getClientState

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Revision as of 12:41, 19 February 2014 by Str (talk | contribs)
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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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Notes

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