mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2026-02-13 19:52:57 +03:00
0.1
This commit is contained in:
848
dayz_code/system/dog_agent.fsm
Normal file
848
dayz_code/system/dog_agent.fsm
Normal file
@@ -0,0 +1,848 @@
|
||||
/*%FSM<COMPILE "C:\Program Files (x86)\Bohemia Interactive\Tools\FSM Editor Personal Edition\scriptedFSM.cfg, DayZ Dog Agent">*/
|
||||
/*%FSM<HEAD>*/
|
||||
/*
|
||||
item0[] = {"init",0,250,-150.000000,-75.000000,-50.000000,-25.000000,0.000000,"init"};
|
||||
item1[] = {"idle_exceeded",4,218,0.000000,225.000000,100.000000,275.000000,0.000000,"idle" \n "exceeded"};
|
||||
item2[] = {"master_moved",4,218,-150.000000,300.000000,-50.000000,350.000000,0.000000,"master" \n "moved"};
|
||||
item3[] = {"moving",2,250,-150.000000,375.000000,-50.000000,425.000000,0.000000,"moving"};
|
||||
item4[] = {"close",4,218,-275.000000,300.000000,-175.000000,350.000000,0.000000,"close"};
|
||||
item5[] = {"",7,210,-229.000000,246.000000,-221.000000,254.000000,0.000000,""};
|
||||
item6[] = {"Waiting",2,250,-150.000000,225.000000,-50.000000,275.000000,0.000000,"Waiting"};
|
||||
item7[] = {"preloaded",4,218,-150.000000,0.000000,-50.000000,50.000000,0.000000,"preloaded"};
|
||||
item8[] = {"reorientate",4,218,-150.000000,450.000000,-50.000000,500.000000,0.000000,"reorientate"};
|
||||
item9[] = {"Sitting",2,250,125.000000,225.000000,225.000000,275.000000,0.000000,"Sitting"};
|
||||
item10[] = {"master_moved",4,218,125.000000,300.000000,225.000000,350.000000,0.000000,"master" \n "moved"};
|
||||
item11[] = {"Getting_Up",2,250,125.000000,375.000000,225.000000,425.000000,0.000000,"Getting Up"};
|
||||
item12[] = {"Up",4,218,0.000000,375.000000,100.000000,425.000000,0.000000,"Up"};
|
||||
item13[] = {"dead",4,218,0.000000,300.000000,100.000000,350.000000,0.000000,"dead"};
|
||||
item14[] = {"End",1,250,0.000000,450.000000,100.000000,500.000000,0.000000,"End"};
|
||||
item15[] = {"stay",4,218,0.000000,125.000000,100.000000,175.000000,1.000000,"stay"};
|
||||
item16[] = {"",7,210,-29.000002,245.999985,-20.999998,254.000000,0.000000,""};
|
||||
item17[] = {"",7,210,-29.000000,146.000000,-21.000000,153.999985,0.000000,""};
|
||||
item18[] = {"Staying",2,250,125.000000,125.000000,225.000000,175.000000,0.000000,"Staying"};
|
||||
item19[] = {"commanded",4,218,350.000000,175.000000,450.000000,225.000000,0.000000,"commanded"};
|
||||
item20[] = {"",7,210,396.000031,146.000000,403.999969,154.000000,0.000000,""};
|
||||
item21[] = {"",7,210,546.000000,146.000000,554.000000,154.000000,0.000000,""};
|
||||
item22[] = {"too_long",4,218,500.000000,175.000000,600.000000,225.000000,0.000000,"too long"};
|
||||
item23[] = {"",7,210,521.000000,396.000000,529.000000,404.000000,0.000000,""};
|
||||
item24[] = {"Reset",2,250,425.000000,300.000000,525.000000,350.000000,0.000000,"Reset"};
|
||||
item25[] = {"true",8,218,425.000000,375.000000,525.000000,425.000000,0.000000,"true"};
|
||||
item26[] = {"",7,210,396.000000,321.000000,404.000000,329.000000,0.000000,""};
|
||||
item27[] = {"track",4,218,0.000000,25.000000,100.000000,75.000000,0.000000,"track"};
|
||||
item28[] = {"",7,210,-29.000000,46.000008,-21.000000,53.999996,0.000000,""};
|
||||
item29[] = {"Tracking",2,250,250.000000,-50.000000,350.000000,0.000000,0.000000,"Tracking"};
|
||||
item30[] = {"commanded",4,218,400.000000,-50.000000,500.000000,0.000000,0.000000,"commanded"};
|
||||
item31[] = {"Checking",2,250,125.000000,25.000000,225.000000,75.000000,0.000000,"Checking"};
|
||||
item32[] = {"has_target",4,218,125.000000,-50.000000,225.000000,0.000000,1.000000,"has target"};
|
||||
item33[] = {"no_target",4,218,400.000000,25.000000,500.000000,75.000000,4.000000,"no target"};
|
||||
item34[] = {"Reset_1",2,250,575.000000,25.000000,675.000000,75.000000,0.000000,"Reset"};
|
||||
item35[] = {"",7,210,696.000000,46.000008,704.000000,53.999996,0.000000,""};
|
||||
item36[] = {"",7,210,371.000000,46.000008,379.000000,53.999989,0.000000,""};
|
||||
item37[] = {"",7,210,371.000000,-28.999994,379.000000,-21.000006,0.000000,""};
