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Found 9 results

  1. Hello, I have a problem with some fsm from a mission, I've got an fsm that executes another one and I've got no problem sending some variables to the new fsm but I'm trying to retreive a variable and it just doesn't work. That's what I got: The executed fsm works right and all that but when I try to use _fsmResult with an if statement it tells me that it's not defined. and in the end statement of the other FSM I've got this: _result = true; or false. I've been using this function in other missions and it used to work well, now it just doesn't work.
  2. Assistant Machinegunner and Assistant Anti-Tank Description: Allows the machinegunner (or anti-tank gunner) to request his group members for ammunition. Addon version automatically detects units equipped with machine guns or AT launchers and initiates. Features: When gunners have less than two magazines, FSM activates. Assistants will move to gunner with a low stance and "drop" magazine. Gunner will "pick it up". Tested with VCOMAI, TCL and LAMBS 2.0. Download: Armaholic.com Google Drive Usage: FSM (do not run on the assistants but on the gunners themselves): Copy FSM file(s) to your mission root folder. On automatic rifleman/machinegunner's init: null=this execFSM "assistant_mg.fsm"; On anti-tank gunner's init: null=this execFSM "assistant_at.fsm"; Addon: Unzip to your mods folder Addon required locally where AI is present Requires CBA Notes: Unit must be armed when initializing the FSM. Known issues: (none) License: Credits: Bohemia Interactive BI Arma Forum Contributors Thanks to: Armaholic.com Everyone supporting me @BI Forums. Media: Changelog:
  3. Hello! I was wondering if it's possible to use the fsm editor tool with the fsm map files from Aura Kingdom. I leave a link to download the archives of a map of AK: S001 If someone know a way to edit these files, I'd apreciate it. Thank you so much.
  4. I'm trying to duplicate and reconfigure the AddEquipment.fsm from Arma 3s End Game, the reward system for successfully downloading an intel. It gives you new loadout classes as a reward. I've successfully editet the loadout itself, it appears as I want it to in the respawn menu and all. But I want to change how the notification appears. As you can see in the picture: I get 2 classes. One has an empty name " - ", and the other is "Recon Marksman". How can I change it, so it says " Soldier (AT)" instead of " just "-" " The whole .fsm is here: And here is where I editet mine:
  5. So as the title states I'm curious what you all think about efficiency/optimizations when it comes to writing a lengthy script/mod for a mission. My current scripted mod is AC-C4I (Air Craft Command, Contol, Computers, Communications, & Intelligence). It has to do with sensors and targeting. The scripts have a lot of "waitUntil" commands for locking the targeting camera to screenToWorld amongst other functions. What would be the most efficient way to write this/integrate it into a mission. I can write the whole thing in one file and "call compile preprocessFileLineNumbers" on init. I can create a CfgFunctions.hpp and add it to the description.ext, or I could make it an FSM. I'd love to hear from you guys. Thanks.
  6. Hey all - just thought I would give a heads up and/or see if anyone has any known solutions. Since I was foolish and updated my Windows PC to the windows 10 creators update I have been having weird issues with the newest, and older, versions of the FSM editor. After updating my machine the FSM Editor refused to open up any .FSM file stating, "Cannot open! File not found." After reinstalling ArmA 3 tools, I would get this error when attempting to compile my FSM's https://imgur.com/a/UUjMJ After setting the compiler, and the FSMEditor to Windows 7 Compatibility, and to run as administrator the application would again load FSM's. However, now I am getting a new interesting error. Any FSM's will fail to compile multiple times. "FSMCompiler.exe has stopped working." is the error that pops up. Funny thing is, when I save multiple times in a row (sometimes 30+ times) it will eventually be successful and update correctly in the mission. This issues happens regardless of the complexity of the FSM. However, I noticed that smaller FSM's will have a higher chance of compiling. I am not sure if this is a specific issue to my machine or not, but it started happening directly after several windows updates today. Things I have tried to fix this problem: -Clearing out \AppData\Local\Bohemia_Interactive\ folder. -Reinstalling ArmA 3 Tools (Multiple restarts as well) -Running program as administrator/windows 7 compatibility -Disabling Windows Defender and Malware bytes -Verifying integrity of game cache for ArmA 3 Tools -Trying to run an older version of the FSM editor -I am using the scriptedFSM.cfg compiler Here is a link to a video showcasing the problem...You can see that it successfully saves twice in the video (When the cmd box pops up for a split second and disappears). This FSM in the video produces 0 errors and 2 warning (Multiple INPUTS to a single condition).
  7. As someone who has learned all he knows about scripting by fannying about in SQF for the past couple of months, I've got a question for the more advanced scripters out there. I was intrigued by this statement in the ACE3 Medical AI notes: I've searched around and found a few nibbles of information here and there (and there's no documentation as yet that I've found on CBA about state machines) but nothing that really provides a decent comparison between an SQF script with a series of looped functions based on lazy evaluation of conditions, and an FSM that does the same. Is there a noticeable difference in performance or are FSMs just a different way of achieving a similar goal? And if there isn't much performance difference between the two, then what is the most efficient way of squeezing performance out of a complex script? Assuming your functions are as clean and fast as they can be, what are your best practices for making them run with minimal impact? I'm referring here to scripts with complex conditions which will run on a number of units or objects repeatedly (for reference, I'm trying to turn this into a full-blown undercover simulation and more efficiency means more responsiveness for more units).
  8. Hi, i have a huge Problem at the Moment. I want to make 2 Things happen the same Time, if the Criteria is furfilled. The thing is, it will be in a Loop continiously. So basically i want 2 Loops running the same time. That`s an example Picture. The Problem is, if it goes in one Loop it won`t start the next Loop untill i cancel the first loop. I tried literally everything i can think of, but it just won`t work. Has anybody got any idea that could help me out of this? The Loops are definately needed.
  9. Hey guys, The Question is if it is possible to get a list of objects shown in vehicles radar? The reason is that I am working on some little FSM scripts to enhance A.I. shooting from vehicles. Until now I have a zu-39 tigris with this "Tigris Flak Conversion Script". The vanilla ai begins to shoot only if the directly attacking plane (a10) has passed the tigris. My FSM script enhanced that behavior and now tigris begins to shoot if A-10 is about 1.000 m away. Maybe I can optimize it some more. Why I need that radar objects? I want the tigris to target and shoot the A-10 only if it appears on the radar of tigris.
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