FSM: Difference between revisions
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===== Best practices ===== | ===== Best practices ===== | ||
Never have a space or tab | Never have a space or tab in front of any string. (White space is also counted when the engine reads the FSM/Script or script and unexpected spaces will break the FSM/Script | ||
0.0167 - is exactly how long a single frame lasts for 60fps games. Numbers too small put too much pressure on the engine and it simply starts skipping frames altogether so a FSM should read like | |||
frame 1 0.01 0 0 0 NONE anything lower then 0.01 will cause the engine to miss those frames | |||
'''image Decoration 0 3''' - loads sprites and adds them to a list. They are numbered from 0. In this case this command will load every sprite from "Decoration0" to "Decoration3". Sprites must be placed in Data/Sprites/ with | '''IMPORTANT''' | ||
The first line of any given state should always be NONE as this line is simply ignored due to am ongoing bug. By using NONE on the first line you cab circumvent this bug allowing the rest of your states to function as expected. | |||
'''image Decoration 0 3''' - loads sprites and adds them to a list. They are numbered from 0. In this case this command will load every sprite from "Decoration0" to "Decoration3". Sprites must be placed in Data/Sprites/ with appropriate entity folder (Decorations or [[Enemies]]) or weapons(Weapons). e.g. "Data/Sprites/Decorations". Weapon sprites MUST have frame 0 which is used for sprites on the floor. | |||
'''image Decoration''' - will load only one sprite (in this case named "Decoration") and add it to a list. | '''image Decoration''' - will load only one sprite (in this case named "Decoration") and add it to a list. | ||
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All key words are '''CASE SENSITIVE!''' Also be wary of whitespaces, they are important for engine to correctly parse parameters. Only latin characters are allowed. | All key words are '''CASE SENSITIVE!''' Also be wary of whitespaces, they are important for engine to correctly parse parameters. Only latin characters are allowed. | ||
'''Frame delays are the amount of time it takes for the frame to be displayed. It affects how long the *previous* frame is on the screen, not the *current* frame.''' | |||
=== States === | |||
Each of the state machines in EFPSE have built in states that the engine requires these entities to have. As stated before you can define others yourself but these are the built-in states that each of the entities expect to be defined. | |||
==== Decorations ==== | |||
'''IDLE:''' This is the first state the '''Decoration''' state machine will enter. | |||
'''DEATH:''' If at any point the '''Decoration''' HP is less than or zero the decoration will move to this state. | |||
'''DEAD:''' The dead state is where the '''Decoration''' state machine halts. Every entity in the engine has access to this state and is used in conjunction with the setting remove after break. Which will remove a decoration after it has zero hp. | |||
==== Weapons ==== | |||
'''IDLE:''' This is the first state the '''Weapon''' state machine will enter, ''if there is no draw state defined.'' | |||
'''DRAW:''' '''Weapon''' state machine will enter this state upon switching to the '''Weapon''' in game. | |||
'''HOLSTER''': '''Weapon''' state machine will enter this state upon switching from this '''Weapon''' in game. | |||
'''ATTACK:''' As long as ready has been called, '''Weapon''' state machine will enter this state once the left mouse button has been clicked | |||
'''ALTATTACK:''' As long as ready has been called, '''Weapon''' state machine will enter this state once the right mouse button has been clicked. | |||
'''RELOAD: Weapon''' state machine enters this state when player hits the reload key (r). | |||
==== Enemies ==== | |||
'''IDLE:''' This is the first state the '''Enemy''' state machine will enter. | |||
'''SEE:''' The '''Enemy''' state machine will enter the state upon seeing the player. | |||
'''CHASE:''' When the '''Enemy''' state machine is in this state, the '''Enemy''' state machine will chase the player. | |||
'''ATTACK:''' When the '''Enemy''' state machine is in this state, the '''Enemy''' state machine will attack the player. However this attack must be explicitly defined; see [[weapon and enemy actions]]. | |||
