Revision Difference
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>