Request: FSM AnyState to ActionTasks that don't have transitions

NodeCanvas Forums Support Request: FSM AnyState to ActionTasks that don't have transitions

Viewing 7 posts - 1 through 7 (of 7 total)
  • Author
    Posts
  • #11064
    hammar
    Participant

    If I have a FSM with the following configuration then the FSM ends after the first execution.
    – Any State -> Action Task 1 (Action Task 1 doesn’t have a transition)
    – Any State -> Action Task 2 (Action Task 2 doesn’t have a transition)

    Test 1

    To avoid the FSM ending I have to do the following:
    – Any State -> Action Task 1 -> Dummy Task (Action Task 1 never transitions to Dummy Task as I make the condition false)
    – Any State -> Action Task 2 -> Dummy Task (Action Task 2 never transitions to Dummy Task as I make the condition false)

    Test 2

    Whilst this works, it creates a slightly untidy FSM.

    Would it be possible to create a FSM that never suspends or disables? Rather I would like it to remain active in the last state?

    #11065
    markusr
    Participant

    i think the anystate work if a start node is in repeat.
    from anystate to next state, this last state should end into a next running state.

    Attachments:
    You must be logged in to view attached files.
    #11067
    hammar
    Participant

    i think the anystate work if a start node is in repeat.
    from anystate to next state, this last state should end into a next running state.

    Thanks for the reply. Whilst your example continues to run, it still transfers state to the ‘Loop’ Task. Furthermore, it requires all the tasks to have a transition to ‘Loop’.

    My ideal situation is one where I can have a transition that ‘On Finish’ transitions to itself.

    #11068
    markusr
    Participant

    may this “run forever” help?
    this will result in a loop modus if the condition goto from anystate to this state.

    Attachments:
    You must be logged in to view attached files.
    #11072
    Gavalakis
    Keymaster

    Hello,

    FSM will by design end/stop when it reaches a State that is Finished and that is also has no transitions to transit to. I could add an option for this if it is really required, but alternative you can indeed use the “Run Forever” action like markus said. You can add this “Run Forever” action in you last state that you want to “Hold” instead of being finished. Doing this will not require any extra transitions and will keep the FSM from finishing.

    Let me know if this works for you.
    Thanks.

    Join us on Discord: https://discord.gg/97q2Rjh

    #11075
    hammar
    Participant

    Duplicate

    Attachments:
    You must be logged in to view attached files.
    #11077
    hammar
    Participant

    Thanks.

    Your approach game me an idea that works – essentially add ‘Run Forever’ as one of the tasks.

    Attachments:
    You must be logged in to view attached files.
Viewing 7 posts - 1 through 7 (of 7 total)
  • You must be logged in to reply to this topic.