OnPlayerJoin: Difference between revisions

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Update Lua event reference
 
Document Lua events available or improved from G1R:MP 0.1.2
 
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<!-- This page is generated from the verified Lua event definition: onPlayerJoin. -->
= onPlayerJoin =
= onPlayerJoin =
Triggered after a client has joined the server and received its authoritative player ID.
<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 event 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>
 
Triggered after a client is authenticated and has received its authoritative player ID.


== Availability ==
== Availability ==
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== Notes ==
== Notes ==
* The player may still be loading the game world; use [[onPlayerChatReady]] for chat UI readiness.
* This callback runs before the client is required to send its first valid pawn snapshot. The player may therefore still be loading the game world; use [[onPlayerChatReady]] for chat UI readiness.
* Calling <code>spawnPlayer</code>, <code>teleportPlayer</code>, or <code>setPlayerPosition</code> here may return <code>true</code> and queue the authoritative position request until the first valid snapshot proves that the pawn is ready.
* A successful queue operation is not completion: [[onPlayerSpawn]] or [[onPlayerTeleport]] is emitted only after the client applies the reliable position-control command and the server accepts its acknowledgement.


[[Category:Lua Events]]
[[Category:Lua Events]]
[[Category:Server Events]]
[[Category:Server Events]]
[[Category:Player Events]]
[[Category:Player Events]]

Latest revision as of 18:41, 3 September 2026

onPlayerJoin

IMPROVED FROM UPDATE 0.1.2
This event 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.

Triggered after a client is authenticated and has received its authoritative player ID.

Availability

This event is available in server-side scripts.

Callback signature

onPlayerJoin(playerId)

Parameters

Name Type Description
playerId int The authoritative ID assigned to the joining player.

Examples

Handle the event:

addEventHandler("onPlayerJoin", root, function(playerId)
    outputChatBox("Welcome to the server!", playerId, 225, 195, 110)
end)

Notes

  • This callback runs before the client is required to send its first valid pawn snapshot. The player may therefore still be loading the game world; use onPlayerChatReady for chat UI readiness.
  • Calling spawnPlayer, teleportPlayer, or setPlayerPosition here may return true and queue the authoritative position request until the first valid snapshot proves that the pawn is ready.
  • A successful queue operation is not completion: onPlayerSpawn or onPlayerTeleport is emitted only after the client applies the reliable position-control command and the server accepts its acknowledgement.