Game Variables
In the PMM system, game variables refer to dynamic data or values that can be used to store and track information related to the game state or progress.
These variables are typically used to store player-specific or mission-specific information that can be accessed and modified during gameplay.
Game variables in the PMM system can be utilized in various ways, such as:
Tracking player progress: Game variables can be used to keep track of player achievements, completion status, or specific actions performed by the player during the game. For example, tracking the number of enemies defeated, items collected, or objectives completed.
Storing mission-specific data: Game variables can store mission-related information, such as mission objectives, stages, or specific conditions. These variables can be used to control the flow and progression of missions, allowing for dynamic and customizable mission experiences.
Customizing gameplay: Game variables can influence gameplay mechanics or features based on specific conditions or values. They can be used to enable or disable certain game elements, adjust difficulty levels, or unlock additional content based on player progress.
Persistent data storage: Game variables can serve as a means of storing data across gameplay sessions. They can retain information such as player preferences, saved game progress, or user settings, allowing for a consistent and personalized gameplay experience.
By using game variables in the PMM system, developers have the flexibility to create dynamic and interactive gameplay experiences, tailoring the game's behavior and content based on player actions and progress. These variables provide a powerful tool for creating engaging and immersive gameplay scenarios.
Reserved Variables
PlayerFault
Default: 0 Condition: If the value entered is greater than zero (and not nil), then at the end of the mission the player will be charged the money from the configured accounts. That is, if the value is greater than zero, it will be money charged to the player.
PlayerMoney
Default: 0 Condition: If the value entered is greater than zero, at the end of the mission the player will be paid the money in the configured accounts.
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