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This video covers how to write a custom melee FSM for your enemies that'll make them get much closer when attacking vv MELEE FSM SCRIPT BELOW! vv Previous video covering some of the concepts used in this video is here: • EFPSE ENEMY FSM, deep dive, common misconc... Link to Latest EFPSE editor builds https://github.com/CG8516/DumpingGrou... EDIT 13/12/25 - Doing a new video on frame timing and noticed some (small) errors in the script below, so it's been updated :) MELEE FSM Cut/Paste everything from below the line into a new .state and assign to your entity! ------------------------------------------------------------- //**************Basic Melee FSM********************* image YOURSPRITENAMES 0 31 state IDLE NONE 0 //Leave these lines alone// frame 0 0 0 0 0 NONE frame 0 0 0 0 0 JUMPIFEQUALS alerted 1 DECIDING //Leave these lines alone// frame 0 0 0 0 0 SETVAR mindistance 35 //You can change mindistance to make the enemy start attacking from closer/further. //If you make it closer then you'll need to change the enemy Radius in their settings. //vvv frames below are your idle animation vvv// frame 0 0.2 0 0 0 NONE frame 1 0.2 0 0 0 NONE frame 2 0.2 0 0 0 NONE frame 3 0.2 0 0 0 NONE frame 4 0.2 0 0 0 NONE frame 3 0.2 0 0 0 NONE frame 2 0.2 0 0 0 NONE frame 1 0.2 0 0 0 NONE frame 0 0.125 0 0 0 NONE state DECIDING NONE 0 frame 1 0 0 0 0 NONE frame 1 0 0 0 0 SETVAR dist PLAYERDISTANCE frame 1 0 0 0 0 JUMPIFGREATER dist $mindistance CHASE frame 1 0 0 0 0 JUMPIFLEQUALS dist $mindistance SWING state SEE IDLE 0 //You can add a 'surprised' or alerted animation here if you want, but make sure //you set alerted to 1 at the end and make sure it's SEE IDLE (don't go to a different state). frame 1 0.125 0 0 0 NONE frame 1 0.125 0 0 0 NONE frame 1 0 0 0 0 SETVAR alerted 1 frame 1 1 0 0 0 NONE state CHASE NONE 0 //You can have as many frames as you want here, but it must be CHASE NONE, don't change the exit state. frame 4 0 0 0 0 NONE frame 5 0.2 0 0 0 NONE frame 6 0.1 0 0 0 NONE frame 7 0.2 0 0 0 NONE frame 7 0.1 0 0 0 NONE state SWING IDLE 0 //You can have as many attack frames as you want, but make sure you set READY/ATTACK and make //sure that you go back to IDLE. frame 11 0.1 0 0 0 frameset 11 13 0.1 0 0 0 frame 13 0.2 0 0 0 frameset 14 18 0.0.5 0 0 0 frame 18 0 0 0 0 READY frame 18 0 0 0 0 ATTACK frameset 19 22 0.1 0 0 0 NONE frame 22 0.1 0 0 0 NONE //You'll notice the last frame is played twice. You need to do this if you want to see the last frame. state HURT DECIDING 0 //HURT currently goes DECIDING. If you want to do HURT FLEE instead, it'll work, but make sure that //your FLEE goes to IDLE, so FLEE IDLE and FLEE HURT DECIDING. If you do FLEE DECIDING it'll break a bit. frame 22 0.125 0 0 0 NONE frame 23 0.125 0 0 0 NONE frame 24 0.125 0 0 0 NONE frame 24 0.125 0 0 0 NONE //You'll notice the last frame is played twice. You need to do this if you want to see the last frame. state DEATH DEAD 0 frame 25 0.166 0 0 0 NONE frame 26 0.166 0 0 0 NONE frame 27 0.166 0 0 0 NONE frame 28 0.166 0 0 0 NONE state DEAD NONE 0 frame 28 0.125 0 0 0 NONE frame 28 0.125 0 0 0 NONE