Revision Difference
gameevent/player_connect_client#548542
<cat>gameevent</cat>⤶
<title>player_connect_client</title>⤶
⤶
<structure>⤶
<realm>Shared</realm>⤶
<description>⤶
Called when a player connects to the server.⤶
⤶
<note>This is not called clientside for the local player or in single-player.</note>⤶
</description>⤶
<fields>⤶
<item type="number" name="bot">0 if the player isn't a bot, 1 if they are.</item>⤶
<item type="string" name="networkid">The SteamID the player has. Will be `BOT` for bots and `STEAM_0:0:0` in single-player.</item>⤶
<item type="string" name="name">The <page text="name">Player:Nick</page> the player has.</item>⤶
<item type="number" name="userid">The <page text="UserID">Player:UserID</page> the player has.</item>⤶
<item type="number" name="index">The <page text="entity index">Entity:EntIndex</page> of the player, minus one.</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.</description>⤶
<code>⤶
gameevent.Listen( "player_connect_client" )⤶
hook.Add( "player_connect_client", "player_connect_client_example", function( data )⤶
local name = data.name // Same as Player:Nick()⤶
local steamid = data.networkid // Same as Player:SteamID()⤶
local id = data.userid // Same as Player:UserID()⤶
local bot = data.bot // Same as Player:IsBot()⤶
local index = data.index // Same as Entity:EntIndex() minus one⤶
⤶
// Player has connected; this happens instantly after they join -- do something..⤶
⤶
end )⤶
</code>⤶
</example>