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)
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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 Osiris/API/CharacterIsPlayer|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.
* 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.
See Also