'''FLEE:''' When the '''Enemy''' state machine is in this state, the '''Enemy''' state machine will flee from the player. | |||
'''HURT:''' When the '''Enemy''' is hurt they will go into this state and they will also spawn blood specified by the '''Enemy''' 's Blood image in the '''Enemies''' setting window. | |||
'''DEATH:''' If at any point if the HP of the '''Enemy''' drops to zero or below, the '''Enemy''' state machine will enter this state. | |||
'''DEAD:''' When the '''Enemy''' is in this state, the '''Enemy''' state machine will terminate and will be removed if the ''delete after death optio''n is selected and the '''Enemy''' settings window. | |||
=== Actions: === | === Actions: === | ||
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'''PARTICLES imageindex i,l,x,y,z dx,dy,dz''' - creates particles. imageindex - number of sprite loaded, i - number of particles, l - particle lifetime, x,y,z - coordinates. Coordinates are local to enemy or player, meaning that 0,0,1 will always be in front of enemy or player. x - side offset, y - vertical offset, z - forward offset. dx,dy,dz - particle velocity. Also local to entity. | '''PARTICLES imageindex i,l,x,y,z dx,dy,dz''' - creates particles. imageindex - number of sprite loaded, i - number of particles, l - particle lifetime, x,y,z - coordinates. Coordinates are local to enemy or player, meaning that 0,0,1 will always be in front of enemy or player. x - side offset, y - vertical offset, z - forward offset. dx,dy,dz - particle velocity. Also local to entity. | ||
'''CUSTOMPARTICLE $id $lifetime $x,$y,$z $dx,$dy,$dz $scale $gravity''' - creates one custom particle. id - which particle image to use (shared between all entities, loaded from "Particles\CustomX.png", X is the particleID), lifetime and xyz are the same as in PARTICLES. dx,dy,dz are always exact values, and will not be randomised. scale affects the particle size. gravity is the fall strength. | '''CUSTOMPARTICLE $id $lifetime $x,$y,$z $dx,$dy,$dz $scale $gravity''' - creates one custom particle. id - which particle image to use (shared between all entities, loaded from "Particles\CustomX.png", X is the particleID), lifetime and xyz are the same as in PARTICLES. dx,dy,dz are always exact values, and will not be randomised. scale affects the particle size. gravity is the fall strength.<blockquote>Please note If you want to use CUSTOMPARTICLE command in FSM, you must be aware of the fact, that the first custom particle must be always named as "Custom0". Not "Custom1" or any other number. Counting starts from 0. | ||
'''SETVAR name $value''' - sets variable to a certain value. You can use RANDOM(0,100) instead of value. The value will be randomized from 0 to 100. You can also use global. and map. prefixes to set global or map variables (see [[Scripting]]). value can be set to LASTDAMAGE, HP or MAXHP to retrieve the last amount of damage the entity received, its current hp, or its max hp. | To add to that, if you want to use particle that is named "Custom4" - this means that you must have all previous particles to exist and named in order: "Custom0", "Custom1","Custom2" and "Custom3". If you named your particle as "Custom20" - you must have 20 particles named appropriately before it, no gaps in counting, otherwise it wont load. </blockquote>'''SETVAR name $value''' - sets variable to a certain value. You can use RANDOM(0,100) instead of value. The value will be randomized from 0 to 100. You can also use global. and map. prefixes to set global or map variables (see [[Scripting]]). value can be set to LASTDAMAGE, HP or MAXHP to retrieve the last amount of damage the entity received, its current hp, or its max hp. | ||
'''MODELTEXTURE path [name]''' - if a 3d model is used, sets the texture. Path is a texture path relative to your project directory (Textures/wallTexture.png). If a variable name is specified after the path, any $ symbols in the path will be replaced with that variable's value. Textures are cached when they are first used, allowing you to preload them for performance if required. | '''MODELTEXTURE path [name]''' - if a 3d model is used, sets the texture. Path is a texture path relative to your project directory (Textures/wallTexture.png). If a variable name is specified after the path, any $ symbols in the path will be replaced with that variable's value. Textures are cached when they are first used, allowing you to preload them for performance if required. | ||
