Crnyo Posted June 16, 2015 Share Posted June 16, 2015 (edited) I've created a mutator which I want loaded only if players pass a vote. I have been thinking of using Survey Vote class for this. Easiest solution would be to just add under Execute() function in Rx_VoteMenuChoice_Survey the following line: if (TopString == "Initialize Mod") InitMyMod; however I do not want to edit game source code. So alternative I have been thinking about is to find the GlobalVote instanced object in my mutator class var Rx_VoteMenuChoice Global_Vote; foreach AllObject (class'Rx_VoteMenuChoice', Global_Vote) Now that I have access to game's GlobalVote variable I can use Tick function to check every frame whether there is vote with String=="Init Mod" running. Will this method be too resource-intensive? Is there a better way to use RenX vote system to load a mutator? Edited June 16, 2015 by Guest Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted June 16, 2015 Totem Arts Staff Share Posted June 16, 2015 I'd like to know as well, I possibly can get around it by creating new gametype and new vote handler, as well as new vote option.... Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff yosh56 Posted June 17, 2015 Totem Arts Staff Share Posted June 17, 2015 Not at home to check, but doesn't the most recent version of Rcon have functions to load/unload mutators? Quote Link to comment Share on other sites More sharing options...
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