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flyinpenguin

Improved Fatigue System

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I think I know what you mean. I will delve once more into the post processing effect scripts. Into the breach!

75th-Ranger_Into-the-Breach-1_600x312.jpg

(yes this is what I think of while Im coding)

Anyways, I think you will like the changes I will make once I am able to. I will not be messing with the speed of movement, but I will be messing with the amount of time it takes to get back up the more you fall over ;) Again, this will take time and will be for a future update.

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*waiting with puppy dog eyes*

I'm pretty sure with your next update I can convince my group to use this mod. We seriously need a way to punish guys that take way too much shit with them everywhere.

Also so we just don't run, and run and run and run and run. And well, you get the picture.

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*waiting with puppy dog eyes*

I'm pretty sure with your next update I can convince my group to use this mod. We seriously need a way to punish guys that take way too much shit with them everywhere.

Also so we just don't run, and run and run and run and run. And well, you get the picture.

Yep, exactly why I made this mod ;) Sorry about the wait though, I actually have had almost zero time to be able to work on it. Which is sad in a way because all I need is about 3 hours of free time and I can guarantee that I can push out an update. Hopefully I can have time for that today.

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Ok, its been an insane time for me and I have had pretty much zero free time. Im moving, so finding a new place and house showings have been a blast :/, my car broke down, I have to do about a weeks worth of work every day, and being out of town for about two days a week. Even so, I am finally able to say that Improved Fatigue System v0.7 will be out on Monday. I am only able to do my planned update, so no fancy animations just yet. Expect those for update 1.0 which will be out of beta. So change log will be something like

-Three presets for length of time until player stumbles

-Fix blink

-variable base recoil

-slightly nerf radial blur (no need for extra options since it can be controlled in Arma3 video options)

I haven't had time to look at adding the user key for fatigue level (sorry gienkov) and will not mess with weapon sway just yet.

Also, I am unable to make the recoil more compatible that it already is because of how others implement their changes. Its unfortunate but its better than suddenly realising you have no recoil or suddenly break your back when firing because of direct recoil sets rather than relative.

Edited by flyinpenguin

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Updated to version 0.7!

ChangeLog:

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

Main post and download links have been updated

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Guest

Thanks for informing us about the new version :cool:

Release frontpaged on the Armaholic homepage.

================================================

We have also "connected" these pages to your account on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

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This is excellent! Again, my only concern is that the "blink" is still too intrusive into my gameplay experience. However that is only my opinion.

Otherwise I really don't have much to add man. Good work.

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I could make blinking optional as well. Im kind of loathe to do so though :/

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Video I made for version 0.7 for presentation to the 15th MEU. - https://www.youtube.com/watch?v=0JttgSWVgjw

And I don't wish to see the blinking vanish, I just think that it's just still too sudden. I'm more of a fan of what you're doing already with the black fade in/out on the edges of the screen. I'd rather see the fade in grow to encompass the whole screen and then it fades back out again as a "blink" instead of the sudden black "blink".

Not trying to complain, but all means I love what you've done with 99.9% of everything else you've put together.

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Video I made for version 0.7 for presentation to the 15th MEU. - https://www.youtube.com/watch?v=0JttgSWVgjw

And I don't wish to see the blinking vanish, I just think that it's just still too sudden. I'm more of a fan of what you're doing already with the black fade in/out on the edges of the screen. I'd rather see the fade in grow to encompass the whole screen and then it fades back out again as a "blink" instead of the sudden black "blink".

Not trying to complain, but all means I love what you've done with 99.9% of everything else you've put together.

Nice video! Just to note though, when your character can no longer sprint and the black edges start to appear, that is actually vanilla Arma 3 at work. I don't want to take credit for something I didn't actually do! Also, the weapon sway was not modified, but the recoil values. So that weapon sway was vanilla Arma 3. The recoil changes only show up when you fire and should make a significant difference. Also, the distances I put in for the different levels are estimates for an extremely light weight.

Anyways, it was actually really cool to see someone make a video explaining my mod. So thank you for sending it!

