Справочник функций
Godot 4 · GDScript · Groups & clans
create_group_request
Requests to join a group whose join policy is "request".
Asynchronous (result via signal)
Signature
create_group_request(group_id: String, message: String = "") -> voidWhat it does
POSTs /groups/requests/create. On success request = {id, group_id, status, message, created_at}; {} on failure. error_code may be not_requestable / duplicate_pending / already_in_group / group_full / not_found.
Parameters
| Name | Type | Default | Description |
|---|---|---|---|
| group_id | String | required | Id of the group to request to join (must have join_policy "request"). |
| message | String | "" | Optional note to reviewers (sanitized to max 200 chars). |
How to call it
Connect group_request_created first, then call create_group_request(). Use this for request groups; for open groups call join_group() instead. A reviewer then responds with respond_group_request().
Result signal: group_request_created(success: bool, request: Dictionary, error_code: String)
Example
Gamdato.group_request_created.connect(_on_req)
Gamdato.create_group_request(group_id, "Please let me in")
func _on_req(ok: bool, request: Dictionary, error_code: String) -> void:
if ok: print("Request sent")
else: print("Failed: %s" % error_code)Use cases
- Let a player apply to a clan that approves new members.
- Send a join request with a short introduction message.