getClientState: Difference between revisions
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|x2= <code>[[if]] ([[getClientState]] == "BRIEFING READ") [[then]] { [[hint]] "Let the show begin!" };</code> | |x2= <code>[[if]] ([[getClientState]] == "BRIEFING READ") [[then]] { [[hint]] "Let the show begin!" };</code> | ||
|seealso= [[getClientStateNumber]] | |seealso= [[getClientStateNumber]] [[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:
- 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