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FSM


FSM or Finite State Machine allows you to extend sprites animation and entities behavior in general. It is a set of lines that describe what sprites enemies or decorations will have and what will they do. In short, you can change how many sprites an entity has and how fast frames will switch from one to the next. You can even use it to create advanced effects(ex: custom death states, alternate attacks, excessive taunting, etc.)


To add a state machine, you need to create a file with the .states extension and the name of the weapon, enemy, or decoration in the ProjectName/States folder. Please note: the name must match exactly what you named the decoration/enemy/entity in the editor. When adding a state machine, the attack and reload speed will no longer depend on the setting in the editor - everything will be controlled only by the duration of the frames specified in the file. In addition, all sprites and (for weapons) some of the sounds will need to be loaded manually using the image and sound commands.



BEST PRACTICES:

Never have a space or tab in front of any string. (White space is also counted when the engine reads the FSM/Script or script and unexpected spaces will break the FSM/Script.


0.0167 - is exactly how long a single frame lasts for 60fps games. Numbers too small can put excessive strain on the engine and it simply starts skipping frames altogether so a FSM should read like.


PLEASE NOTE that newer DEV BUILDS can have frame times of 0. Useful for calculating multiple things per frame and allowing finer control over state changes, variable tracking, and JUMP commands.


IMPORTANT


The first line of any given state should always be NONE as this line is simply ignored due to an ongoing bug. By using NONE on the first line you can circumvent this bug allowing the rest of your states to function as expected. The first frame should also contain the first frame of the animation in question. so if you want the first frame to be "frame 34" you would set it as such. Setting it to "frame 0" can result in strange jumps, even though frame 0 doesn't run any code.


image Decoration 0 3 - loads sprites and adds them to a list. They are numbered from 0. In this case this command will load every sprite from "Decoration0" to "Decoration3". Sprites must be placed in Data/Sprites/ with appropriate entity folder (Decorations or Enemies) or weapons(Weapons). e.g. "Data/Sprites/Decorations". Weapon sprites MUST have frame 0 which is used for sprites on the floor.


image Decoration - will load only one sprite (in this case named "Decoration") and add it to a list.


sound WeaponFire - will load a sound and add it to a list. They are numbered from 0. Sounds must be placed in Data/Sounds.


state IDLE NONE 0 - creates a new state, where IDLE is a name, NONE - name of the next state to jump to after this one is done (if it's NONE, current state will be looped), 0 (или 1) - sets if you want this state to interpolate model frames or not (if you use 3D models).


frame 0 0.25 0 0 0 NONE - adds a frame to the latest created state. Here 0 - number of a sprite that was loaded (see earlier), 0.25 - time this frame will be staying on screen, 0 0 0 - offset coordinates (only for weapons), NONE - action (see further down).


States shown in examples are MANDATORY to create. There might be many other states, however enemies will only move while in CHASE state. Enemy will spawn blood when in state HURT.


There's also an additional state for weapons called ALTATTACK and can be used to use your weapon with right mouse button.


Weapons can also have optional DRAW and HOLSTER states, which will be used when you switch to/from the weapon respectively. If specified, these will replace the weapon-switching animations.


All key words are CASE SENSITIVE! Also be wary of whitespaces, they are important for engine to correctly parse parameters. Only latin characters are allowed.



Frame delays are the amount of time it takes for the frame to be displayed. It affects how long the *previous* frame is on the screen, not the *current* frame.


States

Each of the state machines in EFPSE have built in states that the engine requires these entities to have. As stated before you can define others yourself but these are the built-in states that each of the entities expect to be defined.


Decorations

IDLE: This is the first state the Decoration state machine will enter.


DEATH: If at any point the Decoration HP is less than or zero the decoration will move to this state.


DEAD: The dead state is where the Decoration state machine halts. Every entity in the engine has access to this state and is used in conjunction with the setting remove after break. Which will remove a decoration after it has zero hp.


REMOVE: removes an enemy/decoration from the game. Useful for clearing up resources if an entity is no longer needed.


Weapons

IDLE: This is the first state the Weapon state machine will enter, if there is no draw state defined.


