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Adding Weapons to a Half-Life 2 Mod. 3 Scopes of Chocolate Tutorial. Will not cover Modeling Coding Will cover Taking weapon code and model and putting them into the game. Dude, where’s my Weapon?. To put a weapon into the Mod, you will need one first. Create a new Single Player Mod.
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3 Scopes of Chocolate Tutorial • Will not cover • Modeling • Coding • Will cover • Taking weapon code and model and putting them into the game.
Dude, where’s my Weapon? • To put a weapon into the Mod, you will need one first. • Create a new Single Player Mod. • In the SDK click on the button. Hit Next. • Select the bullet. Hit Next. • Put the Mod anywhere you can remember in 2 minutes, and name the mod anything you like. • Compile the Single Player Mod. • We will be taking a weapon out of the single player game and putting it into your Mod.
Takes Two to Tango • Each weapon has a series of animated models for each action it can do (Reload, fire, Ect.), and a .qc (text file) that links them together and allows to the code to use it. • The ones we will use are located at: (You do not need to go here, or do anything on this slide, feel free to forget everything on it.)
Yonik! • The model files now have to be added to our own Mod. • Open up a command prompt and type in cmd • Navigate to the “sourceSDK” folder in the steam directory.
Clato Naoto Victo? • Then type in this very long command: bin\studiomdl -game “D:\Steam\SteamApps\SourceMods\[moddirectory]" “D:\Steam\SteamApps\[username]\sourcesdk_content\hl2\modelsrc\weapons\v_pistol\v_pistol.qc (that’s all one line in the command prompt using your own directory information)
Script Kittens • Script files contain basic variables dealing with objects in your mod, like guns, cars, and sounds. • They are not needed but make so that you don’t need to recompile your mod after small behavior changes. (forget this page too)
Let There Be Bullets …and Sound. • In your (compiled) Single player(SP) mod, go to the folder called Scripts. • Copy the file called weapon_pistol.txt into your real mods Script folder.
Back in the SP mod Scrip folder, open the called game_sounds_weapons.txt • Search for weapon_pistol.txt • Copy all 8 methods in this file to your mods game_sounds_weapons.txt file. • You can’t just copy the game_sounds_weapons.txt file over
And here I thought I was an art major • Now the weapon must be put into code • Download the file pistol.zip off of my website: www.coe.uncc.edu/~rwhiting/weapon.zip • This file hold the coding for the weapon itself. • Create a file in your own mods (source) directory to hold this file. Name it hl2r, and unzip it in the src\game_shared folder.
20/20 Visual • Open your mods project in Visual by clicking on the in the src folder of your mods (source) directory. • Open the Solution Explorer (View-> solution Exploer)
In the Client Tab, right click on the folder and click Add->New Folder. Call it HL2R. • Do the same thing under the Server Tab. • Right click on the new HL2R folder in the client Tab, and click . Navigate to the HL2R folder and add both files you put in there. • Do the same for the server tab.
Time to wake up! • Click on Build-> solution • Then wait for the output to give you no errors because you did everything right.
Fin. • Special Thanks to: • MSpaint • HL2Coding.com (example pistol code)