I've searched and found that setTimescale(%num); commandToAll('timescale', %num); should work. However after testing, I found that setTimescale does nothing in a dedicated server. The clients are still getting their timescale set correctly.
Note: Doing this on a non-dedicated server seems to work, I think since your client is being told to modify the timescale, its doing it to the server as well.
setTimescale is a function, timescale isn't.
Port said
here to make sure mainServer.cs.dso is being executed. When starting up the dedicated, I see a message something like "Loading mainServer.cs", so i'm pretty sure thats working.
I have attempted to package commandToAll and commandToClient to stop the "Blockhead changed the timescale to #" message, however serverCmdTimescale doesnt call either. And I think gameConnection::chatMessage calls commandToClient, so I cant think what else to package to hide the message.
Id prefer to do this without a client sided mod, however its looking like that is the easiest way.
Any help is appreciated.
Edit: Been looking through v0002, and i cant find any mention of timescale. It might not even of been implemented at that time, so that doesn't help me. I did find that all the messaging functions i found called commandToClient, which I doubt is packageable. I will give it a try when my dedicated is working again anyway.