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Zargabad Life on Arma 3 Alpha - Chaos Life v1.3

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I get an error when I run the .exe:

Error - @chaos life mod in use! Please close Arma3 and try again.

Using reg version of Arma (.56).

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The server is indeed out of date. This will be corrected in the next few days I hope. Thank you!

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I'm having trouble with A3 Fish AnimalTask. The editor fish swim fine. The dedicated server fish swim north then stop. Spent 3 days on this so far. Have repro steps I'm about to start lighting people up.

i've had to make an addon like this:

 class CfgPatches
{
 class GC_Animals
 {
  units[] = {"Snake_random_F_GC","Turtle_F_GC","CatShark_F_GC","Mullet_F_GC","Tuna_F_GC","Mackerel_F_GC","Salema_F_GC","Rabbit_F_GC"};
  weapons[] = {};
  requiredVersion = 0.1;
  requiredAddons[] = {"A3_Animals_F_Snakes","A3_Animals_F_Fishes","A3_Animals_F_Turtle","A3_Animals_F_Rabbit"};
 };
};
class CfgTasks
{
class AnimalMainTask_GC
{
 name = "Chaos Animals";
 fsm = "gc\global\GC_Animals.fsm";
 condition = "gc\global\GC_createSingleTask.sqf";
 description = "Animal master task modified by Global Chaos Gaming";
 destination = "";
 resources[] = {};
};
};
class CfgVehicles
{
class Rabbit_F;
class Rabbit_F_GC: Rabbit_F
{
	agentTasks[] = {"AnimalMainTask_GC"};
};
class Snake_random_F;
class Snake_random_F_GC: Snake_random_F
{
  agentTasks[] = {"AnimalMainTask_GC"};
};
class Turtle_F;
class Turtle_F_GC: Turtle_F
{
	agentTasks[] = {"AnimalMainTask_GC"};
};
class CatShark_F;
class CatShark_F_GC: CatShark_F
{
	agentTasks[] = {"AnimalMainTask_GC"};
};
class Mullet_F;
class Mullet_F_GC: Mullet_F
{
	agentTasks[] = {"AnimalMainTask_GC"};
};
class Tuna_F;
class Tuna_F_GC: Tuna_F
{
	agentTasks[] = {"AnimalMainTask_GC"};
};
class Mackerel_F;
class Mackerel_F_GC: Mackerel_F
{
	agentTasks[] = {"AnimalMainTask_GC"};
};
class Salema_F;
class Salema_F_GC: Salema_F
{
	agentTasks[] = {"AnimalMainTask_GC"};
};
};

i suppose because zargabad does not have water surface data.

anyways my modified fsm just sets debug=true and a danger state once so the snakes and fish stick around. rabbits seemed fine from the get - go (yay!)

