execFSM: Difference between revisions

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{{Command|= Comments
{{Command|Comments=
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| arma2 |= Game name
| arma2 |Game name=


|1.00|= Game version
|1.00|Game version=
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| 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 <tt>_this</tt> variable inside FSM. In Arma 3 FSM handle is also available in <tt>_thisFSM</tt> variable. Variables set inside FSMs can be read/modified externally, using [[setFSMVariable]] and [[getFSMVariable]] commands.<br><br>
| Execute scripted [[FSM]] and return 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 <tt>_this</tt> variable inside FSM. Variables set inside FSMs can be read/modified externally, using [[setFSMVariable]] and [[getFSMVariable]] commands.<br>
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 <tt>init</tt> and <tt>precondition</tt> section, while each conditional link has <tt>precondition</tt>, <tt>condition</tt> and <tt>action</tt> sections. The order of execution is:
<br>
* State: <tt>init</tt>-><tt>precondition</tt>
The return value is the FSM handle; it can be used to determine (via [[completedFSM]]) when the FSM has finished.
* Conditional link (condition is [[true]]): <tt>precondition</tt>-><tt>condition</tt>-><tt>action</tt>
{{Feature arma3|In Arma 3, the FSM handle is also available within the FSM through the <tt>_thisFSM</tt> variable.}}
* Conditional link (condition is [[false]]): <tt>precondition</tt>-><tt>condition</tt>
<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 <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>
Scripted FSMs are added into the scheduler just like [[exec]] scripts, [[execVM]] scripts and [[spawn]] scripts.<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.
{{Important|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 <tt>precondition</tt> (exception is the '''init state''').
The usual 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. See [[FSM]] for more information about FSM's structure.
This is the only place where scripted FSM is suspended/resumed.}} |Description=
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| arguments '''execFSM''' filename |= Syntax
| arguments [[execFSM]] fsmFilePath |Syntax=


|p1= arguments: [[Anything]] - Arguments accessible as <tt>_this</tt> in the FSM|= Parameter 1
|p1= arguments: [[Anything]] - Arguments accessible as <tt>_this</tt> in the FSM |Parameter 1=


|p2= filename: [[String]] - file with FSM code |= Parameter 2
|p2= fsmFilePath: [[String]] - file with FSM code |Parameter 2=


| [[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 <tt>_thisFSM</tt> variable. |= Return value
| [[Number]] - FSM handle |Return value=


|s2= [[execFSM]] fsmFilePath |Syntax 2=


|s2= '''execFSM''' filename |= Syntax
|p21= fsmFilePath: [[String]] - file with FSM code |Parameter 21=


|p21= filename: [[String]] - file with FSM code [[String]] |= Parameter 2
| r2= [[Number]] - FSM handle |Return value 2=
 
| r2= [[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 <tt>_thisFSM</tt> variable. |= Return value
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|x1= <code>_id = [[player]] [[execFSM]] "test.fsm";</code>|= EXAMPLE1
|x1= <code>_id = [[player]] [[execFSM]] "test.fsm";</code> |EXAMPLE1=


|x2= <code>_handle = [_a, _b, _c] [[execFSM]] "test.fsm";</code>|= EXAMPLE2
|x2= <code>_handle = [_a, _b, _c] [[execFSM]] "test.fsm";</code> |EXAMPLE2=


|x3= <code>_handle = [[execFSM]] "test.fsm";</code>|= EXAMPLE3
|x3= <code>_handle = [[execFSM]] "test.fsm";</code> |EXAMPLE3=
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| [[FSM]], [[FSM Editor Manual]], [[execVM]], [[call]], [[spawn]], [[exec]], [[commandFSM]], [[completedFSM]], [[doFSM]], [[getFSMVariable]], [[setFSMVariable]] |= SEEALSO  
| [[FSM]], [[FSM Editor Manual]], [[execVM]], [[call]], [[spawn]], [[exec]], [[commandFSM]], [[completedFSM]], [[doFSM]], [[getFSMVariable]], [[setFSMVariable]] |SEEALSO=
 
|  |= MPBEHAVIOUR
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}}
}}


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[[Category:ArmA 2: New Scripting Commands List|{{uc:{{PAGENAME}}}}]]
[[Category:ArmA 2: New Scripting Commands List|{{uc:{{PAGENAME}}}}]]
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[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]

Revision as of 13:39, 29 March 2019

Hover & click on the images for description

Description

Description:
Execute scripted FSM and return 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. Variables set inside FSMs can be read/modified externally, using setFSMVariable and getFSMVariable commands.

The return value is the FSM handle; it can be used to determine (via completedFSM) when the FSM has finished.
Arma 3
In Arma 3, the FSM handle is also available within the FSM through the _thisFSM variable.


Scripted FSMs are added into the scheduler just like exec scripts, execVM scripts and spawn scripts.
To see what FSMs are currently in the scheduler, use diag_activeMissionFSMs command.

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 init and precondition (exception is the init state).

The usual difference between the state's init and precondition is 1 frame but if the scheduler is busy it can take longer. See FSM for more information about FSM's structure.

This is the only place where scripted FSM is suspended/resumed.
Groups:
Uncategorised

Syntax

Syntax:
arguments execFSM fsmFilePath
Parameters:
arguments: Anything - Arguments accessible as _this in the FSM
fsmFilePath: String - file with FSM code
Return Value:
Number - FSM handle

Alternative Syntax

Syntax:
execFSM fsmFilePath
Parameters:
fsmFilePath: String - file with FSM code
Return Value:
Number - FSM handle

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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Only post proven facts here! Add Note

Notes

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