achievement_load_progress()
Returns: N/A
This function will send a request to the server for information on all available achievements. It will trigger a callback Social Asynchronous Event which contains the async_load map populated with the relevant key/value pairs. The id key of this ds_map is used to identify the correct callback (there can be more than one trigger function for any given asynchronous event), and will be paired with the constant achievement_achievement_info as well as a number of other key/value pairs for each player. The exact contents of the map are shown below:
- "id" - For this function it should be achievement_achievement_info.
- "numentries" - The number of achievements in the list.
- "AchN" - The name of the achievement, where "N" is an integer value corresponding to its place in the entries list.
- "AchCompN" - How complete the achievement "N" is as a percentage value from 0 to 100 (a string).
NOTE: This function is for iOS only.
The following code would request achievement progress when the user is on an iOS device:
if os_type == os_ios
{
achievement_load_progress();
}
This will send off a request for the information on achievements and generate an asynchronous callback with the special async_load ds_map containing the following data:
var ident = ds_map_find_value(async_load,
"id");
if ident == achievement_achievement_info
{
var numentries = ds_map_find_value(async_load,
"numentries");
for(var i = 0; i < numentries; i++;)
{
ach_id[i] =
ds_map_find_value(async_load, "Ach" + string(i));
comp[i] =
ds_map_find_value(async_load, "AchComp" + string(i));
}
}
The above code checks the returned ds_map in the Social Asynchronous Event and if its "id" matches the constant being checked, it then loops through the entries in the map for each of the achievements and stores their name and completion percentage.