csk222 23 Posted December 2, 2015 Hello. How do I remove the newly implemented 1.54 Fatigue - Stamina - Weight system? This is not an opinion poll whether you like it or not, I'm not interested at all. Oh how I miss player enableFatigue False; player addEventHandler ["Respawn", {player enableFatigue false}]; I've been reading through this: https://community.bistudio.com/wiki/Arma_3_Stamina Thank you for any solutions you may provide. 1 Share this post Link to post Share on other sites
davidoss 552 Posted December 2, 2015 Hi. Is there any possibility to adjust the whole new fatigue system in MP mission? Share this post Link to post Share on other sites
noricum 10 Posted December 2, 2015 Maybe you should try this player enableStamina false; player forceWalk false; Don't forget to add this in the respawn eventhandler too. Share this post Link to post Share on other sites
Greenfist 1863 Posted December 2, 2015 enableStamina works, but you can't prevent the forced walk. Wait for the hotfix: https://forums.bistudio.com/topic/183855-release-candidate-branch-announcements/?p=2944651 Fixed: No longer forcing walk when Stamina is switched off by script Share this post Link to post Share on other sites
Jigsor 176 Posted December 2, 2015 Sway is adjustable so that is great. Thank you BIS.player setAnimSpeedCoef 0.1;// 10% swayWhat is the loadout weight threshold that disables sprint/jog?Is this variable something that can be measured/monitored?How is it represented or is it?It seems to be a hardcoded and inaccessible variable or culminated variable. Share this post Link to post Share on other sites
Greenfist 1863 Posted December 2, 2015 Sway is adjustable so that is great. Thank you BIS. player setAnimSpeedCoef 0.1;// 10% sway What is the loadout weight threshold that disables sprint/jog? Is this variable something that can be measured/monitored? How is it represented or is it? It seems to be a hardcoded and inaccessible variable or culminated variable. The command is actually player setCustomAimCoef 0.1 - setAnimSpeedCoef is for animation speed. And the sprinting is disabled when load is over 1. Share this post Link to post Share on other sites
haleks 8212 Posted December 2, 2015 enableStamina works, but you can't prevent the forced walk. Wait for the hotfix: https://forums.bistudio.com/topic/183855-release-candidate-branch-announcements/?p=2944651 When does the forced walk occur anyway? As far as I know the new stamina can only prevent you from sprinting, it doesn't force you to walk in any case? Share this post Link to post Share on other sites
Jigsor 176 Posted December 2, 2015 Correct. Thank You, was a copy paste error on my part.Ah, its load value which determines sprinting ability.Would be nice if sprinting ability was based on some variable which could be skewed in order to have more flexibility. Its a shame there is no transition to this ability. Share this post Link to post Share on other sites
Greenfist 1863 Posted December 2, 2015 When does the forced walk occur anyway? As far as I know the new stamina can only prevent you from sprinting, it doesn't force you to walk in any case? You're forced to walk when your load is 1 (100%) or above. Share this post Link to post Share on other sites
ItzTopcat 3 Posted December 2, 2015 I am confused, Do we put this in unit init, or mission init? if so, how do we disable the freaking fatigue? I have this in my Init.sqf this will probably not work anymore? I didnt test it yet [] spawn { // No fatigue while {true} do { player setFatigue 0; uiSleep 6; }; }; Edit this should work o.O [] spawn { // No fatigue while {true} do { player enableStamina false; player forceWalk false; uiSleep 6; }; }; Share this post Link to post Share on other sites
davidoss 552 Posted December 2, 2015 For init.sqf at bottom if (hasinterface) then { waitUntil {!isnull player}; player enableStamina false; player addEventHandler ["Respawn", {player enableStamina false}]; }; Share this post Link to post Share on other sites
Jigsor 176 Posted December 2, 2015 As in setFatigue there was never a need to run a continuous loop. Just set it once !isNull player and set it again in a respawn eventhandler Share this post Link to post Share on other sites
