execFSM: Difference between revisions
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{{ | {{RV|type=command | ||
| arma2 | |game1= arma2 | ||
|version1= 1.00 | |||
|1. | |game2= arma2oa | ||
|version2= 1.50 | |||
|game3= tkoh | |||
|version3= 1.00 | |||
|game4= arma3 | |||
|version4= 0.50 | |||
|gr1= Program Flow | |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> | |descr= 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> | ||
<br> | <br> | ||
The return value is the FSM handle; it can be used to determine (via [[completedFSM]]) when the FSM has finished. | The return value is the FSM handle; it can be used to determine (via [[completedFSM]]) when the FSM has finished. | ||
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Scripted FSMs are added into the scheduler just like [[exec]] scripts, [[execVM]] scripts and [[spawn]] scripts.<br> | Scripted FSMs are added into the scheduler just like [[exec]] scripts, [[execVM]] scripts and [[spawn]] scripts.<br> | ||
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. | ||
{{ | {{Feature|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.}} | 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 | |s1= arguments [[execFSM]] fsmFilePath | ||
|p1= arguments: [[Anything]] - Arguments accessible as <tt>_this</tt> in the FSM | |p1= arguments: [[Anything]] - Arguments accessible as <tt>_this</tt> in the FSM | ||
Line 24: | Line 31: | ||
|p2= fsmFilePath: [[String]] - file with FSM code | |p2= fsmFilePath: [[String]] - file with FSM code | ||
| [[Number]] - FSM handle | |r1= [[Number]] - FSM handle | ||
|s2= [[execFSM]] fsmFilePath | |s2= [[execFSM]] fsmFilePath | ||
|p21= fsmFilePath: [[String]] - file with FSM code | |p21= fsmFilePath: [[String]] - file with FSM code | ||
| r2= [[Number]] - FSM handle | |r2= [[Number]] - FSM handle | ||
|x1= <code>_id = [[player]] [[execFSM]] "test.fsm";</code> | |x1= <code>_id = [[player]] [[execFSM]] "test.fsm";</code> | ||
Line 38: | Line 45: | ||
|x3= <code>_handle = [[execFSM]] "test.fsm";</code> | |x3= <code>_handle = [[execFSM]] "test.fsm";</code> | ||
| [[FSM]], [[FSM Editor Manual]], [[execVM]], [[call]], [[spawn]], [[exec]], [[commandFSM]], [[completedFSM]], [[doFSM]], [[getFSMVariable]], [[setFSMVariable]] | |seealso= [[FSM]], [[FSM Editor Manual]], [[execVM]], [[call]], [[spawn]], [[exec]], [[commandFSM]], [[completedFSM]], [[doFSM]], [[getFSMVariable]], [[setFSMVariable]] | ||
}} | }} | ||
{{GameCategory|tkoh|Scripting Commands}} | {{GameCategory|tkoh|Scripting Commands}} | ||
{{GameCategory|arma3|Scripting Commands}} | {{GameCategory|arma3|Scripting Commands}} | ||
Revision as of 01:19, 14 June 2021
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.
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. - 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
-
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