#bro
1 messages · Page 1 of 1 (latest)
It just example from https://wiki.facepunch.com/gmod/GM:PlayerInitialSpawn
stop copypasting
Called when the player spawns for the first time.
See GM:PlayerSpawn for a hook called every player spawn.
This hook is called before the player has fully loaded, when the player is still in seeing the Starting Lua screen. For example, trying to use the Entity:GetModel function will return the default model (models/player.mdl).Due to the above n...
btw, @near trail - whats the point that people uploads the same things to multiple release channels?
I think it should be banned.
@sharp citrus what you posted recently is belong only to #tool-releases
yeah well i wasnt sure since it kinda fulls under both categories
and also that example doesnt provide a hook or anything
so you have to write your own solution
so
yeah
alr sorry
Np
frankly, i dont know why there isnt a built in "client ready to network" hook, i mean there is like OnRequestFullUpdate or ClientSignOnStateChanged but
ClientSignOnStateChanged doesn't provide any valid player entity, and OnRequestFullUpdate requires a few checks because its called multiple times during lag or if a client just runs cl_fullupdate so yeah 🙃
There's SignInState but it's semi-useful right now
its been requested on github for years
it has hook.Run("PlayerFullLoad", self)
instead of making a dubious library, try to standardize it - by making a PR in the gmod repo.
It's not useful at all.
Welcome to Gmod.
you're right; however, this has been requested on github many times and you basically just get told to use the workaround
and i didn't see the hook already there but i just figured it would be easier to drag and drop a library and use it instead of doing your own thing
agh- whatever
Why use a nwbool for something like this?
why not
it gets set literally once & afaik you should only really use SetNW* for predicted data
i dont see anywhere it should be used for predicted data, its the most convenient thing i could think of
or i could set a table with players who are fully loaded and remove it once disconnected but then that isnt replicated to the client so i would have to send net messages or something which was what i was trying to avoid in the first place
why clients needs it???
Gotta add a huge warning on your hud incase you’re not fully loaded in
🤣
exactly that, have to make sure they know
jokes aside, the main reason i added it was just a shortcut instead of calling getnwbool("blahblah", false) == true then, clientside though? i mean unless you want to modify it to not let the player be "ready" when they join and want to carry out checks, you could use the clientside func to quickly check weather to show a special screen or something, idk just was my own preference
there is no reason to network
& also no reason to use your lib, because small example from wiki is better