48 Error(
"use trigger, but trigger null");
64 m_Timer.Run(ms / 1000.0,
this,
"OnDelayedStart", null,
false);
114 m_FSM.GetCurrentState().OnUpdate(dt);
163 m_FSM.SetInitialState(BotIdle);
171 botDebugSpam(
"[botfsm] Processed event e=" + e.ToString());
176 botDebugSpam(
"[botfsm] FSM refused to process event (no transition): src=" +
m_FSM.GetCurrentState().ToString() +
" event=" + e.ToString());
void botDebugSpam(string s)
void botDebugPrint(string s)
FSMTransition< BotStateBase, BotEventBase, BotActionBase, BotGuardBase > BotTransition
void Start()
Plays all elements this effects consists of.
represents event that triggers transition from state to state
Bot Finite State Machine (Hierarchical)
protected ref BotFSM m_FSM
protected DayZPlayerInstanceType m_InstanceType
protected const float c_TriggerTimeoutMS
protected ref Timer m_Timer
protected void OnDelayedStart()
protected ref BotStateBase m_BotTest
protected const float c_UpdateMS
bool ProcessEvent(BotEventBase e)
protected ref BotTrigger m_BotTrigger
protected void OnTrigger()
void DelayedStart(float ms)
void SetInstanceType(DayZPlayerInstanceType t)
void Start(bool use_trigger, BotTrigger trigger=null)
protected bool m_UseTrigger
protected bool m_Triggered
represent weapon state base
provides access to slot configuration
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
override bool CheckTrigger()
void MyBotTrigger(PlayerBase p)
DayZPlayerInstanceType
defined in C++
void Error(string err)
Messagebox with error message.
proto void Print(void var)
Prints content of variable to console/log.