/*%FSM<COMPILE "C:\Program Files (x86)\Bohemia Interactive\Tools\FSM Editor Personal Edition\scriptedFSM.cfg, GC Ambient Agent - Main">*/
/*%FSM<HEAD>*/
/*
item0[] = {"_",-1,250,100.000000,-75.000000,250.000000,125.000000,0.000000,""};
item1[] = {"__1",-1,250,450.000000,-75.000000,600.000000,125.000000,0.000000,""};
item2[] = {"__2",-1,250,275.000000,-75.000000,425.000000,125.000000,0.000000,""};
item3[] = {"Init",0,4346,300.000000,-275.000000,400.000000,-225.000000,0.000000,"Init"};
item4[] = {"Desync",4,218,300.000000,-175.000000,400.000000,-125.000000,0.000000,"Desync"};
item5[] = {"Reset",2,250,-50.000000,-175.000000,50.000000,-125.000000,0.000000,"Reset"};
item6[] = {"Wait",4,218,-50.000000,-275.000000,50.000000,-225.000000,0.000000,"Wait"};
item7[] = {"Danger",4,218,475.000000,50.000000,575.000000,100.000000,1.000000,"Danger"};
item8[] = {"Danger",2,250,475.000000,-50.000000,575.000000,0.000000,0.000000,"Danger"};
item9[] = {"Safe",4,218,300.000000,50.000000,400.000000,100.000000,0.000000,"Safe"};
item10[] = {"Safe",2,250,300.000000,-50.000000,400.000000,0.000000,0.000000,"Safe"};
item11[] = {"Delay",4,218,-50.000000,175.000000,50.000000,225.000000,0.000000,"Delay"};
item12[] = {"Continue",2,250,300.000000,175.000000,400.000000,225.000000,0.000000,"Continue"};
item13[] = {"Formation",4,218,125.000000,50.000000,225.000000,100.000000,2.000000,"Formation"};
item14[] = {"Formation",2,250,125.000000,-50.000000,225.000000,0.000000,0.000000,"Formation"};
item15[] = {"Danger",4,218,-50.000000,250.000000,50.000000,300.000000,0.000000,"Danger"};
item16[] = {"Formation",4,218,-50.000000,325.000000,50.000000,375.000000,0.000000,"Formation"};
item17[] = {"Task_done",4,218,-50.000000,400.000000,50.000000,450.000000,0.000000,"Task done"};
item18[] = {"_",4,218,475.000000,-275.000000,575.000000,-225.000000,1.000000,""};
item19[] = {"__3",1,250,475.000000,-175.000000,575.000000,-125.000000,0.000000,""};
version=1;
class LayoutItems
{
class Item0
{
	class ItemInfo
	{
		FontFace="Arial";
		FontHeight=10;
		lWidth=5;
		lColor=16744448;
	};
	BgColor=16766378;
};
class Item1
{
	class ItemInfo
	{
		FontFace="Arial";
		FontHeight=10;
		lWidth=5;
		lColor=255;
	};
	BgColor=11184895;
};
class Item2
{
	class ItemInfo
	{
		FontFace="Arial";
		FontHeight=10;
		lWidth=5;
		lColor=65280;
	};
	BgColor=11206570;
};
};
link0[] = {3,4};
link1[] = {3,18};
link2[] = {4,5};
link3[] = {5,6};
link4[] = {5,11};
link5[] = {5,15};
link6[] = {5,16};
link7[] = {5,17};
link8[] = {6,5};
link9[] = {7,8};
link10[] = {8,4};
link11[] = {9,10};
link12[] = {10,4};
link13[] = {11,12};
link14[] = {12,7};
link15[] = {12,9};
link16[] = {12,13};
link17[] = {13,14};
link18[] = {14,4};
link19[] = {15,12};
link20[] = {16,12};
link21[] = {17,12};
link22[] = {18,19};
globals[] = {25.000000,1,0,1,16777215,640,480,1,17,6316128,1,-177.962433,530.478943,377.813202,-452.126251,793,929,1};
window[] = {2,-1,-1,-1,-1,840,110,1370,110,3,810};
*//*%FSM</HEAD>*/
class FSM
{
 fsmName = "GC Ambient Agent - Main";
 class States
 {
   /*%FSM<STATE "Init">*/
   class Init
   {
     name = "Init";
     init = /*%FSM<STATEINIT""">*/"_id = 0;" \n
      "_stateDanger = 0;" \n
      "_state = ""wait"";" \n
      "_movePos = getPos _agent;" \n
      "" \n
      "diag_log text ""GC Ambient AgentTask FSM started"";" \n
      "" \n
      "//------------------------------------------------------------------------------------------------------------" \n
      "//--- Set unique variables from config" \n
      "_type = typeof _agent;" \n
      "_root = configFile >> ""CfgVehicles"" >> _type;" \n
