|
|
(2 intermediate revisions by the same user not shown) |
Line 1: |
Line 1: |
| '''FSM: ( Fine State Machine )'''
| |
|
| |
|
| In ArmA 2 we have 2 different .fsm which are used to set how A.I. should behave in combat.
| |
|
| |
| 1. NativeFSM ( CACharacters\CfgFSMs.hpp )<br/>
| |
| 2. ScriptedFSM ( CACharacters\Scripts\Danger.fsm )
| |
|
| |
| Bouth FSMs are initialized in the "CACharacter" >> "CfgVehicles" >> "CAManBase".
| |
|
| |
| The '''NativeFSM''' is used to control the general behaviour of A.I. units in combat.<br/>
| |
| It will choose if A.I. should go to cover or attack a known enemy.<br/>
| |
| If A.I. should reload while in cover or if A.I. should look for any other ( may better ) cover.<br/>
| |
| It also let you choose if A.I. should provide cover or if they should try fighting on their own.<br/>
| |
|
| |
| The '''ScriptedFSM''' is used to control the general behaviour of A.I. in situations which are dangerous.<br/>
| |
| This is something like a Event Handler which is triggering after a specific event happend.<br/>
| |
| The ScriptedFSM Conditions:<br/>
| |
| ----
| |
| '''Detect Enemys:''' This will trigger every time A.I. has detected a enemy unit.
| |
| ----
| |
| '''Detect Weapon fire:''' This will trigger every time a unit has fired a weapon.<br/>
| |
| ''Note:'' The A.I. which should detect weapon fire must have the chance to know more then 0 about the unit which has fired the weapon.
| |
| ----
| |
| '''Detect Enemys Near:''' This will trigger every time A.I. has detected a enemy unit which is very close.
| |
| ----
| |
| '''Detect Explosions:''' This will trigger every time after something is exploded? ( Havent seen this so far... )
| |
| ----
| |
| '''Detect Dead Bodys:''' This will trigger every time A.I. has detected a dead body. Note: Exploded vehicles are triggered here too.
| |
| ----
| |
| '''Detect Stop Fire:''' This will trigger randomly and make A.I. to stop moving for 4 - 8 sec.<br/>
| |
|
| |
| If multiple conditions match then they will be triggered given to the priority set in the event.
| |