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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>