      "" \n
      "_config = _root >> ""VariablesScalar"";" \n
      "_n = (count _config) - 1;" \n
      "for ""_i"" from 0 to _n do" \n
      "{" \n
      "	_entry = _config select _i;" \n
      "	_name = configName _entry;" \n
      "	_value = getNumber _entry;" \n
      "	_agent setVariable [_name, _value];" \n
      "};" \n
      "" \n
      "_config = _root >> ""VariablesString"";" \n
      "_n = (count _config) - 1;" \n
      "for ""_i"" from 0 to _n do" \n
      "{" \n
      "	_entry = _config select _i;" \n
      "	_name = configName _entry;" \n
      "	_value = getText _entry;" \n
      "	_agent setVariable [_name, _value];" \n
      "};" \n
      "" \n
      "_scareLimit = _scareLimit - 0.001;" \n
      "_dangerLimit = _dangerLimit - 0.001;" \n
      "" \n
      "//------------------------------------------------------------------------------------------------------------" \n
      "//--- Get variables" \n
      "" \n
      "/*" \n
      "   _threatMaxRadius = 20;" \n
      "   _runDistanceMax = 50;" \n
      "   _movePrefer = 0.7;" \n
      "   _formationPrefer = 0.2;" \n
      "   _scareLimit = 0.2;" \n
      "   _dangerLimit = 1.0;" \n
      "" \n
      "   _expSafe = ""(0.5 * meadow) * (0.5 *  trees) * (1 - forest) * (1 - houses) * (1 - sea)"";" \n
      "   _expDanger = ""(trees) * (forest) * (1 - meadow) * (1 - houses) * (1 - sea)"";" \n
      "*/" \n
      " _scareLimit = 15;" \n
      " _runDistanceMax = 20;" \n
      "_agent setvariable[""firstrun"",true];" \n
      "" \n
      "//------------------------------------------------------------------------------------------------------------" \n
      "//--- Debug mode" \n
      "_debug = false;" \n
      "_markers = [];" \n
      "if (_debug) then {" \n
      "	_id = random 999999; //--- Generate (almost) unique number" \n
      "	[_agent,_id] spawn {" \n
      "		_agent = _this select 0;;" \n
      "		_id =_this select 1;" \n
      "		//--- Triangle" \n
      "		_marker = createmarkerlocal [format [""bis_ambient_%1"",_id],position _agent];" \n
      "		_marker setmarkertypelocal ""mil_triangle"";" \n
      "		//--- Dot" \n
      "		_dmarker = createmarkerlocal [format [""bis_ambient_%1_wp"",_id],position _agent];" \n
      "		_dmarker setmarkertypelocal ""mil_dot"";" \n
      "		_dmarker setmarkercolorlocal ""colorblack"";" \n
      "		_dmarker setmarkersize [.5,.5];" \n
      "		//--- Line" \n
      "		_lmarker = createmarker [format [""bis_ambient_%1_line"",_id],position _agent];" \n
      "		_lmarker setmarkershapelocal ""rectangle"";" \n
      "		_lmarker setmarkerbrushlocal ""solid"";" \n
      "		_lmarker setmarkercolorlocal ""colorblack"";" \n
      "" \n
      "		while {alive _agent} do {" \n
      "			_apos = position _agent;" \n
      "			_bpos = expecteddestination _agent select 0;" \n
      "" \n
      "			_marker setmarkerposlocal _apos;" \n
      "			_marker setmarkerdirlocal direction _agent;" \n
      "			//_marker setmarkertextlocal (_agent getvariable ""state"");" \n
      "" \n
      "			if ([_bpos select 0,_bpos select 1] distance [0,0] > 10) then {" \n
      "				_dmarker setmarkerposlocal _bpos;" \n
      "" \n
      "				_difX = (_apos select 0) - (_bpos select 0) +0.1;" \n
      "				_difY = (_apos select 1) - (_bpos select 1) +0.1;" \n
      "				_lx = (_bpos select 0) + _difX / 2;" \n
      "				_ly = (_bpos select 1) + _difY / 2;" \n
      "				_dis = sqrt(_difX^2 + _difY^2);" \n
      "				_dir = atan (_difX / _difY);" \n
      "				_lmarker setmarkerposlocal [_lx,_ly];" \n
