![]() ![]() The takeaway from all of this is that when making content for POSTAL 2, if it’s not contained to a specific custom map, it has to be part of a P2GameMod. For an example of this, look at the Sandbox and Ultimate Sandbox gametypes inside WorkshopSample. You can also create your own game types by subclassing P2GameInfoSingle, but that’s outside the scope of this tutorial. P2GameMod has its own hooks to allow you to do specific things during the single-player game. Specifically, the Workshop Browser needs game mods to be in the form of a class called P2GameMod, which is a subclass of the engine’s Mutator, which is actually the base class for MULTIPLAYER game mods. You can include all other kinds of content such as skins, animations, characters, weapons, and so forth, but the in-game Workshop Browser only sees them as custom maps or game mods. Basically, there are two types of content that our Workshop supports: maps and mods. ![]() Yes, you can do this already with the MightyFoot cheat, but you wouldn’t learn anything if you used that instead, would you? □ Quick primer: Mutator/P2GameModīefore we start I’ll explain a couple quick things about how the POSTAL 2 implementation of Steam Workshop works. Throughout this guide we’ll go through a few simple steps on how to create a mod that turns your most basic of weapons, the foot, into a kicking machine of death. Reading Testing Quickly and Effectively With the Command Prompt will also be helpful, but it’s not required. You’ll need to be set up with POSTed and a copy of the UnrealScript source to get started. This tutorial assumes you’ve followed my Getting Started With POSTed guide. You do not need to have any prior programming or UnrealScript knowledge to follow along on this tutorial, but it will help immensely if you want to do anything more complex. This guide will walk you through the basic steps of creating your first Workshop mod by using UnrealScript. How to create your first playable scripted Workshop mod! Introduction ![]()
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