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)
* NONE - no client (or singleplayer)
# CREATED - client is create
* CREATED - client is create
# CONNECTED - client is connected to server, message formats are registered
* CONNECTED - client is connected to server, message formats are registered
# LOGGED IN - identity is created
* LOGGED IN - identity is created
# MISSION SELECTED - mission is selected
* MISSION SELECTED - mission is selected
# MISSION ASKED - server was asked to send / not send mission
* MISSION ASKED - server was asked to send / not send mission
# ROLE ASSIGNED - role was assigned (and confirmed)
* ROLE ASSIGNED - role was assigned (and confirmed)
# MISSION RECEIVED - mission received
* MISSION RECEIVED - mission received
# GAME LOADED - island loaded, vehicles received
* GAME LOADED - island loaded, vehicles received
# BRIEFING SHOWN - briefing was displayed
* BRIEFING SHOWN - briefing was displayed
# BRIEFING READ - ready to play mission
* BRIEFING READ - ready to play mission
# GAME FINISHED - game was finished
* GAME FINISHED - game was finished
# DEBRIEFING READ - debriefing read, ready to continue with next mission
* DEBRIEFING READ - debriefing read, ready to continue with next mission


|= RETURNVALUE  
|= RETURNVALUE  

Revision as of 13:42, 19 February 2014

Hover & click on the images for description

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:
  1. NONE - no client (or singleplayer)
  2. CREATED - client is create
  3. CONNECTED - client is connected to server, message formats are registered
  4. LOGGED IN - identity is created
  5. MISSION SELECTED - mission is selected
  6. MISSION ASKED - server was asked to send / not send mission
  7. ROLE ASSIGNED - role was assigned (and confirmed)
  8. MISSION RECEIVED - mission received
  9. GAME LOADED - island loaded, vehicles received
  10. BRIEFING SHOWN - briefing was displayed
  11. BRIEFING READ - ready to play mission
  12. GAME FINISHED - game was finished
  13. 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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