'''SPAWN name x,y,z f,v''' - creates an entity with a name (enemies and decoration) or a keyword (Key1, Key2, Key3, Hp1, Hp2, Hp3, Hp4, Armour1, Armour2, Armour3, Armour4). x,y,z - just like with particles, f - front velocity when spawned, v - vertical velocity when spawning. | |||
'''HUDIMG $imageName $x $y $scale $path $layer''' - Exactly the same the "hud image" command. Creates or updates a hud image. Using the same imageName will replace the previous hud image with that name. Using 'HUDIMG imageName' without any other parameters will remove the specified hud image. | |||
'''CAMSPEED $speedMultiplier''' - Sets a multiplier value to use for the player's camera rotation speed. 1 = normal, 0 = frozen, 2 = double, etc... | |||
===== '''<u>Weapons and Enemies</u>''' ===== | ===== '''<u>Weapons and Enemies</u>''' ===== | ||
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=== Examples === | === Examples === | ||
===== '''Basic FSM for a weapon:''' ===== | |||
image Weapon 0 7 | image Weapon 0 7 | ||
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frame 10 0.166 0 0 0 NONE | frame 10 0.166 0 0 0 NONE | ||
frame 11 0.166 0 0 0 NONE | frame 11 0.166 0 0 0 NONE | ||
state DEAD NONE 0 | state DEAD NONE 0 | ||
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===== '''Basic FSM for decorations:''' ===== | ===== '''Basic FSM for decorations:''' ===== | ||
image | image Decoration 0 3 | ||
state IDLE NONE 0 | state IDLE NONE 0 | ||
frame 0 | frame 0 0.25 0 0 0 NONE | ||
frame 0 0.25 0 0 0 READY | |||
frame | |||
state DEATH DEAD 0 | state DEATH DEAD 0 | ||
frame | frame 1 0.166 0 0 0 NONE | ||
frame | frame 2 0.166 0 0 0 NONE | ||
frame | frame 3 0.166 0 0 0 NONE | ||
state DEAD NONE 0 | state DEAD NONE 0 | ||
frame | frame 3 0.25 0 0 0 NONE | ||
frame | frame 3 0.25 0 0 0 NONE | ||
<div id="progs"> | <div id="progs"> | ||
===== Environment Particles ===== | ===== Environment Particles ===== | ||
Environmental particles can now be created using the FSM command for CUSTOMPARTICLES, it works by randomizing the location the particles spawn on the x,y,z coordinates and adjusting the gravity. In this example the particle uses custom particle number 21 so the image file in the particles folder is called Custom21. Typically this folder can be found at EasyFPSEditor\Projects\YourProject\Sprites\Particles | Environmental particles can now be created using the FSM command for CUSTOMPARTICLES, it works by randomizing the location the particles spawn on the x,y,z coordinates and adjusting the gravity. In this example the particle uses custom particle number 21 so the image file in the particles folder is called Custom21. Typically this folder can be found at EasyFPSEditor\Projects\YourProject\Sprites\Particles | ||
image particles 0 1 | image particles 0 1 | ||
Latest revision as of 12:10, 11 November 2024
FSM or Finite State Machine allows you to extend sprites animation and entities behavior on general. It is a set of lines that describe what sprites enemy or decorations will have and what will they do. In short, you can change how many sprites an entity has and how fast frames will switch one another.
To add a state machine, you need to create a file with the .states extension and the name of the weapon, enemy, or decoration in the ProjectName/States folder. When adding a state machine, the attack and reload speed will no longer depend on the setting in the editor - everything will be controlled only by the duration of the frames specified in the file. In addition, all sprites and (for weapons) some of the sounds will need to be loaded manually using the image and sound commands.
Best practices
Never have a space or tab in front of any string. (White space is also counted when the engine reads the FSM/Script or script and unexpected spaces will break the FSM/Script
0.0167 - is exactly how long a single frame lasts for 60fps games. Numbers too small put too much pressure on the engine and it simply starts skipping frames altogether so a FSM should read like
frame 1 0.01 0 0 0 NONE anything lower then 0.01 will cause the engine to miss those frames
IMPORTANT
The first line of any given state should always be NONE as this line is simply ignored due to am ongoing bug. By using NONE on the first line you cab circumvent this bug allowing the rest of your states to function as expected.