      "				_lmarker setmarkersizelocal [0.5,_dis/2];" \n
      "				_lmarker setmarkerdirlocal _dir;" \n
      "			} else {" \n
      "				_dmarker setmarkerposlocal [1,1,1];" \n
      "				_lmarker setmarkerposlocal [1,1,1];" \n
      "			};" \n
      "" \n
      "			{" \n
      "				_state = _agent getvariable ""state"";" \n
      "				_color = ""colorgreen"";" \n
      "				if (_state == ""danger"") then {_color = ""colorred""};" \n
      "				if (_state == ""formation"") then {_color = ""colorblue""};" \n
      "				_x setmarkercolorlocal _color;" \n
      "			} foreach [_marker,_dmarker,_lmarker];" \n
      "" \n
      "			sleep 0.1;" \n
      "		};" \n
      "		deletemarkerlocal _marker;" \n
      "	};" \n
      "};" \n
      "" \n
      "" \n
      "" \n
      "" \n
      "//--- Delay" \n
      "_timeNow = time;" \n
      "_delay = random 1;"/*%FSM</STATEINIT""">*/;
     precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
     class Links
     {
       /*%FSM<LINK "_">*/
       class _
       {
         priority = 1.000000;
         to="__3";
         precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
         condition=/*%FSM<CONDITION""">*/"_agent isKindOf ""School_Salema"""/*%FSM</CONDITION""">*/;
         action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
       };
       /*%FSM</LINK>*/
       /*%FSM<LINK "Desync">*/
       class Desync
       {
         priority = 0.000000;
         to="Reset";
         precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
         condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
         action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
       };
       /*%FSM</LINK>*/
     };
   };
   /*%FSM</STATE>*/
   /*%FSM<STATE "Reset">*/
   class Reset
   {
     name = "Reset";
     init = /*%FSM<STATEINIT""">*/"//----- control position start -----" \n
      "" \n
      "_ctrlDepth = getTerrainHeightASL (getPos _agent);" \n
      "if ((_agent isKindOf ""Fish_Base_F"") || (_agent isKindOf ""Turtle_F"")) then {" \n
      "	if (_ctrlDepth > -0.5) then {" \n
      "		deleteVehicle _agent" \n
      "	}" \n
      "} else {" \n
      "	if (_ctrlDepth < -0.5) then {" \n
      "		deleteVehicle _agent" \n
      "	}" \n
      "};" \n
      "" \n
      "//----- control position end -----" \n
      "" \n
      "_stateDanger = 0;" \n
      "_targets = (_agent nearObjects _threatMaxRadius) - [_agent];" \n
      "" \n
      "_stateDangerList = [];" \n
      "_stateBigDangerList = [];" \n
      "{" \n
      "	if (_x iskindof ""CAManBase"") then {" \n
      "		_stateDangerList = _stateDangerList + [_x]" \n
      "	} else {" \n
      "		if ((_x iskindof ""Ship"" || _x iskindof ""LandVehicle"" || _x iskindof ""Air"") && isEngineOn _x) then {" \n
      "			_a = 0;" \n
      "			while {_a < 15} do {" \n
      "  				_stateDangerList = _stateDangerList + [_x];" \n
      "				_a = _a + 1" \n
      "			}" \n
      "		}" \n
      "	}" \n
      "} forEach _targets;" \n
      "_stateDanger = count _stateDangerList;" \n
      "" \n
      "_animals = [];" \n
      "_animalsScared = [];" \n
      "_stateFormation = 0;" \n
      "_stateScared = 0;" \n
      "" \n
      "{" \n
      "	_type = _x;" \n
      "	_object = _x;" \n
      "" \n
      "	//--- Animal" \n
      "	if (_type iskindof ""animal"" && !isnil {_object getvariable ""state""}) then {" \n
      "		//--- Same type" \n
      "		if (_type iskindof typeof _agent) then {" \n
      "" \n
      "			//--- Formation leader" \n
      "			if (!((_object getvariable ""state"") in [""formation"",""wait""]) && ((damage _object) < 0.1)) then {" \n