|
||||
item38[] = {"",7,210,371.000000,-129.000000,379.000000,-121.000008,0.000000,""};
|
||||
item39[] = {"at_target",4,218,400.000000,-150.000000,500.000000,-100.000000,0.000000,"at target"};
|
||||
item40[] = {"",7,210,546.000000,-28.999992,554.000000,-21.000008,0.000000,""};
|
||||
item41[] = {"",7,210,546.000000,46.000008,554.000000,53.999996,0.000000,""};
|
||||
item42[] = {"Chasing",2,250,525.000000,-150.000000,625.000000,-100.000000,0.000000,"Chasing"};
|
||||
item43[] = {"",7,210,696.000000,-179.000015,704.000000,-171.000000,0.000000,""};
|
||||
item44[] = {"",7,210,-229.000000,-179.000000,-221.000000,-171.000000,0.000000,""};
|
||||
item45[] = {"",7,210,-229.000000,171.000000,-221.000000,179.000000,0.000000,""};
|
||||
item46[] = {"reorientate",4,218,200.000000,-125.000000,300.000000,-75.000000,0.000000,"reorientate"};
|
||||
item47[] = {"action_init",2,250,-150.000000,75.000000,-50.000000,125.000000,0.000000,"action init"};
|
||||
item48[] = {"true",8,218,-150.000000,150.000000,-50.000000,200.000000,0.000000,"true"};
|
||||
item49[] = {"commanded",4,218,250.000000,300.000000,350.000000,350.000000,0.000000,"commanded"};
|
||||
item50[] = {"instant",4,218,-350.000000,375.000000,-250.000000,425.000000,0.000000,"instant"};
|
||||
item51[] = {"",7,210,-304.000000,246.000000,-296.000000,253.999985,0.000000,""};
|
||||
item52[] = {"",7,210,-29.000000,346.000000,-21.000000,354.000000,0.000000,""};
|
||||
item53[] = {"",7,210,171.000000,196.000000,179.000000,204.000000,0.000000,""};
|
||||
item54[] = {"",7,210,46.000000,196.000000,54.000000,204.000000,0.000000,""};
|
||||
item55[] = {"reorientate",4,218,575.000000,-75.000000,675.000000,-25.000000,0.000000,"reorientate"};
|
||||
item56[] = {"",7,210,571.000000,-78.999992,579.000000,-71.000008,0.000000,""};
|
||||
item57[] = {"",7,210,371.000000,-78.999992,379.000000,-71.000008,0.000000,""};
|
||||
item58[] = {"",7,210,370.999969,95.999992,379.000000,104.000000,0.000000,""};
|
||||
item59[] = {"",7,210,171.000000,96.000000,179.000000,104.000000,0.000000,""};
|
||||
item60[] = {"",7,210,58.500000,96.000000,66.500000,104.000000,0.000000,""};
|
||||
item61[] = {"",7,210,546.000000,321.000000,554.000000,329.000000,0.000000,""};
|
||||
link0[] = {0,7};
|
||||
link1[] = {1,9};
|
||||
link2[] = {2,3};
|
||||
link3[] = {3,4};
|
||||
link4[] = {3,8};
|
||||
link5[] = {3,50};
|
||||
link6[] = {3,52};
|
||||
link7[] = {4,5};
|
||||
link8[] = {5,6};
|
||||
link9[] = {6,2};
|
||||
link10[] = {6,13};
|
||||
link11[] = {6,16};
|
||||
link12[] = {7,47};
|
||||
link13[] = {8,3};
|
||||
link14[] = {9,10};
|
||||
link15[] = {9,13};
|
||||
link16[] = {9,49};
|
||||
link17[] = {9,53};
|
||||
link18[] = {10,11};
|
||||
link19[] = {11,12};
|
||||
link20[] = {11,13};
|
||||
link21[] = {12,3};
|
||||
link22[] = {13,14};
|
||||
link23[] = {15,18};
|
||||
link24[] = {16,1};
|
||||
link25[] = {16,17};
|
||||
link26[] = {17,15};
|
||||
link27[] = {17,28};
|
||||
link28[] = {18,20};
|
||||
link29[] = {18,59};
|
||||
link30[] = {19,26};
|
||||
link31[] = {20,19};
|
||||
link32[] = {20,21};
|
||||
link33[] = {21,22};
|
||||
link34[] = {22,61};
|
||||
link35[] = {24,25};
|
||||
link36[] = {25,11};
|
||||
link37[] = {26,24};
|
||||
link38[] = {27,31};
|
||||
link39[] = {28,27};
|
||||
link40[] = {29,37};
|
||||
link41[] = {29,38};
|
||||
link42[] = {29,46};
|
||||
link43[] = {30,40};
|
||||
link44[] = {31,32};
|
||||
link45[] = {31,36};
|
||||
link46[] = {32,29};
|
||||
link47[] = {33,41};
|
||||
link48[] = {34,35};
|
||||
link49[] = {35,43};
|
||||
link50[] = {36,33};
|
||||
link51[] = {36,58};
|
||||
link52[] = {37,30};
|
||||
link53[] = {37,36};
|
||||
link54[] = {38,39};
|
||||
link55[] = {39,42};
|
||||
link56[] = {40,41};
|
||||
link57[] = {41,34};
|
||||
link58[] = {42,55};
|
||||
link59[] = {42,56};
|
||||
link60[] = {43,44};
|
||||
link61[] = {44,45};
|
||||
link62[] = {45,48};
|
||||
link63[] = {46,29};
|
||||
link64[] = {47,48};
|
||||
link65[] = {48,6};
|
||||
link66[] = {49,11};
|
||||
link67[] = {50,51};
