Difference between revisions of "execFSM"

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{{Command|Comments=
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{{Command
  
| arma2 |Game name=
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| arma2
  
|1.00|Game version=
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|1.00
  
  
|gr1= Program Flow |GROUP1=
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|gr1= Program Flow
  
 
| Execute scripted [[FSM]] and return the FSM handle or 0 when failed. The FSM file is first searched in the mission folder, then in the campaign scripts folder and finally in the global scripts folder. Argument (if any) are available in <tt>_this</tt> variable inside FSM. Variables set inside FSMs can be read/modified externally, using [[setFSMVariable]] and [[getFSMVariable]] commands.<br>
 
| Execute scripted [[FSM]] and return the FSM handle or 0 when failed. The FSM file is first searched in the mission folder, then in the campaign scripts folder and finally in the global scripts folder. Argument (if any) are available in <tt>_this</tt> variable inside FSM. Variables set inside FSMs can be read/modified externally, using [[setFSMVariable]] and [[getFSMVariable]] commands.<br>
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To see what FSMs are currently in the scheduler, use [[diag_activeMissionFSMs]] command.
 
To see what FSMs are currently in the scheduler, use [[diag_activeMissionFSMs]] command.
 
{{Important|While the code placed into any of the sections of FSM cannot be suspended ([[canSuspend]] is false), the FSM itself is suspended every simulation between the state's <tt>init</tt> and <tt>precondition</tt> (exception is the '''init state'''). This is the only place where scripted FSM is suspended/resumed.
 
{{Important|While the code placed into any of the sections of FSM cannot be suspended ([[canSuspend]] is false), the FSM itself is suspended every simulation between the state's <tt>init</tt> and <tt>precondition</tt> (exception is the '''init state'''). This is the only place where scripted FSM is suspended/resumed.
The usual difference between the state's <tt>init</tt> and <tt>precondition</tt> is 1 frame but if the scheduler is busy it can take longer. See [[FSM]] for more information about FSM's structure.}} |Description=
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The usual difference between the state's <tt>init</tt> and <tt>precondition</tt> is 1 frame but if the scheduler is busy it can take longer. See [[FSM]] for more information about FSM's structure.}}
  
| arguments [[execFSM]] fsmFilePath |Syntax=
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| arguments [[execFSM]] fsmFilePath
  
|p1= arguments: [[Anything]] - Arguments accessible as <tt>_this</tt> in the FSM |Parameter 1=
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|p1= arguments: [[Anything]] - Arguments accessible as <tt>_this</tt> in the FSM
  
|p2= fsmFilePath: [[String]] - file with FSM code |Parameter 2=
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|p2= fsmFilePath: [[String]] - file with FSM code
  
| [[Number]] - FSM handle |Return value=
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| [[Number]] - FSM handle
  
 
|s2= [[execFSM]] fsmFilePath |Syntax 2=
 
|s2= [[execFSM]] fsmFilePath |Syntax 2=
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|p21= fsmFilePath: [[String]] - file with FSM code |Parameter 21=
 
|p21= fsmFilePath: [[String]] - file with FSM code |Parameter 21=
  
| r2= [[Number]] - FSM handle |Return value 2=
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| r2= [[Number]] - FSM handle
  
|x1= <code>_id = [[player]] [[execFSM]] "test.fsm";</code> |EXAMPLE1=
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|x1= <code>_id = [[player]] [[execFSM]] "test.fsm";</code>
  
|x2= <code>_handle = [_a, _b, _c] [[execFSM]] "test.fsm";</code> |EXAMPLE2=
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|x2= <code>_handle = [_a, _b, _c] [[execFSM]] "test.fsm";</code>
  
|x3= <code>_handle = [[execFSM]] "test.fsm";</code> |EXAMPLE3=
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|x3= <code>_handle = [[execFSM]] "test.fsm";</code>
  
| [[FSM]], [[FSM Editor Manual]], [[execVM]], [[call]], [[spawn]], [[exec]], [[commandFSM]], [[completedFSM]], [[doFSM]], [[getFSMVariable]], [[setFSMVariable]] |SEEALSO=
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| [[FSM]], [[FSM Editor Manual]], [[execVM]], [[call]], [[spawn]], [[exec]], [[commandFSM]], [[completedFSM]], [[doFSM]], [[getFSMVariable]], [[setFSMVariable]]
 
}}
 
}}
  

Revision as of 01:36, 18 January 2021

Hover & click on the images for description

Description

Description:
Execute scripted FSM and return the FSM handle or 0 when failed. The FSM file is first searched in the mission folder, then in the campaign scripts folder and finally in the global scripts folder. Argument (if any) are available in _this variable inside FSM. Variables set inside FSMs can be read/modified externally, using setFSMVariable and getFSMVariable commands.

The return value is the FSM handle; it can be used to determine (via completedFSM) when the FSM has finished.
Arma 3
In Arma 3, the FSM handle is also available within the FSM through the _thisFSM variable.


Scripted FSMs are added into the scheduler just like exec scripts, execVM scripts and spawn scripts.
To see what FSMs are currently in the scheduler, use diag_activeMissionFSMs command.

Template:Important
Groups:
Program Flow

Syntax

Syntax:
arguments execFSM fsmFilePath
Parameters:
arguments: Anything - Arguments accessible as _this in the FSM
fsmFilePath: String - file with FSM code
Return Value:
Number - FSM handle

Alternative Syntax

Syntax:
execFSM fsmFilePath
Parameters:
fsmFilePath: String - file with FSM code
Return Value:
Number - FSM handle

Examples

Example 1:
_id = player execFSM "test.fsm";
Example 2:
_handle = [_a, _b, _c] execFSM "test.fsm";
Example 3:
_handle = execFSM "test.fsm";

Additional Information

See also:
FSMFSM Editor ManualexecVMcallspawnexeccommandFSMcompletedFSMdoFSMgetFSMVariablesetFSMVariable

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note

Notes

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