Difference between revisions of "Osiris/API/CharacterAssignToUser"
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===== Notes ===== | ===== Notes ===== | ||
* This routine does nothing if '''_Character''' is '''NULL''', if it's not a player-controlled character, or if it is already assigned to the user with ID '''_UserID'''. | * This routine does nothing if '''_Character''' is '''NULL''', if it's not a player-controlled character, or if it is already assigned to the user with ID '''_UserID'''. | ||
− | * Characters can also be assigned to users by the game engine itself when they connect to a game. | + | * Characters can also be assigned to users by the game engine itself when they connect to a game or when someone else disconnects. |
* User IDs are volatile: they can change at any time, in particular when loading a saved game, or when someone disconnects and reconnects. Never store this value in a database. Only use it immediately after requesting it, within the same frame. | * User IDs are volatile: they can change at any time, in particular when loading a saved game, or when someone disconnects and reconnects. Never store this value in a database. Only use it immediately after requesting it, within the same frame. | ||
===== See Also ===== | ===== See Also ===== |
Revision as of 19:46, 29 November 2017
Full Definition(s)
- call CharacterAssignToUser((INTEGER)_UserID, (CHARACTERGUID)_Character)
Description
Assigns control over the player-controlled character _Character to the user with ID _UserID. The character will also be moved to the new user's party.
Notes
- This routine does nothing if _Character is NULL, if it's not a player-controlled character, or if it is already assigned to the user with ID _UserID.
- Characters can also be assigned to users by the game engine itself when they connect to a game or when someone else disconnects.
- User IDs are volatile: they can change at any time, in particular when loading a saved game, or when someone disconnects and reconnects. Never store this value in a database. Only use it immediately after requesting it, within the same frame.