FSM command dictionary

FSM files help.

FSM command dictionary

Unread postby lightntangy » Sun, 27th Jul 2008 9:31

Redited. ty to all who have contributed

hey ive startening the fsm to be seen more easily by d to mod the fsm files and seem to be failing in some areas, and then i had a thought! (which is amazing as i usually dont get any ideas). my idea is to build a fsm dictionary with a example and a short description of how it is used and when they are useful.
ill start with 1

Example
action StartLook("LookProximity", 0.5)

Description
Tells the dinosaur to look around it's area, moving it's head every 0.5 seconds.

Example
action ClearTarget()

Description
Tells the dinosaur to clear it's target, meaning it no longer has a target.

Example
action SetSpeedModifierWalk(1.0)
action SetRunMode(false)

Description
These two really come together. It's say walk at 100% walking speed.

Example
action SetSpeedModifier(1.0)
action SetRunMode(true)

Description
These two really come together. It's say run at 100% running speed.

Example
action SetRandomTimerBetween(4, 1.0, 2.0)

Description
Sets a timer that runs either 1 second, 2 seconds or somewhere in between. The timers are dedicated to different numbers and so you can have different numbered timers running simultaneously. So this is timer 4.

Example
action AcquireClosestAliveUnit()

Description
Gets the dino to make the closest alive unit (dinosaur/fodder/MAYBE humans) its target. If it can't find anything, it either has no target or it keeps the one it had before.


example
action SetVisibility(0.6)
description
can be used to used set how easily a target can be seen. By raising the number within the brackets it will cause the object running it to be seen more easily.


-Edited-
Example
action ClearTarget()

Discription
Will Clear current target of the dino

-------------------------------------------------------

Example
action StopAnim("fan", "up_lp")

Discription
stops the animation shown within the brackets.

-------------------------------------------------------

Example
action PlayAnimLooping("fan", "dn_lp", false, -1.0, 1.0)

Discription
plays the animation over and over until told when to stop.

-------------------------------------------------------

Example
Action SetRunMode(true)

Discription
sets the dinosaur to be running.

-------------------------------------------------------

Example
action SetSpeedModifierWalk(1.0)

Description
not quite sure but i believe it changes the walking speed 1 being normal and
changing it down to make them move slower and up to move faster.

-------------------------------------------------------

Example
action SetFlockImpulse(false)

Description
either sets the dino to flock or not to flock.

-------------------------------------------------------

Example
action SetStandStill()

Description
sets the dino to stand still

-------------------------------------------------------

Example
action SetWalkBackMode(true)

Description
sets the dino to walk backwards

-------------------------------------------------------

Example
action StepBackFromTarget(10.0)

Description
makers the dino step back from the dino, the number in the brackets is how far

-------------------------------------------------------

Example
action SetLockFacing(true)

Description
Locks the direction the dino is facing

-------------------------------------------------------

Example
action StopLook()

Description
stops the dino looking around

-------------------------------------------------------

Example
action PlayAnim("idle", "chew_lp", false)

Description
plays an animation

--------------------------------------------------------

Example
action SetAutoMovementBlend(true)

Description
sets dinos to walk around

--------------------------------------------------------

Example
goto EatExitEnd

Description
starts up a staten name of the state goes after the word goto

--------------------------------------------------------

Example
action SetRageIcon(true)

Discription
displays the rage icon above the dinos head

--------------------------------------------------------

Example
action SetRampageTime(600.0, true)

Discription
amount of time the dino will rampage for

--------------------------------------------------------

Example
action LockMachine(true)

Discription
keeps the dino in the Fsm running the same machine

--------------------------------------------------------

Example
action StopAllRandomAnimations()

Description
stops all random animations from playing

--------------------------------------------------------

Example
action UpdateRampageHealth(true)

Description
Updates health of dino while rampaging or sedated.

