446 There are some special campaign variables which are used by Hedgewars to determine which missions to display in the campaign menu. This is described [ConfigurationFiles#%5BCampaign%20%3CCAMPAIGN_NAME%3E%5D here]. |
446 There are some special campaign variables which are used by Hedgewars to determine which missions to display in the campaign menu. This is described [ConfigurationFiles#%5BCampaign%20%3CCAMPAIGN_NAME%3E%5D here]. |
447 |
447 |
448 === <tt>!GetCampaignVar(varname)</tt> === |
448 === <tt>!GetCampaignVar(varname)</tt> === |
449 Returns the value of the campaign variable `varname` as a string. See also `SaveCampaignVar`. |
449 Returns the value of the campaign variable `varname` as a string. See also `SaveCampaignVar`. |
450 |
450 |
451 === <tt>!SaveMissionVar(varname, value)</tt> (0.9.25) === |
451 === <tt>!SaveMissionVar(varname, value)</tt> (1.0.0) === |
452 Stores the value `value` (a string) into the mission variable `varname` (also a string). A mission variable is like a campaign variable, but it applies for singleplayer missions only (Training/Challenge/Scenario), excluding campaign missions. |
452 Stores the value `value` (a string) into the mission variable `varname` (also a string). A mission variable is like a campaign variable, but it applies for singleplayer missions only (Training/Challenge/Scenario), excluding campaign missions. |
453 |
453 |
454 === <tt>!GetMissionVar(varname)</tt> (0.9.25) === |
454 === <tt>!GetMissionVar(varname)</tt> (1.0.0) === |
455 Returns the value of the mission variable `varname` as a string. See also `SaveMissionVar`. |
455 Returns the value of the mission variable `varname` as a string. See also `SaveMissionVar`. |
456 |
456 |
457 == Randomness == |
457 == Randomness == |
458 === <tt>!GetRandom(number)</tt> === |
458 === <tt>!GetRandom(number)</tt> === |
459 Returns a randomly generated number in the range of 0 to number - 1. This random number uses the game seed, so is synchronised, and thus safe for multiplayer and saved games. Use `GetRandom` for anything that could impact the engine state. For example, a visual gear could simply use Lua’s `math.random`, but adding a regular gear should use `GetRandom`. |
459 Returns a randomly generated number in the range of 0 to number - 1. This random number uses the game seed, so is synchronised, and thus safe for multiplayer and saved games. Use `GetRandom` for anything that could impact the engine state. For example, a visual gear could simply use Lua’s `math.random`, but adding a regular gear should use `GetRandom`. |