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Author Topic: Pausing or Stopping FSMs  (Read 1969 times)

Dualhammers

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Pausing or Stopping FSMs
« on: April 01, 2014, 01:03:38 AM »
Has there been any effort made towards allowing you to Pause or Stop an FSM or series of FSMs from another FSM? I saw this link but no response after Alex said he'd look into it.

The reason I'm asking is I am currently trying to implement a system where a single FSM is running a timer and tracking a count-down and when the count-down reaches zero it pauses all other FSMs currently in progress, outputs a series of variables to a end-of-game screen and then resets the FSMs to begin again.


sebaslive

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Re: Pausing or Stopping FSMs
« Reply #1 on: April 01, 2014, 01:14:58 AM »
you can enable/disable FSM's. Enabling them will restart the FSM but I am not aware of any pausing actions that may be available...
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Lane

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Re: Pausing or Stopping FSMs
« Reply #2 on: April 01, 2014, 07:23:36 AM »
There is currently no way to pause an FSM.

One way to go about doing that is to have a global event go to a state with nothing in it, but you'll have to figure out how to return and such. Basically just a per-object way to pause everything.

That seems like it would be really hard to maintain, though.. Changing the timescale of the whole scene works great, but if you want some object to be ignoring the pause then thats an issue.
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