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Discussion: Red Orchestra: Ostfront / Red Orchestra - Map and Mod Development - Modding RO - Mutators, GameTypes, etc... - I've had lots of people send me PM's asking how to get started modifying RO
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    Modding RO - Mutators, GameTypes, etc...

    I've had lots of people send me PM's asking how to get started modifying RO without the SDK. It's not easy but I've compiled this brief summary of what I did.

    Download the dedicated server. Follow the instructions in the dedicated server document located on the official RO site. Here: http://www.redorchestragame.com/inde...&p13_fileid=26

    Once you download it, launch the .bat file included in the \system directory to start your server. This will create the RedOrchestra.ini file. Kill the server by using, Ctrl + C.

    Now you need to extract the RO .uc sources so you have some idea of what the classes are and how you are going to extend them. The easy way to do this is to use WOTgreal but I had an extremely tough time setting it up to work with RO so I'll just tell you the manual way.

    From the \system directory where you installed the RO dedicated server run the following commands from a command line:

    Z:\Temp\ROServer\system> (my directory structure)

    ucc batchexport Engine.u class uc ..\Engine\Classes
    ucc batchexport ROGame.u class uc ..\ROGame\Classes

    Assuming that works (crosses fingers), you should now have two directories under your RO dedicated server directory. One called Engine and one called ROGame. Under those directories is another directory called Classes and under that directory is all the source files.

    Now you at least have the source files needed to begin modifying the game. Your first project will be easy. Do this...

    Under your RO dedicated server directory create a folder called MutHelloWorld, then under that directory another folder called Classes.

    In that new directory create a file called MutHelloWorld.u with the following contents:
    class MutHelloWorld extends Mutator;

    function PostBeginPlay()
    {
    Super.PostBeginPlay(); // Run the super class function (Mutator.PostBeginPlay).
    Log("Hello World"); // Write our log message
    }

    defaultproperties
    {
    FriendlyName="Hello World Mutator"
    Description="Log 'Hello World'."
    }
    Now you need to edit your RedOrchestra.ini in your RO dedicated server \system directory. Find the EditPackages= part and add the following line at the end of them:

    EditPackages=MutHelloWorld

    From the command line in the RO dedicated server \system directory, run the following:

    ucc make
    ucc dumpint MutHelloWorld.u
    ucc exportcache MutHelloWorld.u

    It should run thru the compilation process and hopefully report no errors. Now you should have three new files in your \system directory, MutHelloWorld.u, MutHelloWorld.int, and MutHelloWorld.ucl.

    If for some reason the MutHelloWorld.int file doesn't exist, create it:
    [Public]
    Object=(Class=Class,MetaClass=Engine.Mutator,Name= MutHelloWorld.MutHelloWorld,Description="Hello World Example")
    Almost done! We need to modify the .bat file that starts the server to include our mutator...

    At the end of the long string of '?' parameters, add the following:

    ?Mutator=MutHelloWorld.MutHelloWorld

    Start the server and watch the onscreen display. It should say something about loading the Mutator MutHelloWorld.MutHelloWorld then display the Hello World Mutator text.

    ---
    This has been compiled from memory, if it doesn't work, I apologize.

    There are lots of UnrealScript resources on the internet, but I personally found them all pretty lacking...

    http://wiki.beyondunreal.com/wiki/UnrealScript_Lessons
    http://forums.beyondunreal.com/forumdisplay.php?f=101
    http://www.ataricommunity.com/forums...play.php?f=269
    http://chimeric.beyondunreal.com/
    http://www.planetunreal.com/mutation/tutorials.shtml
    http://articles.thewavelength.net/in...article&id=270
    http://home.worldonline.co.za/~20017...tutorials.html
    http://www.unrealtower.org/tutorials

    I'm sure there's more I missed.

    Good luck!
    Last edited by Wyzcrak; 03-23-2006 at 12:04 PM.
    It is by grace you have been saved, through faith - and this not from yourselves, it is the gift of God - not by works, so that no one can boast. Ephesians 2:8-9/NIV

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    Re: Modding RO - Mutators, GameTypes, etc...

    The part about extracting the Engine and ROGame sources is NOT required to do the Hello World mutator. It's simply for reference for when you need to view core UT2004/RO classes.
    It is by grace you have been saved, through faith - and this not from yourselves, it is the gift of God - not by works, so that no one can boast. Ephesians 2:8-9/NIV

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    Obi
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    Re: Modding RO - Mutators, GameTypes, etc...

    Awseome Tze, I'm gonna try some of this out.

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    Re: Modding RO - Mutators, GameTypes, etc...

    Quote Originally Posted by Tzefanya
    I've had lots of people send me PM's asking how to get started modifying RO without the SDK. It's not easy but I've compiled this brief summary of what I did.
    You, sir, should have a Maps & Modifications forum.

