Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?
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yes
client.ConnectedUserId
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client.ConnectedUserId
That gets you the simpleID of the account you connected to the client with. It's literally in the variable name. If a guest is connected, that ID is "simpleguest".
The lobby doesn't have its own ID, but when you connect to the client (before connecting to a room) you are kind've connected to the lobby, as from the client you can do things like list the active worlds.
One bot to rule them all, one bot to find them. One bot to bring them all... and with this cliché blind them.
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What would the room be when I just pressed login or play as a guest?
The room would be your username (or user ID)
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The room ID is Lobby***. *** being the current room-type or how you call it, version. Currently, 215, so Lobby215.
No.
That is the room type.
I have never thought of programming for reputation and honor. What I have in my heart must come out. That is the reason why I code.
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The room ID is Lobby***. *** being the current room-type or how you call it, version. Currently, 215, so Lobby215.
LobbyXXX is treated like a room type by PlayerIO, but more accurately it identifies the group of clients (i.e. players) that are connected to EE, in the same way that "EverybodyeditsXXX" identifies the regular worlds.
There is only one lobby, and as such it does not need its own ID. The lobby has many room IDs and several room types, which can be found here.
One bot to rule them all, one bot to find them. One bot to bring them all... and with this cliché blind them.
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Basically all I am trying to do is to make a client that can only join one room.
I remember some early version or very basic EE-type thing which put you straight into a world upon connecting. Anyone know where it went?
One bot to rule them all, one bot to find them. One bot to bring them all... and with this cliché blind them.
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