      "				_animals = _animals + [_object]" \n
      "			};" \n
      "		};" \n
      "	};" \n
      "		" \n
      "	if (_type iskindof ""animal"") then {" \n
      "		//--- Scared" \n
      "		if (!isnil {_object getvariable ""state""}) then {" \n
      "			if ((_object getvariable ""state"") == ""danger"") then {" \n
      "				_animalsScared = _animalsScared + [_object]" \n
      "			};" \n
      "		};" \n
      "		if ((damage _object) > 0.1) then {" \n
      "			_animalsScared = _animalsScared + [_object]" \n
      "		};" \n
      "	};" \n
      "" \n
      "} foreach _targets;" \n
      "_stateFormation = count _animals;" \n
      "_stateScared = count _animalsScared;" \n
      "" \n
      "_agent setvariable [""state"",_state];" \n
      "" \n
      "//hint format [""State: %3\nEnemies: %1\nScared animals: %2"",_stateDanger,_stateScared,_state];" \n
      "" \n
      "if (_agent getvariable ""firstrun"") then {" \n
      "	_stateDanger = 15;" \n
      "	_stateScared = 15;" \n
      "	_agent setvariable[""firstrun"",false];" \n
      "};" \n
      "" \n
      "//--- Delay" \n
      "_timeNow = time;"/*%FSM</STATEINIT""">*/;
     precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
     class Links
     {
       /*%FSM<LINK "Delay">*/
       class Delay
       {
         priority = 0.000000;
         to="Continue";
         precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
         condition=/*%FSM<CONDITION""">*/"(time - _timeNow) >= (_delay) //--- Delay" \n
          ""/*%FSM</CONDITION""">*/;
         action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
       };
       /*%FSM</LINK>*/
       /*%FSM<LINK "Danger">*/
       class Danger
       {
         priority = 0.000000;
         to="Continue";
         precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
         condition=/*%FSM<CONDITION""">*/"(_state != ""danger"" && (_stateDanger > _dangerLimit || _stateScared > _scareLimit)) //--- Danger detected"/*%FSM</CONDITION""">*/;
         action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
       };
       /*%FSM</LINK>*/
       /*%FSM<LINK "Formation">*/
       class Formation
       {
         priority = 0.000000;
         to="Continue";
         precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
         condition=/*%FSM<CONDITION""">*/"(_state != ""formation"" && _state!= ""danger"" && _stateFormation > 0) //--- Formation detected"/*%FSM</CONDITION""">*/;
         action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
       };
       /*%FSM</LINK>*/
       /*%FSM<LINK "Task_done">*/
       class Task_done
       {
         priority = 0.000000;
         to="Continue";
         precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
         condition=/*%FSM<CONDITION""">*/"(_state != ""wait"" && ((_movePos distance _agent) < 3)) //--- Move task done"/*%FSM</CONDITION""">*/;
         action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
       };
       /*%FSM</LINK>*/
       /*%FSM<LINK "Wait">*/
       class Wait
       {
         priority = 0.000000;
         to="Reset";
         precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
         condition=/*%FSM<CONDITION""">*/"(time - _timeNow) >= 2;"/*%FSM</CONDITION""">*/;
         action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
       };
       /*%FSM</LINK>*/
     };
   };
   /*%FSM</STATE>*/
   /*%FSM<STATE "Danger">*/
   class Danger
   {
     name = "Danger";
     init = /*%FSM<STATEINIT""">*/"//--- Find place to hide" \n
