OnPlayerJoin: Difference between revisions
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{{Info|Event|Server|1.0}} | {{Info|Event|Server|1.0}} | ||
{{FuncDescription|Called when a player is fully connected to the server. The game has started on the client and the player is going to spawn after this event was executed.}} | {{FuncDescription|Called when a player is fully connected to the server. The game has started on the client and the player is going to spawn after this event was executed. | ||
Called after [[OnClientConnectionRequest]] and after [[OnPlayerServerAuth]].}} | |||
{{FuncSyntax|OnPlayerJoin(player)}} | {{FuncSyntax|OnPlayerJoin(player)}} | ||
Line 22: | Line 24: | ||
{{RelatedFunctions}} | {{RelatedFunctions}} | ||
{{ | {{PlayerServerEvents}} |
Latest revision as of 11:28, 1 September 2020
Description
Called when a player is fully connected to the server. The game has started on the client and the player is going to spawn after this event was executed.
Called after OnClientConnectionRequest and after OnPlayerServerAuth.
Syntax
OnPlayerJoin(player)
Parameters
- player
The player who has joined.
Example
function OnPlayerJoin(player)
-- Set where the player is going to spawn.
SetPlayerSpawnLocation(player, 125773.000000, 80246.000000, 1645.000000, 90.0)
AddPlayerChatAll('<span color="#eeeeeeaa">'..GetPlayerName(player)..' ('..player..') joined the server</>')
AddPlayerChatAll('<span color="#eeeeeeaa">There are '..GetPlayerCount()..' players on the server</>')
AddPlayerChat(player, "Welcome to the server!")
end
AddEvent("OnPlayerJoin", OnPlayerJoin)