Osiris/API/CharacterAssignToUser: Difference between revisions
		
		
		
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|  (CharacterAssignToUser also moves the character to the user's party, and documented when this routine fails) | mNo edit summary | ||
| Line 4: | Line 4: | ||
| Assigns control over the [[Osiris/API/CharacterIsPlayer|player-controlled character]] '''_Character''' to the [[Osiris/API/CharacterGetReservedUserID|user]] with ID '''_UserID'''. The character will also be moved to the new user's [[Osiris/API/AddToParty|party]]. | Assigns control over the [[Osiris/API/CharacterIsPlayer|player-controlled character]] '''_Character''' to the [[Osiris/API/CharacterGetReservedUserID|user]] with ID '''_UserID'''. The character will also be moved to the new user's [[Osiris/API/AddToParty|party]]. | ||
| ===== Notes ===== | ===== Notes ===== | ||
| * This routine does nothing if '''_Character''' is '''NULL''', if it's not a  | * 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. | ||
| * 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. | ||
Revision as of 13:12, 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.
- 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.