FSM Danger Causes – Arma 2 Talk

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Questions

Are the events linked to internal engine behavior? I am asking as only DCCanFire have execution code in the states.
If so, can you please share the reactions to each event type in a brief bullet point list.
For example why is DCFire used for / useful for? It is caused at very high rate compared to the other events.
Are the events/danger.FSM calls only per unit or is there some group interaction?
The events are only trigger for infantry units, right?
Why is there no danger.FSM (exposed) for vehicles?
What are the conditions to 'combat behaviour'? 
Can the combat behaviour disabled by scripting?
If not, is there a chance for a scripting command to do so?
Is DCHit trigger for any vehicle or only hostile? 
I assume it is triggered only for known vehicles for the given unit?
Can DCDeadBody triggered twice per body? First when seen the kill and later on when moving over the body?
Is DCScream triggered by any infantry unit or only civilian or some other conditions?
Why is DCCanFire only triggered 'an unit can fire an enemy for the first time (was not know before)'? 
If it doesn't manage to kill it during '4-8 seconds forceSpeed -1' phase, it will move on rather in most cases 
rather to engage again it seems - is this desired behavior?
What if the unit is firing onto another unit while DCCanFire is triggered for it, is the event effectively dropped?
(Fighting another unit = either in a DCCanFire phase already or just returning fire.
Why is DCFire higher prio than DCCanFire? It means the later will be dropped when DCFire happens at the same time as DCCanFire.
As DCFire happens a lot during combat, there is a high chance for this to happen.
Especially during the long DCCanFire state processing (4-8 seconds long), it can easily happen to get a new DCCanFire
and at least one DCFire event into the queue. With the new DCCanFire dropped in favor of DCFire.
What is the max distance of the triggering source for DCEnemyNear and DCExplosion?