flyinpenguin 30 Posted April 24, 2014 (edited) Description: Improved Fatigue System uses the existing Arma 3 fatigue system and improves it to simulate a soldier becoming tired and falling over. Version 1.0 Features: 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 ChangeLog: v1.0 - 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 v0.8 - Changed - Mod now supports new fatigue Changed - Player is now able to sprint longer Changed - Blink values have been adjusted v0.7 - 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 v0.6.1 - Hotfix - map loading times v0.6 - 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 v0.5 - Added - Optional Alpha of Fatigue Water System! Fixed - rare No entry 'bin\config.bin/CfgSounds/FS_heartbeat.titles error v0.4 - Added - heartbeat effect Changed - Falling down animation Changed - Timings of blinks Fixed - CBA is no longer needed! (apparently it was before) v0.3 - 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) v0.2 - 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. v0.1 - First Release Blinking and Falling over implemented Known Issues: None at the moment. Will update if they appear. This is the readme included within the mod. Please read for descriptions and mission/mod maker documentation! Thank you for chosing the Improved Fatigue System! This is the documentation over what the mod is, and a few in depth items for other mod makers and mission makers. Features: 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. ---------------------------------------------------------------------- Options: 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. ---------------------------------------------------------------------- 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. Variables: 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. Downloads: Google Drive - https://drive.google.com/file/d/0B6b2GOkx9cBCSlZQOHZIaFczbGM/edit?usp=sharing Dropbox - https://www.dropbox.com/s/i7e9ro37hz103av/ImprovedFatigueSystemv1.0.7z?dl=0 IFSv0.5 Water System Alpha - https://www.dropbox.com/s/cote67lnq561nh1/IFS_alpha.7z Special 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 Improved Fatigue System v1.0 This is outdated at the moment. Will remove this warning when it is updated. Edited September 11, 2014 by flyinpenguin 1 Share this post Link to post Share on other sites
Guest Posted April 24, 2014 (edited) Release frontpaged on the Armaholic homepage. Improved Fatigue System v0.2 ================================================== You are not registered on Armaholic, or at least not that we are aware of. In the future we offer the possibility to authors to maintain their own pages. If you wish to be able to do this as well please register on Armaholic and let me know about it. This is not mandatory at all! Only if you wish to control your own content you are welcome to join, otherwise we will continue to follow your work like we have always done ;) When you have any questions already feel free to PM or email me! Edited April 26, 2014 by Guest Share this post Link to post Share on other sites
sonsalt6 105 Posted April 24, 2014 New mod v0.1 available at withSIX. Download now by clicking: @ flyinpenguin; Soon you will be able to manage the promo pages of your content on our web platform and publish new content yourself. To do so, please hit 'this is me' button on the page while logged in and you will get connected to your work. For now you can send new content or releases our way through withsix.wetransfer.com or add your notification at getsatisfaction.withsix.com. Share this post Link to post Share on other sites
Greenfist 1863 Posted April 24, 2014 The player goes in a fast loop of trying to get up and blinking back to prone if he stands up right after falling over. You can't control the character when it happens. That's because any movement in heavy gear will increase the fatigue level so the mod will put the player back down and the getting up animation starts again automatically. Share this post Link to post Share on other sites
flyinpenguin 30 Posted April 24, 2014 Greenfist, thanks for letting me know. I will revise the mod as soon as I can. ---------- Post added at 16:53 ---------- Previous post was at 15:42 ---------- Mod has been updated. v0.2 - 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. Download links are updated. Share this post Link to post Share on other sites
sonsalt6 105 Posted April 24, 2014 New update v0.2 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
Cargh 11 Posted April 24, 2014 Suggest having longer more solid black fade ins as you get closer to passing out. At the moment I think there is to much solid black strobe, transition effect is to sharp. Do different stances effect recovery rate? Are there any plans to add items to help with recovery or simulate hydration? Great addon, please keep it up. Cheers Share this post Link to post Share on other sites
flyinpenguin 30 Posted April 25, 2014 Suggest having longer more solid black fade ins as you get closer to passing out. At the moment I think there is to much solid black strobe, transition effect is to sharp.Do different stances effect recovery rate? Are there any plans to add items to help with recovery or simulate hydration? Great addon, please keep it up. Cheers I agree, the black 'strobe' will be changed to a more gradual transition. The system uses Arma 3's default recovery system which I believe takes into account what stance you are in. Once I have done more thorough testing I can add it if it doesn't exist. It is a great idea to add in a system for water (I think food would be a bit much :P). I will not even be able to think about it until later down the road. I am way to busy at the moment :( Thanks for your suggestions and comments Cargh! ----------------------------------------------- I have compiled a small list of bugs I have encountered. I will update the main post as well. Known Issues: -Swimming In water is currently handled incorrectly. If you get to the point where you 'fall over', you will get stuck in an animation and drown (if you don't have scuba gear) -It is still possible to get stuck in an animation cycle when trying to stand up after falling. This is usually only possible with extremely heavy gear. Try to stay prone after you fall to avoid this. Only way to fix once stuck is exiting the server or mission. If debug menu is available, type FS_pool = 0; and this will fix it. -After extended use, blink aftereffect handling becomes bugged and can render the player completely blind. Only way to fix is exiting the server or mission. Still working on finding out why this happens. Share this post Link to post Share on other sites
