MGame v2 Release + Editor v3.2.1 + DevKit v1.1.1
This is possibly the biggest MGame library update (v2) that will ever surface, which completely reworks certain actions, adds even more tools, fixes a ton of backend code (for efficiency) and adds a SUPER ACTION (that being SetProp, which now has extreme customization)! As a warning to anyone currently using MGame v1.1.1, should you update to v2, you will likely have to redo most of your AI scripts since the internals have changed so much. However, this shouldn't (usually) be required in future updates.
On top of this (minor updates):
- The editor has gotten more variables fixed
- The beanstalk worlds in the DevKit no longer softlock the player
- The DevMap has been updated to be more useful
Happy modding!
Changelogs [MGame (.u Mod/Library)]
- SetProp is now a SUPER ACTION (every kind of SetProp is now done in this single action)
- Extreme customization
- 94 unique types of SetProp + (through TransferProp) 72 types of saving & loading data
- Access to common "const" variable types (such as location) which normally can't be changed
- Access to controller variables (the controller that's controlling the pawn located)
- Access to states (very useful for when you need to override a state)
- Access to global data storage (through TransferProp)
- Can now use a single SetProp action to run multiple SetProp's instead of one per each
- Moved all obsolete individual actions (SetPropRand, AddProp, AddPropRand, TransferProp) into SetProp
- For every custom script or actor that targets a specific actor, you can now specify which actor class to look for
- Specifying the actor's class (what class actor to target when searching the entire level) greatly increases performance
- Change this to "Actor" if you don't know what you're doing
- IfGet has now been merged with IfGetProp, since they're very similar
- Now IfGetProp can be heavily customized just like IfGet was originally
- IfWeightedRandomPct has now been merged with IfComplexRandomPct
- TransferProp now requires that you specify which variable to transfer to, allowing you to transfer to variables that aren't named the same as GetVariable
- IfCounter can now have random values assigned to it
- IfCounter can now be reset through the use of a condition
- GotoMenu now has an option to close the current menu or all menus
- Jump now has an option to double jump instead of just a single jump (call double jump if the pawn is already in the air)
- DestroyActors now gives you the option to specify a specific ActorClass for each destruction instead of only taking a global class (better performance)
- The method that the TP command uses is now much more compatible with the game (shouldn't cause as many glitches)
- Optimized UE2's ReviewJumpSpots console command to be more efficient
- Majorly improved the code formatting for all files
- RoundRobin now has an option to loop X amount of times
- All keypoints are now categorized
- All triggers and keypoints now have the same variables as in-game
- Added 4 new actors
- MData (Has variables that can have local data [referring to data physically inside the map] saved to them through TransferProp)
- MDataExtra (Same thing as MData but with many more variables)
- MTriggerLight (A light that can be toggled on and off through events)
- MNote (For when you need more than 1 line to take notes)
- Added 2 new console command aliases
- AC (AddCoins)
- AP (AddPotions)
- Added 9 new actions
- IfActorExists (Returns true if actor exists)
- SetFOV (Sets the FOV)
- ShakeView (Shakes your screen)
- IfHasCoins (A better way to make a coin shop, handled natively. Make sure to run the console command UpdateInv before this to prevent a crash if the player hasn't picked up a coin yet)
- OverrideCutsceneMessage (A macro for overriding certain cutscene message variables)
- IfCurrentPlayer (Returns true if the current player is on the list of allowed player tags. The current player is considered to be whoever you're currently controlling)
- PlayLocalSound (Just like the original, but has the ability to change the volume level of it)
- TriggerRandomEvent (A macro for triggering a random event, instead of using 3 actions per random event)
- WaitForRandomTimer (The same as WaitForTimer, but can have a random time assigned to it)
- MasterController no longer assigns a CheatManager by default, meaning custom console commands no longer get overridden (consistency)
- Added a new controller, which gives the main player a crosshair
- This crosshair can be customized through SetProp (and can have the visibility easily toggled)
Changelogs [DevKit]
- The beanstalk worlds now don't softlock the game
- However, you will always play as Shrek. For most, this won't matter. This can be fixed through the use of the MGame library.
Changelogs [Editor]
- Fixed Role and RemoteRole references being broken across all .u files
- Fixed missing references in KWHeroController (fixing some compiling errors)
- Updated the DevMap
- New spots
- Moved spawnpoint to the main room of the map
Files
Get [OBSOLETE] Shrek 2 (PC) DevKit [v1.1.1] + UE2 Editor Patch [v4.2]
[OBSOLETE] Shrek 2 (PC) DevKit [v1.1.1] + UE2 Editor Patch [v4.2]
A DevKit and UE2 Editor Patch that allows making nearly any mod for Shrek 2 (PC)
More posts
- Editor v4.2 & MGame v4.0.2 ReleaseFeb 18, 2023
- Editor v4.1 & MGame v4.0.1 ReleaseFeb 15, 2023
- Editor v4.0 + MGame v3.0 ReleaseNov 29, 2022
- MGame v1.1.1 ReleaseJul 30, 2022
- MGame v1.1 ReleaseJul 28, 2022
- Editor v3.2 Release + 2 New .u ModsJul 20, 2022
- Editor v3.1 ReleaseJun 21, 2022
- Release HotfixJun 12, 2022
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