I can imagine you don't want the Public to change thier ini file before they can play your mod.
One thing you can do to solve this problem is save the ini file to another file like MyMod.ini
And then start UnrealTournament with the following command line:
Code:
UnrealTournament.exe UT-Logo-Map INI=MyMod.ini
You can optionally include a custom User.ini so changing the controls in your game will not change them for the other mods, and you can have your own log. So it could look a like this
Code:
UnrealTournament.exe UT-Logo-Map.unr INI=MyMod.ini USERINI=MyModUser.ini LOG=MyMod.log
"Why do you type UT-Logo-Map.unr in the beginning of the command line," you might ask.
Otherwise UT will use your ini file but will also try to connect to unreal://INI=MyMod.ini
. You don't want this, otherwise people see connection failed on their screen. So be sure to always type the entry map first.
Hope this will help