least it was, and still is, for me).
There're many scripts that have many comments inside too, and that provides great information regarding what everything is. Just BEWARE of the replication devil
the worst part of scripting to UT, and I'd recommend getting some extensive experience before starting a mod for real, otherwise it'll hardly work properly for client-players, unless you test it a lot thought trial-and-error (that's how I've started doing my current mod, although by doing that I'm having great clue regarding how clients and server read the script lines even without testing, after almost a month).
A few things I suggest when doing this...
- after creating projectiles or weapons, create a new .txt file at the system folder containing the summon lines for weapons (since you probably won't create a mutator when beggining, just the weapons/projectiles).
- open user.ini and bind a key that you don't use as "exec whateveryourtextfilenameis.txt" so you can use it in-game quickly, without having to type.
- binding keys to "slomo 1", "slomo", "behindviewplayer 1", "behindviewplayer 0" and "playersonly" helps too, to test out damage areas, projectiles animations, speeds and so on. Slomo is great for testing precise ticks.
- always read the .log file for clues on "accessed nones" and other stuffs.
- read tutorials and beyondunreal wiki for more information.
- make shortcuts to start the game faster, speeding up the testing proccess.
Examples:
...\UnrealTournament.exe DM-Agony.unr?Game=BotPack.DeathMatchPlus will start a deathmatch at Agony.
...\UnrealTournament.exe DM-Agony.unr?Game=BotPack.DeathMatchPlus?Listen -server log=Server.log will start a dedicated server, of the same type.
...\UnrealTournament.exe 127.0.0.1 will join the dedicated server you create. (last ones are needed when you're going to see how the weapon/projectile behave in multiplayer. Believe, it probably won't work properly at first, unless you have subclassed something and haven't changed many things
Anyway, you should start one (or more!) smaller project(s) first to gather some experience, otherwise you'll end up very frustrated.
Making the weapons you want mostly depends on modeling AND skinning as well, besides scripting, so you'd need more skills or more people to help you, definitely.