Greenfist 1863 Posted April 25, 2014 Do different stances effect recovery rate? Cheers You recover a little faster when crouched as compared to standing, and more than twice as fast when prone. Share this post Link to post Share on other sites
Cargh 11 Posted April 25, 2014 I agree, the black 'strobe' will be changed to a more gradual transition.It is a great idea to add in a system for water (I think food would be a bit much :P). I will not even be able to think about it until later down the road. I am way to busy at the moment :( I personal think food would be a waste of time to implement, its not really required for the length of time most operations last for. Water requirements better fit most mission lengths, as hydration is a major priority and is needed to stay battle ready. Maybe do something like use weather parameters to define a temperature value, and based upon physical activity over X period of time, create a fluid loss rate. Would then mean in highly active operations would need to be replacing fluid faster, to maintain the characters full performance potential. Looking forward to see how this develops. Share this post Link to post Share on other sites
flyinpenguin 30 Posted April 25, 2014 I personal think food would be a waste of time to implement, its not really required for the length of time most operations last for. Water requirements better fit most mission lengths, as hydration is a major priority and is needed to stay battle ready. Maybe do something like use weather parameters to define a temperature value, and based upon physical activity over X period of time, create a fluid loss rate. Would then mean in highly active operations would need to be replacing fluid faster, to maintain the characters full performance potential. Looking forward to see how this develops. I have been bouncing ideas around with people and I have a lot of negative towards to water system. I still like it, but at the same time I see why people may not like it. It pretty much becomes an inventory management annoyance. I will probably start messing around with it but have a userconfig file that you need to change to turn it on. Seems like the best option. Probably will start off as just a scroll wheel option to lets say 'drink from camelback' or something and do a small animation rather than an actual item in your inventory. Let me know what you think. Also, thank you Greenfist. Saved me time researching it or testing it! Share this post Link to post Share on other sites
flyinpenguin 30 Posted April 28, 2014 Mod has been updated to v0.3! ChangeLog: v0.3 - -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) Download links have been updated. Share this post Link to post Share on other sites
sonsalt6 105 Posted April 28, 2014 New update v0.3 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
flyinpenguin 30 Posted April 29, 2014 Video showcase has been updated to show v0.3 Share this post Link to post Share on other sites
Guest Posted April 29, 2014 Thanks for sending us the newest version :cool: Release frontpaged on the Armaholic homepage. Improved Fatigue System v0.3 ================================================== You are not registered on Armaholic, or at least not that we are aware of. In the future we offer the possibility to authors to maintain their own pages. If you wish to be able to do this as well please register on Armaholic and let me know about it. This is not mandatory at all! Only if you wish to control your own content you are welcome to join, otherwise we will continue to follow your work like we have always done ;) When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
Maj D. Schultz 13 Posted April 29, 2014 Huge improvement in such a short time! Thank you!! I'm very excited to see this mod develops. Share this post Link to post Share on other sites
kgino1045 12 Posted April 29, 2014 Very nice effect, do you plan to make black out for flight? Share this post Link to post Share on other sites
flyinpenguin 30 Posted April 29, 2014 Very nice effect, do you plan to make black out for flight? oh snap, thats a great idea! I will probably start looking into ways this can be done. Next update should be a water system and possibly adding a heartbeat effect. @Karneck, thanks! Share this post Link to post Share on other sites
dybite 10 Posted April 29, 2014 is possible a bit blur effect if you are exhausted and a minus blinking effect???. Great job, man. Share this post Link to post Share on other sites
flyinpenguin 30 Posted April 30, 2014 is possible a bit blur effect if you are exhausted and a minus blinking effect???. Great job, man. Thanks! Yes, I have been mulling over the idea of a blur effect. I need some more testing and fine tuning before I add it though. Also, what do you mean by a minus blinking effect? Share this post Link to post Share on other sites
dybite 10 Posted April 30, 2014 i think more graduate blinking effect, if you are prone one blinking while stand up, in the video blinking 15 times in 200 meters. :p Share this post Link to post Share on other sites
flyinpenguin 30 Posted May 1, 2014 i think more graduate blinking effect, if you are prone one blinking while stand up, in the video blinking 15 times in 200 meters. :p Yup, I will be changing the timing of the blinks. I was more concerned last update, with getting the new implementation that makes it impossible to get stuck in an animation. Next update will contain changed blink timings and possibly amount that suits the new implementation better. Will most likely make it blink slower again after you have at least fallen once. Share this post Link to post Share on other sites
foffy 58 Posted May 1, 2014 Is the fatigue based on movement and gear, or movement and gear + combat stress? Share this post Link to post Share on other sites
flyinpenguin 30 Posted May 1, 2014 Is the fatigue based on movement and gear, or movement and gear + combat stress? It is based on movement and gear. So you get tired faster with heavier gear and faster movement. I added nothing for combat stress and will not. Unless Arma 3 fatigue system has a built in one that I am not aware of, it should not matter how many times you get shot at. Share this post Link to post Share on other sites
dybite 10 Posted May 4, 2014 Yup, I will be changing the timing of the blinks. I was more concerned last update, with getting the new implementation that makes it impossible to get stuck in an animation. Next update will contain changed blink timings and possibly amount that suits the new implementation better. Will most likely make it blink slower again after you have at least fallen once. Thanks for you reply, i´m waiting for your changes. :rolleyes: Share this post Link to post Share on other sites