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Getting Started in Source (Forums : Development Banter : Getting Started in Source) Post Reply
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SAAj
SAAj Never Say Never
Aug 20 2012, 3:26am Anchor

I've been playing TF2 for a while and would like to mod it. I've poked around looking for guides on how to mod Source, and I haven't found anything that tells me what I need to know: what do I need to start modding, and how do I get started?

Specifically, I want to make a modified Medieval Mode, with a few functions not normally found in TF2. I want characters to be able to lock onto each other, for example. I also wants to program delays when changing direction and/or jumping, to give the characters some sense of momentum. Since I'm not familiar with modding Source, I wanted to use TF2 as a basis and start with minimal modifications.

Is this feasible? Where can I learn more?

EDIT: Well, I just found SourceMod and I think that's pretty much the answer I was looking for (at least initially). But if anyone has anything to add about SourceMod or alternatives, I'd be happy to hear it.

Edited by: SAAj

Aug 30 2012, 8:39pm Anchor

wont be enabled to do mutch on tf2 since the source code is not avaible
you can only make new maps, make replacements like models./skins
so no real coding like new weapons, new game modes, huds, ect

SAAj
SAAj Never Say Never
Sep 1 2012, 2:00am Anchor

I'm realizing how stupidly complicated it is to make even simple modifications. Would working in GMod or something similarly basic work better than attempting to mod TF2? The system I want to create doesn't necessarily rely on TF2, it's just a good starting point. But if it's going to be this restrictive, I'd rather have more flexibility.

--

We are all in the gutter, but some of us are looking at the stars.
-Oscar Wilde

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