getClientState: Difference between revisions

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Revision as of 03:48, 2 October 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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