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    Re: Modding RO - Mutators, GameTypes, etc...

    I guess hello world is a symbolic first program for any language or turtorial

    awesome work
    that sounds like a good idea trooper.
    -Vulcan

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    Re: Modding RO - Mutators, GameTypes, etc...

    From the Mutators FAQ, here are some additional resources:

    UnrealScript Language Reference
    Uscript Resources

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    Re: Modding RO - Mutators, GameTypes, etc...

    http://forums.beyondunreal.com/showthread.php?t=171326

    That's my post, has most of my code if anyone wants to try to help. Right now I'd settle for changing the RoundDuration which is what I'm trying to do. Still no luck.
    It is by grace you have been saved, through faith - and this not from yourselves, it is the gift of God - not by works, so that no one can boast. Ephesians 2:8-9/NIV

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    Re: Modding RO - Mutators, GameTypes, etc...

    I have even less UnrealScript experience than you so who knows how helpful this will be.

    I assume by the log message that ROGRI defaults to the equivalent of a null object when you first define it? In the first snippets of code you're explicitly assigning ROGRI a value before you access its member variables. However in the last section it seems like you're calling it before giving it a value. Do you still have code to explicitly set ROGRI's value, or is that not required in this language?

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    Re: Modding RO - Mutators, GameTypes, etc...

    It's being assigned an already defined class called ROGameReplicationInfo. I added some code to that thread on beyondunreal with some working code to access value which gets no errors however I still can't figure out how to set the values.
    It is by grace you have been saved, through faith - and this not from yourselves, it is the gift of God - not by works, so that no one can boast. Ephesians 2:8-9/NIV

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    Re: Modding RO - Mutators, GameTypes, etc...

    You're defining it as an object of the ROGameReplicationInfo class but I don't see any place where you assign the actual ROGRI object a value.

    I'm looking for something like this line in your original snippet:

    ROGRI = ROGameReplicationInfo(GameReplicationInfo);

    Here you're creating an actual object of the ROGameReplicationInfo class and assigning it to ROGRI. At this point it's safe to call the member variables of ROGRI because it points to an actual object. Apologies if you're way beyond this, I want to make sure we're on the same page.

    If there's something like the above line in your current code and you're still getting null access errors then I'd be a little confused.

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    Re: Modding RO - Mutators, GameTypes, etc...

    Ah, I'm an idiot. I had the answer all along and was trying to make it harder than it was... The mutator is complete, I'm simply testing it.

    Changeable options: (based on modifiers, ie 1x, 1.5x, etc)

    RoundDuration
    AxisSpawnTime
    AlliesSpawnTime
    AxisArtilleryStrikeCount
    AlliesArtilleryStrikeCount
    It is by grace you have been saved, through faith - and this not from yourselves, it is the gift of God - not by works, so that no one can boast. Ephesians 2:8-9/NIV

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    Re: Modding RO - Mutators, GameTypes, etc...

    Quote Originally Posted by Tzefanya
    Ah, I'm an idiot. I had the answer all along and was trying to make it harder than it was... The mutator is complete, I'm simply testing it.

    Changeable options: (based on modifiers, ie 1x, 1.5x, etc)

    RoundDuration
    AxisSpawnTime
    AlliesSpawnTime
    AxisArtilleryStrikeCount
    AlliesArtilleryStrikeCount
    You, sir, are a genius. Nice job!

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    Re: Modding RO - Mutators, GameTypes, etc...

    The two lines in my original post that read:

    ucc batchexport Engine.u ..\Engine\Classes
    ucc batchexport ROGame.u ..\ROGame\Classes

    Should say:

    ucc batchexport Engine.u class uc ..\Engine\Classes
    ucc batchexport ROGame.u class uc ..\ROGame\Classes

    I can't modify it for some reason.
    It is by grace you have been saved, through faith - and this not from yourselves, it is the gift of God - not by works, so that no one can boast. Ephesians 2:8-9/NIV

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    Re: Modding RO - Mutators, GameTypes, etc...

    Quote Originally Posted by Tzefanya
    The two lines in my original post that read:

    ucc batchexport Engine.u ..\Engine\Classes
    ucc batchexport ROGame.u ..\ROGame\Classes

    Should say:

    ucc batchexport Engine.u class uc ..\Engine\Classes
    ucc batchexport ROGame.u class uc ..\ROGame\Classes

    I can't modify it for some reason.
    I've corrected the original post for you.
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    Re: Modding RO - Mutators, GameTypes, etc...

    Alright, i finally told myself: if your gona do it, do it now. I'm downloading the server now.
    Should be fun, maybe i can make some stuff. *remembers the old days of C++ and javascrips*
    -Kaine

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