On the subject of the blink, your saying basically it should be a gradual black 'curtain' or literal 'eyelid' that starts from the top andor bottom and then goes to the center?

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Could you make it so that the vanilla arma 3 black edges just grow to encompass the whole screen to act as the "blink" rather than the sudden "eyeblink" you currently have?

So yes I'm guessing it's a gradual thing, where as you see the arma 3 black edges block parts of your outer vision but when you hit the higher levels of fatigue it should cover more and more of the screen until it covers completely to act as your eye blinking, rather then a sharp and sudden eyeblink like it real life.

While not "realistic" I like to have things not contrast so suddenly on my computer screen, it tends to hurt my eyes and in quick succession like that it's even worse. Again, trying to be casual about that as possible, maybe for those who do like that 'sudden" blink option you currently have it could be a userconfiq thing?

The best example of what I enjoyed the most, was ACE's in ARMA 2 when you got very Fatigued.

I hope this helps.

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@Karneck - Ok. I gotcha. Im honestly not sure I can do that, unless I make an extremely complicated overlay which will eat up memory. So I probably won't do that. What I will do, is I will make the blink darken the screen, but not go completely black.

I have an extremely important thing to talk about since the recent Arma update. They have changed the fatigue values. Specifically they have changed the fatigue values to make it take longer to become fatigued. As an example, with the recommended preset with the standard spawned infantry weight (IE right at compass) You can sprint 500m and it takes about 2km until you fall down. Obviously this is not the intended target (although I was actually thinking about increasing the sprint distance :p). For now, I am changing the recommended preset to preset 0 instead of preset 1. I have two solutions to addressing this and am currently contemplating both. The next update will fix it and until then, just enjoy the extra running distance ;) I have a few more things that I will be addressing. Main post's next update section has been updated

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Excellent! Looking forward to seeing more of your great work. I feel bad that I'm the only one giving feedback on here, more people need to voice what they want. Not just want I'd like to see. ;)

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Don't feel bad Karneck, I'm just glad that your still willing to help out. Better than no one eh?

So after some more testing, I have conflicting results. I can't really tell exactly what they changed. Before it was allowing the player to run 2km, now it seems back to normal or has made the distance shorter... I really have no idea what is going on. I will wait a bit more to gather data before acting on anything. I have done further testing into the animations however, and may have something working. So the next patch will either be a small patch (v0.8) or it will be full release (v1.0). Kind of depends on if it needs a patch to fix the current issue, if there is one.

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Hey FP,

Got some questions for you if you could help clarify something's for me.

The 3 fatigue "distances" you have set up. Are those distances based on an average weight or will a person get to that distance regardless if they are naked or carrying as much as possible?

My group may adapt your system as AGM's fatigue isn't nearly as good.

Have you taken a look at theirs yet? Or been working with them? Seems like you both share alot in common.

Also I hope alls been well, I know I'm anxious for the next release.

---------- Post added at 16:42 ---------- Previous post was at 15:37 ----------

Oh! And would it be possible to have it set up as a module for the settings, to be placed in the editor with the adjustable settings we want it to be set too?

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They are distances based off of the default fatigue values. If you want to see more of what is going on in the background, here is a snippet of code to put into the debug menu when in editor that I use sometimes when debugging

[] spawn { while {true} do { hint Format["Fatigue - %1\nPool - %2", Flyin_FS_fatigue, Flyin_FS_pool]; sleep 0.5;};};

Fatigue values range from 0 (not fatigued) to 1 (completely fatigued)

So basically, the first preset will activate the heartbeat and radblur when the player reaches 0.6 fatigue. When the player reaches 1 fatigue, they will blink. Fatigue resets to a lower amount to allow more generation of fatigue and time the rest of the events.

Second preset activates heartbeat and radblur when the player reaches 1 fatigue. Fatigue is reset to 0.7. First blink happens when player reaches 1 fatigue again. The rest follows the same as the first.

Third preset activates heartbeat and radblur at the same as the second. However, it resets the fatigue to 0.7 one more time before the blinking segment begins.

