RN Malboeuf 12 Posted February 1, 2007 I'm glad to represent FSM Editor by Flea. - Import/export standart FSM files. - Saving graph's visualisation in custom format - Fully customizable interface Syntax Highlight + autocomplite - no additional software needed Author hopes that this tool will stimulate AI editing in Arma. Feedback is welcome. There's no english readme, but controls are very simple and easy to use: - double left-mouse click to create a state - ctrl+ left-mouse button to create a link - Use right mouse button to move the workspace. - drug states using left mouse button Screenshots 01 02 download link FSM Editor 1.0 more info about FSM editing FSM on biki Share this post Link to post Share on other sites
Eda Mrcoch 0 Posted February 1, 2007 It is great it can import .fsm files, but they do not fit the window and I can't move the workspace so I am unable to get to some classes: Share this post Link to post Share on other sites
RN Malboeuf 12 Posted February 1, 2007 Use right mouse button to move the workspace. Also you can drug the states using left mouse button. Also you can open formation.fsm.pfsm - states are arranged there. As I said controls are evident - just try to preess some common buttons Share this post Link to post Share on other sites
sickboy 13 Posted February 1, 2007 So this FSM Edit Utils is going to be to ArmA as what the M4's were to OFP? Share this post Link to post Share on other sites
NeMeSiS 11 Posted February 1, 2007 Just an .fsm related question: Anyone knows how to enable the debug stuff? I changed something and i want to know what it exactly does, right now i see that what i did does something (game doesnt crash..), but im not sure if it does what i want to Share this post Link to post Share on other sites
RN Malboeuf 12 Posted February 1, 2007 you can use hints or sidechats inside FSM code for debug i guess Share this post Link to post Share on other sites
NeMeSiS 11 Posted February 1, 2007 No, i ment the <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if (_debug) then { _lifeTime = _timeMax; drop ["\ca\data\cl_basic", "", "Billboard", 1, _lifeTime, _pos, [0, 0, 0], 0, 1.275, 1, 0, [0.1], [[0, 0, 1, 1]], [0], 0, 0, "", "", ""]; drop ["\ca\data\cl_basic", "", "Billboard", 1, _lifeTime, _targetC, [0, 0, 0], 0, 1.275, 1, 0, [0.1], [[1, 0, 0, 1]], [0], 0, 0, "", "", ""]; drop ["\ca\data\cl_basic", "", "Billboard", 1, _lifeTime, _targetTL, [0, 0, 0], 0, 1.275, 1, 0, [0.1], [[0, 1, 0, 1]], [0], 0, 0, "", "", ""]; drop ["\ca\data\cl_basic", "", "Billboard", 1, _lifeTime, _targetTR, [0, 0, 0], 0, 1.275, 1, 0, [0.1], [[0, 1, 0, 1]], [0], 0, 0, "", "", ""]; drop ["\ca\data\cl_basic", "", "Billboard", 1, _lifeTime, _targetBL, [0, 0, 0], 0, 1.275, 1, 0, [0.1], [[0, 1, 0, 1]], [0], 0, 0, "", "", ""]; drop ["\ca\data\cl_basic", "", "Billboard", 1, _lifeTime, _targetBR, [0, 0, 0], 0, 1.275, 1, 0, [0.1], [[0, 1, 0, 1]], [0], 0, 0, "", "", ""]; _partArray set [6, _up]; _partArray set [12, _blue]; _source setParticleParams _partArray; _partArray set [6, _neutral]; drop _partArray; }; Stuff which can be found in the formation.fsm Share this post Link to post Share on other sites
RN Malboeuf 12 Posted February 1, 2007 _debug switcher can be found in the init section just tried to activate it. There are white/blue/green smokes to trace the unit's behavior and moves - but it's no sense to me at the moment. But looks like FSM is not stopped executing even if unit is dead or switch to player... bad optimization i guess Share this post Link to post Share on other sites
mr.Flea 0 Posted February 2, 2007 Some bug fixed, some funcs added link old Share this post Link to post Share on other sites
imutep 0 Posted February 2, 2007 Hmm...sounds interesting. Share this post Link to post Share on other sites
snkman 351 Posted February 2, 2007 What is this all about? Share this post Link to post Share on other sites
mr.Flea 0 Posted February 3, 2007 Its all for modification AI Share this post Link to post Share on other sites
twisted 128 Posted February 3, 2007 good. this can be very interesting. but what is needed is a framework. perhaps a collection of common states that can be copied/pasted into place. and an intro into how to get started (testing in game etc) that way people will share what they learn and the usefulness will grow. Share this post Link to post Share on other sites
korax 4 Posted February 5, 2007 Excuse me Mr. Flea, but how do you export this into the game and get it working for AI? When I try it gives all sorts of errors. Share this post Link to post Share on other sites
RN Malboeuf 12 Posted February 5, 2007 Excuse me Mr. Flea, but how do you export this into the game and get it working for AI? When I try it gives all sorts of errors. you have to specify fsmFormation in the config of a unit Share this post Link to post Share on other sites
RN Malboeuf 12 Posted February 5, 2007 New version available: - visualization and zoom improved - quicksave added use download link from the first post. Share this post Link to post Share on other sites
mr.Flea 0 Posted February 15, 2007 Added addon for realtime editing/testing fsm w/o restart game just open unpack rar in addons, start game, open editor, put at map Civilian->FSM_test and open addons/fsm/formation.fsm.pfsm file in FSMEditor. All fsm changes apply in game link old *sorry for my english Share this post Link to post Share on other sites
.kju 3245 Posted February 15, 2007 sounds like a great addition! Share this post Link to post Share on other sites
mr.Flea 0 Posted February 18, 2007 Syntax Highlight + autocomplite link old Share this post Link to post Share on other sites
mr.Flea 0 Posted February 19, 2007 added: Global & contex searching/replacing version 1.04 the end Share this post Link to post Share on other sites
Balschoiw 0 Posted March 1, 2007 Is there any chance the readme is translated to english ? Share this post Link to post Share on other sites
mr.Flea 0 Posted March 8, 2007 Use Export to SQS for learning Share this post Link to post Share on other sites
Iron+Cross 0 Posted April 24, 2007 Verry nice stuff could use more info though... & feed back from people who have used it.. can you do some "out of the box" stuff? or is it just small things? is it possible to get AI to USE buildings? when nearby? Share this post Link to post Share on other sites
mr.Flea 0 Posted May 10, 2007 Quote[/b] ]is it possible to get AI to USE buildings?when nearby? yeap Share this post Link to post Share on other sites