@ loki the plan is to have them attack but it all depends on if and when i find a suitable fsm /function to attach to the shark .
@ spooner i see your point as in sqf already available to define behaviour, which is ok for a man class, but because i am bypassing man actions in my fsm because i am not using the default skeleton for my animations of course and thus i have to define state bite in cfgmovesdboshark = _x as in :
class States
{
class Bite: Default
{
file = "\dbo_shark\anims\sharkbite_1.rtm";
looped = 0;
speed = -1.25;
};
but first i must tell the shark he needs to be a shark and swim and feed, i have other fish that it will find to eat ,then ultimately he will when he sees a man swimming go for attack.
in order to do this , i need to know
a, how a function is applied to the shark
b, how to define and apply to the shark that he needs to enter a state for exampl bite
the ones you have pointed out are good and i kinda see how it works , but the functions in the configs i cannot find
its probably these i need to look at so i can see how they are telling the man/ambient wildlife what there object of being is and how they go about it ?
thanks for pointing the links
mr fleas fsm editor is down
i actually beta crashdomes lol i should have remembered it .