RETURN: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
No edit summary |
||
Line 1: | Line 1: | ||
The '''RETURN''' gamevar returns different values depending of the situation. Used mostly for [[events]]. | The '''RETURN''' gamevar returns different values depending of the situation. Used mostly for [[events]]. | ||
The '''return #''' userdef structure is an extension of the '''RETURN''' gamevar. If # equals zero, the value will be the same as RETURN. | The '''return #''' userdef structure is an extension of the '''RETURN''' gamevar. If '''#''' equals zero, the value will be the same as RETURN. | ||
Not to be confused with the [[return]] command. | Not to be confused with the [[return]] command. |
Latest revision as of 01:32, 20 February 2020
The RETURN gamevar returns different values depending of the situation. Used mostly for events.
The return # userdef structure is an extension of the RETURN gamevar. If # equals zero, the value will be the same as RETURN.
Not to be confused with the return command.
Examples
EXAMPLE:
onevent EVENT_GETLOADTILE setvar RETURN <value> endevent
In this case, RETURN "return"s the load screen background number into the var RETURN, setting it to something else changes it, changing the background for the loading screen.
EXAMPLE 2:
onevent EVENT_FIRE setvar RETURN -1 endevent
In this case, setting RETURN to -1 cancels EVENT_FIRE, causing the player to no longer be able to use a weapon.
EXAMPLE 3:
espawn LIZTROOP setactor[RETURN].pal 21 setactor[RETURN].extra 400
In this case, RETURN will allow you to spawn an Assault Captain [LIZTROOP, Pal 21] with 400 health instead of 60 health.