getClientStateNumber: Difference between revisions
Jump to navigation
Jump to search
Lou Montana (talk | contribs) m (Text replacement - " |r1=[[" to " |r1= [[") |
Lou Montana (talk | contribs) |
||
Line 48: | Line 48: | ||
|x2= <code>_inGame = [[getClientStateNumber]] > 8;</code> | |x2= <code>_inGame = [[getClientStateNumber]] > 8;</code> | ||
|seealso= [[getClientState]] | |seealso= [[getClientState]] [[getPlayerUID]] | ||
}} | }} |
Revision as of 15:52, 20 January 2022
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