SpawnPlayer: Difference between revisions
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Automatyczna aktualizacja dokumentacji funkcji |
Document Lua APIs available or improved from G1R:MP 0.1.2 |
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= spawnPlayer = | = spawnPlayer = | ||
<div style="background:#fff5f5; border:1px solid #d13b3b; border-left:5px solid #d13b3b; color:#111111; padding:0.85rem 1rem; margin:0.75rem 0 1rem;"> | |||
<div style="color:#111111; font-weight:bold; letter-spacing:0.04em;">IMPROVED FROM UPDATE 0.1.2</div> | |||
<div style="color:#111111; margin-top:0.25rem;">This function is available in earlier releases and has corrected or expanded behavior in G1R:MP 0.1.2 and later. The contract below describes the updated behavior.</div> | |||
</div> | |||
Places a connected player at an authoritative spawn position. | Places a connected player at an authoritative spawn position. | ||
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== Returns == | == Returns == | ||
Returns <code>true</code> when the spawn action is accepted | Returns <code>true</code> when the spawn action is accepted into the player's position-control queue; otherwise returns <code>false</code>. | ||
== Examples == | == Examples == | ||
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== Notes == | == Notes == | ||
* Available only in server-side resource scripts. | * Available only in server-side resource scripts. | ||
* This function emits <code>onPlayerSpawn</code> | * This function is safe to call from <code>onPlayerJoin</code>. The server retains the request until the player's first valid movement snapshot proves that the native pawn is ready. | ||
* The server commits the spawn transform and emits <code>onPlayerSpawn</code> only after a validated native ACK confirms that the queued command was applied. | |||
* Spawning changes position but does not implicitly revive a dead player. Call <code>revivePlayer</code> when the gamemode requires it. | * Spawning changes position but does not implicitly revive a dead player. Call <code>revivePlayer</code> when the gamemode requires it. | ||
[[Category:Lua Functions]] | |||
[[Category:Server Functions]] | [[Category:Server Functions]] | ||
[[Category:Player Functions]] | [[Category:Player Functions]] | ||
[[Category:Spatial Functions]] | [[Category:Spatial Functions]] | ||
Latest revision as of 18:40, 3 September 2026
spawnPlayer
IMPROVED FROM UPDATE 0.1.2
This function is available in earlier releases and has corrected or expanded behavior in G1R:MP 0.1.2 and later. The contract below describes the updated behavior.
Places a connected player at an authoritative spawn position.
Syntax
bool spawnPlayer(int playerId, number x, number y, number z [, number yaw = 0])
Parameters
| Name | Type | Required | Description |
|---|---|---|---|
playerId |
int |
yes | The connected player identifier. |
x |
number |
yes | Spawn X coordinate in metres. |
y |
number |
yes | Spawn Y coordinate in metres. |
z |
number |
yes | Spawn Z coordinate in metres. |
yaw |
number |
no | Optional actor yaw in degrees; defaults to 0. |
Returns
Returns true when the spawn action is accepted into the player's position-control queue; otherwise returns false.
Examples
Spawn newly connected players at a fixed location:
addEventHandler("onPlayerJoin", root, function(playerId)
spawnPlayer(playerId, 12.0, 24.0, 2.0, 90)
end)
Notes
- Available only in server-side resource scripts.
- This function is safe to call from
onPlayerJoin. The server retains the request until the player's first valid movement snapshot proves that the native pawn is ready. - The server commits the spawn transform and emits
onPlayerSpawnonly after a validated native ACK confirms that the queued command was applied. - Spawning changes position but does not implicitly revive a dead player. Call
revivePlayerwhen the gamemode requires it.