Ok. Now to try and continue the attempt to limit version miss matching and to help people out who wish to create custom perks or server admins who want to work custom weapons into their perks.
Note: This first post may look like a lot, but it's less than an afternoon's reading.
Part One : PrerequisitesPrimersForum member
Benjamin created some very useful tutorials. I suggest you read the first one at least as it covers the actual set up and compiling of mods/muts/packages.
Creating a Basic MutatorMutator EssentialsMultiplayer MutatorsModifying Existing WeaponsCPlusPlus & UnrealScriptUnreal Script is an object based programming language derived from C++. I'm not going to teach you about C++, I'm no where near qualified (or patient) enough to do so.
http://www.cplusplus.com has all the info you need on C++ including tutorials. Take note of how object based programming works including inheritance and projected properties. In here are all the operators and statements you'll need for the maths and checks.
UnrealScriptReference Has pretty much all the info you need on the unreal script functions and more. You can also use
http://wiki.beyondunreal.com/ as a resource.
This should be enough to get you started by the time you've had a skim over and maybe tried some of Benjamin's tutorials I'll have written up the next section of the tutorial.
Note: To the experienced programmers; Marco, ScaryGhost, Benjamin etc. If you spot any mistakes or omissions please do send me a message and I'll correct any mistakes I've made. Also feel free to send any suggestions.
Tutorial One – Setting Up & TestingSo now that we have covered some basics of C++/UnrealScript and compiling we need to set ourselves up to build our new perks. There are other ways of doing this but this is the way I prefer to do things.
First download and install ServerPerks from
this thread. -Be sure to thank Marco while you are there. ;)
First create your mod folder; “WhiskyPerks” for this example and within that a folder called “classes”

Next navigate to .../KillingFloor/System and open the killingfloor.ini
In the EditPackages lines I add after ‘KFMutators’ the packages for ServerPerks and then your own.

Now going back to our mod folder we set up I’m going to create a simple perk extension that I will use for following tutorials. This is saved as a .uc file in the classes folder. Don't forget the file name has to be the same as the class name.
class WVetCommando extends SRVetCommando
abstract;
defaultproperties
{
VeterancyName="Whisky Commando"
}
This is all the code I’m going to use for the time being. What I’m doing here is extending off of the SRVetCommando which is the commando class that comes with ServerPerks. This will inherit all the functions and properties of its parent class with the exception of the Perk’s name, now “Whisky Commando” which overrides the parent class property.
Compile and if you’ve been following along you should have no problems. Next navigate to .../KillingFloor/System and open the ServerPerks.ini file (you can do this in game as well from the mutator window I just prefer doing it here) and add your new perk to the Perks= lines, in this case Perks=WhiskyPerks.WVetCommando.

Run the game and test. (Don’t forget to turn on ServerPerks from the mutator menu!)

And there we have it, our very own ‘custom’ perk in game. Admittedly this is only a name change but it is a start. Next tutorial will show you how to start customising bonuses and discounts.
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