well you don't have to use a mutator, you can make an exec function.
like:
exec function dosomething (myparams)
{
...
}
Then replace the mutate command with just "dosomething anything" or so...
I don't know if this really works, since I haven't tried it...
or you can use this code to make the gametype spawn a mutator that can do this if you find it simpler..
Code:
local Mutator M, Last;
local CarryTFMutator Mut;
local class<Mutator> MutatorClass;
Super.InitGame(Options, Error);
MutatorClass = class<Mutator>(DynamicLoadObject("CarryTFv102.CarryTFMutator", class'Class'));
for (M = BaseMutator; M != None; M = M.NextMutator)
{
if (M.class == MutatorClass)
{
Last.NextMutator = M.NextMutator;
M.NextMutator = BaseMutator.NextMutator;
BaseMutator.NextMutator = M;
break;
}
else
{
Last = M;
}
}
if (M == None)
{
M = Spawn(MutatorClass);
M.NextMutator = BaseMutator.NextMutator;
BaseMutator.NextMutator = M;
}
(also taken from carry the flag.
This is called in the initgame function of your gametype and it spawns a mutator ascosiated with your gametype.
You can code that mutator to works as I said above...
To store your settings in a config file, I think you must declare your gametype with config like this:
class MyGameType extends DeathmatchPlus Config;
Then to make the variables be saved in the unrealtournament.ini file you use:
var() globalconfig int MyVar
or
var() config int MyVar;
I don't really know the difference, since both saves in the ini file...
It's saved under the sectionpattern:
[MyType.MyGame]
And about the console command, sure o can bind a key thatway, but newbies don't know about it which is why one have the settings windows