From Bohemia Interactive Community
					 
					
					
					
					
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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:
- Multiplayer
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
- 
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
 Only post proven facts here!
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