Retrieves the login name of the player of a PC.
- The player whose controller's login name is to be retrieved.
Returns the login account name of the player controlling oPlayer. Returns a blank string on error (such as using it on another object).
Note this login name can be arbitrarily changed in NWN:EE in the game options, and will start blank so may be blank in singleplayer. It must be set to enter multiplayer servers.
In NWN:EE you can now use GetObjectUUID to get a more unique reference for individual characters a player uses if required.
Not a bug, but a caveat. OnClientLeave, the PC object (GetExitingObject) is still valid, but the player object (i.e. the human being logged into the server) is not. This means that there are a few things you can't do OnClientLeave. Namely, the GetPCPlayerName, GetPCIPAddress, and GetPCPublicCDKey will not work, since the player is no longer around to get that information from. This can be worked around by storing them as local strings on the PC, for instance OnClientEnter. See workaround below.
SetLocalString(oPC, "player_name", sPlayerName);
SetLocalString(oPC, "player_ip", sIP);
SetLocalString(oPC, "player_cdkey", sKey);
|functions:||GetPCIPAddress GetPCPublicCDKey GetObjectUUID|
author: Sarev0k, editor: Lilac Soul, additional contributor(s): Sam Featherston, Lilac Soul