Revision Difference
GM:PlayerInitialSpawn#528591
<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>
<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 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 )
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:
```
-- CLIENT
hook.Add( "InitPostEntity", "Ready", function()
net.Start( "cool_addon_client_ready" )
net.SendToServer()
end )
```
```
-- SERVER
util.AddNetworkString( "cool_addon_client_ready" )
net.Receive( "cool_addon_client_ready", function( len, ply )
--send what you need here!
-- Send what you need here!
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>
<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" )
print( ply:Nick() .. " joined the server." )
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 )⤶
-- That way you are overriding the default hook.⤶
-- You can use hook.Add to make more functions get called when this event occurs.⤶
hook.Add( "PlayerInitialSpawn", "some_unique_name", function( ply )
print( ply:Nick() .." joined the game." )
end)⤶
</code>
<output>Player1 joined the game</output>⤶
⤶
</example> <output>Player1 joined the game.</output>⤶
</example>