getClientState: Difference between revisions
| m (template:command argument fix) | m (template:command argument fix) | ||
| Line 66: | Line 66: | ||
| <td>Debriefing read, ready to continue with next mission</td> | <td>Debriefing read, ready to continue with next mission</td> | ||
| </tr> | </tr> | ||
| </table>|=  | </table>|DESCRIPTION= | ||
| ____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| | '''getClientState''' |=  | | '''getClientState''' |SYNTAX= | ||
| | [[String]] - Client state (see table above) | | [[String]] - Client state (see table above) | ||
Revision as of 14:39, 7 April 2019
Description
- Description:
- Returns client state in network game. Works on both, client and dedicated server. The following states are possible:
 getClientStateNumber getClientState Description 0 "NONE" No client (or singleplayer) 1 "CREATED" Client is created 2 "CONNECTED" Client is connected to server, message formats are registered 3 "LOGGED IN" Identity is created 4 "MISSION SELECTED" Mission is selected 5 "MISSION ASKED" Server was asked to send / not send mission 6 "ROLE ASSIGNED" Role was assigned (and confirmed) 7 "MISSION RECEIVED" Mission received 8 "GAME LOADED" Island loaded, vehicles received 9 "BRIEFING SHOWN" Briefing was displayed 10 "BRIEFING READ" Ready to play mission 11 "GAME FINISHED" Game was finished 12 "DEBRIEFING READ" Debriefing read, ready to continue with next mission 
- Groups:
- Uncategorised
Syntax
- Syntax:
- getClientState
- Return Value:
- String - Client state (see table above)
Examples
- Example 1:
- _state = getClientState;
- Example 2:
- if (getClientState == "BRIEFING READ") then {hint "Let the show begin!"};
Additional Information
- See also:
- getClientStateNumbergetPlayerUID
Notes
- 
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