      "_state = ""danger"";" \n
      "_tries = if (_debug) then {10} else {3};" \n
      "_movePosList = selectbestplaces [position _agent,_runDistanceMax,_expDanger,10,_tries];" \n
      "" \n
      "//---Enemy position" \n
      "_closeEnemy = _agent;" \n
      "if ((count _stateDangerList) != 0) then {" \n
      "	_closeEnemy = _stateDangerList select 0;" \n
      "} else {" \n
      "	if ((count _animalsScared) != 0) then {" \n
      "		_closeEnemy = _animalsScared select 0;" \n
      "	} else {" \n
      "		_closeEnemy = _agent;" \n
      "	};" \n
      "};" \n
      "" \n
      "{if ((_agent distance _x) < (_agent distance _closeEnemy)) then {_closeEnemy = _x}} forEach _stateDangerList;" \n
      "_pos1 = getpos _agent;" \n
      "_pos2 = getpos _closeEnemy;" \n
      "_ret = ((_pos2 select 0) - (_pos1 select 0)) atan2 ((_pos2 select 1) - (_pos1 select 1));" \n
      "_ret = abs (_ret % 360);" \n
      "" \n
      "//---movePos" \n
      "if ((count _movePosList) != 0) then {" \n
      "	_movePos = [0,0];" \n
      "	if ((_agent isKindOf ""Fish_Base_F"") || (_agent isKindOf ""Turtle_F"")) then {" \n
      "		_dest = getPosASL _agent;" \n
      "		if ((_dest select 2) > -1) then {" \n
      "			_agent setPos [_dest select 0, _dest select 1, -3]" \n
      "		};" \n
      "		if (({(getTerrainHeightASL (_x select 0)) < -2} count _movePosList) > 0) then {" \n
      "			_depth = 0;" \n
      "" \n
      "			if ((count _movePosList) > 2) then {" \n
      "				if (_ret > 180) then {_ret = 360 - _ret};" \n
      "				_i = 0;" \n
      "				{" \n
      "					_pos1 = getpos _agent;" \n
      "					_pos2 = _x select 0;" \n
      "					_retNew = ((_pos2 select 0) - (_pos1 select 0)) atan2 ((_pos2 select 1) - (_pos1 select 1));" \n
      "					_retNew = abs (_retNew % 360);" \n
      "					_angle = _ret + _retNew;" \n
      "					if (_angle > 180) then {_angle = 360 - _angle};" \n
      "					if (_angle > _i) then {_i = _angle;_movePos = _x select 0};" \n
      "				} forEach _movePosList;" \n
      "			} else {" \n
      "				_movePos = (_movePosList select (floor random (count _movePosList))) select 0;" \n
      "			};" \n
      "" \n
      "			_depth = getTerrainHeightASL _movePos;" \n
      "			while {_depth > -2} do {" \n
      "				_movePos = (_movePosList select (floor random (count _movePosList))) select 0;" \n
      "				_depth = getTerrainHeightASL _movePos;" \n
      "			};" \n
      "			_agentDepth = (position _agent) select 2;" \n
      "			_movePos = [_movePos select 0, _movePos select 1, (_agentDepth-3)+(random 6)];" \n
      "			_agent moveto _movePos;" \n
      "		};" \n
      "	} else {" \n
      "		if ((count _movePosList) > 2) then {" \n
      "			if (_ret > 180) then {_ret = 360 - _ret};" \n
      "			_i = 0;" \n
      "			{" \n
      "				_pos1 = getpos _agent;" \n
      "				_pos2 = _x select 0;" \n
      "				_retNew = ((_pos2 select 0) - (_pos1 select 0)) atan2 ((_pos2 select 1) - (_pos1 select 1));" \n
      "				_retNew = abs (_retNew % 360);" \n
      "				_angle = _ret + _retNew;" \n
      "				if (_angle > 180) then {_angle = 360 - _angle};" \n
      "				if (_angle > _i) then {_i = _angle;_movePos = _x select 0};" \n
      "			} forEach _movePosList;" \n
      "		} else {" \n
      "			_movePos = (_movePosList select (floor random (count _movePosList))) select 0;" \n
      "		};" \n
      "" \n
      "		_water = surfaceIsWater _movePos;" \n
      "			while {_water} do {" \n
      "				_movePos = (_movePosList select (floor random (count _movePosList))) select 0;" \n