So in short, it takes these total amounts of fatigue to get to the first blink

first preset - 1

second preset - 1.3

third preset - 1.6

A player will always generate fatigue when moving. How much is dependent on speed and weight. So far what I have noticed with the new update, is that fatigue generation is now based off of terrain as well. For instance, running up a slope will generate massive amounts of fatigue. The distances I say are just references, nothing more.

Also, yes I have taken a brief look at AGM's fatigue. The reason both may seem a lot alike is because we both are trying to recreate ACE's fatigue system which many were used to. I have yet to actually load up their mod and test it out and give them some feedback or improvements.

It should be possible to set up a module for mission specific settings that can be forced. I have not messed with modules yet, but hey, how hard can it be? XD

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Extremely helpful! Thank you for the quick response. We were most interested in the fact that weight does play a factor.

Just brain storming here.

With being able to put down modules, would it then be possible to link player slots to it? So if two modules were placed, each with its own settings adjusted differently and then attached to different players, would it then be possible to have two different groups? Like standard infantry and special forces. With the special forces players being able to go further due to "training".

It would greatly increase how flexible we could be in our missions.

Again just more ideas. And I thank you for all your hard work!

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Hey FB, did you catch this in the changelog on Dev Branch?? Could be the reason why Fatigue got fucked up.

26-06-2014

EXE rev.125433

Size: ~375 MB

DATA

Fixed: DLC Bundle duplicity in Expansions menu

Inertia effect over new weapon sway temporarily turned off until the inertia will be fully implemented

Changed launcher hit mask

Decrease vertical movement of secondary weapon sway class

Attempt to fix several rag-doll issues by decreasing the magnitude of hit forces applied and simultaneous increase of mass for bones to prevent them from flinching wildly

Increased negative effect of damage over secondary weapon sway class. It should be hard to aim with crippled hands.

Increased base speed and max speed threshold of secondary imprecision class to decrease the time needed for actual imprecision to align with cursor space

A little elf hiding some caps has been found and dealt with, thus the caps shall be available again

Facewear (former glasses) has mass correctly set

Enabled fatigue parameter that was disabled for 1.22

ENGINE

Fixed: Possible CTD in the Zeus map

Hiding lights for hidden vehicles

New command playerControlled (like the player command, but it will return the remote-controlled unit)

Adding corpses from disconnected players to disposeManager (http://feedback.arma3.com/view.php?id=17532)

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Hey FB, did you catch this in the changelog on Dev Branch?? Could be the reason why Fatigue got fucked up.

26-06-2014

EXE rev.125433

Size: ~375 MB

DATA

Fixed: DLC Bundle duplicity in Expansions menu

Inertia effect over new weapon sway temporarily turned off until the inertia will be fully implemented

Changed launcher hit mask

Decrease vertical movement of secondary weapon sway class

Attempt to fix several rag-doll issues by decreasing the magnitude of hit forces applied and simultaneous increase of mass for bones to prevent them from flinching wildly

Increased negative effect of damage over secondary weapon sway class. It should be hard to aim with crippled hands.

Increased base speed and max speed threshold of secondary imprecision class to decrease the time needed for actual imprecision to align with cursor space

A little elf hiding some caps has been found and dealt with, thus the caps shall be available again

Facewear (former glasses) has mass correctly set

Enabled fatigue parameter that was disabled for 1.22

ENGINE

Fixed: Possible CTD in the Zeus map

Hiding lights for hidden vehicles

New command playerControlled (like the player command, but it will return the remote-controlled unit)

Adding corpses from disconnected players to disposeManager (http://feedback.arma3.com/view.php?id=17532)

O boy. I guess I should download the dev build at some point :/ Anyways, thanks for letting me know!

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Hehe, doubtful. It is really useful that my group uses my mod, so every Thursday Saturday, and sometimes random days of the week I get good feedback. Except the guys who just say, "Damn this fatigue system. Its broken as hell, I cant move more than 100m before falling down" and they are carrying enough magazines for the whole squad plus a medic loadout.... But yeah. I have also started work on 'blacking out' for pilots for version 1.0. I was worried it wasn't possible, but it turns out I wasn't thinking hard enough :p

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