As I understand it, network variables are limited to 4 at a time for each type (int, string, boolean, etc…) and I’m trying to add a custom variable for a playerclass in my gamemode (I think).
For example, if I want my players to have a “cash” variable, would I use network variables to keep track of that serverside and clientside, or would I use something else? It seems the limit on network variables / datatables would cause problems later on since I might also add more custom variables than the limit would allow me to. Also, why exactly is the limit there in the first place?
Here’s what I have:
function PLAYER:SetupDataTables() BaseClass.SetupDataTables( self ) self.Player:NetworkVar( "Int", 0, "Cash" ) end
Is there a better way to handle custom player variables that I’m not finding?