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Mods Maps and Gamemodes Modkit 3.0

This document provides an overview and FAQ for Pavlov Modkit 3.0. It defines mods, maps, and gamemodes. It explains how to set dependencies between them using Mod.io and how to create each type of UGC. It also covers how to call mods using AdditionalMods in game.ini, and how mod makers can provide assets and spawn items to be used in other UGCs.

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0% found this document useful (0 votes)
39 views3 pages

Mods Maps and Gamemodes Modkit 3.0

This document provides an overview and FAQ for Pavlov Modkit 3.0. It defines mods, maps, and gamemodes. It explains how to set dependencies between them using Mod.io and how to create each type of UGC. It also covers how to call mods using AdditionalMods in game.ini, and how mod makers can provide assets and spawn items to be used in other UGCs.

Uploaded by

O5-1
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Pavlov Modkit 3.

0 FAQ and Overview


Work in Progress

Definitions

Mods
Standalone content that can contain any gameplay assets, level geometry etc. Maps and
gamemodes can rely on mods using their content. Mods cannot rely on maps, mods, or
gamemodes. Mods should not alter the gamemodes gameplay loop, please use a
GameMode if this is your goal.

Maps
Either act as Legacy being an all in one gamemode, map etc or just used as a map and
gamelogic is ignored if using a custom GameMode. Can rely on Mods for content. Note: If
you enable Custom in your gamelogic then it will lock your map to only using the GameLogic
provided with the map.

Gamemodes
Overrides the GameLogic for the level, can rely on Mods for content.

Using Mod.io for dependencies

If you have a map or game mode that needs to call a Mod. You will need to link the
dependency in Mod.io. Both projects need to be set to Live in Mod.io.

In order to set a dependency.


● Go to your Mod.io page for your Map/GameMode.
● Click on the gear icon.
● Locate dependencies on the left side panel
● Search for the mod by name. This only works if the Mod is set to live.
● Save

If successfully performed, you should see your UGC list the mod as a dependency in the
main UGC page.
How To create a GameMode

1. Create the UGC (make sure to select Gamemode)


2. Create a Pavlov_GameLogic (we will not be covering how to create a gamemode loop just
the basics of uploading). Leave the definition blank inside the game logic, you can assign
your own player proxy and global info.
3. Open your definition inside your ugc, assign the Pavlov_GameLogic you created.
4. Upload to Mod.io
Note: You cannot load a custom gamemode if the map is a custom gamemode map (it has
custom gamemode enabled in the map definition)

How To Create a Mod

1. Create the UGC (make sure to select Mod)


2. Create a Pavlov_ModInitializer actor inside your UGC. This gets created on the client and
server but is not replicated. Use this class to spawn additional content, get access to the
globalinfo, gamelogic etc. There's a function OnModInitialized that you can override, this can
be used to add custom guns, items etc similar to the setup previously done in the global info.
Note: If you're just creating a content mod (ie. static meshes etc for a level) you can skip to
step 4.
3. Open your mod definition, set the ModInitializer to the one we just created.
4. Add any additional content you'd like inside your UGC, if you're using this as a content
pack then you can map/gamemode dependencies on this mod and use this content with
other UGC plugins.
5. Upload to Mod.io

Game.ini
You can now specify custom gamemodes by UGC ie.
MapRotation=(MapId="UGC3249319",GameMode="UGC3262731")

● Playing a Mod on a Vanilla Map with a community server


We’ve added AdditionalMods, these can be enabled on the server and are loaded in
every map. ie.
AdditionalMods=UGC3265420
AdditionalMods=UGC3267926

Calling a mod with RCON


Currently you can only load Maps/Mods via rcon by using the SwitchMap command, at a
later point we plan to add the ability to add/remove additional mods. For the time being you
can change the game.ini to add additional mods and restart the server.
How to use the MODS feature to share assets between UGCs
1) Open project and make mod UGC
2) drop your asset pack into the UGC folder
3) make map UGC
4) in your map level drag/drop and place assets from the mod UGC folder into your map
5) Upload mod UGC
6) Upload map UGC
7) make sure mod UGC is public
8) set the mod UGC as a dependency for your map UGC on the Mod.io webpage for your
map
9) set your map as public

How to spawn an Item from a Mod


Mod makers should provide a list of itemIds on the mod page, these can be used in the
various modkit functions, RCON, weapon spawners, buy menu, etc provided the modders
have set everything up properly.

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