DRAW: Weapon state machine will enter this state upon switching to the Weapon in game.


HOLSTER: Weapon state machine will enter this state upon switching from this Weapon in game.


ATTACK: As long as ready has been called, Weapon state machine will enter this state once the left mouse button has been clicked


ALTATTACK: As long as ready has been called, Weapon state machine will enter this state once the right mouse button has been clicked.


RELOAD: Weapon state machine enters this state when player hits the reload key (r).


Enemies

IDLE: This is the first state the Enemy state machine will enter.


SEE: The Enemy state machine will enter the state upon seeing the player.


CHASE: When the Enemy state machine is in this state, the Enemy state machine will chase the player.


ATTACK: When the Enemy state machine is in this state, the Enemy state machine will attack the player. However this attack must be explicitly defined; see weapon and enemy actions.


FLEE: When the Enemy state machine is in this state, the Enemy state machine will flee from the player.


HURT: When the Enemy is hurt they will go into this state and they will also spawn blood specified by the Enemy 's Blood image in the Enemies setting window.


DEATH: If at any point if the HP of the Enemy drops to zero or below, the Enemy state machine will enter this state.


*XDEATH: Same effects as DEATH upon the Enemy but not automatically entered, can be entered by Jumps or other means.


DEAD: When the Enemy is in this state, the Enemy state machine will terminate and will be removed if the delete after death option is selected and the Enemy settings window.


Actions:

Weapons Decorations and Enemies

Math

INCREMENT name [$value: 1] - increments the value of a variable, i.e. increases


DECREMENT name [$value: 1] - decrements the value of a variable, i.e. decreases


MULTIPLY name $value - multiplies the value of a variable


DIVIDE name $value - divides the value of a variable


MODULO name $value - performs modulo operation on the value of a variable


CLAMP name $min $max - confines the value of a variable between min and max


Jumps

JUMPIFEQUALS variable $value state - moves to another state if variable value equal to the one we want. You can also use global. and map. prefixes.


JUMPIFNEQUALS variable $value state - moves to another state if variable value is not equal to the one we want. You can also use global. and map. prefixes.


JUMPIFGEQUALS variable $value state - moves to another state if variable value equal or greater to the one we want. You can also use global. and map. prefixes.


JUMPIFLEQUALS variable $value state - moves to another state if variable value equal or less to the one we want. You can also use global. and map. prefixes.


JUMPIFGREATER variable $value state - moves to another state if variable value greater to the one we want. You can also use global. and map. prefixes.


JUMPIFLESS variable $value state - moves to another state if variable value less to the one we want. You can also use global. and map. prefixes.


JUMPIFHPLESS $value state - moves to another state if hp is lower than specified value (0 = no health, 1 = 100% health)


Other

NONE - empty. Does nothing.


READY - sets if entity is ready to attack. Mandatory after enemy or weapon attack.


SOUND $value - plays a sound, value - number of a loaded sound (see earlier).


SOUNDANDATTACK $value - does attack and plays sound in one action.


PLAYERSPEED $value - controls player's movement speed. 1 = normal, 0.5 = half, 2 = double, etc..


PARTICLES imageindex i,l,x,y,z dx,dy,dz - creates particles. imageindex - number of sprite loaded, i - number of particles, l - particle lifetime, x,y,z - coordinates. Coordinates are local to enemy or player, meaning that 0,0,1 will always be in front of enemy or player. x - side offset, y - vertical offset, z - forward offset. dx,dy,dz - particle velocity. Also local to entity.


PLAYERDISTANCE variable $value - distance value of player from enemy/decoration. PLAYERVISIBLE variable $value - sets whether decoration/enemy can see the player.


CUSTOMPARTICLE $id $lifetime $x,$y,$z $dx,$dy,$dz $scale $gravity - creates one custom particle. id - which particle image to use (shared between all entities, loaded from "Particles\CustomX.png", X is the particleID), lifetime and xyz are the same as in PARTICLES. dx,dy,dz are always exact values, and will not be randomised. scale affects the particle size. gravity is the fall strength.


