/*%FSM*/ /*%FSM*/ /* 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,""}; item62[] = {"move",4,218,-75.000000,-350.000000,25.000000,-300.000000,0.000000,"move"}; item63[] = {"Get_Position",2,250,50.000000,-350.000000,150.000000,-300.000000,0.000000,"Get Position"}; item64[] = {"valid_position",4,218,50.000000,-425.000000,150.000000,-375.000000,0.000000,"valid position"}; item65[] = {"Moving_1",2,250,175.000000,-425.000000,275.000000,-375.000000,0.000000,"Moving"}; item66[] = {"no_position",4,218,50.000000,-275.000000,150.000000,-225.000000,0.000000,"no position"}; item67[] = {"Panda",2,250,175.000000,-275.000000,275.000000,-225.000000,0.000000,"Panda"}; item68[] = {"commanded",4,218,175.000000,-350.000000,275.000000,-300.000000,0.000000,"commanded"}; item69[] = {"",7,210,221.000000,-179.000000,229.000000,-171.000000,0.000000,""}; item70[] = {"lost",4,218,300.000000,-425.000000,400.000000,-375.000000,0.000000,"lost"}; item71[] = {"call_back",4,218,300.000000,-275.000000,400.000000,-225.000000,0.000000,"call back"}; item72[] = {"Wander",2,250,300.000000,-350.000000,400.000000,-300.000000,0.000000,"Wander"}; item73[] = {"In_Position",4,218,425.000000,-275.000000,525.000000,-225.000000,1.000000,"In Position"}; item74[] = {"",7,210,171.000015,-154.000000,178.999985,-146.000000,0.000000,""}; item75[] = {"",7,210,321.000000,-154.000031,329.000000,-145.999969,0.000000,""}; 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[] = {28,62}; link41[] = {29,37}; link42[] = {29,38}; link43[] = {29,46}; link44[] = {30,40}; link45[] = {31,32}; link46[] = {31,36}; link47[] = {32,29}; link48[] = {33,41}; link49[] = {34,35}; link50[] = {35,43}; link51[] = {36,33}; link52[] = {36,58}; link53[] = {37,30}; link54[] = {37,36}; link55[] = {38,39}; link56[] = {39,42}; link57[] = {40,41}; link58[] = {41,34}; link59[] = {42,55}; link60[] = {42,56}; link61[] = {43,69}; link62[] = {44,45}; link63[] = {45,48}; link64[] = {46,29}; link65[] = {47,48}; link66[] = {48,6}; link67[] = {49,11}; link68[] = {50,51}; link69[] = {51,5}; link70[] = {52,13}; link71[] = {52,16}; link72[] = {53,54}; link73[] = {54,15}; link74[] = {55,42}; link75[] = {56,57}; link76[] = {57,37}; link77[] = {58,59}; link78[] = {59,60}; link79[] = {60,13}; link80[] = {61,24}; link81[] = {62,63}; link82[] = {63,64}; link83[] = {63,66}; link84[] = {64,65}; link85[] = {65,68}; link86[] = {65,70}; link87[] = {65,74}; link88[] = {66,67}; link89[] = {67,69}; link90[] = {68,67}; link91[] = {69,44}; link92[] = {70,72}; link93[] = {71,67}; link94[] = {72,71}; link95[] = {72,73}; link96[] = {72,75}; link97[] = {73,72}; link98[] = {74,13}; link99[] = {75,74}; globals[] = {25.000000,1,0,0,0,640,480,1,201,6316128,1,-335.377930,726.206177,762.469299,-723.096069,651,911,1}; window[] = {2,-1,-1,-1,-1,1151,150,1358,150,3,669}; *//*%FSM*/ class FSM { fsmName = "DayZ Dog Agent"; class States { /*%FSM*/ class init { name = "init"; init = /*%FSM*/"_dog = _this select 0;" \n "_num = _this select 1;" \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 "_movePos = [];" \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 = [1,6,-1];"/*%FSM*/; precondition = /*%FSM*/""/*%FSM*/; class Links { /*%FSM*/ class preloaded { priority = 0.000000; to="action_init"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"dayz_clientPreload and (!isNil ""_handle"")"/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ }; }; /*%FSM*/ /*%FSM*/ class moving { name = "moving"; init = /*%FSM*/"_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*/; precondition = /*%FSM*/""/*%FSM*/; class Links { /*%FSM*/ class stay { priority = 1.000000; to="Staying"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"_command == ""stay"""/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class instant { priority = 0.000000; to="Waiting"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"!_waiting"/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class dead { priority = 0.000000; to="End"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"!