mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 12:12:34 +03:00
198 lines
7.1 KiB
Plaintext
198 lines
7.1 KiB
Plaintext
/*%FSM<COMPILE "C:\Program Files (x86)\Bohemia Interactive\Tools\FSM Editor Personal Edition\scriptedFSM.cfg, DayZ Animal Agent">*/
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/*%FSM<HEAD>*/
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/*
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item0[] = {"init",0,250,-150.000000,75.000000,-50.000000,125.000000,0.000000,"init"};
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item1[] = {"wait",2,250,-25.000000,300.000000,75.000000,350.000000,0.000000,"wait"};
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item2[] = {"End",1,250,100.000000,225.000000,200.000000,275.000000,0.000000,"End"};
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item3[] = {"Not_Alive",4,218,-150.000000,300.000000,-50.000000,350.000000,4.000000,"Not" \n "Alive"};
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item4[] = {"Loiter",2,250,-150.000000,225.000000,-50.000000,275.000000,0.000000,"Loiter"};
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item5[] = {"In_Position",4,4314,-250.000000,275.000000,-150.000000,325.000000,2.000000,"In Position"};
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item6[] = {"preloaded",4,218,-150.000000,150.000000,-50.000000,200.000000,0.000000,"preloaded"};
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item7[] = {"time_up",4,218,-25.000000,225.000000,75.000000,275.000000,0.000000,"time" \n "up"};
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item8[] = {"player_check",4,218,-250.000000,175.000000,-150.000000,225.000000,1.000000,"player" \n "check"};
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item9[] = {"player_check",4,218,100.000000,300.000000,200.000000,350.000000,1.000000,"player" \n "check"};
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item10[] = {"tamed",4,218,-25.000000,150.000000,75.000000,200.000000,3.000000,"tamed"};
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link0[] = {0,6};
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link1[] = {1,7};
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link2[] = {1,9};
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link3[] = {3,1};
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link4[] = {4,3};
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link5[] = {4,5};
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link6[] = {4,7};
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link7[] = {4,8};
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link8[] = {4,10};
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link9[] = {5,4};
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link10[] = {6,4};
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link11[] = {7,2};
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link12[] = {8,4};
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link13[] = {9,1};
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link14[] = {10,2};
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globals[] = {25.000000,1,0,0,0,640,480,1,89,6316128,1,-299.424194,296.746490,405.380127,-436.653168,303,856,1};
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window[] = {0,-1,-1,-1,-1,1076,75,1283,75,1,321};
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*//*%FSM</HEAD>*/
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class FSM
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{
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fsmName = "DayZ Animal Agent";
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class States
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{
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/*%FSM<STATE "init">*/
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class init
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{
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name = "init";
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init = /*%FSM<STATEINIT""">*/"_pos = _this select 0;" \n
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"_agent = _this select 1;" \n
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"" \n
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"_isSomeone = true;" \n
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"_timeA = time;" \n
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"_isTamed = false;"/*%FSM</STATEINIT""">*/;
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precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
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class Links
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{
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/*%FSM<LINK "preloaded">*/
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class preloaded
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{
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priority = 0.000000;
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to="Loiter";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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condition=/*%FSM<CONDITION""">*/"dayz_clientPreload"/*%FSM</CONDITION""">*/;
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action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
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};
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/*%FSM</LINK>*/
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};
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};
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/*%FSM</STATE>*/
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/*%FSM<STATE "wait">*/
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class wait
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{
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name = "wait";
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init = /*%FSM<STATEINIT""">*/"_entityTime = time;"/*%FSM</STATEINIT""">*/;
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precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
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class Links
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{
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/*%FSM<LINK "player_check">*/
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class player_check
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{
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priority = 1.000000;
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to="wait";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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condition=/*%FSM<CONDITION""">*/"(time - _entityTime) > 30"/*%FSM</CONDITION""">*/;
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action=/*%FSM<ACTION""">*/"_entityTime = time;" \n
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"" \n
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"_list = (getposATL _agent) nearEntities [[""CAManBase"",""AllVehicles""],300];" \n
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"_isSomeone = ({isPlayer _x} count _list) > 0;" \n
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"" \n
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"if (_isSomeone) then {" \n
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" _timeA = time;" \n
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"};"/*%FSM</ACTION""">*/;
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};
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/*%FSM</LINK>*/
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/*%FSM<LINK "time_up">*/
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class time_up
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{
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priority = 0.000000;
