.kju 3245 Posted August 26, 2009 With the FSM editor available, this opens a large door to inspect the modules and some AI FSM. I am kinda surprised that there is no discussion about this so far. Did anyone even load up the module or AI FSM in the editor yet? :eek: The visual look via the FSM editor gives you a pretty good idea how the systems are designed IMHO. Even more people could tweak, fix or even extend their BI modules or AI FSM. :cool: Ref: OFPEC thread Share this post Link to post Share on other sites
Inkompetent 0 Posted August 26, 2009 I have pondered digging into this with my INKO Disposable addon actually, due to the issues I have with getting the AI to behave smoothly (like for example prioritizing taking cover after firing the AT rocket, and *then* switch to primary weapon) instead of being sitting, retarded ducks. Share this post Link to post Share on other sites
.kju 3245 Posted August 26, 2009 EMF scalable pictures: agony.fsm ambientAgent.fsm danger.fsm formationC.fsm formationCDanger.fsm formationEntity.fsm heliTransport.fsm reactCore.fsm reactCoreFull.fsm silvie.fsm t06hint.fsm All FSM are available in the Community Modding Bible repository. Share this post Link to post Share on other sites
bravo 6 0 Posted August 26, 2009 (edited) errr.. can you tell me with what program should i be able to see those pictures? edit: Thank you Q. Edited August 26, 2009 by bravo 6 Share this post Link to post Share on other sites
.kju 3245 Posted August 26, 2009 Any normal picture viewer can display EMF. Share this post Link to post Share on other sites
bravo 6 0 Posted August 26, 2009 They reminds me my DB diagrams ^^ Share this post Link to post Share on other sites
manzilla 1 Posted August 26, 2009 This is a pretty dumb question but what is FSM? I've seen the files in various locations but have never been able to figure out exactly what they are, what they are used for, etc. I checked it in the BIKI but like most things there, it looks like gibberish to me and confused me even more. Share this post Link to post Share on other sites
Inkompetent 0 Posted August 26, 2009 (edited) http://en.wikipedia.org/wiki/Finite_state_machine Practically, it is a larger switch-case system generally used for digital systems, (often) constructed with graphical editors for a good diagram overview. In ArmA the application is mainly (only?) AI. Edited August 26, 2009 by Inkompetent Share this post Link to post Share on other sites
.kju 3245 Posted August 26, 2009 http://community.bistudio.com/wiki/FSM, especially the tutorial of Rune at the end helps. http://community.bistudio.com/wiki/FSM_Editor_Manual Share this post Link to post Share on other sites
lwlooz 0 Posted August 26, 2009 Hello, I looked at it. Since I am especially interested in making those config FSM's for the AI , I still would very much appreciate it if BIS could give us some documentation about the available "function= ..." commands you can use there and what they exactly make the AI do? Would be very much appreciated. Share this post Link to post Share on other sites
sakura_chan 9 Posted August 26, 2009 Looks like interesting stuff. I wonder how much you could change the AI, like could you get blufor and opfor units to behave differently? Share this post Link to post Share on other sites
Inkompetent 0 Posted August 26, 2009 You can make them do quite a lot of things. However - I'm fairly confident that the default FSM has highest priority, so if an event happens that is covered by the default FSM it'll supercede the custom one and take over, which makes custom FSMs unreliable (i.e. they can't be used for overly complex systems since they are to be expected to be interrupted or cancelled). I hope I'm wrong with this though. Share this post Link to post Share on other sites
xeno 234 Posted August 26, 2009 Don't forget, A2 FSM is not AI only! You can do a lot of things with FSMs. I've even made a vehicle respawn FSM. 200 vehicles running the respawn fsm, no performance problems at all (just for testing). Another example, I've executed a simple fsm for every enemy AI unit in a coop mission we played with 50 players (there were quite a lot of AI units). The fsm simply waited until the unit died and then put the object reference into a delete FIFO, the FIFO delete routine itself was also a FSM. Worked perfectly. So, again, FSM is not AI only. Xeno Share this post Link to post Share on other sites
Inkompetent 0 Posted August 26, 2009 Good examples are looking at the missions. They generally use FSMs for hints, conversations and lots of extra stuff. And that sure sounds like nice use of it, Xeno. Seems to me like FSMs + functions can replace A LOT of the existing scripting. Share this post Link to post Share on other sites
kremator 1065 Posted August 28, 2009 @Xeno, sounds VERY promising then ! Will we see those FSM appearing in your missions soon then :) Share this post Link to post Share on other sites