Category: Player
Since engine version: 4.9.6.0 CR
Description
With this function additional data can be saved in a crew member's file the in player. This can be used to preserve values across scenarios, for example for RPGs or highscores. If successful, the saved value is returned.
Syntax
any SetCrewExtraData
(object pCrew, string strDataName, any Data);
Parameters
- pCrew:
Object for which extra data is to be saved. Can be 0 in local calls.
- strDataName:
Name for the data
- Data:
Data to be saved.
Remarks
No objects or strings may be saved.
Because all scripts use the same storage in the crew member, the name for the data should be prefixed with the scenario or object name or your developer id.
Example
#include CLNK
local fInvisible;
protected func Recruitment(a,b,c,d,e,f,g,h,i,j)
{
var rVal = _inherited(a,b,c,d,e,f,g,h,i,j);
if (GetCrewExtraData(0, "C4ID_Invisible")) SetVisibility(VIS_Owner);
return(rVal);
}
protected func ControlSpecial()
{
if (fInvisible = !fInvisible)
SetVisibility();
else
SetVisibility(VIS_Owner);
SetCrewExtraData(0, "C4ID_Invisible", fInvisible);
}
A script for a special clonk: the clonk can make himself invisible through the Special 1 key. The set invisibility is maintained even beyond game end and is reapplied when this clonk is used in a new round.
Sven2, Februar 2006