image Decoration 0 3 - loads sprites and adds them to a list. They are numbered from 0. In this case this command will load every sprite from "Decoration0" to "Decoration3". Sprites must be placed in Data/Sprites/ with appropriate entity folder (Decorations or Enemies) or weapons(Weapons). e.g. "Data/Sprites/Decorations". Weapon sprites MUST have frame 0 which is used for sprites on the floor.
image Decoration - will load only one sprite (in this case named "Decoration") and add it to a list.
sound WeaponFire - will load a sound and add it to a list. They are numbered from 0. Sounds must be placed in Data/Sounds.
state IDLE NONE 0 - creates a new state, where IDLE is a name, NONE - name of the next state to jump to after this one is done (if it's NONE, current state will be looped), 0 (или 1) - sets if you want this state to interpolate model frames or not (if you use 3D models).
frame 0 0.25 0 0 0 NONE - adds a frame to the latest created state. Here 0 - number of a sprite that was loaded (see earlier), 0.25 - time this frame will be staying on screen, 0 0 0 - offset coordinates (only for weapons), NONE - action (see further down).
States shown in examples are MANDATORY to create. There might be many other states, however enemies will only move while in CHASE state. Enemy will spawn blood when in state HURT.
There's also an additional state for weapons called ALTATTACK and can be used to use your weapon with right mouse button.
Weapons can also have optional DRAW and HOLSTER states, which will be used when you switch to/from the weapon respectively. If specified, these will replace the weapon-switching animations.
All key words are CASE SENSITIVE! Also be wary of whitespaces, they are important for engine to correctly parse parameters. Only latin characters are allowed.
Frame delays are the amount of time it takes for the frame to be displayed. It affects how long the *previous* frame is on the screen, not the *current* frame.
States
Each of the state machines in EFPSE have built in states that the engine requires these entities to have. As stated before you can define others yourself but these are the built-in states that each of the entities expect to be defined.
Decorations
IDLE: This is the first state the Decoration state machine will enter.
DEATH: If at any point the Decoration HP is less than or zero the decoration will move to this state.
DEAD: The dead state is where the Decoration state machine halts. Every entity in the engine has access to this state and is used in conjunction with the setting remove after break. Which will remove a decoration after it has zero hp.
Weapons
IDLE: This is the first state the Weapon state machine will enter, if there is no draw state defined.
DRAW: Weapon state machine will enter this state upon switching to the Weapon in game.
HOLSTER: Weapon state machine will enter this state upon switching from this Weapon in game.
ATTACK: As long as ready has been called, Weapon state machine will enter this state once the left mouse button has been clicked
ALTATTACK: As long as ready has been called, Weapon state machine will enter this state once the right mouse button has been clicked.
RELOAD: Weapon state machine enters this state when player hits the reload key (r).
Enemies
IDLE: This is the first state the Enemy state machine will enter.
SEE: The Enemy state machine will enter the state upon seeing the player.
CHASE: When the Enemy state machine is in this state, the Enemy state machine will chase the player.
ATTACK: When the Enemy state machine is in this state, the Enemy state machine will attack the player. However this attack must be explicitly defined; see weapon and enemy actions.
FLEE: When the Enemy state machine is in this state, the Enemy state machine will flee from the player.
HURT: When the Enemy is hurt they will go into this state and they will also spawn blood specified by the Enemy 's Blood image in the Enemies setting window.
DEATH: If at any point if the HP of the Enemy drops to zero or below, the Enemy state machine will enter this state.
DEAD: When the Enemy is in this state, the Enemy state machine will terminate and will be removed if the delete after death option is selected and the Enemy settings window.
Actions:
Weapons Decorations and Enemies
Math
INCREMENT name [$value: 1] - increments the value of a variable, i.e. increases
DECREMENT name [$value: 1] - decrements the value of a variable, i.e. decreases
MULTIPLY name $value - multiplies the value of a variable
DIVIDE name $value - divides the value of a variable
MODULO name $value - performs modulo operation on the value of a variable
CLAMP name $min $max - confines the value of a variable between min and max
Jumps
JUMPIFEQUALS variable $value state - moves to another state if variable value equal to the one we want. You can also use global. and map. prefixes.
JUMPIFNEQUALS variable $value state - moves to another state if variable value is not equal to the one we want. You can also use global. and map. prefixes.
