From Bohemia Interactive Community
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| FSM: ( Fine State Machine )
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| In ArmA 2 we have 2 different .fsm which are used to set how A.I. should behave in combat.
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| 1. NativeFSM ( CACharacters\CfgFSMs.hpp )<br/>
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| 2. ScriptedFSM ( CACharacters\Scripts\Danger.fsm )
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| Bouth FSMs are initialized in the "CACharacter" >> "CfgVehicles" >> "CAManBase".
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| The '''NativeFSM''' is used to control the general behaviour of A.I. units in combat.
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| It will choose if A.I. should go to cover or attack a known enemy.
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| If A.I. should reload while in cover or if A.I. should look any another ( may better ) cover.
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| It also let you choose if A.I. should provide cover or if they should try fighting on their own.
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| The '''ScriptedFSM''' is used to control the general behaviour of A.I. in situations which are dangerous.
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| The ScriptedFSM Conditions:
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| Detect Weapon fire: This will trigger every time a unit has fired a weapon. 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.
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| Detect Enemys: This will trigger every time A.I. has detected a enemy unit.
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| Detect Enemys Near: This will trigger every time A.I. has detected a enemy unit which is very close.
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| Detect Explosions: This will trigger every time after something is exploded?
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| Detect Dead Bodys: This will trigger every time A.I. has detected a dead body. Note: Exploded vehicles are triggered here too.
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| Detect Stop Fire: This will trigger randomly and make A.I. to stop moving for 4 - 8 sec.
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Latest revision as of 09:23, 12 August 2010