PLEASE NOTE: If you want to use CUSTOMPARTICLE command in FSM, you must be aware of the fact, that the first custom particle must be always named as "Custom0". Not "Custom1" or any other number. Counting starts from 0. To add to that, if you want to use particle that is named "Custom4" - this means that you must have all previous particles to exist and named in order: "Custom0", "Custom1","Custom2" and "Custom3". If you named your particle as "Custom20" - you must have 20 particles named appropriately before it, no gaps in counting, otherwise it wont load.


SETVAR name $value - sets variable to a certain value. You can use RANDOM(0,100) instead of value. The value will be randomized from 0 to 100. You can also use global. and map. prefixes to set global or map variables (see Scripting). value can be set to LASTDAMAGE, HP or MAXHP to retrieve the last amount of damage the entity received, its current hp, or its max hp. *Added 'AMMO' and 'MAGAMMO' as SETVAR options.


MODELTEXTURE path [path] [variable] [update normals? 0/1] [update emissive? 0/1] - if a 3d model is used, sets the texture. Path is a texture path relative to your project directory (Textures/wallTexture.png). If a variable name is specified after the path, any $ symbols in the path will be replaced with that variable's value. Textures are cached when they are first used, allowing you to preload them for performance if required. The last two options optionally update normals and emissive textures


SPAWN name x,y,z f,v - creates an entity with a name (enemies and decoration) or a keyword (Key1, Key2, Key3, Hp1, Hp2, Hp3, Hp4, Armour1, Armour2, Armour3, Armour4). x,y,z - just like with particles, f - front velocity when spawned, v - vertical velocity when spawning.


HUDIMG $imageName $x $y $scale $path $layer - Exactly the same the "hud image" command. Creates or updates a hud image. Using the same imageName will replace the previous hud image with that name. Using 'HUDIMG imageName' without any other parameters will remove the specified hud image.


CAMSPEED $speedMultiplier - Sets a multiplier value to use for the player's camera rotation speed. 1 = normal, 0 = frozen, 2 = double, etc...


CHECKPOS [varX] [varY] [varZ] fsm action for storing the current decoration/enemy position in the specified variables. **as of Build DEV_2024-08-27_2027 (1.11 alpha 44) Y returns negative. Use ABS in your scripts varY=ABS($varY) to correct this.


SETYAW $value override a 3d model's yaw.


ADDYAW $value override 3d model's yaw.


ROTMODE [0/1/2/3] 0 = normal, 1 = always face player, 2 = freeze rotation. 3 = Allowing you to set a 3d model's rotation directly, rather than just its yaw


HEAL $value - restores a select value of HP.


HURT $value - Causes a value of damage.


SETHP $value - Directly sets the HP amount.


Weapons and Enemies

ATTACK: weapon or enemy attack


Enemies and Decorations

EXPLOSION: name radius damage - creates an explosion with a name, radius, and damage level. Where name is name of explosion sprites. Sprites must be placed in Data/Sprites/Effects. Radius sets the area the explosion will cause damage, and damage sets the amount of damage done per tick/frame. Default damage: 80.


SPAWN: name x,y,z f,v - creates an entity with a name (enemies and decoration) or a keyword (Key1, Key2, Key3, Hp1, Hp2, Hp3, Hp4). x,y,z - just like with particles, f - front velocity when spawned, v - vertical velocity when spawning. (enemies and decorations only).


Enemies only

PROJECTILE: [$angle: 0] [absolute? 0] [$height: 0] [$spread: 0] - shoots a projectile in the specified direction. angle is in degrees. If absolute is 0, angle will be relative to the player's direction (0 = directly at player, 180 = directly away from player). If absolute is 1, angle will be an exact direction in the world. 0=North, 90 = East, etc.. Height is a relative height offset to shoot the projectile (negative = lower, positive = higher). Spread adjusts how much random jitter to apply to the projectile's direction.


Weapons only

JUMPIFLESSAMMO state - moves to another value if ammo in magazine is lower than maximum.


JUMPIFNOAMMO state - moves to another state if magazine is empty.


