execFSM: Difference between revisions
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* Conditional link (condition is [[true]]): <tt>precondition</tt>-><tt>condition</tt>-><tt>action</tt> | * Conditional link (condition is [[true]]): <tt>precondition</tt>-><tt>condition</tt>-><tt>action</tt> | ||
* Conditional link (condition is [[false]]): <tt>precondition</tt>-><tt>condition</tt> | * Conditional link (condition is [[false]]): <tt>precondition</tt>-><tt>condition</tt> | ||
Scripted FSMs are added into the scheduler just like [[exec]] scripts, [[execVM]] scripts and [[spawn]] scripts. While the code placed into any of the sections of FSM cannot be suspended ([[canSuspend]] is false) the FSM itself is suspended every simulation between state's <tt>init</tt> and state's <tt>precondition</tt> (exception is the '''init state'''). Normally the difference between state's <tt>init</tt> and <tt>precondition</tt> is 1 frame but if the scheduler is busy it can take longer. This is the only place where scripted FSM is suspended/resumed.<br><br> | Scripted FSMs are added into the scheduler just like [[exec]] scripts, [[execVM]] scripts and [[spawn]] scripts. While the code placed into any of the sections of FSM cannot be suspended ([[canSuspend]] is false) the FSM itself is suspended every simulation between the state's <tt>init</tt> and the state's <tt>precondition</tt> (exception is the '''init state'''). Normally the difference between the state's <tt>init</tt> and <tt>precondition</tt> is 1 frame but if the scheduler is busy it can take longer. This is the only place where scripted FSM is suspended/resumed.<br><br> | ||
To see what FSMs are currently in the scheduler, use [[diag_activeMissionFSMs]] command|= Description | To see what FSMs are currently in the scheduler, use [[diag_activeMissionFSMs]] command|= Description | ||
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Revision as of 22:28, 10 February 2019
Description
- Description:
- Executes scripted FSM and returns the FSM handle or 0 when failed. The FSM file is first searched in the mission folder, then in the campaign scripts folder and finally in the global scripts folder. Argument (if any) are available in _this variable inside FSM. In Arma 3 FSM handle is also available in _thisFSM variable. Variables set inside FSMs can be read/modified externally, using setFSMVariable and getFSMVariable commands.
The scripted FSM structure normally consists of one init state, one or more conditional links, one or more normal states and one or more final states. Each state has init and precondition section, while each conditional link has precondition, condition and action sections. The order of execution is:- State: init->precondition
- Conditional link (condition is true): precondition->condition->action
- Conditional link (condition is false): precondition->condition
To see what FSMs are currently in the scheduler, use diag_activeMissionFSMs command - Groups:
- Uncategorised
Syntax
- Syntax:
- arguments execFSM filename
- Parameters:
- arguments: Anything - Arguments accessible as _this in the FSM
- filename: String - file with FSM code
- Return Value:
- Number - FSM handle, can be used to determine (via completedFSM) when the execed FSM has finished. In Arma 3, the handle is also available inside the FSM in _thisFSM variable.
Alternative Syntax
- Syntax:
- execFSM filename
- Parameters:
- filename: String - file with FSM code String
- Return Value:
- Number - FSM handle, can be used to determine (via completedFSM) when the execed FSM has finished. In Arma 3, the handle is also available inside the FSM in _thisFSM variable.
Examples
- Example 1:
_id = player execFSM "test.fsm";
- Example 2:
_handle = [_a, _b, _c] execFSM "test.fsm";
- Example 3:
_handle = execFSM "test.fsm";
Additional Information
- See also:
- FSMFSM Editor ManualexecVMcallspawnexeccommandFSMcompletedFSMdoFSMgetFSMVariablesetFSMVariable
Notes
-
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