Revision Difference
gameevent/player_connect#562585
<cat>gameevent</cat>
<title>player_connect</title>
<structure>
<realm>Shared and Menu</realm>
<description>
Called when a player connects to the server.
<note>This is only called serverside AND clientside for the listen server host. In other cases it's called serverside.</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 <page text="SteamID">Player:SteamID</page> the player has. Will be `BOT` for bots and `STEAM_0:0:0` in single-player.
The <page text="SteamID">Player:SteamID</page> the player has.
<note>Will be `BOT` for bots, `STEAM_0:0:0` or `STEAM_ID_PENDING` in single-player, and `STEAM_ID_LAN` when using the `-multirun` client option.</note>⤶
</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="string" name="address">
The <page text="IPAddress">Player:IPAddress</page> of the connecting player.
Will be `none` for bots and `loopback` for listen server and single-player hosts.
</item>
</fields>
</structure>
# Examples
<example>
<description>Announce to everyone that a player has connected.</description>
<code>
gameevent.Listen( "player_connect" )
hook.Add("player_connect", "AnnounceConnection", function( data )
for i, ply in ipairs( player.GetAll() ) do
ply:ChatPrint( data.name .. " has connected to the server." )
end
end)
</code>
<output>`Player1 has connected to the server.`</output>
⤶
</example>⤶
</example>⤶