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to="End";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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condition=/*%FSM<CONDITION""">*/"(time - _timeA) > 120 and !_isSomeone"/*%FSM</CONDITION""">*/;
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action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
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};
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/*%FSM</LINK>*/
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};
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};
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/*%FSM</STATE>*/
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/*%FSM<STATE "End">*/
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class End
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{
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name = "End";
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init = /*%FSM<STATEINIT""">*/"if (!_isTamed) then {" \n
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" if (!_isSomeone) then {" \n
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" deleteVehicle _agent;" \n
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" } else {" \n
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" dayz_bodyMonitor set [count dayz_bodyMonitor,_agent];" \n
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" };" \n
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"};"/*%FSM</STATEINIT""">*/;
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precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
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class Links
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{
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};
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};
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/*%FSM</STATE>*/
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/*%FSM<STATE "Loiter">*/
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class Loiter
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{
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name = "Loiter";
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init = /*%FSM<STATEINIT""">*/"_isAlive = alive _agent;" \n
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"" \n
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"//_agent forceSpeed 2;" \n
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"_entityTime = time;"/*%FSM</STATEINIT""">*/;
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precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
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class Links
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{
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/*%FSM<LINK "Not_Alive">*/
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class Not_Alive
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{
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priority = 4.000000;
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to="wait";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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condition=/*%FSM<CONDITION""">*/"!_isAlive"/*%FSM</CONDITION""">*/;
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action=/*%FSM<ACTION""">*/"_timeA = time;"/*%FSM</ACTION""">*/;
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};
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/*%FSM</LINK>*/
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/*%FSM<LINK "tamed">*/
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class tamed
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{
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priority = 3.000000;
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to="End";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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condition=/*%FSM<CONDITION""">*/"_isTamed"/*%FSM</CONDITION""">*/;
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action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
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};
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/*%FSM</LINK>*/
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/*%FSM<LINK "In_Position">*/
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class In_Position
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{
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priority = 2.000000;
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to="Loiter";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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condition=/*%FSM<CONDITION""">*/"_agent distance _pos < 3"/*%FSM</CONDITION""">*/;
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action=/*%FSM<ACTION""">*/"_pos = [_pos,10,90,4,0,5,0] call BIS_fnc_findSafePos;" \n
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"_agent moveTo _pos;"/*%FSM</ACTION""">*/;
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};
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/*%FSM</LINK>*/
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/*%FSM<LINK "player_check">*/
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class player_check
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{
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priority = 1.000000;
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to="Loiter";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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condition=/*%FSM<CONDITION""">*/"(time - _entityTime) > 30"/*%FSM</CONDITION""">*/;
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action=/*%FSM<ACTION""">*/"_entityTime = time;" \n
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"" \n
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"_list = (getposATL _agent) nearEntities [[""CAManBase"",""AllVehicles""],300];" \n
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"_isSomeone = ({isPlayer _x} count _list) > 0;" \n
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"" \n
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"if (_isSomeone) then {" \n
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" _timeA = time;" \n
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"};"/*%FSM</ACTION""">*/;
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};
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/*%FSM</LINK>*/
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/*%FSM<LINK "time_up">*/
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class time_up
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{
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priority = 0.000000;
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to="End";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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condition=/*%FSM<CONDITION""">*/"(time - _timeA) > 120 and !_isSomeone"/*%FSM</CONDITION""">*/;
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action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
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};
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/*%FSM</LINK>*/
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};
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};
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/*%FSM</STATE>*/
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};
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initState="init";
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finalStates[] =
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{
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"End",
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};
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};
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/*%FSM</COMPILE>*/ |