getClientState: Difference between revisions

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m (template:command argument fix)
m (template:command argument fix)
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<td>Debriefing read, ready to continue with next mission</td>
<td>Debriefing read, ready to continue with next mission</td>
</tr>
</tr>
</table>|= Description
</table>|DESCRIPTION=
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| '''getClientState''' |= Syntax
| '''getClientState''' |SYNTAX=


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

Revision as of 14:39, 7 April 2019

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:
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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Notes

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