|
||||
link68[] = {51,5};
|
||||
link69[] = {52,13};
|
||||
link70[] = {52,16};
|
||||
link71[] = {53,54};
|
||||
link72[] = {54,15};
|
||||
link73[] = {55,42};
|
||||
link74[] = {56,57};
|
||||
link75[] = {57,37};
|
||||
link76[] = {58,59};
|
||||
link77[] = {59,60};
|
||||
link78[] = {60,13};
|
||||
link79[] = {61,24};
|
||||
globals[] = {25.000000,1,0,0,0,640,480,1,169,6316128,1,-360.074860,721.091919,670.563354,-317.706665,1094,1000,1};
|
||||
window[] = {2,-1,-1,-1,-1,1211,210,1418,210,3,1116};
|
||||
*//*%FSM</HEAD>*/
|
||||
class FSM
|
||||
{
|
||||
fsmName = "DayZ Dog Agent";
|
||||
class States
|
||||
{
|
||||
/*%FSM<STATE "init">*/
|
||||
class init
|
||||
{
|
||||
name = "init";
|
||||
init = /*%FSM<STATEINIT""">*/"_dog = _this select 0;" \n
|
||||
"_standing = true;" \n
|
||||
"_command = ""none"";" \n
|
||||
"_forceWalk = false;" \n
|
||||
"_maxSpeed = 1;" \n
|
||||
"_maxSpeedInit = _maxSpeed;" \n
|
||||
"_forceChange = false;" \n
|
||||
"_staySkill = 30;" \n
|
||||
"_senseSkill = 300; //x3 for tracking?" \n
|
||||
"_target = objNull;" \n
|
||||
"_target setVariable ['forceWalk',false];" \n
|
||||
"_lastPos = [0,0,0];" \n
|
||||
"_move = """";" \n
|
||||
"_watchDog = true;" \n
|
||||
"_idleTime = 5;" \n
|
||||
"_coolDown = 0;" \n
|
||||
"" \n
|
||||
"_hunger = 0;" \n
|
||||
"_thrist = 0;" \n
|
||||
"_actionLieDown = -1;" \n
|
||||
"" \n
|
||||
"_actionDir = ""\z\addons\dayz_code\actions\dog\"";" \n
|
||||
"" \n
|
||||
"_speedVal = [1,4,-1];"/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "preloaded">*/
|
||||
class preloaded
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="action_init";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"dayz_clientPreload and (!isNil ""_handle"")"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "moving">*/
|
||||
class moving
|
||||
{
|
||||
name = "moving";
|
||||
init = /*%FSM<STATEINIT""">*/"_pos = player modelToWorld [-1,1,0];" \n
|
||||
"if(_lastPos distance _pos > 1 or _forceChange) then {" \n
|
||||
" _lastPos = _pos;" \n
|
||||
" _dog doMove _pos;" \n
|
||||
" _dog forceSpeed (_speedVal select _maxSpeed);" \n
|
||||
" _forceChange = false;" \n
|
||||
"};" \n
|
||||
"_waitTime = time;" \n
|
||||
"" \n
|
||||
""/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "stay">*/
|
||||
class stay
|
||||
{
|
||||
priority = 1.000000;
|
||||
to="Staying";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"_command == ""stay"""/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "instant">*/
|
||||
class instant
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="Waiting";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"!_waiting"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "dead">*/
|
||||
class dead
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="End";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"!(alive _dog)"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "idle_exceeded">*/
|
||||
class idle_exceeded
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="Sitting";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"((time - _waitTime) > _idleTime) and _standing"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"_standing = false;" \n
|
||||
"if (!_watchDog) then {" \n
|
||||
" _move = ""Dog_LieDown"";" \n
|
||||
"} else {" \n
|
||||
" _move = ""Dog_SitDown"";" \n
|
||||
" _actionLieDown = _dog addAction [""Lie Down"", _actionDir + ""stay.sqf"",_handle, 0, true, true];" \n
|
||||
"};" \n
|
||||
"[objNull, _dog, rSwitchMove,_move] call RE;"/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "reorientate">*/
|
||||
class reorientate
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="Moving";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"((time - _waitTime) > 0.5)"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "track">*/
|
||||
class track
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="Checking";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"_command == ""track"""/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "close">*/
