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.
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* 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 20:46, 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.
See Also