(alive _dog)"/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class idle_exceeded { priority = 0.000000; to="Sitting"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"((time - _waitTime) > _idleTime) and _standing"/*%FSM*/; action=/*%FSM*/"_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*/; }; /*%FSM*/ /*%FSM*/ class reorientate { priority = 0.000000; to="Moving"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"((time - _waitTime) > 0.5)"/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class track { priority = 0.000000; to="Checking"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"_command == ""track"""/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class move { priority = 0.000000; to="Get_Position"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"_command == ""move"""/*%FSM*/; action=/*%FSM*/"_command = ""none"";"/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class close { priority = 0.000000; to="Waiting"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"player distance _dog < 2"/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ }; }; /*%FSM*/ /*%FSM*/ class Waiting { name = "Waiting"; init = /*%FSM*/"_waitTime = time;" \n "_waiting = true;" \n "_lastpos = player modelToWorld [-1,1,0];"/*%FSM*/; precondition = /*%FSM*/""/*%FSM*/; class Links { /*%FSM*/ class stay { priority = 1.000000; to="Staying"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"_command == ""stay"""/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class idle_exceeded { priority = 0.000000; to="Sitting"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"((time - _waitTime) > _idleTime) and _standing"/*%FSM*/; action=/*%FSM*/"_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*/; }; /*%FSM*/ /*%FSM*/ class dead { priority = 0.000000; to="End"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"!(alive _dog)"/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class track { priority = 0.000000; to="Checking"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"_command == ""track"""/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class move { priority = 0.000000; to="Get_Position"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"_command == ""move"""/*%FSM*/; action=/*%FSM*/"_command = ""none"";"/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class master_moved { priority = 0.000000; to="moving"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"player distance _dog > 2"/*%FSM*/; action=/*%FSM*/"_lastPos = position _dog;"/*%FSM*/; }; /*%FSM*/ }; }; /*%FSM*/ /*%FSM*/ class Sitting { name = "Sitting"; init = /*%FSM*/"_waitTime = time;" \n "_coolDown = (random 4) + 2;"/*%FSM*/; precondition = /*%FSM*/""/*%FSM*/; class Links { /*%FSM*/ class stay { priority = 1.000000; to="Staying"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"_command == ""stay"""/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class commanded { priority = 0.000000; to="Getting_Up"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"_command != ""none"""/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class dead { priority = 0.000000; to="End"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"!(alive _dog)"/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class master_moved { priority = 0.000000; to="Getting_Up"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"player distance _dog > 2"/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ }; }; /*%FSM*/ /*%FSM*/ class Getting_Up { name = "Getting_Up"; init = /*%FSM*/"_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*/; precondition = /*%FSM*/""/*%FSM*/; class Links { /*%FSM*/ class dead { priority = 0.000000; to="End"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"!(alive _dog)"/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class Up { priority = 0.000000; to="moving"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"((time - _waitTime) > 0.5)"/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ }; }; /*%FSM*/ /*%FSM*/ class End { name = "End"; init = /*%FSM*/"//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 "" \n "if(!isNil ""_actionCall"") then {" \n " player removeAction _actionCall;" \n "};"/*%FSM*/; precondition = /*%FSM*/""/*%FSM*/; class Links { }; }; /*%FSM*/ /*%FSM*/ class Staying { name = "Staying"; init = /*%FSM*/"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*/; precondition = /*%FSM*/""/*%FSM*/; class Links { /*%FSM*/ class too_long { priority = 0.000000; to="reset"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"((time - _waitTime) > _staySkill)"/*%FSM*/; action=/*%FSM*/"_command = ""none"";"/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class dead { priority = 0.000000; to="End"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"!