Revision Difference
GM:PlayerInitialSpawn#511125
<function name="PlayerInitialSpawn" parent="GM" type="hook">⤶
<ishook>yes</ishook>⤶
<description>⤶
Called when the player spawns for the first time.⤶
⤶
See <page>GM:PlayerSpawn</page> for a hook called every player spawn.⤶
⤶
<note>This hook is called before the player has fully loaded, when the player is still in seeing the "Starting Lua" screen. For example, trying to use the <page>Entity:GetModel</page> function will return the default model ("player/default.mdl")</note>⤶
<warning>Due to the above note, sending <page>net</page> messages to the spawned player in this hook is highly unreliable, and they most likely won't be received. See https://github.com/Facepunch/garrysmod-requests/issues/718. A quick and dirty work-around is to delay any sending using <page>timer.Simple</page> with at least 5 seconds delay.</warning>⤶
</description>⤶
<realm>Server</realm>⤶
<predicted>No</predicted>⤶
<args>⤶
<arg name="player" type="Player">The player who spawned.</arg>⤶
<arg name="transition" type="boolean">If true, the player just spawned from a map transition.</arg>⤶
</args>⤶
</function>⤶
⤶
<example>⤶
<description>Prints the name of the player joining.</description>⤶
<code>⤶
function GM:PlayerInitialSpawn(ply)⤶
print( ply:GetName().." joined the server.\n" )⤶
end⤶
⤶
-- That way you are overriding the default hook⤶
-- you can use hook.Add to make more functions get called when this event occurs⤶
local function spawn(ply)⤶
print( ply:GetName().." joined the game.\n")⤶
end⤶
hook.Add( "PlayerInitialSpawn", "some_unique_name", spawn )⤶
</code>⤶
<output>Player1 joined the game</output>⤶
⤶
</example>