gms_script_set_login
Usage: gms_script_set_login ( script_id )
Description
Sets the script that should be executed when a new player logs in.
The script should take 1 argument:
argument0: The 'other player' object.
When the simple mode is disabled, or no other player object is set, argument0 will be the player_id of the new player.
Example
//Sets the script scr_login to be executed when a new player logs in
gms_script_set_login(scr_login)
Replies (3)
Last message on 9 May 2017
Hi Size,
In the scr_login Im having:
switch(argument0)
{
case e_ok:
with(obj_login_GMS){alarm[0]=60}//This alarm is to change the room
global.bien_logueado=1
break;
case e_already_logged_in:
show_message("You're already logged in!");
room_goto(rm_login)
break;
default:
show_message(gms_login_error_tostring(argument0));
room_goto(rm_login)
break;
}
Sometimes, it doesn't go to the next room if case e_ok, but Im not getting any error. One way to solve it, is that I added an object that restart the game after some seconds(currently 5 secs, but I tried more time and nothing) and logout. Most of the times, after restarting, it logs correctly and go to the next room, but some others I need to restart the game 3 times. Why if case is e_ok, sometimes it does not works?
THX!
Size43
(Administrator)
on
8 May 2017, 15:23:54
Maybe you're calling gms_login_execute twice, which will return e_ok the first time, but then kick you the second time.
Exactly, it was the error. THX