Killing Floor UnrealScript Modding Setup - SDK, Tools, Compile Scripts

Killing Floor UnrealScript Modding Setup - SDK, Tools, Compile Scripts

  • Topic closed
  • You cannot reply to this topic

Killing Floor UnrealScript Modding Setup - SDK, Tools, Compile Scripts Killing Floor 1 UnrealScript setup guide: SDK, file origin files, UE Explorer, UnCodex, redirect tools, cache extractor, profiler, compile scripts, and editors.

Geekrainian #1

    • Group: Admin
    • Posts: 974

    Posted:

    Killing Floor UnrealScript Modding Setup

    This page is a starting point for making KF1 mutators and UnrealScript packages. It assumes you can work with folders, file extensions, binaries, and game directories.

    Essential Tool

    The main tool is Killing Floor SDK, available through Steam tools:

    steam://run/1260/

    It includes the editor, game script files, and UCC.exe.

    Optional Tools

    CategoryToolUse
    Complete script filesKF1 UnrealScript filesFill gaps in the SDK when you need a more complete class tree.
    Binary inspectionUE ExplorerOpen .u packages, inspect classes, and view decompiled output.
    Dependency graphUnCodexQuickly inspect package dependencies and class relationships.
    Redirect filesKFRedirectToolBuild .uz2 redirect files for admins and client downloads.
    Cache extractionKF Cache ExtractorPull packages from the local cache for inspection or recovery.
    ProfilingueScriptProfiler.exeAnalyze script bottlenecks from profiler output.

    Minimal Compile Script

    A small batch script usually does four things:

    del MYMUTATOR.u
    UCC make
    del steam_appid.txt
    pause

    Delete the old package before compiling, because the compiler may skip work if the previous .u still exists. Delete steam_appid.txt afterward; leaving it in place can prevent joining servers.

    Automation

    If you build often, automate the boring parts:

    ToolRole
    KFCompileToolPython-based compile helper with output folders, redirects, and flexible project layout.
    KFCmdletOlder batch and PowerShell script collection that can still inspire custom workflows.

    Editors

    You can edit UnrealScript with any text editor, but language support helps.

    EditorNotes
    VSCode + UnrealScript extensionMost feature-rich modern option.
    Sublime Text + UnrealScriptIDELightweight alternative.
    Notepad++ with UDLSimple fallback if you prefer manual syntax highlighting.

    Setup Checklist

    1. Install KF1 SDK.
    2. Create a clean test copy of the game if possible.
    3. Put your package files under the expected System and class folders.
    4. Create a compile script.
    5. Compile with UCC make.
    6. Test in solo first.
    7. Package server/client files and redirect files only after local testing.
    Back