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Posts: 55
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Country: de
Location: Hamburg
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Age: 20
In-game name: Nerodenecro

 
#1 Posted at 2015-10-24 02:08        
     
Hey guys,

so...the new Stamina system is kinda fucking me up.

I got and tried the following codes.

this enableFatigue false

and

if (local player) then { 
   player enableFatigue false; 
   player addEventhandler ["Respawn", {player enableFatigue false}]; 
};
(Inside my Init.sqf)

but this doesn't really work with the new System.
I wasn't able to find a way to disable the new one.

Could you may help me out?

Regards,

Nerodenecro


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Posts: 1589
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Country: pf
Location: Tahiti
Occupation: too many Arma
Age: 57
In-game name: Kobayashi Maru

 
#2 Posted at 2015-10-24 08:16        
     
player enableFatigue false works on v 1.52.
player addEventHandler ["respawn", _this call {(_this select 0) enableFatigue false}]; should work also.

If you don't want to completely disable fatigue, but have a more suitable one (SP / MP) in inti.sqf:

0= [] spawn {
    {while {alive _x} do {
      scopename "fatigued";
      sleep 0.5;
      waituntil {sleep 0.5; getFatigue _x > 0.4 };// 0.4 or what makes you happy
      _x setFatigue 0.4};
    breakTo "fatigued"} forEach units your_group //(or what else);
};

PLEASE CONTACT ME ON BI FORUMS FOR ANY SCRIPT / MOD QUESTION. TKS

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Posts: 1189
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Country: tr
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Occupation: Computer Science student
Age: 20
In-game name: Wak

 
#3 Posted at 2015-10-24 10:05        
     
Pierre it's not fatigue, it's stamina:
http://dev.arma3.com/post/oprep-core-mechanics-refinement

Have you ever tried to use one of these?
player disableStamina true;
player enableStamina false;

Just a guess.

Sometimes I like to think as I started the whole "earplugs" thing.

W0lle: The only advice I can give you is: Do not try to understand BI. You will not succeed and it only makes your brain go boom. I would even go so far and say that not even they understand their own actions :-D.

#define getDamage getDammage

Author Message


Posts: 55
Rank:


Level: Member

Country: de
Location: Hamburg
Occupation:
Age: 20
In-game name: Nerodenecro

 
#4 Posted at 2015-10-24 11:20        
     
Hey guys,

so I tried what you told me 654wak654.

Just with my Init.Sqf
if (local player) then { 
   player enableStamina false;; 
   player addEventhandler ["Respawn", {player enableStamina false;}]; 
};

So I use both enableFatigue false and enableStamina false, seems to work.
Will tell you if it doesn't anymore :P

Wonder how I didn't get this idea.

Thanks!

Regards,

Nerodenecro


Author Message


Posts: 1589
Rank:


Level: Member

Country: pf
Location: Tahiti
Occupation: too many Arma
Age: 57
In-game name: Kobayashi Maru

 
#5 Posted at 2015-10-24 17:13        
     
Ah OK, say when you are on dev branch. Usually, BI introduces the new commands in https://community.bistudio.com/wiki/Category:Scripting_Commands_Arma_3 but nothing on stamina here!
I hope, but i'm sure not, BI will add fatigue and stamina as a difficulty parameter... one day!
And AI, already able to dead shot after 1km run and badly hurt?

Problem is BI is fond of realism for players, in regard to poor playability. That's probably a reason why, people would disable this parameters before their current release!
A training simulator for armies can't be a wide public game.

PLEASE CONTACT ME ON BI FORUMS FOR ANY SCRIPT / MOD QUESTION. TKS