getClientState: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "\|x([0-9])= *<code>([^<]*)<\/code>" to "|x$1= <sqf>$2</sqf>") |
Lou Montana (talk | contribs) m (Text replacement - "(\|[pr][0-9]+ *= *[^-]+) *- *C([a-eg-z])" to "$1 - c$2") |
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|s1= [[getClientState]] | |s1= [[getClientState]] | ||
|r1= [[String]] - | |r1= [[String]] - client state (see table above) | ||
|x1= <sqf>_state = getClientState;</sqf> | |x1= <sqf>_state = getClientState;</sqf> |
Latest revision as of 14:00, 8 November 2023
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:
- Example 2:
Additional Information
- See also:
- getClientStateNumber getPlayerUID
Notes
-
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