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  1. #1

    Default Proper methods and directory locations for mutators?

    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 Once they are compiled they go into the unpublished/CookedPC/script folder..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?

  2. #2

    Default

    You should have a separate .ini file for the UI info. Whether or not the mutator also stores its config values in that .ini file is a matter of preference.

  3. #3

    Default

    Quote Originally Posted by Mysterial View Post
    You should have a separate .ini file for the UI info. Whether or not the mutator also stores its config values in that .ini file is a matter of preference.
    Ah ok.. that is what I was starting to lean towards as well. Thanks.


    What about the file location of the 2 files? I assume the ini file can stay in the config area that it is generated to, but what about the u file? does that need to be moved over to the game cookedpc directory or should it stay somewhere in the personal directory?
    Last edited by KewlAzMe; 11-19-2007 at 01:05 PM.

  4. #4

    Default

    It should stay in the user branch. If server admins are running multiple instances of the server they want to use the mod with they should be proficient enough with file management to move the files to the game directory themselves.

  5. #5

    Default

    Please Excuse my confusion.. I just want to clarify:

    When I download a mutator as a zip file I should extract the ini file to:
    \My Documents\My Games\Unreal Tournament 3\UTGame\Config

    and extract the U file to
    \My Documents\My Games\Unreal Tournament 3\UTGame\Unpublished\CookedPC\Script

    Is that right? I thought the "How to compile" instructions said it will only use these file if you specify the "-UseUnpublished" switch.

  6. #6

    Default

    Quote Originally Posted by KewlAzMe View Post
    and extract the U file to
    \My Documents\My Games\Unreal Tournament 3\UTGame\Unpublished\CookedPC\Script
    The .u goes in
    \My Documents\My Games\Unreal Tournament 3\UTGame\Published\CookedPC\Script

    The unpublished branch is only for development. You shouldn't release mods using that area.

  7. #7

    Default

    Ahh I see.. You have to actually create the "Published" folder manually. That is where I was confused.

    Thanks.


 

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