Difference between revisions of "Osiris/API/CharacterAssignToUser"
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Assigns control over the player-controlled character '''_Character''' to the [[Osiris/API/CharacterGetReservedUserID|user]] with ID '''_UserID'''. | Assigns control over the player-controlled character '''_Character''' to the [[Osiris/API/CharacterGetReservedUserID|user]] with ID '''_UserID'''. | ||
===== Notes ===== | ===== Notes ===== | ||
+ | * Characters can also be assigned to users by the game engine itself when they connect to a game. | ||
* 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 ===== | ||
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* [[Osiris/API/CharacterMakePlayer|CharacterMakePlayer]] | * [[Osiris/API/CharacterMakePlayer|CharacterMakePlayer]] | ||
* [[Osiris/API/CharacterRecruitCharacter|CharacterRecruitCharacter]] | * [[Osiris/API/CharacterRecruitCharacter|CharacterRecruitCharacter]] | ||
− | + | * [[Osiris/API/CharacterReservedUserIDChanged|CharacterReservedUserIDChanged]] | |
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[[Category:Osiris Calls]] | [[Category:Osiris Calls]] |
Revision as of 14:08, 28 November 2017
Full Definition(s)
- call CharacterAssignToUser([in](INTEGER)_UserID,[in](CHARACTERGUID)_Character)
Description
Assigns control over the player-controlled character _Character to the user with ID _UserID.
Notes
- Characters can also be assigned to users by the game engine itself when they connect to a game.
- 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.