So, I've got some code which alters some game state stuff based on CVars. I'm just setting these CVars on the server by doing (for example):Warning: This feature has at least one use case where the outcome is indeterminate. This feature can break demo and multiplayer sync if an indeterminate result is used to modify the playsim (anything that uses the random number generator, modify level geometry, spawn obstacles, monsters, or powerups, and so on). Usage of the feature in conjunction with non-playsim related features, such as displaying a HudMessage, is safe.
Using non-playsim CVARs such as screenblocks or invertmouse will cause indeterminate behavior. Using Server or User variables, either internal or defined via CVARINFO, is however perfectly safe.
Code: Select all
set sf_percentspeed 10So, I've got a few questions:
1. Do I need to define this CVar some other way? Right now, sf_percentspeed isn't even defined on clients which connect to the server, but is instead only defined on the server.
2. Is this something that will cause sync problems? Is all ACS run both locally (on the client) and remotely (on the server), and the results have to match? Or is that bit of ACS I described only run on the server, and so it won't be a problem?
Thanks!
Edit: As far as I can tell, I should be in the clear, but I wanted a second opinion