|
||||
class close
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="Waiting";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"player distance _dog < 2"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "Waiting">*/
|
||||
class Waiting
|
||||
{
|
||||
name = "Waiting";
|
||||
init = /*%FSM<STATEINIT""">*/"_waitTime = time;" \n
|
||||
"_waiting = true;" \n
|
||||
"_lastpos = player modelToWorld [-1,1,0];"/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "stay">*/
|
||||
class stay
|
||||
{
|
||||
priority = 1.000000;
|
||||
to="Staying";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"_command == ""stay"""/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "idle_exceeded">*/
|
||||
class idle_exceeded
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="Sitting";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"((time - _waitTime) > _idleTime) and _standing"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"_standing = false;" \n
|
||||
"if (!_watchDog) then {" \n
|
||||
" _move = ""Dog_LieDown"";" \n
|
||||
"} else {" \n
|
||||
" _move = ""Dog_SitDown"";" \n
|
||||
" _actionLieDown = _dog addAction [""Lie Down"", _actionDir + ""stay.sqf"",_handle, 0, true, true];" \n
|
||||
"};" \n
|
||||
"[objNull, _dog, rSwitchMove,_move] call RE;"/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "dead">*/
|
||||
class dead
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="End";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"!(alive _dog)"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "track">*/
|
||||
class track
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="Checking";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"_command == ""track"""/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "master_moved">*/
|
||||
class master_moved
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="moving";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"player distance _dog > 2"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"_lastPos = position _dog;"/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "Sitting">*/
|
||||
class Sitting
|
||||
{
|
||||
name = "Sitting";
|
||||
init = /*%FSM<STATEINIT""">*/"_waitTime = time;" \n
|
||||
"_coolDown = (random 4) + 2;"/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "stay">*/
|
||||
class stay
|
||||
{
|
||||
priority = 1.000000;
|
||||
to="Staying";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"_command == ""stay"""/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "commanded">*/
|
||||
class commanded
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="Getting_Up";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"_command != ""none"""/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "dead">*/
|
||||
class dead
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="End";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"!(alive _dog)"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "master_moved">*/
|
||||
class master_moved
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="Getting_Up";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"player distance _dog > 2"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "Getting_Up">*/
|
||||
class Getting_Up
|
||||
{
|
||||
name = "Getting_Up";
|
||||
init = /*%FSM<STATEINIT""">*/"_anim = animationState _dog;" \n
|
||||
"if (_anim == ""Dog_SitDown"") then {" \n
|
||||
" _move = ""Dog_SitUp"";" \n
|
||||
"} else {" \n
|
||||
" _move = ""Dog_GetUp"";" \n
|
||||
"};" \n
|
||||
"" \n
|
||||
"[objNull, _dog, rSwitchMove,_move] call RE;" \n
|
||||
"_waitTime = time;" \n
|
||||
"_standing = true;" \n
|
||||
"_dog removeAction _actionLieDown;"/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "dead">*/
|
||||
class dead
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="End";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"!(alive _dog)"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "Up">*/
|
||||
class Up
