Improved Fatigue System
Improved Fatigue System uses the existing Arma 3 fatigue system and improves it to simulate a soldier becoming tired and falling over.
This mod is designed to make combat movement more realistic by needing to take fatigue into account when conducting maneuvers. This is done by making players fall over when they are extremely fatigued. Your player will start blinking before they fall over. This mod has changed the default Arma 3 fatigue behavior. Instead of slowing down as you get fatigued, this only happens when very fatigued. This is done so that players can still be at the same speed when moving in formations.
There are three options that are included within the mod. These are Radial Blur, Heartbeat, and Recoil:
- Radial Blur - This will activate when your player starts to slow down and will not be able to keep up with formations. It will blur the outer regions of your screen slightly. It is not designed to obstruct your vision.
- Heartbeat - This is an audio cue that activates at the same time as radial blur. When you get even more fatigued, the sound will speed up.
- Recoil - The recoil option can overwrite the existing default value for recoil. When you get more fatigued, it will increase this value automatically to simulate losing strength while fatigued. This is compatible with most weapon resting mods. However, the changes by the weapon resting will be overwritten when fatigued.
Player starts hearing their heartbeat as they get fatigued
Player starts blinking as they get extremely fatigued
Player falls down into prone position after severe fatigue
Player's peripheral vision becomes blurred while fatigued
Player's recoil values affected by fatigue level
Extract into the ArmA 3 Directory, by default this is located in:
32-Bit - C:\Program Files\Steam/Steamapps\Common\ArmA 3\
64-Bit - C:\Program Files (x86)\Steam/Steamapps\Common\ArmA 3\
After extraction it should look like this:
You can also use the "Arma 3 Alpha" folder in your "My Documents" folder. Your folder setup could than look like for example this:
When present place the "userconfig" folder into your game install folder, usually:
"C:\Program Files (x86)\Steam\steamapps\common\Arma 3".
You may already have "userconfig" folder from other addons and/or mods in which case it is safe to merge the contents from this archive.
You'll also need to add a Launch Parameter to Steam, in order to do so right-click on ArmA 3 Alpha and click Properties and then Set Launch Options. In the window that opens enter in -mod=@your_mod_folder_name
For using multiple mods you would then do so like this:
You can also use -nosplash to get rid of the splash art and intro videos.
And of course you can also enable and disable community made addons and mods through the in-game Options Expansions menu if you do not want to mess with startup parameters!
When the above information still does not provide you with enough to learn how to install custom addons and mods you can always ask in our Guide On Installing Mods
Mission makers / mod makers:
Module - There is now a module withing the fatigue system. It is listed under its own category 'Improved Fatigue System'. When you use this, it will always overwrite the Fatigue Level value. However, you can set it to let the other options to remain user defined by setting them to their off states.
The Improved Fatigue System uses missionNamespace variables. This means that you can interact with these variables at any time during a mission.
Flyin_FS_level - This variable defines the amount fatigue it takes to activate the mod. If you wish to make players more easily fatigued later in the mission, you would change this value. Note that you may have to watch the next variable, Flyin_FS_pool when you change this as that variable references this one.
Flyin_FS_pool - This variable is the stack counter. If you wish to suddenly make someone fatigued, this is your go to variable. This variable should be referenced with Flyin_FS_level. Flyin_FS_pool should never be more than about 14 above Flyin_FS_level. If you wish to fatigue a player without triggering effects, raise it just under the Flyin_FS_level.
Flyin_FS_radBlur_toggle - This variable turns the radBlur option on and off anytime during a mission.
Flyin_FS_heartBeat_toggle - This variable turns the heartbeat option on and off anytime during a mission.
Flyin_FS_recoil_toggle - This variable can turn the recoil option on and off as well as the defaulting recoil value. It can only be changed to values of 0.7 - 1.2. Also change it to value 0 to turn the option off.
None at the moment. Will update if they appear.
Credits & Thanks:
Lordheart for config help
N_Icomach for help when arma'ed
72nd Airborne for testing
Karneck for amazing support and testing
Everyone who helped out on the Bohemia Interactive forums
- Added: IFS Module
- Added: Complete customization over when the mod activates
- Changed: Heartbeat and RadBlur activation timing
- Changed: variable heartbeat
- Fixed: blink now happens with NVG's
- Added: Documentation over IFS variables for mission/mod makers
- Added: Server keys
- Changed - Mod now supports new fatigue
- Changed - Player is now able to sprint longer
- Changed - Blink values have been adjusted
- Added: three presets for fatigue amount
- Changed: blink values
- Fixed: player now does correct animations for pistols, binoculars, and without weapon
- Added: variable base recoil value
- Changed: nerfed radial blur amount
- Fixed map loading times
- Added - recoil changes
- Added - radial blur
- Added - modular support for blur, recoil, and heartbeat
- Removed - Water System Alpha
v0.5.1 - Hotfix
- incorrect userconfig has been fixed
- Added - Optional Alpha of Fatigue Water System!
- Fixed - rare No entry 'bin\config.bin/CfgSounds/FS_heartbeat.titles error
- Added - heartbeat effect
- Changed - Falling down animation
- Changed - Timings of blinks
- Fixed - CBA is no longer needed! (apparently it was before)
- Changed The entire way the mod is handled (increased performance by 1000%)
- Changed blinking is more gradual and slowed down slightly
- Fixed swimming handling. You still get fatigued and need to rest afterwards but you will no longer drown
- Fixed theoretical possibility of getting stuck in an animation (aka, its no longer possible if you tried)
- Increased cool-down amount for player that gets up immediately
- Fixed issue of being stuck in prone animation after getting up with extremely heavy gear.
- First Release
- Blinking and Falling over implemented
- BI forums