getClientStateNumber: Difference between revisions

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|s1= [[getClientStateNumber]]
|s1= [[getClientStateNumber]]


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


|x1= <code>_state = [[getClientStateNumber]];</code>
|x1= <sqf>_state = getClientStateNumber;</sqf>


|x2= <code>_inGame = [[getClientStateNumber]] > 8;</code>
|x2= <sqf>_inGame = getClientStateNumber > 8;</sqf>


|seealso= [[getClientState]] [[getPlayerUID]]
|seealso= [[getClientState]] [[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:
getClientStateNumber
Return Value:
Number - client state (see table above)

Examples

Example 1:
_state = getClientStateNumber;
Example 2:
_inGame = getClientStateNumber > 8;

Additional Information

See also:
getClientState 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