--------------------------------------------------------

Example
action AddRandomAnimation("special", "flicktail", 5.0, 25.0)

Description
adds a random animation to be played at randomly determined intervals

--------------------------------------------------------

Example
action AcquireTarget("lure")

Description
makes the dino face a target this time it it a lure

--------------------------------------------------------

Example
action AvoidTarget(200.0, true)

Description
Sets the dino to avoid his target by a certain distance displayed in the brackets

--------------------------------------------------------

Example
action StartLook("LookRandom", 1.5)

Description
sets the dino to look around

--------------------------------------------------------

Example
action LockTargetTerritoryBhvr(true)

Description
Sets the dino and his target to lock the territiorial behaviour, which can either cause them to enter a death duel
and flee

--------------------------------------------------------

Example
action SetRandomTimerBetween(2, 5.0, 7.0)

Description
sets a timer so that differant actions can be carried out if the times are meet (times set in bracket)

=================================================================================================================
=================================================================================================================
=================================================================================================================
=================================================================================================================
=================================================================================================================

Transitions
A transition is a question that needs to be passed to perform the action below.

------------------------------------------------------------------------------------------------------------------

Example
transition IamSmall() == True

Description
asks if the dino is small, and if he is he can continue on

-------------------------------------------------------

Example
transition GetVariable("health") < 400.0

Description
Asks if the dinos health is less than 400

-------------------------------------------------------

Example
transition AcquireTarget("aggressor")

Description
asks if there is a carnivore within the area, adn if there is he can continue the scripts below

-------------------------------------------------------

Example
transition InTargetProximity(180.0, true) == false

Description
asks if the dino is close or not to his current target

-------------------------------------------------------

Example
transition IsNextDrive("Dead")

Description
asks what the next drive will be.

-------------------------------------------------------

Example
transition AnimStateFinished("call")

Description
the dino can continue if he has finished playing the required animation state

-------------------------------------------------------

Example
transition AcquireDinoTargetInProximity(40.0, 100.0)

Description
not quite sure but i believe it, asks the dino to aquire a dino within his proximity, correct me if im wrong

-------------------------------------------------------

Example
transition WillTargetCommunicate() == false

description
asks if the target dino is replying to him/her depending on what you prefer

-------------------------------------------------------

Example
transition IsTargetSmallerThanMe()

Description
asks if the target is smaller than the dino who is running the script.

-------------------------------------------------------

Example
transition IsTargetLargerThanMe()

Description
asks if the target is larger than the dino who is running the script.

-------------------------------------------------------

Example
transition IsTimerUp(3)

description
related with the timer transition above works with the number is the brackets

-------------------------------------------------------

Example
Last edited by lightntangy on Mon, 4th Aug 2008 3:13, edited 3 times in total.
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Re: FSM command dictionary

Unread postby Eternal_Rocker_Chick » Sun, 27th Jul 2008 10:26

That, is actually a REALLY good idea.
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Re: FSM command dictionary

Unread postby lightntangy » Tue, 29th Jul 2008 5:51

ill wright as much as i can tonight and post it later :mrgreen: if others can post what they know it would be apreciated
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Re: FSM command dictionary

Unread postby Melea Lord » Tue, 29th Jul 2008 9:59

They said that about the constant.ini one, it was, but people stopped bothering to post.

action StartLook("LookProximity", 0.5)
Tells the dinosaur to look around it's area, moving it's head every 0.5 seconds.

action ClearTarget()
Tells the dinosaur to clear it's target, meaning it no longer has a target.

action SetSpeedModifierWalk(1.0)
action SetRunMode(false)
These two really come together. It's say walk at 100% walking speed.

action SetSpeedModifier(1.0)
action SetRunMode(true)
These two really come together. It's say run at 100% running speed.

action SetRandomTimerBetween(4, 1.0, 2.0)
Sets a timer that runs either 1 second, 2 seconds or somewhere in between. The timers are dedicated to different numbers and so you can have different numbered timers running simultaneously. So this is timer 4.

transition GetVariable("foodenergy") > 0.9
This is a question. It asks if the dinosaur has a foodenergy variable of 0.9. This means that if the hunger bar is 0.1 full, it will go down this transition.

transition HasTarget() == false
A question. It asks if the dinosaur doesn't have a target. Replacing the false with true OR removing the false and "=" will ask if the dinosaur has a target.

