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Difference between revisions of "Legacy:Create An INT File"

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Latest revision as of 12:08, 25 March 2008

This is a Category:Legacy Basic Procedure tutorial page. It explains how to perform a single procedure which is required in many different contexts.

Packages you compile need an INT file. This tells the game what classes are available for interrogation and/or public use within the corresponding package. So for MyPackage.U, you need a MyPackage.INT in the {Base Directory}/System directory.

All INT files are plain text so you can look at the others in the {Base Directory}/System directory if you wish. Just don't change any of them.

Use a text editor to create the file (if you are using Notepad, make sure it does not save your file as "MyPackage.INT.TXT"). Make sure you don't indent any of the lines within the INT file. The .int files are not parsed correctly by the Unreal Engine when lines are indented.

Another way to create an INT file in UT2003 and newer is to use the DumpIntCommandlet.

For a mutator[edit]

[Public]
Object=(Class=Class,MetaClass=Engine.Mutator,Name=MyPackage.MyMutatorClass,Description="Hello World Example")

The Description=... part won't be used in UT2003, but it still helps identifying the mutator if you have more than only one of them in your package.

In Unreal Tournament the description is neccessary, though. It consists of the mutator'S displayed name and the description displayed in the status bar in the form "Mutator Name,Status bar description."

For a mutator with MOD Menu item (UT)[edit]

[Public]
Object=(Name=MyPackage.MyMutatorClass,Class=Class,MetaClass=Engine.Mutator,Description="My Mutator,My status message")
Object=(Name=MyPackage.MyMenuItemClass,Class=Class,MetaClass=UMenu.UMenuModMenuItem,Description="My MOD menu item,My status message")

The Description=... part consists of two parts separated by a comma. The first part will be the name of the object (mutators, menu items show up with this name in the mutator or MOD menu respectively), while the second part is a hint text that will be shown in the status bar when the item is selected or the mouse hovers over it.

If you have several mutators or menu items in your package, you need to have a separate entry for each of those - otherwise those will not show up in the game.

Note that the MOD menu will not show up in the UT menu until there is at least one item in it.

For default values (UT)[edit]

The default values MAY be overridden by defining new default values in the INT file for the relevant class and its variables (note that only class variables can be overridden with the INT file).

The syntax is similar as before.

[YourClass]
YourVariableInt=10                               // Integer value
YourVariableFloat=10.000000                      // Floating-point value
YourVariableBool=False                           // Boolean value
YourVariableString=This is the new default value // String value

You can use this feature for example to localize dialogs, messages, etc.

If the information above is not sufficient, check the localized variable syntax in Variable_Syntax and the example in INT_File.

Also you need to remember that the extension of the INT file does matter. You can read about this in Localization.

Related Topics[edit]

Discussion[edit]