getClientState: Difference between revisions
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| [[String]] - Client state. Possible values are: | | [[String]] - Client state. Possible values are: | ||
* NONE - no client (or singleplayer) | |||
* CREATED - client is create | |||
* CONNECTED - client is connected to server, message formats are registered | |||
* LOGGED IN - identity is created | |||
* MISSION SELECTED - mission is selected | |||
* MISSION ASKED - server was asked to send / not send mission | |||
* ROLE ASSIGNED - role was assigned (and confirmed) | |||
* MISSION RECEIVED - mission received | |||
* GAME LOADED - island loaded, vehicles received | |||
* BRIEFING SHOWN - briefing was displayed | |||
* BRIEFING READ - ready to play mission | |||
* GAME FINISHED - game was finished | |||
* DEBRIEFING READ - debriefing read, ready to continue with next mission | |||
|= RETURNVALUE | |= RETURNVALUE |
Revision as of 12:41, 19 February 2014
Description
- Description:
- Returns client state in network game. Works on both, client and dedicated server.
- Groups:
- Uncategorised
Syntax
- Syntax:
- getClientState
- Return Value:
- String - Client state. Possible values are:
- NONE - no client (or singleplayer)
- CREATED - client is create
- CONNECTED - client is connected to server, message formats are registered
- LOGGED IN - identity is created
- MISSION SELECTED - mission is selected
- MISSION ASKED - server was asked to send / not send mission
- ROLE ASSIGNED - role was assigned (and confirmed)
- MISSION RECEIVED - mission received
- GAME LOADED - island loaded, vehicles received
- BRIEFING SHOWN - briefing was displayed
- BRIEFING READ - ready to play mission
- GAME FINISHED - game was finished
- DEBRIEFING READ - debriefing read, ready to continue with next mission
Examples
- Example 1:
_state = getClientState;
Additional Information
- See also:
- getPlayerUID
Notes
-
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