Author Topic: Clientsided function for when a client joins a game.  (Read 746 times)

I now need to know the command called when joining a game.
« Last Edit: March 26, 2011, 03:53:56 PM by otto-san »

strLen("this is fun")

%client.instantRespawn();

strLen("this is fun")

%client.instantRespawn();
Oh duh. I completely forgot about strLen.

okay, thanks

Oh duh. I completely forgot about strLen.
This is extremely useful for all the string stuff.

As for the client-sided joining function, try onConnectionAccepted. I'm think that's right, but I've got no clue about the arguements for it.

This is extremely useful for all the string stuff.

As for the client-sided joining function, try onConnectionAccepted. I'm think that's right, but I've got no clue about the arguements for it.

Ooh, thanks. That'll really help me.

Code: [Select]
package Blah {
function secureClientCmd_ClientJoin(%name, %clientID, %ID, %score, %un, %admin, %super) {
Parent::secureClientCmd_ClientJoin(%name, %clientID, %ID, %score, %un, %admin, %super);
}
};
activatePackage(Blah);

I use that, although Truce has advised it a courtesy not to use secureClientCmds.