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FSM Documentation
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@ -15,7 +15,7 @@
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-- * A **State** defines a moment in the process.
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-- * An **Event** describes an action, that can be triggered both internally as externally in the FSM. An Event can be triggered Embedded or Delayed over time.
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--
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-- 
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-- 
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--
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-- An FSM transitions in **4 moments** when an Event is being handled.
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-- Each moment can be catched by handling methods defined by the mission designer,
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@ -89,7 +89,7 @@ It is a fantastic development, this module.</p>
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<li>An <strong>Event</strong> describes an action, that can be triggered both internally as externally in the FSM. An Event can be triggered Embedded or Delayed over time.</li>
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</ul>
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<p><img src=".\Presentations\FSM\Dia1.jpg" alt="Test Image"/></p>
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<p><img src="Presentations\FSM\Dia1.jpg" alt="Test Image"/></p>
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<p>An FSM transitions in <strong>4 moments</strong> when an Event is being handled. <br/>
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Each moment can be catched by handling methods defined by the mission designer, <br/>
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@ -2489,7 +2489,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
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<p> Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.</p>
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<p> When the first Spawn executes, all the Groups need to be made visible before start.</p>
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</dd>
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</dl>
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