Revision Difference
GM:PlayerInitialSpawn#527659
<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 ("models/player.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.
⤶
The current hack is to create a <page>GM:InitPostEntity</page> hook on the client⤶
<warning>Due to the above note, sending <page>net</page> messages to the spawned player in this hook are highly unreliable, and they most likely won't be received. See https://github.com/Facepunch/garrysmod-requests/issues/718.
⤶
Current dirty hack without networking:⤶
```⤶
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( "SetupMove", self ) end⤶
end )⤶
end )⤶
```⤶
⤶
With networking:⤶
```
hook.Add( "InitPostEntity", function()⤶
-- CLIENT⤶
hook.Add( "InitPostEntity", "Ready", function()⤶
net.Start( "cool_addon_client_ready" )
net.SendToServer()
end )
```
and then do what you need once the message is received by the server.⤶
```
-- SERVER⤶
util.AddNetworkString( "cool_addon_client_ready" )
net.Receive( "cool_addon_client_ready", function( len, ply )
--send what you need here!
end )
```⤶
Alternatively, a server sided command can be run on the client if you wish to not use <page>net</page> messages.⤶
⤶
Outdated dirty hack, left here so you can know what the purpose of this hack is.⤶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( "SetupMove", self ) end⤶
end )⤶
end )⤶
```</warning>⤶
</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>