FSM: Difference between revisions

From Unofficial EFPSE wiki Extended
Jump to navigation Jump to search
(Manual updates)
(Updates to fall in line with version 1.8.1)
Line 5: Line 5:
===== Best practices =====
===== Best practices =====
Never have a space or tab Infront 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  
Never have a space or tab Infront 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  




Line 21: Line 22:
There's also an additional state for weapons called ALTATTACK and can be used to use your weapon with right mouse button.
There's also an additional state for weapons called ALTATTACK and can be used to use your weapon with right mouse button.


==== Actions: ====
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.
 
=== Actions: ===
 
===== '''<u>Weapons Decorations and Enemies</u>''' =====
 
====== 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


====== '''NONE''' ======
'''MODULO name $value''' - performs modulo operation on the value of a variable
empty. Does nothing.


====== '''ATTACK''' ======
'''CLAMP name $min $max''' - confines the value of a variable between min and max
weapon or enemy attack


====== '''READY''' ======
====== Jumps ======
sets if entity is ready to attack. Mandatory after enemy or weapon attack
'''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.
'''FLEE'''  
sets a flee state for the enemy that makes them run away


====== '''HURT''' ======
'''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.
sets a hurt state for the enemy. This can work with the FLEE state for example, HURT FLEE will set the enemy to flee after taking damage for a short time.


====== '''SOUND 0''' ======
'''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.
plays a sound, 0


number of a loaded sound (see earlier)
'''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.


====== '''SOUNDANDATTACK 0''' ======
'''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.
does attack and plays sound in one action.


====== '''SETVAR name value''' ======
'''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.
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.  


====== '''CLAMP var min max''' ======
'''JUMPIFHPLESS $value state''' - moves to another state if hp is lower than specified value (0 = no health, 1 = 100% health)
confines the variable 'var' between min and max. Sets var to min if its below min, sets var to max if its above max.


====== '''INCREMENT name value''' ======
===== <u>Other</u> =====
increments the value of a variable, i.e. increases by 1.
'''NONE''' - empty. Does nothing.


====== '''DECREMENT name value''' ======
'''READY''' - sets if entity is ready to attack. Mandatory after enemy or weapon attack.
decrements the value of a variable, i.e. decreases by 1.


====== '''JUMPIFEQUALS variable value state''' ======
'''SOUND $value''' - plays a sound, value - number of a loaded sound (see earlier).
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''' ======
'''SOUNDANDATTACK $value''' - does attack and plays sound in one action.
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''' ======
'''PLAYERSPEED $value''' - controls player's movement speed. 1 = normal, 0.5 = half, 2 = double, etc..
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''' ======
'''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.
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''' ======
'''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.
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''' ======
'''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.
moves to another state if variable value less to the one we want. You can also use global. and map. prefixes.


====== '''JUMPIFLESSAMMO state''' ======
'''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.
moves to another value if ammo in magazine is lower than maximum (weapons only).


====== '''JUMPIFNOAMMO state''' ======
===== '''<u>Weapons and Enemies</u>''' =====
moves to another state if magazine is empty (weapons only).
'''ATTACK''' - weapon or enemy attack


====== '''GIVEAMMO''' ======
===== '''<u>Enemies and Decorations</u>''' =====
gives 1 ammo to a magazine. (weapons only).
'''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.


====== '''TAKEAMMO''' ======
'''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).
takes one ammo from magazine (weapons only).


====== '''RELOAD''' ======
====== '''Enemies only''' ======
reloads magazine (weapons 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.


====== '''MUZZLEFLASH''' ======
====== '''Weapons only''' ======
shows muzzle flash (weapons only).
'''JUMPIFLESSAMMO state''' - moves to another value if ammo in magazine is lower than maximum.


====== '''PARTICLES imageindex i,l,x,y,z dx,dy,dz''' - creates particles. imageindex ======
'''JUMPIFNOAMMO state''' - moves to another state if magazine is empty.
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''' ======
'''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.
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. Any value can be replaced with a variable


====== '''EXPLOSION name radius''' ======
'''TAKEAMMO [$value: 1] [fromTotal?: 0]''' - takes ammo from the weapon.
creates an explosion with a name and radius where name is name of explosion sprites. Sprites must be place in Data/Sprites/Effects (enemies only).


====== '''SPAWN name x,y,z f,v''' ======
'''SETAMMO $value [fromTotal?: 0]''' - directly sets the weapon's ammo.
creates an entity with a name (enemies and decoration) or a keyword (Key1, Key2, Key3, Hp1, Hp2, Hp3, Hp4, Ammo1, Ammo2, Ammo3... etc.). x,y,z - just like with particles, f - front velocity when spawned, v - vertical velocity when spawning. (enemies and decorations only).


====== '''PLAYERSPEED''' ======
'''RELOAD''' - reloads magazine.
controls player's movement. You can only entirely freeze the movement (if set to 0) and enable it back (if set to 1), or double it (if set to 2).


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.
'''MUZZLEFLASH''' - shows muzzle flash.


'''WEAPONSTAT 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:'''<blockquote><code>image Weapon 0 7</code>
'''Basic FSM for a weapon:'''<blockquote><code>image Weapon 0 7</code>



Revision as of 21:38, 24 February 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 Infront 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


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 apropriate 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.

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.

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.

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.

WEAPONSTAT 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 alt attack:

state ALTATTACK IDLE 0

frame 1 0 0 0 NONE

frame 2 0 0 0 SOUNDATTACK 0     (plays the attack sound)

frame 3 0 0 0 MUZZLEFLASH         (Sets the muzzel flash)

frameset 4 28 0 0 0 NONE               (This plays frames 4 through to 28 so that you don't have to write out each line)

frame 29 0 0 0 ATTACK          (sets the attack)

frame 30 0 0 0 READY

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

Basic FSM for ALT fire:

image ColtNavy 0 12

sound ColtNavyFire

sound ColtNavyReload

state IDLE NONE 0

frame 1 0.1 0 0 0 NONE

frame 1 0.1 0 0 0 READY

state ATTACK IDLE 0

frame 2 0.10 0 0 0 NONE

frame 3 0.10 0 0 0 NONE

frame 4 0.10 0 0 0 SOUNDANDATTACK 0

frame 5 0.10 0 0 0 MUZZLEFLASH

frame 6 0.10 0 0 0 NONE

frame 7 0.10 0 0 0 READY

state ALTATTACK IDLE 0

frame 8 0.04 0 0 0 NONE

frame 8 0.04 0 0 0 JUMPIFNOAMMO IDLE

frame 8 0.04 0 0 0 READY

frame 9 0.04 0 0 0 SOUNDANDATTACK 0

frame 10 0.04 0 0 0 MUZZLEFLASH

frame 10 0.04 0 0 0 JUMPIFNOAMMO IDLE

frame 11 0.04 0 0 0 READY

frame 9 0.04 0 0 0 SOUNDANDATTACK 0

frame 10 0.04 0 0 0 MUZZLEFLASH

frame 10 0.04 0 0 0 JUMPIFNOAMMO IDLE

frame 11 0.04 0 0 0 READY

frame 11 0.04 0 0 0 SOUNDANDATTACK 0

frame 10 0.04 0 0 0 MUZZLEFLASH

frame 9 0.04 0 0 0 NONE

frame 8 0.04 0 0 0 READY

state RELOAD IDLE 0

frame 1 0 0 0 0 NONE

frame 1 0.1 0 0 0 SOUND 1

frame 1 0.1 0 200 0 NONE

frame 1 0.1 0 200 0 RELOAD