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GM:PlayerInitialSpawn#526527

<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. Current dirty hack is: ``` hook.Add("PlayerInitialSpawn","FullLoadSetup",function(ply) hook.Add("SetupMove",ply,function(self,ply,_,cmd) if self == ply and not cmd:IsForced() then hook.Run("PlayerFullLoad",self) hook.Remove("CreateMove",self) end if self == ply and not cmd:IsForced() then hook.Run("PlayerFullLoad",self) hook.Remove("SetupMove",self) end end) end) ```</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>