getClientState: Difference between revisions

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|s1= [[getClientState]]
|s1= [[getClientState]]


|r1= [[String]] - Client state (see table above)
|r1= [[String]] - client state (see table above)


|x1= <sqf>_state = getClientState;</sqf>
|x1= <sqf>_state = getClientState;</sqf>


|x2= <code>if (getClientState == "BRIEFING READ") [[then]] { [[hint]] "Let the show begin!" };</code>
|x2= <sqf>if (getClientState == "BRIEFING READ") then { hint "Let the show begin!" };</sqf>


|seealso= [[getClientStateNumber]] [[getPlayerUID]]
|seealso= [[getClientStateNumber]] [[getPlayerUID]]
}}
}}

Latest revision as of 14:00, 8 November 2023

Hover & click on the images for description

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:
getClientStateNumber getPlayerUID

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note