transition SeekTarget(true, false) == false
Now this is where it's going to get complicated. There are numerous seek offsets, seektarget being one of them. Different offsets are good for different things. For example, with the GEP v2 dilo, It has a different search offset for when it approaches a target in comatose to deliver the final blow.
This is asking if the dino isn't use the seektarget search offset. There are three ways to go on from this. Either switch offset, re-start the search or force it to use the offset via putting into a command:

Code: Select all
   state LEatTarget
   {
      transition SeekTarget(true, false) == false
      {
         action SeekTarget(true, false)
      }
   }


I might do some more later.
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Re: FSM command dictionary

Unread postby Eternal_Rocker_Chick » Tue, 29th Jul 2008 21:59

action StartLook("LookProximity", 0.5)
Tells the dinosaur to look around it's area, moving it's head every 0.5 seconds.


I've always thought that ran the LookProx fsm file
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Re: FSM command dictionary

Unread postby lightntangy » Wed, 30th Jul 2008 2:08

hey thought id get a proper start at it so here is what ive done, please correct me if im not correct.
And thank you to ERC for showing enthusiasm about my idea.
this is what ive done so far



Example
action ClearTarget()

Discription
Will Clear current target of the dino

-------------------------------------------------------

Example
action StopAnim("fan", "up_lp")

Discription
stops the animation shown within the brackets.

-------------------------------------------------------

Example
action PlayAnimLooping("fan", "dn_lp", false, -1.0, 1.0)

Discription
plays the animation over and over until told when to stop.

-------------------------------------------------------

Example
Action SetRunMode(true)

Discription
sets the dinosaur to be running.

-------------------------------------------------------

Example
action SetSpeedModifierWalk(1.0)

Description
not quite sure but i believe it changes the walking speed 1 being normal and
changing it down to make them move slower and up to move faster.

-------------------------------------------------------

Example
action SetFlockImpulse(false)

Description
either sets the dino to flock or not to flock.

-------------------------------------------------------

Example
action SetStandStill()

Description
sets the dino to stand still

-------------------------------------------------------

Example
action SetWalkBackMode(true)

Description
sets the dino to walk backwards

-------------------------------------------------------

Example
action StepBackFromTarget(10.0)

Description
makers the dino step back from the dino, the number in the brackets is how far

-------------------------------------------------------

Example
action SetLockFacing(true)

Description
Locks the direction the dino is facing

-------------------------------------------------------

Example
action StopLook()

Description
stops the dino looking around

-------------------------------------------------------

Example
action PlayAnim("idle", "chew_lp", false)

Description
plays an animation

--------------------------------------------------------

Example
action SetAutoMovementBlend(true)

Description
sets dinos to walk around

--------------------------------------------------------

Example
goto EatExitEnd

Description
starts up a staten name of the state goes after the word goto

--------------------------------------------------------

Example
action SetRageIcon(true)

Discription
displays the rage icon above the dinos head

--------------------------------------------------------

Example
action SetRampageTime(600.0, true)

Discription
amount of time the dino will rampage for

--------------------------------------------------------

Example
action LockMachine(true)

Discription
keeps the dino in the Fsm running the same machine

--------------------------------------------------------

Example
action StopAllRandomAnimations()

Description
stops all random animations from playing

--------------------------------------------------------

Example
action UpdateRampageHealth(true)

Description
Updates health of dino while rampaging or sedated.

--------------------------------------------------------

Example
action AddRandomAnimation("special", "flicktail", 5.0, 25.0)

Description
adds a random animation to be played at randomly determined intervals

--------------------------------------------------------

Example
action AcquireTarget("lure")

Description
makes the dino face a target this time it it a lure

--------------------------------------------------------

Example
action AvoidTarget(200.0, true)

Description
Sets the dino to avoid his target by a certain distance displayed in the brackets

--------------------------------------------------------

Example
action StartLook("LookRandom", 1.5)

Description
sets the dino to look around

--------------------------------------------------------

Example
action LockTargetTerritoryBhvr(true)

Description
Sets the dino and his target to lock the territiorial behaviour, which can either cause them to enter a death duel
and flee

--------------------------------------------------------

Example
action SetRandomTimerBetween(2, 5.0, 7.0)

Description
sets a timer so that differant actions can be carried out if the times are meet (times set in bracket)

=================================================================================================================
=================================================================================================================
=================================================================================================================
=================================================================================================================
=================================================================================================================

Transitions
A transition is a question that needs to be passed to perform the action below.