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="moving";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"((time - _waitTime) > 0.5)"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "End">*/
|
||||
class End
|
||||
{
|
||||
name = "End";
|
||||
init = /*%FSM<STATEINIT""">*/"//qq" \n
|
||||
"" \n
|
||||
"terminate _heartbeat;" \n
|
||||
"" \n
|
||||
"_dog removeAction _actionWarn;" \n
|
||||
"_dog removeAction _actionStay;" \n
|
||||
"_dog removeAction _actionTrack;" \n
|
||||
"_dog removeAction _actionBark;" \n
|
||||
"_dog removeAction _actionFood;" \n
|
||||
"_dog removeAction _actionWater;" \n
|
||||
"" \n
|
||||
"player removeAction _actionSpeedStealth;" \n
|
||||
"player removeAction _actionSpeedFree;" \n
|
||||
"if(!isNil ""_actionCall"") then {" \n
|
||||
" player removeAction _actionCall;" \n
|
||||
"};"/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "Staying">*/
|
||||
class Staying
|
||||
{
|
||||
name = "Staying";
|
||||
init = /*%FSM<STATEINIT""">*/"if(_standing) then {" \n
|
||||
" _standing = false;" \n
|
||||
" if (!_watchDog) then {" \n
|
||||
" _move = ""Dog_LieDown"";" \n
|
||||
" } else {" \n
|
||||
" _move = ""Dog_SitDown"";" \n
|
||||
" _actionLieDown = _dog addAction [""Lie Down"", _actionDir + ""stay.sqf"",_handle, 0, true, true];" \n
|
||||
" };" \n
|
||||
" [objNull, _dog, rSwitchMove,_move] call RE;" \n
|
||||
"};" \n
|
||||
"" \n
|
||||
"_dog removeAction _actionStay;" \n
|
||||
"_actionFollow = _dog addAction [""Follow Me"", _actionDir + ""follow.sqf"",[_handle,false], 0, true, true];" \n
|
||||
"_actionCall = player addAction [""Call Dog"", _actionDir + ""follow.sqf"",[_handle,true], 0, false, true];" \n
|
||||
"" \n
|
||||
"_waitTime = time;" \n
|
||||
""/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "too_long">*/
|
||||
class too_long
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="reset";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"((time - _waitTime) > _staySkill)"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"_command = ""none"";"/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "dead">*/
|
||||
class dead
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="End";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"!(alive _dog)"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "commanded">*/
|
||||
class commanded
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="Reset";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"_command != ""stay"""/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"if (_command == ""none"") then {" \n
|
||||
" if ((player distance _dog > 5) and (_watchDog)) then {" \n
|
||||
" _dog playActionNow ""GestureBark"";" \n
|
||||
" [_dog,""dog_bark"",0,false] call dayz_zombieSpeak;" \n
|
||||
" };" \n
|
||||
"};"/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "reset">*/
|
||||
class reset
|
||||
{
|
||||
name = "reset";
|
||||
init = /*%FSM<STATEINIT""">*/"_dog removeAction _actionFollow;" \n
|
||||
"_dog removeAction _actionLieDown;" \n
|
||||
"player removeAction _actionCall;" \n
|
||||
"_actionStay = _dog addAction [""Stay"",_actionDir + ""stay.sqf"",_handle, 5, true, true];" \n
|
||||
"_waiting = false;"/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "true">*/
|
||||
class true
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="Getting_Up";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"_forceWalk = false;" \n
|
||||
"_dog forceSpeed -1;"/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "Tracking">*/
|
||||
class Tracking
|
||||
{
|
||||
name = "Tracking";
|
||||
init = /*%FSM<STATEINIT""">*/"_pos = position _target;" \n
|
||||
"if(_lastPos distance _pos > 1 or _forceChange) then {" \n
|
||||
" _lastPos = _pos;" \n
|
||||
" _dog doMove _pos;" \n
|
||||
" _dog forceSpeed (_speedVal select _maxSpeed);" \n
|
||||
" _forceChange = false;" \n
|
||||
"};" \n
|
||||
"_waitTime = time;"/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "no_target">*/
|
||||
class no_target
|
||||
{
|
||||
priority = 4.000000;
