getClientState

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Revision as of 13:16, 18 September 2020 by R3vo (talk | contribs) (Text replacement - "|Game version=" to "|Game version= |gr1 = Multiplayer |GROUP1= ")
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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:
getClientStateNumbergetPlayerUID

Notes

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Notes

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