I have a on connection routine that tells you some status items about your gameplay but in testing I see that on connection is not a local event. It is a global event. That is if two people log on at relatively the same time the last guy that logs on sees his status ok but the first one loggin on sees the latter as the variable playername obviously becomes updated prior to the delayed output of this data. I delayed it because if you took a few seconds to log / come into game fully then you would not see the data at all.
So I am asking if I can write this information to the client then delay its output? That way two people logging on a close time can see their own data.