Doob You could do something fairly standard like this:
on_player_connect() { level endon( "end_game" ); //this kills the function when the game ends while ( true ) //this indicates we will keep doing this forever in this case it will call on_player_spawned(); for every player that connects to your server { level waittill( "connected", player ); //this gets the player when they first connect //this function below calls a function with the particular connected player in mind player thread on_player_spawned(); //since this function we are calling is an infinite loop too it needs to be threaded } } on_player_spawned() { level endon( "end_game" ); self endon( "disconnect" ); //we will kill the infinite loop if the player disconnects to tie up loose ends while ( true )//this indicates it will do something for every time a player spawns in { self waittill( "spawned_player" ); //this is the event that occurs when the player first spawns in when a game starts and will also occur each time they spawn in from spectator //call functions you want "self" which in this context is the player to do things with //if you want to give perks every time a player spawns you would do it in this loop below the self waittill() line } }
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Doob
@Doob