JUMPIFGEQUALS variable $value state - moves to another state if variable value equal or greater to the one we want. You can also use global. and map. prefixes.
JUMPIFLEQUALS variable $value state - moves to another state if variable value equal or less to the one we want. You can also use global. and map. prefixes.
JUMPIFGREATER variable $value state - moves to another state if variable value greater to the one we want. You can also use global. and map. prefixes.
JUMPIFLESS variable $value state - moves to another state if variable value less to the one we want. You can also use global. and map. prefixes.
JUMPIFHPLESS $value state - moves to another state if hp is lower than specified value (0 = no health, 1 = 100% health)
Other
NONE - empty. Does nothing.
READY - sets if entity is ready to attack. Mandatory after enemy or weapon attack.
SOUND $value - plays a sound, value - number of a loaded sound (see earlier).
SOUNDANDATTACK $value - does attack and plays sound in one action.
PLAYERSPEED $value - controls player's movement speed. 1 = normal, 0.5 = half, 2 = double, etc..
PARTICLES imageindex i,l,x,y,z dx,dy,dz - creates particles. imageindex - number of sprite loaded, i - number of particles, l - particle lifetime, x,y,z - coordinates. Coordinates are local to enemy or player, meaning that 0,0,1 will always be in front of enemy or player. x - side offset, y - vertical offset, z - forward offset. dx,dy,dz - particle velocity. Also local to entity.
CUSTOMPARTICLE $id $lifetime $x,$y,$z $dx,$dy,$dz $scale $gravity - creates one custom particle. id - which particle image to use (shared between all entities, loaded from "Particles\CustomX.png", X is the particleID), lifetime and xyz are the same as in PARTICLES. dx,dy,dz are always exact values, and will not be randomised. scale affects the particle size. gravity is the fall strength.
Please note If you want to use CUSTOMPARTICLE command in FSM, you must be aware of the fact, that the first custom particle must be always named as "Custom0". Not "Custom1" or any other number. Counting starts from 0. To add to that, if you want to use particle that is named "Custom4" - this means that you must have all previous particles to exist and named in order: "Custom0", "Custom1","Custom2" and "Custom3". If you named your particle as "Custom20" - you must have 20 particles named appropriately before it, no gaps in counting, otherwise it wont load.
SETVAR name $value - sets variable to a certain value. You can use RANDOM(0,100) instead of value. The value will be randomized from 0 to 100. You can also use global. and map. prefixes to set global or map variables (see Scripting). value can be set to LASTDAMAGE, HP or MAXHP to retrieve the last amount of damage the entity received, its current hp, or its max hp.
MODELTEXTURE path [name] - if a 3d model is used, sets the texture. Path is a texture path relative to your project directory (Textures/wallTexture.png). If a variable name is specified after the path, any $ symbols in the path will be replaced with that variable's value. Textures are cached when they are first used, allowing you to preload them for performance if required.
SPAWN name x,y,z f,v - creates an entity with a name (enemies and decoration) or a keyword (Key1, Key2, Key3, Hp1, Hp2, Hp3, Hp4, Armour1, Armour2, Armour3, Armour4). x,y,z - just like with particles, f - front velocity when spawned, v - vertical velocity when spawning.
HUDIMG $imageName $x $y $scale $path $layer - Exactly the same the "hud image" command. Creates or updates a hud image. Using the same imageName will replace the previous hud image with that name. Using 'HUDIMG imageName' without any other parameters will remove the specified hud image.
CAMSPEED $speedMultiplier - Sets a multiplier value to use for the player's camera rotation speed. 1 = normal, 0 = frozen, 2 = double, etc...
Weapons and Enemies
ATTACK - weapon or enemy attack
Enemies and Decorations
EXPLOSION name radius - creates an explosion with a name and radius where name is name of explosion sprites. Sprites must be place in Data/Sprites/Effects.
SPAWN name x,y,z f,v - creates an entity with a name (enemies and decoration) or a keyword (Key1, Key2, Key3, Hp1, Hp2, Hp3, Hp4). x,y,z - just like with particles, f - front velocity when spawned, v - vertical velocity when spawning. (enemies and decorations only).
