That is similar to my workaround I am using at the moment. (Which I had to comment out due to needing a GUI response for early arriving players other than the host.)
And that is the exact issue I am trying to circumvent … it is to try to warn players about certain situations. In the end, I opted to giving fast entering players (before the host finished loading) the priority GUI response over the late entering Host starting the wrong way. At least the host eventually gets the warning, but on the back end of another GUI that also warns about waiting for the host.
I hope that made sense - I think if anybody understood that, it sounds like you would, as you appear to have grasped my requirements.
BACKGROUND: I was basically checking if the players entering were players other than the host and basically giving them a GUI to say “wait” until the host was present. At the same time, I needed a check to see if the Host had started the server (by mistake) rather than use the multiplayer start option required for the campaign.
The problem is, if the host starts first (and actually gets into the game), I can check if they have started the correct way by using a similar function to you. However, if the other player gets in first, then they also get the same warning even if the Host started correctly because they are not the host, the pseudo method we are using to check if the host started the game correctly.
I feel like there should be a variable set somewhere when the specific NWN2 Server is started, if only we could find it.