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siggyfawn

Getting list of public variables currently floating around (in MP)

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Without knowing the exact variable names, how can you grab a list of current public variables being broadcast (and their values). Is there some kind of master list of variables, variables being broadcasted/synced/updated, all public variables type thing. Getvariable seems to require the name. MP starts to complicate things and it seems impossible to create a master list of in memory public variables floating around.

Not looking to do this on the client side, just server side.

TY!

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What do you need it for?

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Just track them as you create them in an array or as another variable.

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For context: He is probably looking for ways to cheat.

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Yeah because those are REAL hard to find. :confused:

It's extremely hard to debug MP missions. It's hard to know what is set, when it's set, and who has what set. Making huge sidechat spam to track stuff is getting cumbersome. I'd rather just loop through a global array of mission variables/objects displaying the name and value.

It would also be helpful to *stop* cheating. If someone suddenly has finished the mission we really don't know how the variable was set. Did he set it? Did he actually complete the task? You'd think all publicvarables clients broadcast would be logged (or accessible) somewhere.

Knowing the name and value of public variables has nothing to do with cheating. Since people already KNOW what the default/common/server variables are. It's custom/injected/client variable/values are the problem. Getting a snapshop of what is set, for each client, in terms of objects/variables seems like a fairly normal debugging tool. Someone actually suggested a "current missionobjects" on a per client basis feature but it was rejected.

;2250794']For context: He is probably looking for ways to cheat.

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ACE includes a debug console now or you can use any one of multiple debug consoles around.

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There is a publicVariable log, its only for windows beta servers I think though. (My server has it but I do not work with its updating stuff)

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Yeah because those are REAL hard to find. :confused:

It's extremely hard to debug MP missions. It's hard to know what is set, when it's set, and who has what set. Making huge sidechat spam to track stuff is getting cumbersome. I'd rather just loop through a global array of mission variables/objects displaying the name and value.

It would also be helpful to *stop* cheating. If someone suddenly has finished the mission we really don't know how the variable was set. Did he set it? Did he actually complete the task? You'd think all publicvarables clients broadcast would be logged (or accessible) somewhere.

Knowing the name and value of public variables has nothing to do with cheating. Since people already KNOW what the default/common/server variables are. It's custom/injected/client variable/values are the problem. Getting a snapshop of what is set, for each client, in terms of objects/variables seems like a fairly normal debugging tool. Someone actually suggested a "current missionobjects" on a per client basis feature but it was rejected.

With Battleye and the latest Beta patches PublicVariable & setVariable are both logged.

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