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gameevent/client_beginconnect#549448

<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. This is only available in the Menu state because this is called before the Client State has even started. When this is event is called, it will reset <page>engine.TickCount</page> back to **1**. ⤶ </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>