Enemies only
PROJECTILE [$angle: 0] [absolute? 0] [$height: 0] [$spread: 0] - shoots a projectile in the specified direction. angle is in degrees. If absolute is 0, angle will be relative to the player's direction (0 = directly at player, 180 = directly away from player). If absolute is 1, angle will be an exact direction in the world. 0=North, 90 = East, etc.. Height is a relative height offset to shoot the projectile (negative = lower, positive = higher). Spread adjusts how much random jitter to apply to the projectile's direction.
Weapons only
JUMPIFLESSAMMO state - moves to another value if ammo in magazine is lower than maximum.
JUMPIFNOAMMO state - moves to another state if magazine is empty.
GIVEAMMO [$value: 1] [fromTotal?: 0] - adds ammo to the weapon. If fromTotal is set to 1, ammo is taken from the total count, otherwise it's taken from the magazine.
TAKEAMMO [$value: 1] [fromTotal?: 0] - takes ammo from the weapon.
SETAMMO $value [fromTotal?: 0] - directly sets the weapon's ammo.
RELOAD - reloads magazine.
MUZZLEFLASH - shows muzzle flash.
SETSTAT stat $value - sets one of the weapon's stats to specified value. Same available stats as the weapon command
ZOOM $value - sets the current camera zoom (-100 to 100). Negative values will zoom out. 0 = no zoom.
Examples
Basic FSM for a weapon:
image Weapon 0 7 sound WeaponFire sound WeaponReload state IDLE NONE 0 frame 1 0.25 0 0 0 NONE frame 1 0.25 0 0 0 READY state ATTACK IDLE 0 frame 2 1 0 0 0 NONE frame 3 1 0 0 0 SOUNDANDATTACK 0 frame 4 1 0 0 0 MUZZLEFLASH frame 5 1 0 0 0 READY frame 6 1 0 0 0 NONE frame 7 1 0 0 0 NONE frame 1 0.25 0 0 0 NONE frame 1 0.25 0 0 0 NONE state RELOAD IDLE 0 frame 1 0 0 0 0 NONE frame 1 0.1 0 0 0 NONE frame 1 0.1 0 200 0 NONE frame 1 0.1 0 200 0 RELOAD frame 1 0.1 0 0 0 SOUND 1
Basic FSM for enemies:
image Enemy 0 12 state IDLE NONE 0 frame 0 0.125 0 0 0 NONE frame 0 0.125 0 0 0 READY state SEE CHASE 0 frame 0 0.125 0 0 0 NONE frame 0 0.125 0 0 0 READY state CHASE NONE 0 frame 1 1 0 0 0 NONE frame 2 1 0 0 0 NONE frame 3 1 0 0 0 NONE frame 4 1 0 0 0 READY state ATTACK CHASE 0 frame 5 0.25 0 0 0 NONE frame 5 0.25 0 0 0 NONE frame 6 0.0625 0 0 0 NONE frame 6 0.0625 0 0 0 ATTACK frame 5 0.25 0 0 0 NONE frame 5 0.25 0 0 0 READY state HURT CHASE 0 frame 7 0.125 0 0 0 NONE frame 8 0.125 0 0 0 NONE state DEATH DEAD 0 frame 9 0.166 0 0 0 NONE frame 10 0.166 0 0 0 NONE frame 11 0.166 0 0 0 NONE state DEAD NONE 0 frame 12 0.125 0 0 0 NONE frame 12 0.125 0 0 0 NONE
Intermediate FSM for enemies:
