if ((Player getVariable "SpareTime") > 0) then {...

Archives for: November 2009

Changelog 08/11/2009

Permalink 11/08/09 02:48, by jonas, Categories: RTE Changelog
RTE Capture:1.54 ArmA II ION_RTE:528 ION_RTE_Dta:528 Armed Assault ION_RTE:523 ION_RTE_Dta:523 ArmA II:Created units, while RTE is not open, are not invincible any more. Using \""Enter\"" could cause to close the RT… more »

New to ArmA 2: FSM - A sample

Permalink 11/05/09 22:53, by jonas, Categories: ArmA
Let's create the civilian script we've talked before.The civilian should stand idle until the player starts aiming at him, then he will raise his hands and surrender. But only as long as the player aims.We basically need 2 states: One where he idle… more »
3 comments »

New to ArmA 2: FSM - Scripted FSM by xeno

Permalink 11/03/09 07:49, by jonas, Categories: ArmA
So what is a scripted FSM ?A scripted FSM is simply spoken a replacement for a (SQF) script. The benefits are (from my experience) that the conditions (not the states) of a scripted FSM don't fall under the time limit per frame that normal SQF script… more »
4 comments »

Changelog 02/11/2009

Permalink 11/02/09 11:52, by jonas, Categories: RTE Changelog
RTE Capture:1.54 ArmA II ION_RTE:519 ION_RTE_Dta:514 Armed Assault ION_RTE:508 ION_RTE_Dta:441 ArmA II:Added warning if RTE Capture is not active and connected. Hopefully removed serialization error when creating a… more »

New to ArmA 2: FSM - An introduction

Permalink 11/01/09 13:11, by jonas, Categories: ArmA
This entry is not about a kind of religion, it's about the finite state machine.To be honest: It already exists in Armed Assault, but without proper documentation and proper script commands it was worthless.In ArmA II we finally has the script comm… more »
2 comments »

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