------------------------------------------------------------------------------------------------------------------

Example
transition IamSmall() == True

Description
asks if the dino is small, and if he is he can continue on

-------------------------------------------------------

Example
transition GetVariable("health") < 400.0

Description
Asks if the dinos health is less than 400

-------------------------------------------------------

Example
transition AcquireTarget("aggressor")

Description
asks if there is a carnivore within the area, adn if there is he can continue the scripts below

-------------------------------------------------------

Example
transition InTargetProximity(180.0, true) == false

Description
asks if the dino is close or not to his current target

-------------------------------------------------------

Example
transition IsNextDrive("Dead")

Description
asks what the next drive will be.

-------------------------------------------------------

Example
transition AnimStateFinished("call")

Description
the dino can continue if he has finished playing the required animation state

-------------------------------------------------------

Example
transition AcquireDinoTargetInProximity(40.0, 100.0)

Description
not quite sure but i believe it, asks the dino to aquire a dino within his proximity, correct me if im wrong

-------------------------------------------------------

Example
transition WillTargetCommunicate() == false

description
asks if the target dino is replying to him/her depending on what you prefer

-------------------------------------------------------

Example
transition IsTargetSmallerThanMe()

Description
asks if the target is smaller than the dino who is running the script.

-------------------------------------------------------

Example
transition IsTargetLargerThanMe()

Description
asks if the target is larger than the dino who is running the script.

-------------------------------------------------------

Example
transition IsTimerUp(3)

description
related with the timer transition above works with the number is the brackets

-------------------------------------------------------

Example

Add what you what or improve what ive done ill add more later as i work em out :)
help would be greatly appreciated
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Re: FSM command dictionary

Unread postby Melea Lord » Wed, 30th Jul 2008 7:54

Eternal_Rocker_Chick wrote:
action StartLook("LookProximity", 0.5)
Tells the dinosaur to look around it's area, moving it's head every 0.5 seconds.


I've always thought that ran the LookProx fsm file


Just realised that :facepalm:

And that's just... simple.
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Re: FSM command dictionary

Unread postby Eternal_Rocker_Chick » Wed, 30th Jul 2008 15:36

lightntangy, why don't you just keep editing your first post, so we can eventually build up the list. Keep it orderly too, so the transitions and actions are seperate to eachother.
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Re: FSM command dictionary

Unread postby V-Raptor » Wed, 30th Jul 2008 15:41

is there any command to make the dino attack the weakest target?
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Re: FSM command dictionary

Unread postby moddedman » Wed, 30th Jul 2008 21:04

No there isnt but you can try to make the dino target the weakest it will take alot of FSM modding. But you can make a dinosaur attack the closes target near him by setting a proximity i think.
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Re: FSM command dictionary

Unread postby Melea Lord » Wed, 30th Jul 2008 21:37

No there isnt but you can try to make the dino target the weakest it will take alot of FSM modding. But you can make a dinosaur attack the closes target near him by setting a proximity i think.


There's a separate command to attack closest alive unit:

action AcquireClosestAliveUnit()
Gets the dino to make the closest alive unit (dinosaur/fodder/MAYBE humans) its target. If it can't find anything, it either has no target or it keeps the one it had before.
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Re: FSM command dictionary

Unread postby moddedman » Thu, 31st Jul 2008 0:03

Oh sweet ML, i never new about that one thank you! Now i can make my new mod easier! :x3:
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Re: FSM command dictionary

Unread postby lightntangy » Sat, 2nd Aug 2008 9:31

ok i will continue posting the thingies up and ill add to first post
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Re: FSM command dictionary

Unread postby ankilosaurus » Sat, 20th Sep 2008 15:26

is there a transition like:
Code: Select all
transition AcquireTarget("aggressor")

but specifying the unit, e.g. spino??
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Re: FSM command dictionary

Unread postby Eternal_Rocker_Chick » Tue, 23rd Sep 2008 20:49

No, you can't specify individual units i'm afraid
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