      "				_water = surfaceIsWater _movePos;" \n
      "			};" \n
      "" \n
      "		_agent moveto _movePos;" \n
      "	};" \n
      "};" \n
      "" \n
      "if (isNil ""_movepos"") then {" \n
      "	_movePos = getPos _agent;" \n
      "};" \n
      "" \n
      "if (_debug) then {" \n
      "	{" \n
      "			_dmarker = createmarkerlocal [format [""xxx%1"",round random 99999],_x select 0];" \n
      "			_dmarker setmarkertypelocal ""mil_dot"";" \n
      "			_dmarker setmarkercolorlocal ""colorgreen"";" \n
      "			_dmarker setmarkeralphalocal 0.05;" \n
      "			_size = 1 + random 1;" \n
      "			_dmarker setmarkersizelocal [_size,_size];" \n
      "	} foreach _movePosList;" \n
      "};" \n
      "" \n
      "//--- Delay" \n
      "if ((count _movePosList) != 0) then {" \n
      "	_timeNow = time;" \n
      "	_delay = 10 + random 10;" \n
      "} else {" \n
      "	_timeNow = time;" \n
      "	_delay = 1 + random 1;" \n
      "};"/*%FSM</STATEINIT""">*/;
     precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
     class Links
     {
       /*%FSM<LINK "Desync">*/
       class Desync
       {
         priority = 0.000000;
         to="Reset";
         precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
         condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
         action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
       };
       /*%FSM</LINK>*/
     };
   };
   /*%FSM</STATE>*/
   /*%FSM<STATE "Safe">*/
   class Safe
   {
     name = "Safe";
     init = /*%FSM<STATEINIT""">*/"{deletemarkerlocal _x} foreach _markers;" \n
      "" \n
      "//--- Move or wait" \n
      "_state = ""wait"";" \n
      "_ran = random 1;" \n
      "if (_ran <= _movePrefer) then {" \n
      "	_state = ""move"";" \n
      "	_movePosList = selectbestplaces [position _agent,_runDistanceMax,_expSafe,10,1];" \n
      "	if ((count _movePosList) != 0) then {" \n
      "		if ((_agent isKindOf ""Fish_Base_F"") || (_agent isKindOf ""Turtle_F"")) then {" \n
      "			_dest = getPosASL _agent;" \n
      "			if ((_dest select 2) > -1) then {" \n
      "				_agent setPos [_dest select 0, _dest select 1, -3]" \n
      "			};" \n
      "			if (({(getTerrainHeightASL (_x select 0)) < -2} count _movePosList) > 0) then {" \n
      "				_depth = 0;" \n
      "				_movePos = (_movePosList select (floor random (count _movePosList))) select 0;" \n
      "				_depth = getTerrainHeightASL _movePos;" \n
      "				while {_depth > -2} do {" \n
      "					_movePos = (_movePosList select (floor random (count _movePosList))) select 0;" \n
      "					_depth = getTerrainHeightASL _movePos;" \n
      "				};" \n
      "				_agentDepth = (position _agent) select 2;" \n
      "				_movePos = [_movePos select 0, _movePos select 1, (_agentDepth-1.5)+(random 3)];" \n
      "				_agent moveto _movePos;" \n
      "			};" \n
      "		} else {" \n
      "			_j = 0;" \n
      "			_movePos = (_movePosList select (floor random (count _movePosList))) select 0;" \n
      "" \n
      "			_water = surfaceIsWater _movePos;" \n
      "			while {_water} do {" \n
      "				_movePos = (_movePosList select (floor random (count _movePosList))) select 0;" \n
      "				_water = surfaceIsWater _movePos;" \n
      "			};" \n
      "			_agent moveto _movePos;" \n
      "	};" \n
      "};" \n
      "" \n
      "if (isNil ""_movepos"") then {" \n
      "	_movePos = getPos _agent;" \n
      "};" \n
      "" \n
      "//--- Delay" \n
      "_timeNow = time;" \n
      "_delay = 10 + random 10;"/*%FSM</STATEINIT""">*/;
     precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
