#bro

1 messages · Page 1 of 1 (latest)

amber tulip
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It just example from https://wiki.facepunch.com/gmod/GM:PlayerInitialSpawn
dummy stop copypasting

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btw, @near trail - whats the point that people uploads the same things to multiple release channels?
I think it should be banned.

near trail
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@sharp citrus what you posted recently is belong only to #tool-releases

sharp citrus
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yeah well i wasnt sure since it kinda fulls under both categories

sharp citrus
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and also that example doesnt provide a hook or anything

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so you have to write your own solution

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so

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yeah

near trail
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It's made to be used with someone else's code

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So it's a tool

sharp citrus
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alr sorry

near trail
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Np

sharp citrus
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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 🙃

near trail
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There's SignInState but it's semi-useful right now

sharp citrus
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its been requested on github for years

amber tulip
neat wing
neat wing
sharp citrus
polar smelt
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Why use a nwbool for something like this?

noble harness
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why not

polar smelt
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it gets set literally once & afaik you should only really use SetNW* for predicted data

sharp citrus
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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

polar smelt
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Gotta add a huge warning on your hud incase you’re not fully loaded in

amber tulip
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🤣

sharp citrus
# polar smelt 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

amber tulip
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there is no reason to network

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& also no reason to use your lib, because small example from wiki is better

polar smelt
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A library that halts net messages sent to a player until they're fully loaded would be better imo

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this is just wiki paste into github repo