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.