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gameevent/player_connect_client#548570

<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> <item type="number" name="index">The <page text="EntIndex">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>