image BORIS 0 455 sound AK state IDLE NONE 0 frameset 2 254 0.025 0 0 0 NONE frame 255 0.025 0 0 0 NONE frame 256 0.025 0 0 0 READY state SEE CHASE 0 frameset 262 281 0.025 0 0 0 NONE frame 282 0.025 0 0 0 NONE frame 283 0.025 0 0 0 READY state CHASE SEE 0 frameset 262 281 0.025 0 0 0 NONE frame 282 0.025 0 0 0 NONE frame 283 0.025 0 0 0 READY state ATTACK CHASE 0 frame 463 0.025 0 0 0 NONE frame 464 0.025 0 0 0 SOUNDANDATTACK 0 frameset 465 496 0.025 0 0 0 NONE frame 497 0.025 0 0 0 READY state HURT FLEE 0 frameset 286 340 0.025 0 0 0 NONE frame 341 0.025 0 0 0 NONE frame 342 0.025 0 0 0 READY state FLEE SEE 0 frameset 262 281 0.025 0 0 0 NONE frame 282 0.025 0 0 0 NONE frame 283 0.025 0 0 0 READY state SEE FLEE 0 frameset 262 281 0.025 0 0 0 NONE frame 282 0.025 0 0 0 NONE frame 283 0.025 0 0 0 READY state FLEE CHASE 0 frameset 262 281 0.025 0 0 0 NONE frame 282 0.025 0 0 0 NONE frame 283 0.025 0 0 0 READY state DEATH DEAD 0 frameset 357 453 0.025 0 0 0 NONE frame 454 0.025 0 0 0 NONE frame 455 0.025 0 0 0 NONE state DEAD NONE 0 frame 455 0.025 0 0 0 NONE
Basic FSM for decorations:
image Decoration 0 3 state IDLE NONE 0 frame 0 0.25 0 0 0 NONE frame 0 0.25 0 0 0 READY state DEATH DEAD 0 frame 1 0.166 0 0 0 NONE frame 2 0.166 0 0 0 NONE frame 3 0.166 0 0 0 NONE state DEAD NONE 0 frame 3 0.25 0 0 0 NONE frame 3 0.25 0 0 0 NONE
Environment Particles
Environmental particles can now be created using the FSM command for CUSTOMPARTICLES, it works by randomizing the location the particles spawn on the x,y,z coordinates and adjusting the gravity. In this example the particle uses custom particle number 21 so the image file in the particles folder is called Custom21. Typically this folder can be found at EasyFPSEditor\Projects\YourProject\Sprites\Particles
image particles 0 1 state IDLE NONE 0 frame 0 0.025 0 0 0 NONE frame 0 0.025 0 0 0 SETVAR p1 RANDOM(1,100) frame 0 0.025 0 0 0 SETVAR p2 RANDOM(1,50) frame 0 0.025 0 0 0 SETVAR p3 RANDOM(1,100) frame 0 0.1 0 0 0 CUSTOMPARTICLE 21 3000 $p1,$p2,$p3 0.005,0.003,0.001 0.08 -0.001 frame 0 0.025 0 0 0 SETVAR p4 RANDOM(1,100) frame 0 0.025 0 0 0 SETVAR p5 RANDOM(1,50) frame 0 0.025 0 0 0 SETVAR p6 RANDOM(1,100) frame 0 0.1 0 0 0 CUSTOMPARTICLE 21 3000 $p4,$p5,$p6 0.001,0.003,0.005 0.06 0.001 frame 0 0.025 0 0 0 READY
Click to Fire -
A setup for one shot per click so you cannot just hold down the trigger and spam bullets
image WeaponName 0 17 state IDLE NONE 0 frame 1 0.01 0 0 0 NONE frame 1 0.1 0 0 0 SETVAR global.WEAP 2 frame 1 0.01 0 0 0 SETVAR canShoot 1 frame 1 0.1 0 0 0 READY state ATTACK IDLE 0 frame 1 0.01 0 0 0 NONE frame 1 0.01 0 0 0 JUMPIFEQUALS canShoot 0 IDLE frame 1 0.01 0 0 0 SETVAR canShoot 0 frame 2 0.03 0 0 0 MUZZLEFLASH frame 4 0.03 0 0 0 SOUNDANDATTACK 0 frame 5 0.03 0 0 0 NONE frame 6 0.03 0 0 0 NONE frame 7 0.03 0 0 0 READY state RELOAD IDLE 0 frame 8 0.07 0 0 0 NONE frame 9 0.07 0 0 0 SOUND 1 frame 10 0.07 0 0 0 NONE frame 11 0.07 0 0 0 NONE frame 12 0.07 0 0 0 NONE frame 13 0.07 0 0 0 NONE frame 14 0.07 0 0 0 NONE frame 15 0.07 0 0 0 NONE frame 16 0.07 0 0 0 NONE frame 17 0.07 0 0 0 RELOAD