     class Links
     {
       /*%FSM<LINK "Desync">*/
       class Desync
       {
         priority = 0.000000;
         to="Reset";
         precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
         condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
         action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
       };
       /*%FSM</LINK>*/
     };
   };
   /*%FSM</STATE>*/
   /*%FSM<STATE "Continue">*/
   class Continue
   {
     name = "Continue";
     init = /*%FSM<STATEINIT""">*/"if (_debug) then {{deletemarkerlocal _x} foreach _markers};"/*%FSM</STATEINIT""">*/;
     precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
     class Links
     {
       /*%FSM<LINK "Formation">*/
       class Formation
       {
         priority = 2.000000;
         to="Formation";
         precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
         condition=/*%FSM<CONDITION""">*/"_stateFormation > 0;"/*%FSM</CONDITION""">*/;
         action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
       };
       /*%FSM</LINK>*/
       /*%FSM<LINK "Danger">*/
       class Danger
       {
         priority = 1.000000;
         to="Danger";
         precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
         condition=/*%FSM<CONDITION""">*/"(_stateDanger > _dangerLimit) ||  (_stateScared > _scareLimit)"/*%FSM</CONDITION""">*/;
         action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
       };
       /*%FSM</LINK>*/
       /*%FSM<LINK "Safe">*/
       class Safe
       {
         priority = 0.000000;
         to="Safe";
         precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
         condition=/*%FSM<CONDITION""">*/"(_stateDanger < _dangerLimit) &&  (_stateScared < _scareLimit)"/*%FSM</CONDITION""">*/;
         action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
       };
       /*%FSM</LINK>*/
     };
   };
   /*%FSM</STATE>*/
   /*%FSM<STATE "Formation">*/
   class Formation
   {
     name = "Formation";
     init = /*%FSM<STATEINIT""">*/"_state = ""formation"";" \n
      "_formLeader = _animals select 0;" \n
      "_moveposNew = (expecteddestination _formLeader select 0);" \n
      "if (isNil ""_moveposNew"") then {" \n
      "	_leaderPos = getPos _formLeader;" \n
      "	_movePos = [(_leaderPos select 0)+(-5 + random 10),(_leaderPos select 1)+(-5 + random 10),0];" \n
      "	_agent moveto _movePos;" \n
      "};" \n
      "" \n
      "" \n
      "//--- Delay" \n
      "_timeNow = time;" \n
      "_delay = 10 + random 10;"/*%FSM</STATEINIT""">*/;
     precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
     class Links
     {
       /*%FSM<LINK "Desync">*/
       class Desync
       {
         priority = 0.000000;
         to="Reset";
         precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
         condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
         action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
       };
       /*%FSM</LINK>*/
     };
   };
   /*%FSM</STATE>*/
   /*%FSM<STATE "__3">*/
   class __3
   {
     name = "__3";
     init = /*%FSM<STATEINIT""">*/""/*%FSM</STATEINIT""">*/;
     precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
     class Links
     {
     };
   };
   /*%FSM</STATE>*/
 };
 initState="Init";
 finalStates[] =
 {
   "__3",
 };
};
/*%FSM</COMPILE>*/

also my RPT is exploding to hundreds of megs with animals as described here: http://feedback.arma3.com/view.php?id=5897

Edited by Imago

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