48 Error(
"use trigger, but trigger null");
64 m_Timer.Run(
ms / 1000.0,
this,
"OnDelayedStart",
null,
false);
114 m_FSM.GetCurrentState().OnUpdate(
dt);
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)
void DelayedStart(float ms)
const float c_TriggerTimeoutMS
ref BotStateBase m_BotTest
ref BotTrigger m_BotTrigger
void SetInstanceType(DayZPlayerInstanceType t)
DayZPlayerInstanceType m_InstanceType
bool ProcessEvent(BotEventBase e)
void Start(bool use_trigger, BotTrigger trigger=null)
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 PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...