Chivalry: Medieval Warfare

Chivalry: Medieval Warfare

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Instagib for DW
   
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Game (maps & mods): Deadliest Warrior
Mod and/or Map? (maps & mods): Mod
File Size
Posted
Updated
61.920 KB
4 Feb, 2014 @ 8:53am
10 Feb, 2014 @ 2:17pm
7 Change Notes ( view )

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Instagib for DW

In 1 collection by Crustacean Soup
TB or not TB?
16 items
Description
This is Instagib for Deadliest Warrior.

Look at Instagib for MW for more information, source code, etc.
8 Comments
Camponês Imundo 12 Feb, 2014 @ 6:00pm 
Figured out what I was doing wrong: I had to fully load the script package in the content browser.
Crustacean Soup  [author] 11 Feb, 2014 @ 7:55am 
You should, yeah. I was working on a mod that added level-placeable actors and things and they did show up. I'll make sure they still do...
Camponês Imundo 10 Feb, 2014 @ 4:06pm 
"make -full" also didn't work. (In CMW)

Just to be sure, if I build the instagib source I should be able to find the instagib game modes in the View-> World Properties, right? It's only showing the normal Chivalry game types for me.

Another weird thing: when the sdk was first released I made a mod with some custom weapons and made a dummy map with a reference to a custom weapon in a "Change Pawn Loadout" kismet node (to be able to cook it).

Now after rebuilding the scripts, I can't find the custom weapons in Kismet anymore, but when I open the old map the node with the reference is there . It doesn't recognize the other custom weapons or gametypes of the mod, only the weapon that was refereced originally. When I remove the script from the contentSDK folder it gives me external reference errors when I open the map.
Crustacean Soup  [author] 10 Feb, 2014 @ 1:01pm 
Sorry, missed that. This is in MW or DW?

You might have to also compile non-final release scripts, i.e. run "UDKEditor.exe make -full". That would also update Script/Manifest.txt; I'll have to update the Frontend tool to compile both ways.
Camponês Imundo 7 Feb, 2014 @ 7:41pm 
Nope, still can't get it to work... I copied the files and Script/Manifest.txt now lists the custom stuff, but it still isn't showing in the editor.
Camponês Imundo 7 Feb, 2014 @ 6:51pm 
Thanks. I'll try that.
Crustacean Soup  [author] 7 Feb, 2014 @ 6:47pm 
Shoot, knew I forgot something. The Frontend tool should do this but doesn't, but you can do it manually:

copy Manifest.txt from UDKGame\ScriptFinalRelease into UDKGame\Script, overwriting the Manifest.txt in there. The editor uses Manifest.txt to find script classes it can use.
Camponês Imundo 7 Feb, 2014 @ 6:35pm 
Hello. I made a custom game mode but it's not showing in the Chivalry Editor (In View->World Properties-> Game Type). It seems it is not recognizing my .u files in the ContentSDK/CookedSDK folders.