JUMPIFNOAMMOTOTAL state - moves to another state if magazine is empty. 'no ammo' really means 'no mag ammo'.


GIVEAMMO [$value: 1] [fromTotal?: 0] - adds ammo to the weapon. If fromTotal is set to 1, ammo is taken from the total count, otherwise it's taken from the magazine.


TAKEAMMO [$value: 1] [fromTotal?: 0] - takes ammo from the weapon.


SETAMMO $value [fromTotal?: 0] - directly sets the weapon's ammo.


RELOAD - reloads magazine. Not applicable if magazine is set to 0.


MUZZLEFLASH - shows muzzle flash.


SETSTAT stat $value - sets one of the weapon's stats to specified value. Same available stats as the weapon command


ZOOM $value - sets the current camera zoom (-100 to 100). Negative values will zoom out. 0 = no zoom.


EXAMPLES


Basic FSM for a weapon:


image Weapon 0 7


sound WeaponFire

sound WeaponReload


state IDLE NONE 0

frame 1 0.25 0 0 0 NONE

frame 1 0.25 0 0 0 READY


state ATTACK IDLE 0

frame 2 1 0 0 0 NONE

frame 3 1 0 0 0 SOUNDANDATTACK 0

frame 4 1 0 0 0 MUZZLEFLASH

frame 5 1 0 0 0 READY

frame 6 1 0 0 0 NONE

frame 7 1 0 0 0 NONE

frame 1 0.25 0 0 0 NONE

frame 1 0.25 0 0 0 NONE


state RELOAD IDLE 0

frame 1 0 0 0 0 NONE

frame 1 0.1 0 0 0 NONE

frame 1 0.1 0 200 0 NONE

frame 1 0.1 0 200 0 RELOAD

frame 1 0.1 0 0 0 SOUND 1

Basic FSM for enemies:

image Enemy 0 12


state IDLE NONE 0

frame 0 0.125 0 0 0 NONE

frame 0 0.125 0 0 0 READY


state SEE CHASE 0

frame 0 0.125 0 0 0 NONE

frame 0 0.125 0 0 0 READY


state CHASE NONE 0

frame 1 1 0 0 0 NONE

frame 2 1 0 0 0 NONE

frame 3 1 0 0 0 NONE

frame 4 1 0 0 0 READY


state ATTACK CHASE 0

frame 5 0.25 0 0 0 NONE

frame 5 0.25 0 0 0 NONE

frame 6 0.0625 0 0 0 NONE

frame 6 0.0625 0 0 0 ATTACK

frame 5 0.25 0 0 0 NONE

frame 5 0.25 0 0 0 READY


state HURT CHASE 0

frame 7 0.125 0 0 0 NONE

frame 8 0.125 0 0 0 NONE


state DEATH DEAD 0

frame 9 0.166 0 0 0 NONE

frame 10 0.166 0 0 0 NONE

frame 11 0.166 0 0 0 NONE


state DEAD NONE 0

frame 12 0.125 0 0 0 NONE

frame 12 0.125 0 0 0 NONE


INTERMEDIATE FSM FOR ENEMIES:


