commandFSM – Talk

From Bohemia Interactive Community
Jump to navigation Jump to search
mNo edit summary
No edit summary
Line 22: Line 22:


:: It certainly is a "black box". My understanding from what's being said is that FSM is how they're defining AI behaviors, such as leapfrogging, and (another example from Placbo's RadioCheck gang-whatever) animal characteristics. Presumably, we can define our own states, and what to do in them: so we could have states say "Eating hamburger", "Playing Soccer", "Cruising Main Street for Girls". The next big question is: what are the inputs and outputs? Do we define relative attractors and repulsors? Can we get information such as "IsBeingShotAt", or even custom stuff such as "winkedAtbyHotBabe"? [[User:Dinger|Dinger]] 13:08, 29 August 2006 (CEST)
:: It certainly is a "black box". My understanding from what's being said is that FSM is how they're defining AI behaviors, such as leapfrogging, and (another example from Placbo's RadioCheck gang-whatever) animal characteristics. Presumably, we can define our own states, and what to do in them: so we could have states say "Eating hamburger", "Playing Soccer", "Cruising Main Street for Girls". The next big question is: what are the inputs and outputs? Do we define relative attractors and repulsors? Can we get information such as "IsBeingShotAt", or even custom stuff such as "winkedAtbyHotBabe"? [[User:Dinger|Dinger]] 13:08, 29 August 2006 (CEST)
:: Yes, I wouldn't be disappointed just yet. I remember glancing somewhere and seeing/hearing about it maybe being an event based FSM which would make sense. That is entirely speculation on my part though. It will make it easier and hopefully less CPU intensive to perform some complex tasks. I am guessing at this but I think it will be event-driven changes between states. If we can define our own states that is powerful stuff. --[[User:CrashDome|CrashDome]] 04:46, 30 August 2006 (CEST)

Revision as of 04:46, 30 August 2006

This entry is pretty meaningless without an explanation of what FSM files are... Nothing in the forums, nothing on the wiki. --MaHuJa 22:16, 22 August 2006 (CEST)


This entry is by no means meaningless. This command is listed by BI in their newest command reference which is still WIP (Work In Progress) Therefore the commands themselves are liable to change before the game is ready for release.

If you had bothered to read the disclaimer on the Scripting Commands ArmA Category page you would know this.

Planck 23:55, 22 August 2006 (CEST)

Ok I never heard of the term until the BIS Wiki sprung to life. So I did a quick search on the net and came across the term Finite State Machines (FSM). The site goes on to use Quake as an example:

Finite State Machines

I must admit I was a little disapointed, but thats probably down to me reading to much into what FSM means to Arma. I thought the FSM commands would add something very new to Arma scripting. But is it just going to make life a bit easier for those that don't already use the principle, which is not a bad thing BTW. But for the likes of myself and many more addon makers\scripters, will it allow us to do anything we couldn't already do with OFP?

UNN

It certainly is a "black box". My understanding from what's being said is that FSM is how they're defining AI behaviors, such as leapfrogging, and (another example from Placbo's RadioCheck gang-whatever) animal characteristics. Presumably, we can define our own states, and what to do in them: so we could have states say "Eating hamburger", "Playing Soccer", "Cruising Main Street for Girls". The next big question is: what are the inputs and outputs? Do we define relative attractors and repulsors? Can we get information such as "IsBeingShotAt", or even custom stuff such as "winkedAtbyHotBabe"? Dinger 13:08, 29 August 2006 (CEST)
Yes, I wouldn't be disappointed just yet. I remember glancing somewhere and seeing/hearing about it maybe being an event based FSM which would make sense. That is entirely speculation on my part though. It will make it easier and hopefully less CPU intensive to perform some complex tasks. I am guessing at this but I think it will be event-driven changes between states. If we can define our own states that is powerful stuff. --CrashDome 04:46, 30 August 2006 (CEST)