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GM:PlayerInitialSpawn#551371

<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>You can send <page>net</page> messages starting from the player_activate event (see <page>Game_Events</page>).</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 (more information here: https://github.com/Facepunch/garrysmod-requests/issues/718). Workaround without networking: ``` local load_queue = {} hook.Add("PlayerInitialSpawn", "myAddonName/Load", function(ply) load_queue[ply] = true end) hook.Add("SetupMove", "myAddonName/Load", function(ply, _, cmd) if load_queue[ply] and not cmd:IsForced() then load_queue[ply] = nil myAddon:OnPlayerNetReady(ply) -- Send what you need here! hook.Add( "PlayerInitialSpawn", "myAddonName/Load", function( ply ) load_queue[ ply ] = true end ) hook.Add( "SetupMove", "myAddonName/Load", function( ply, _, cmd ) if load_queue[ ply ] and not cmd:IsForced() then load_queue[ ply ] = nil myAddon:OnPlayerNetReady( ply ) -- Send what you need here! 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! 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: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. hook.Add( "PlayerInitialSpawn", "some_unique_name", function( ply ) print( ply:Nick() .." joined the game." ) end) </code> <output> ``` Player1 joined the game. ``` </output> </example>