PiZZAD0X
PiZZAD0X
https://github.com/PiZZAD0X/Olsen-Framework-Arma-3/blob/732eae4efc878f75e40ddaacddd1cd15d9c39511/modules/headless_ai/cfgFunctions/statemachine/fn_clockwork.sqf#L105 Yup, been using a statemachine with tick system for a while, works well.
If a var determining the next check is set on a condition evaluation, it would not take into account a state transition via a condition that is lacking the `condFrequency`...
I can see the value in not adding overhead, but as of now there is only limited use of the state machine with most people opting for FSMs or even...
I think low usage is an argument in this case. Low usage of the state machine is a pity, and the most common cause I hear people say for avoiding...
@BaerMitUmlaut
- I couldn't care less about the particular var name, we could name it whatever we want. - I disagree, there are very few people that use the statemachine and...
There wouldn't be a concern over readability if it was compiled into the condition? It would also need to set/evaluate vars before the condition check and would probably require a...
```sqf if (_conditionFrequency > 0) then { _condition = compile format [QUOTE( \ true && \ { \ private _return = false; \ if ((_current getVariable [ARR_2((QQGVAR(lastCheckedState) + str _id),...
Absolutely agree, but that would require changing of the group sync if death/spectator/respawn scripts remove the player from the group right? https://github.com/diwako/diwako_dui/blob/8565d6eb8ea0a62b01cf02a275785948e450a769/addons/radar/functions/fnc_syncGroups.sqf#L32 Perhaps in conjunction with an option to disable...
> @PiZZAD0X do you plan to continue working on this? > I am not an animator and I don't mind if anyone wants to modify or add on to this....