Well, Superape says he has one or two ideas for that, but I'm already hounding him bad enough as it is, so it may take a wee while to implement - I really do want to make this work for multiplayer before I get too far ahead of myself.

//Mutator function (replace "XGameRules" with your GameRules class name): function PostBeginPlay() { local XGameRules XGR; XGR=Spawn(class'XGameRules'); if (Level.Game.GameRulesModifiers==none) Level.Game.GameRulesModifiers=XGR; else Level.Game.GameRulesModifiers.AddGameRules(XGR); } //GameRules function: function int NetDamage(int OriginalDamage,int Damage,Pawn Injured,Pawn InstigatedBy,vector HitLocation,out vector Momentum,class<DamageType> DamageType) { return 0; }
var config int WaitTime; //configurable option. var localized string WaitTimeDisplayText,WaitTimeDescriptionText; // Adds options to the mutator configuration window. static function FillPlayInfo(PlayInfo PlayInfo) { super.FillPlayInfo(PlayInfo); PlayInfo.AddSetting(default.RulesGroup,"WaitTime",GetDisplayText("WaitTime"),0,0,"Text","2;0:60"); } static function string GetDisplayText(string PropName) { switch (PropName) { case "WaitTime": return default.WaitTimeDisplayText; } } static event string GetDescriptionText(string PropName) { switch (PropName) { case "WaitTime": return default.WaitTimeDescriptionText; } } defaultproperties { WaitTimeDisplayText="Abcdefghijk" //modify text. WaitTimeDescriptionText="ABCDEFGHIJK" //modify text. }
// Wheeled vehicle variables: bAllowChargingJump=true //When set to true the player will be able to jump with the car. When bPushDown is true the jump will be charged until it's released, after which the car will jump. MaxJumpForce=200000.0 //The maximum up force of a jump, this force will be reached after JumpChargeTime as passed (while charging the jump). Otherwise a percentage of this force will be applied. MaxJumpSpin=30000.0 //This controls how much the car will be able to turn in the air after the jump. JumpChargeTime=1.0 //The time required to reach the MaxJumpForce. JumpFeedbackForce="HoverBikeJump" JumpSound=sound'ONSVehicleSounds-S.Hydraulic10'
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