Difference between revisions of "State Mechanics"
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(New page: The 'state' of an actor is broken down into 3 characteristics. Action State The Action State Table looks like the following: {| class="wikitable" |+'''STATE TABLE''' |- ||'''ID'''||'''Str...) |
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The 'state' of an actor is broken down into 3 characteristics. | The 'state' of an actor is broken down into 3 characteristics. | ||
− | Action State | + | Action State: |
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− | + | [[Action State Table]] | |
− | Locomotion | + | |
− | + | Locomotion State: | |
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− | + | [[Locomotion State Table]] | |
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− | + | Posture State: | |
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− | + | [[Posture State Table]] | |
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− | + | These states all work in parallel with each other. This means that one of the state types can effect all of the states. | |
− | + | If a player has a Locomotion State of 'Dead' | 20 then the player is unable to transition into any other state such as combat, peace, cover, etc. | |
− | + | This allows a very clear set of rules that can be applied for the actor. | |
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− | + | [[Parallel State Machine Design]] | |
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Latest revision as of 14:45, 23 January 2012
The 'state' of an actor is broken down into 3 characteristics.
Action State:
Locomotion State:
Posture State:
These states all work in parallel with each other. This means that one of the state types can effect all of the states.
If a player has a Locomotion State of 'Dead' | 20 then the player is unable to transition into any other state such as combat, peace, cover, etc.
This allows a very clear set of rules that can be applied for the actor.