(alive _dog)"/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class commanded { priority = 0.000000; to="Reset"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"_command != ""stay"""/*%FSM*/; action=/*%FSM*/"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*/; }; /*%FSM*/ }; }; /*%FSM*/ /*%FSM*/ class reset { name = "reset"; init = /*%FSM*/"_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*/; precondition = /*%FSM*/""/*%FSM*/; class Links { /*%FSM*/ class true { priority = 0.000000; to="Getting_Up"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"true"/*%FSM*/; action=/*%FSM*/"_forceWalk = false;" \n "_dog forceSpeed -1;"/*%FSM*/; }; /*%FSM*/ }; }; /*%FSM*/ /*%FSM*/ class Tracking { name = "Tracking"; init = /*%FSM*/"_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 "" \n "" \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*/; precondition = /*%FSM*/""/*%FSM*/; class Links { /*%FSM*/ class no_target { priority = 4.000000; to="reset_1"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"isNull _target and ((time - _waitTime) > 2)"/*%FSM*/; action=/*%FSM*/"_command = ""none"";"/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class commanded { priority = 0.000000; to="reset_1"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"_command != ""track"""/*%FSM*/; action=/*%FSM*/"if (_command == ""return"") 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*/; }; /*%FSM*/ /*%FSM*/ class at_target { priority = 0.000000; to="Chasing"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"_dog distance _target < 10"/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class dead { priority = 0.000000; to="End"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"!(alive _dog)"/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class reorientate { priority = 0.000000; to="Tracking"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"((time - _waitTime) > 0.5)"/*%FSM*/; action=/*%FSM*/"if ((random 1) < 0.3 and (time - _coolDown > 4)) then {" \n " _dog playActionNow ""GestureSniff"";" \n " _coolDown = time;" \n "};"/*%FSM*/; }; /*%FSM*/ }; }; /*%FSM*/ /*%FSM*/ class Checking { name = "Checking"; init = /*%FSM*/"_dog removeAction _actionTrack;" \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*/; precondition = /*%FSM*/""/*%FSM*/; class Links { /*%FSM*/ class no_target { priority = 4.000000; to="reset_1"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"isNull _target and ((time - _waitTime) > 2)"/*%FSM*/; action=/*%FSM*/"_command = ""none"";"/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class has_target { priority = 1.000000; to="Tracking"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"!isNull _target and ((time - _waitTime) > 2)"/*%FSM*/; action=/*%FSM*/"_lastPos = position _dog;"/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class dead { priority = 0.000000; to="End"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"!(alive _dog)"/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ }; }; /*%FSM*/ /*%FSM*/ class reset_1 { name = "reset_1"; init = /*%FSM*/"_actionTrack = _dog addAction [""Track"",_actionDir + ""track.sqf"",_handle, 4, true, true];" \n "" \n "if(!isNil ""_actionFollow"") then {" \n " _dog removeAction _actionFollow;" \n "};" \n "" \n "if(!isNil ""_actionCall"") then {" \n " player removeAction _actionCall;" \n "};"/*%FSM*/; precondition = /*%FSM*/""/*%FSM*/; class Links { /*%FSM*/ class true { priority = 0.000000; to="Waiting"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"true"/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ }; }; /*%FSM*/ /*%FSM*/ class Chasing { name = "Chasing"; init = /*%FSM*/"_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*/; precondition = /*%FSM*/""/*%FSM*/; class Links { /*%FSM*/ class no_target { priority = 4.000000; to="Reset_1"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"isNull _target and ((time - _waitTime) > 2)"/*%FSM*/; action=/*%FSM*/"_command = ""none"";"/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class commanded { priority = 0.000000; to="Reset_1"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"_command != ""track"""/*%FSM*/; action=/*%FSM*/"if (_command == ""return"") 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*/; }; /*%FSM*/ /*%FSM*/ class dead { priority = 0.000000; to="End"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"!(alive _dog)"/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class reorientate { priority = 0.000000; to="Chasing"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"((time - _waitTime) > 1)"/*%FSM*/; action=/*%FSM*/"if (_watchDog) then {" \n " _dog playActionNow ""GestureBark"";" \n " [_dog,""dog_bark"",0,false] call dayz_zombieSpeak;" \n "};"/*%FSM*/; }; /*%FSM*/ }; }; /*%FSM*/ /*%FSM*/ class action_init { name = "action_init"; init = /*%FSM*/"_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 "_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 "" \n "_actionMove = player addAction [""Move To"", _actionDir + ""move.sqf"", _handle, 0, false, false];" \n "_actionSpeedStealth = player addAction [""Walk"", _actionDir + ""speed.sqf"",[_handle,true,true], 0, false, false, """", ""_maxSpeed == 1;""];" \n "_actionSpeedFree = player addAction [""Run"", _actionDir + ""speed.sqf"",[_handle,true,false], 0, false, false, """", ""_maxSpeed == 0;""];" \n "" \n "_heartbeat = [_dog,_handle] spawn {" \n " disableSerialization;" \n "" \n " _dog = _this select 0;" \n " _handle = _this select 1;" \n " _handle setFSMVariable [""_thirst"",0];" \n " _handle setFSMVariable [""_hunger"",0];" \n " " \n " _display = uiNamespace getVariable 'DAYZ_GUI_display';" \n " _ctrlDogFood = _display displayCtrl 1701;" \n " _ctrlDogFood ctrlShow true;" \n " _ctrlDogFoodBorder = _display displayCtrl 1501;" \n " _ctrlDogFoodBorder ctrlShow true;" \n " _ctrlDogWater = _display displayCtrl 1702;" \n " _ctrlDogWater ctrlShow true;" \n " _ctrlDogWaterBorder = _display displayCtrl 1502;" \n " _ctrlDogWaterBorder ctrlShow true;" \n " " \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 " _foodVal = 1 - (_hunger / SleepFood);" \n " _thirstVal = 1 - (_thirst / SleepWater);" \n " " \n " _ctrlDogFood ctrlSetTextColor [(Dayz_GUI_R + (0.3 * (1-_foodVal))),(Dayz_GUI_G * _foodVal),(Dayz_GUI_B * _foodVal), 0.5];" \n " _ctrlDogWater ctrlSetTextColor [(Dayz_GUI_R + (0.3 * (1-_thirstVal))),(Dayz_GUI_G * _thirstVal),(Dayz_GUI_B * _thirstVal), 0.5];" \n " " \n " if (_foodVal < 0.2) then {" \n " _ctrlDogFood call player_guiControlFlash;" \n " };" \n " if (_thirstVal < 0.2) then {" \n " _ctrlDogWater call player_guiControlFlash;" \n " };" \n "" \n " if (_foodVal <= 0 || _thirstVal <= 0) then {" \n " _cantSee = [player, _dog] call dayz_losCheck;" \n " while {alive _dog && !(_cantSee)} do {" \n " _dog doMove [0, ((random (10000)) + 1000), 0];" \n " sleep 2;" \n " _cantSee = [player, _dog] call dayz_losCheck;" \n " };" \n " deleteVehicle _dog;" \n " }; " \n " " \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*/; precondition = /*%FSM*/""/*%FSM*/; class Links { /*%FSM*/ class true { priority = 0.000000; to="Waiting"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"true"/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ }; }; /*%FSM*/ /*%FSM*/ class Get_Position { name = "Get_Position"; init = /*%FSM*/"_movePos = screenToWorld [0.5, 0.5];"/*%FSM*/; precondition = /*%FSM*/""/*%FSM*/; class Links { /*%FSM*/ class no_position { priority = 0.000000; to="Panda"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"(count _movePos == 0)" \n ""/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class valid_position { priority = 0.000000; to="Moving_1"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"(count _movePos > 0)" \n ""/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ }; }; /*%FSM*/ /*%FSM*/ class Moving_1 { name = "Moving_1"; init = /*%FSM*/"_dog doMove _movePos;" \n "_dog forceSpeed (_speedVal select _maxSpeed);" \n "_forceChange = false;" \n "" \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;"/*%FSM*/; precondition = /*%FSM*/""/*%FSM*/; class Links { /*%FSM*/ class lost { priority = 0.000000; to="Wander"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"(((time - _waitTime) > 60)&& (player distance _dog > 100))"/*%FSM*/; action=/*%FSM*/"_pos = position _dog;"/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class dead { priority = 0.000000; to="End"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"!(alive _dog)"/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class commanded { priority = 0.000000; to="Panda"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"_command != ""none"""/*%FSM*/; action=/*%FSM*/"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*/; }; /*%FSM*/ }; }; /*%FSM*/ /*%FSM*/ class Panda { name = "Panda"; init = /*%FSM*/"if(!isNil ""_actionFollow"") then {" \n " _dog removeAction _actionFollow;" \n "};" \n "" \n "if(!isNil ""_actionCall"") then {" \n " player removeAction _actionCall;" \n "};"/*%FSM*/; precondition = /*%FSM*/""/*%FSM*/; class Links { /*%FSM*/ class true { priority = 0.000000; to="Waiting"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"true"/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ }; }; /*%FSM*/ /*%FSM*/ class Wander { name = "Wander"; init = /*%FSM*/"_isAlive = alive _dog;"/*%FSM*/; precondition = /*%FSM*/""/*%FSM*/; class Links { /*%FSM*/ class In_Position { priority = 1.000000; to="Wander"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"_dog distance _pos < 3"/*%FSM*/; action=/*%FSM*/"_pos = [(getPos _dog),10,90,4,0,5,0] call BIS_fnc_findSafePos;" \n "_dog moveTo _pos;"/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class dead { priority = 0.000000; to="End"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"!(alive _dog)"/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class call_back { priority = 0.000000; to="Panda"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"_command == ""return"""/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ }; }; /*%FSM*/ }; initState="init"; finalStates[] = { "End", }; }; /*%FSM*/