Functions Reference
Godot 4 · GDScript · Groups & clans
respond_group_request
Approves or rejects a pending join request (requires the can_review_requests permission).
Asynchronous (result via signal)
Signature
respond_group_request(request_id: String, approve: bool) -> voidWhat it does
POSTs /groups/requests/respond. status = "approved" | "rejected"; group_id is present on approve. error_code may be not_pending / expired / group_full / insufficient_rank / not_found.
Parameters
| Name | Type | Default | Description |
|---|---|---|---|
| request_id | String | required | Id of the join request to act on. |
| approve | bool | required | true to approve (add the player), false to reject. |
How to call it
Connect group_request_responded first, then call respond_group_request(). The reviewer needs the can_review_requests permission; get ids from list_group_requests("incoming").
Result signal: group_request_responded(success: bool, status: String, group_id: String, error_code: String)
Example
Gamdato.group_request_responded.connect(_on_req_resp)
Gamdato.respond_group_request(request_id, true) # approve
func _on_req_resp(ok: bool, status: String, group_id: String, error_code: String) -> void:
if ok: print("Request %s" % status)Use cases
- Wire Approve / Reject buttons on a request card.
- Let officers admit new members into the clan.