BEAKSBY 11 Posted June 8, 2014 Has any one created a way to only modify the stamina of a player and present it as a status bar? Share this post Link to post Share on other sites
das attorney 858 Posted June 8, 2014 Yes I have, but your post comes across as lazy. Have you done anything to find this out yourself? You can't expect people to give you the solution if you have done nothing to work it out yourself. I don't even know how you want it modified. Read the following for more info: https://community.bistudio.com/wiki/getFatigue https://community.bistudio.com/wiki/setFatigue https://community.bistudio.com/wiki/enableFatigue https://community.bistudio.com/wiki/createDisplay https://community.bistudio.com/wiki/Dialog_Control Share this post Link to post Share on other sites
BEAKSBY 11 Posted June 8, 2014 (edited) You' right. Thanks for the starting points. I wasn't sure what it was called, i.e. endurance, stamina...etc. I am trying to modify the fatigue level for different player selections from the repawn template. I want to exaggerate the fatigue and recovery for certain soldier loadouts. So light weight sniper character can run faster/longer compared to heavier weapon support soldiers character. I would like to display the fatigue level as a status bar so players can strategicaly choose when and know how much sprint they have. I've seen a health status bar script develloped by Maxjoiner and was wondering if there was something similar with fatigue? Edited June 8, 2014 by BEAKSBY Share this post Link to post Share on other sites
das attorney 858 Posted June 8, 2014 (edited) Okay, well I wasn't having a go at you - It's just frustrating to see people with perfectly good brains not use them sometimes :) If you are trying to override the default fatigue system then you can take a leaf out of this: https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#HandleDamage One of the notes says this: You can save the last event as timestamp (diag_tickTime) onto the unit, as well as the current health of the unit/its selections, with setVariable and query it on each "HandleDamage" event with getVariable to define a system how to handle the "HandleDamage" event. You could do the same approach for fatigue, where you run a loop over the player and check every second or so. If the weaponset == "XXX" then add (slight) additional fatigue to the current level. while {alive player} do { _fat = getFatigue player; YOURTAG_superVar = do something here based on class and movement and _fat etc; player setFatigue YOURTAG_superVar; sleep 1; }; The display would need to be on a separate loop that refers to YOURTAG_superVar Edited June 8, 2014 by Das Attorney Share this post Link to post Share on other sites
BEAKSBY 11 Posted June 8, 2014 No worries, I'll work on this and post my results. Thanks for the support! Share this post Link to post Share on other sites