|
||||
to="reset_1";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"isNull _target and ((time - _waitTime) > 2)"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"_command = ""none"";"/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "commanded">*/
|
||||
class commanded
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="reset_1";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"_command != ""track"""/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"if (_command == ""none"") then {" \n
|
||||
" if ((player distance _dog > 5) and (_watchDog)) then {" \n
|
||||
" _dog playActionNow ""GestureBark"";" \n
|
||||
" [_dog,""dog_bark"",0,false] call dayz_zombieSpeak;" \n
|
||||
" };" \n
|
||||
"};"/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "at_target">*/
|
||||
class at_target
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="Chasing";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"_dog distance _target < 10"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "dead">*/
|
||||
class dead
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="End";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"!(alive _dog)"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "reorientate">*/
|
||||
class reorientate
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="Tracking";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"((time - _waitTime) > 0.5)"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"if ((random 1) < 0.3 and (time - _coolDown > 4)) then {" \n
|
||||
" _dog playActionNow ""GestureSniff"";" \n
|
||||
" _coolDown = time;" \n
|
||||
"};"/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "Checking">*/
|
||||
class Checking
|
||||
{
|
||||
name = "Checking";
|
||||
init = /*%FSM<STATEINIT""">*/"_dog removeAction _actionTrack;" \n
|
||||
"_actionCall = player addAction [""Call Dog"", _actionDir + ""follow.sqf"",[_handle,true], 0, false, true];" \n
|
||||
"_lastPos = position _dog;" \n
|
||||
"" \n
|
||||
"_list = (position _dog) nearEntities [""Animal"",(_senseSkill * 3)];" \n
|
||||
"_list = _list - [_dog];" \n
|
||||
"" \n
|
||||
"if (count _list > 0) then {" \n
|
||||
" _target = _list select 0;" \n
|
||||
"} else {" \n
|
||||
" _target = objNull;" \n
|
||||
"};" \n
|
||||
"" \n
|
||||
"_dog playActionNow ""GestureSniff"";" \n
|
||||
"_waitTime = time;"/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "no_target">*/
|
||||
class no_target
|
||||
{
|
||||
priority = 4.000000;
|
||||
to="reset_1";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"isNull _target and ((time - _waitTime) > 2)"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"_command = ""none"";"/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "has_target">*/
|
||||
class has_target
|
||||
{
|
||||
priority = 1.000000;
|
||||
to="Tracking";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"!isNull _target and ((time - _waitTime) > 2)"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"_lastPos = position _dog;"/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "dead">*/
|
||||
class dead
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="End";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"!(alive _dog)"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "reset_1">*/
|
||||
class reset_1
|
||||
{
|
||||
name = "reset_1";
|
||||
init = /*%FSM<STATEINIT""">*/"_actionTrack = _dog addAction [""Track"",_actionDir + ""track.sqf"",_handle, 4, true, true];" \n
|
||||
"player removeAction _actionCall;"/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "true">*/
|
||||
class true
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="Waiting";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "Chasing">*/
|
||||
class Chasing
|
||||
{
|
||||
name = "Chasing";
|
||||
init = /*%FSM<STATEINIT""">*/"_pos = position _target;" \n
|
||||
"if(_lastPos distance _pos > 1 or _forceChange) then {" \n
|
||||
" _lastPos = _pos;" \n
|
||||
" _dog doMove _pos;" \n
|
||||
" _dog forceSpeed (_speedVal select _maxSpeed);" \n
