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Starts when · Starts a flow

When a player leaves

Starts when a player leaves the server: they logged out, lost connection or were kicked.

Basic plan m.event.player_quit

In a flow

“When a player leaves, the steps wired after it run.”

When a player leaves → Broadcast {player.name} left the game.

What it does

Starts when a player leaves the server: they logged out, lost connection or were kicked. It starts a flow, and gives the steps after it values about what happened. It gives 2 values later steps can use. Find it under Starts when in the palette.

When to use it

Use it to start a flow when a player leaves.

When not to

If the flow should start from a click or a command instead, pick that trigger: a flow has exactly one.

Typical wiring

Values it gives

Player Player

The player it's about. Wire it into any Player pin. e.g. Alex

If it's empty: Empty when the step didn't make one (it stopped early or was skipped); steps reading it get nothing.

Connects toAccept applicationAdd a forum tagAdd a labelAdd a Notion pageAdd a row to a Google SheetAdd a staff noteAdd a stickerAdd a Trello cardand 554 more

World World

The world they're in. e.g. world

If it's empty: Empty when the step didn't make one (it stopped early or was skipped); steps reading it get nothing.

Connects toAccept applicationAdd a forum tagAdd a labelAdd a Notion pageAdd a row to a Google SheetAdd a staff noteAdd a stickerAdd a Trello cardand 554 more

Often next

Related in Starts when

Wires and sockets · Data values · Plans