Ok,
I made a little mutator. Let's call it "MyMut". The script is done and it compiles and works fine but I am faced with a few options and a new file structure.
When compiling the code, I am given the option to:
A) use bExportMenuData. If set to true (or not set at all), it will auto-generate an ini file named "UTMyMut.ini". Inside that file will be the UTUIDataProvider information block:
[MyMut UTUIDataProvider_Mutator]
ClassName=MyMut.MyMut
FriendlyName=MyMut
Description=
GroupNames=MYMUT
UIConfigScene=
bStandaloneOnly=False
bRemoveOn360=False
bRemoveOnPC=False
bRemoveOnPS3=False
Now I have 2 files, the MyMut.u file, and the UTMyMut.ini file.
or
B) set bExportMenuData=False. Now when it compiles it doesn't create an ini file, just the U file. But now what? It didn't add that DataProvider information to the UTGame.ini file, so when I try to play a game and add the MyMut mutator, it doesn't exist in the selection list. Essentially it seems that this DataProvider section is the replacement for .int files.
But if we don't want to have the extra ini file, are we required to add that information to the UTGame.ini file ourselves? And when we publish this mutator for others to use, do they have to add that information themselves too?
Questions:
- Would it just be better off to let the compiler create that ini file and include that?
- Aside from the provider data, what about the actual mutator config variables? Should the UTGame.ini file still be used for config variables or should we utilize the auto-generated ini file? Tho as pointed out, unless using some dual config option, you would be stuck with only one setting for all servers if you ran multiple servers on one machine.
What about the directory structure for mutators? Once they are compiled they go into the unpublished/CookedPC/script folder.. But where should they be put to actually be used? Currently I've been moving them to the C:\Program Files\Unreal Tournament 3\UTGame\CookedPC area, but should they reside in the personal profile area in My documents\my games instead?



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