by Rachael » Sat Nov 10, 2018 2:46 am
The idea behind user CVARs is to allow every player in a multiplayer game to have their own independent setting of a CVAR. Like server CVARs, each player's copy is sync'd to every other player, and therefore any CVAR that is marked such is suitable for both demos and multiplayer. Allegedly, in order to call a user CVAR in ACS, the player has to be the activator. I am not sure how it's supposed to work in ZScript, ideally it would be something like "GetPlayer(0).GetCVar("some_user_cvar").Set("whatever")"
Things this is good for, particularly, are player-defined preferences, such as player control, visuals, vanity, etc.
The idea behind user CVARs is to allow every player in a multiplayer game to have their own independent setting of a CVAR. Like server CVARs, each player's copy is sync'd to every other player, and therefore any CVAR that is marked such is suitable for both demos and multiplayer. Allegedly, in order to call a user CVAR in ACS, the player has to be the activator. I am not sure how it's supposed to work in ZScript, ideally it would be something like "GetPlayer(0).GetCVar("some_user_cvar").Set("whatever")"
Things this is good for, particularly, are player-defined preferences, such as player control, visuals, vanity, etc.