Revision Difference
gameevent/client_beginconnect#549445
<cat>gameevent</cat>⤶
<title>client_beginconnect</title>⤶
⤶
<structure>⤶
<realm>Menu</realm>⤶
<description>⤶
Called when trying to connect to a Server.⤶
⤶
<note>⤶
This is only available in the Menu state because this is called before the Client State has even started. ⤶
</note>⤶
</description>⤶
<fields>⤶
<item type="string" name="address">The Server address. Will be **localhost:27015** in hosted games.</item>⤶
<item type="number" name="ip">The IP of the Server. Will be **16777343** in hosted games. Use the **address** instead of this.</item>⤶
<item type="number" name="port">The port of the Server. Will be **27015** in hosted games.</item>⤶
<item type="string" name="source">The Source why the client is trying to connect to the Server.⤶
<note>If you use ```connect [IP:Port]``` to connect to a Server, this will be an empty string.</note>⤶
</item>⤶
</fields>⤶
</structure>⤶
⤶
# Examples⤶
<example>⤶
<description>This is a basic template with the purpose of including all arguments / table variables to make it easily known which values can be accessed. [This](https://github.com/RaphaelIT7/gmod-gameeventmanager) Binary Module has been used.</description>⤶
<code>⤶
require("gameevent") -- using a Binary Module because the Menu State doesn't has gameevent.Listen⤶
gameevent.Listen( "client_beginconnect" )⤶
hook.Add( "client_beginconnect", "client_beginconnect_example", function( data )⤶
local address = data.address // The Server address.⤶
local ip = data.ip // The Server IP. Use the address instead!⤶
local port = data.port // The Server Port.⤶
local source = data.source // The Source, why the client is connecting to the Server.⤶
⤶
// Called when trying to connect to aServer.⤶
⤶
end )⤶
</code>⤶
</example>