|
||||
" _forceChange = false;" \n
|
||||
"};" \n
|
||||
"_waitTime = time;"/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "no_target">*/
|
||||
class no_target
|
||||
{
|
||||
priority = 4.000000;
|
||||
to="Reset_1";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"isNull _target and ((time - _waitTime) > 2)"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"_command = ""none"";"/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "commanded">*/
|
||||
class commanded
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="Reset_1";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"_command != ""track"""/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"if (_command == ""none"") then {" \n
|
||||
" if ((player distance _dog > 5) and (_watchDog)) then {" \n
|
||||
" _dog playActionNow ""GestureBark"";" \n
|
||||
" [_dog,""dog_bark"",0,false] call dayz_zombieSpeak;" \n
|
||||
" };" \n
|
||||
"};"/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "dead">*/
|
||||
class dead
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="End";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"!(alive _dog)"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "reorientate">*/
|
||||
class reorientate
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="Chasing";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"((time - _waitTime) > 1)"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"if (_watchDog) then {" \n
|
||||
" _dog playActionNow ""GestureBark"";" \n
|
||||
" [_dog,""dog_bark"",0,false] call dayz_zombieSpeak;" \n
|
||||
"};"/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "action_init">*/
|
||||
class action_init
|
||||
{
|
||||
name = "action_init";
|
||||
init = /*%FSM<STATEINIT""">*/"_actionStay = _dog addAction [""Stay"",_actionDir + ""stay.sqf"",_handle, 5, true, true];" \n
|
||||
"_actionTrack = _dog addAction [""Track"",_actionDir + ""track.sqf"",_handle, 4, true, true];" \n
|
||||
"_actionBark = _dog addAction [""Speak"",_actionDir + ""speak.sqf"",_handle, 3, false, false];" \n
|
||||
"_actionWarn = _dog addAction [""Alert"",_actionDir + ""warn.sqf"",[_handle,true], 2, false, true];" \n
|
||||
"_actionFood = _dog addAction [""Feed"",_actionDir + ""feed.sqf"",[_handle,0], 1, false, false,"""",""'FoodSteakRaw' in magazines player;""];" \n
|
||||
"_actionWater = _dog addAction [""Water"",_actionDir + ""feed.sqf"",[_handle,1], 1, false, false,"""",""'ItemWaterbottle' in magazines player;""];" \n
|
||||
"" \n
|
||||
"_actionSpeedStealth = player addAction [""Slow Down"",_actionDir + ""speed.sqf"",[_handle,true,true], 0, false, false];" \n
|
||||
"_actionSpeedFree = player addAction [""Speed Up"",_actionDir + ""speed.sqf"",[_handle,true,false], 0, false, false];" \n
|
||||
"" \n
|
||||
"_heartbeat = [_dog,_handle] spawn {" \n
|
||||
" _dog = _this select 0;" \n
|
||||
" _handle = _this select 1;" \n
|
||||
" _handle setFSMVariable [""_thirst"",0];" \n
|
||||
" _handle setFSMVariable [""_hunger"",0];" \n
|
||||
" while {alive _dog} do {" \n
|
||||
" _vel = velocity _dog;" \n
|
||||
" _speed = [0,0,0] distance _vel;" \n
|
||||
" _thirst = _handle getFSMVariable ""_thirst"";" \n
|
||||
" _hunger = _handle getFSMVariable ""_hunger"";" \n
|
||||
" _thirst = _thirst + (0.001 * dayz_scaleLight * _speed) + 0.001;" \n
|
||||
" _hunger = _hunger + (0.001 * _speed) + 0.001;" \n
|
||||
" _handle setFSMVariable [""_thirst"",_thirst];" \n
|
||||
" _handle setFSMVariable [""_hunger"",_hunger];" \n
|
||||
" sleep 0.5;" \n
|
||||
" };" \n
|
||||
"};" \n
|
||||
"" \n
|
||||
"_script = [_dog,1,2,[_handle,true]] execVM (_actionDir + ""warn.sqf"");" \n
|
||||
""/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "true">*/
|
||||
class true
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="Waiting";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
};
|
||||
initState="init";
|
||||
finalStates[] =
|
||||
{
|
||||
"End",
|
||||
};
|
||||
};
|
||||
/*%FSM</COMPILE>*/
|
||||
Reference in New Issue
Block a user