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	<title>API:GetScenarioQueueData - Revision history</title>
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	<updated>2026-10-17T11:51:26Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=API:GetScenarioQueueData&amp;diff=30459&amp;oldid=prev</id>
		<title>Maintenance script: UI Lua API import (WAR 1.4.8)</title>
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		<updated>2026-10-16T19:44:54Z</updated>

		<summary type="html">&lt;p&gt;UI Lua API import (WAR 1.4.8)&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{LuaApi|group=Scenario}}&lt;br /&gt;
Returns the scenario queues the player is currently in, or nothing if the player is not queued.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
queueData = GetScenarioQueueData()&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Arguments ==&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
== Returns ==&lt;br /&gt;
;queueData : &amp;lt;code&amp;gt;table&amp;lt;/code&amp;gt; – Queue table (see below), or nothing when the player is in no queue.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;totalQueuedScenarios&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;number&amp;lt;/code&amp;gt; || Number of queue entries.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;[1]&amp;lt;/code&amp;gt; … &amp;lt;code&amp;gt;[n]&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;table&amp;lt;/code&amp;gt; || One table per queue entry, see below.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each queue entry:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;number&amp;lt;/code&amp;gt; || Id of the queued scenario.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;grouped&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;boolean&amp;lt;/code&amp;gt; || –&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;type&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;number&amp;lt;/code&amp;gt; || Queue type. The stock UI passes it together with &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;EA_Window_OverheadMap.GetQueueName&amp;lt;/code&amp;gt; to build the entry&amp;#039;s name.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
* The stock UI uses the &amp;lt;code&amp;gt;nil&amp;lt;/code&amp;gt; result as the &amp;quot;not queued&amp;quot; test (for example to stop the glow animation on the overhead map&amp;#039;s queue button).&lt;br /&gt;
* A new table is built on every call.&lt;br /&gt;
&lt;br /&gt;
== Errors ==&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
From &amp;lt;code&amp;gt;default/ea_overheadmapwindow/source/overheadmapwindow.lua&amp;lt;/code&amp;gt;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
local queueData = GetScenarioQueueData()&lt;br /&gt;
&lt;br /&gt;
if( queueData ~= nil) then&lt;br /&gt;
    EA_Window_ContextMenu.CreateContextMenu( SystemData.ActiveWindow.name )&lt;br /&gt;
&lt;br /&gt;
    local queueCount = queueData.totalQueuedScenarios&lt;br /&gt;
    for index = 1, queueCount do&lt;br /&gt;
        local queueName = EA_Window_OverheadMap.GetQueueName( queueData[index].type, queueData[index].id )&lt;br /&gt;
        ...&lt;br /&gt;
    end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[API:IsScenarioF2PServer|IsScenarioF2PServer]]&lt;br /&gt;
* [[API:JoinScenarioGroup|JoinScenarioGroup]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
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