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dynamically change i_timescale cvar [Zscript]

PostPosted: Tue Dec 12, 2017 3:58 am
by GiveOneMoreChance
Hello, in new gzdoom added i_timescale cvar. I try change this cvar dynamically but cvar always reset to 1.
In player tick
Super.tick()
If (CountInv("TestItem")) Cvar.GetCvar("i_timescale").SetFloat(0.5)
else Cvar.GetCvar("i_timescale").SetFloat(1.0)
If change code to
Super.tick()
Cvar.GetCvar("i_timescale").SetFloat(0.5)
All works fine

Re: dynamically change i_timescale cvar [Zscript]

PostPosted: Tue Dec 12, 2017 4:00 am
by Rachael
No. Changing the time scale is not permitted - it's a debug variable, nothing more. There's a reason why it was not included in the patch notes. (Its existence is not a secret, but I discourage any active documentation of it because it's meant to diagnose issues with things like model rotations and interpolations and such - things only developers right now will find useful)

Many things have to happen before the mod can change the time scale.

Also, only custom defined CVARINFO CVars can be changed, not internal ones.