image BORIS 0 455


sound AK


state IDLE NONE 0


frameset 2 254 0.025 0 0 0 NONE

frame 255 0.025 0 0 0 NONE

frame 256 0.025 0 0 0 READY


state SEE CHASE 0

frameset 262 281 0.025 0 0 0 NONE

frame 282 0.025 0 0 0 NONE

frame 283 0.025 0 0 0 READY


state CHASE SEE 0

frameset 262 281 0.025 0 0 0 NONE

frame 282 0.025 0 0 0 NONE

frame 283 0.025 0 0 0 READY


state ATTACK CHASE 0

frame 463 0.025 0 0 0 NONE

frame 464 0.025 0 0 0 SOUNDANDATTACK 0

frameset 465 496 0.025 0 0 0 NONE

frame 497 0.025 0 0 0 READY


state HURT FLEE 0

frameset 286 340 0.025 0 0 0 NONE

frame 341 0.025 0 0 0 NONE

frame 342 0.025 0 0 0 READY


state FLEE SEE 0

frameset 262 281 0.025 0 0 0 NONE

frame 282 0.025 0 0 0 NONE

frame 283 0.025 0 0 0 READY


state SEE FLEE 0

frameset 262 281 0.025 0 0 0 NONE

frame 282 0.025 0 0 0 NONE

frame 283 0.025 0 0 0 READY


state FLEE CHASE 0

frameset 262 281 0.025 0 0 0 NONE

frame 282 0.025 0 0 0 NONE

frame 283 0.025 0 0 0 READY


state DEATH DEAD 0

frameset 357 453 0.025 0 0 0 NONE

frame 454 0.025 0 0 0 NONE

frame 455 0.025 0 0 0 NONE


state DEAD NONE 0

frame 455 0.025 0 0 0 NONE

Basic FSM for decorations:

image Decoration 0 3


state IDLE NONE 0

frame 0 0.25 0 0 0 NONE

frame 0 0.25 0 0 0 READY


state DEATH DEAD 0

frame 1 0.166 0 0 0 NONE

frame 2 0.166 0 0 0 NONE

frame 3 0.166 0 0 0 NONE


state DEAD NONE 0

frame 3 0.25 0 0 0 NONE

frame 3 0.25 0 0 0 NONE


ENVIRONMENT PARTICLES:


Environmental particles can be created using the FSM command for CUSTOMPARTICLES, it works by randomizing the location the particles spawn on the x,y,z coordinates and adjusting the gravity. In this example the particle uses custom particle number 21 so the image file in the particles folder is called Custom21. Typically this folder can be found at EasyFPSEditor\Projects\YourProject\Sprites\Particles


image particles 0 1


state IDLE NONE 0

frame 0 0.025 0 0 0 NONE

frame 0 0.025 0 0 0 SETVAR p1 RANDOM(1,100)

frame 0 0.025 0 0 0 SETVAR p2 RANDOM(1,50)

frame 0 0.025 0 0 0 SETVAR p3 RANDOM(1,100)

frame 0 0.1 0 0 0 CUSTOMPARTICLE 21 3000 $p1,$p2,$p3 0.005,0.003,0.001 0.08 -0.001

frame 0 0.025 0 0 0 SETVAR p4 RANDOM(1,100)

frame 0 0.025 0 0 0 SETVAR p5 RANDOM(1,50)

frame 0 0.025 0 0 0 SETVAR p6 RANDOM(1,100)

frame 0 0.1 0 0 0 CUSTOMPARTICLE 21 3000 $p4,$p5,$p6 0.001,0.003,0.005 0.06 0.001

frame 0 0.025 0 0 0 READY



CLICK TO FIRE


A setup for one shot per click so you cannot just hold down the trigger and spam bullets


image WeaponName 0 17


state IDLE NONE 0

frame 1 0.01 0 0 0 NONE

frame 1 0.1 0 0 0 SETVAR global.WEAP 2

frame 1 0.01 0 0 0 SETVAR canShoot 1

frame 1 0.1 0 0 0 READY


state ATTACK IDLE 0

frame 1 0.01 0 0 0 NONE

frame 1 0.01 0 0 0 JUMPIFEQUALS canShoot 0 IDLE

frame 1 0.01 0 0 0 SETVAR canShoot 0

frame 2 0.03 0 0 0 MUZZLEFLASH

frame 4 0.03 0 0 0 SOUNDANDATTACK 0

frame 5 0.03 0 0 0 NONE

frame 6 0.03 0 0 0 NONE

frame 7 0.03 0 0 0 READY


state RELOAD IDLE 0

frame 8 0.07 0 0 0 NONE

frame 9 0.07 0 0 0 SOUND 1

frame 10 0.07 0 0 0 NONE

frame 11 0.07 0 0 0 NONE

frame 12 0.07 0 0 0 NONE

frame 13 0.07 0 0 0 NONE

frame 14 0.07 0 0 0 NONE

frame 15 0.07 0 0 0 NONE

frame 16 0.07 0 0 0 NONE

frame 17 0.07 0 0 0 RELOAD

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