csk222 23 Posted December 2, 2015 I messed around with setCustomAimCoef 0.1 and it is amazing. I definitely like knowing that I have the ability to adjust it. I see that the fatigue isn't the problem, it is the load / forced walk. According to the new system the majority of my load outs don't allow me to sprint. Hopefully that gets resolved soon. Share this post Link to post Share on other sites
tay-uk 13 Posted December 2, 2015 I have tested this in the init.sqf file and it stops the excessive weapon sway, works after respawn too. Not tested on a dedicated server, but can't see any reason why it wouldn't. (same code as the no fatigue one with the commands changed) if (local player) then { player setCustomAimCoef 0.1; player addMPEventhandler ["MPRespawn", {player setCustomAimCoef 0.1;}]; }; Share this post Link to post Share on other sites
csk222 23 Posted December 2, 2015 I'm sure it will work in the dedicated server. I have just been messing around in the editor. I got curious and wondered what else I could affect and found this: https://community.bistudio.com/wiki/setUnitRecoilCoefficient I combined the 2 and practically made a laser with the LMGs when you set it to 0. // Custom Weapon Sway & Recoil player setCustomAimCoef 0.1; player setUnitRecoilCoefficient 0.1; player addEventHandler ["Respawn", {player setCustomAimCoef 0.1;}]; player addEventHandler ["Respawn", {player setUnitRecoilCoefficient 0.1}]; Share this post Link to post Share on other sites
caboose816 38 Posted December 2, 2015 I messed around with setCustomAimCoef 0.1 and it is amazing. I definitely like knowing that I have the ability to adjust it. I see that the fatigue isn't the problem, it is the load / forced walk. According to the new system the majority of my load outs don't allow me to sprint. Hopefully that gets resolved soon. I'm sure it will work in the dedicated server. I have just been messing around in the editor. I got curious and wondered what else I could affect and found this: https://community.bistudio.com/wiki/setUnitRecoilCoefficient I combined the 2 and practically made a laser with the LMGs when you set it to 0. // Custom Weapon Sway & Recoil player setCustomAimCoef 0.1; player setUnitRecoilCoefficient 0.1; player addEventHandler ["Respawn", {player setCustomAimCoef 0.1;}]; player addEventHandler ["Respawn", {player setUnitRecoilCoefficient 0.1}]; Glad to see it's so easy to adjust. Think I might start messing around with all of this tonight, try and figure out some better values. Share this post Link to post Share on other sites
ItzTopcat 3 Posted December 3, 2015 For init.sqf at bottom if (hasinterface) then { waitUntil {!isnull player}; player enableStamina false; player addEventHandler ["Respawn", {player enableStamina false}]; }; Confirmed and this is working! Share this post Link to post Share on other sites
spidypiet 17 Posted December 3, 2015 nice work arounds but to be honest tis should be general Game /server settings 1 Share this post Link to post Share on other sites
csk222 23 Posted December 3, 2015 Ok so just to clarify. Is enableStamina False the new enableFatigue False? Will I need both? Fixed: No longer forcing walk when Stamina is switched off by script http://feedback.arma3.com/view.php?id=26727 "this is a huge problem unless you are in a clan or what ever them kids are calling it these days, to specialize load outs. and i defeats the point of large load barring gear, as it stand with this new system one can only fill the hghest capacity gear about 2/3s full with out walking around like you are holding in a poo" How come it says fixed but I'm still forced to walk when I have a full backpack? Is there an additional code to prevent being forced to walk with full load capacity (ie. Rifleman AT with Carryall full of rockets)? I've tried "allowsprint true" and "forcewalk false". Share this post Link to post Share on other sites
Greenfist 1863 Posted December 3, 2015 Ok so just to clarify. Is enableStamina False the new enableFatigue False? Will I need both? Fixed: No longer forcing walk when Stamina is switched off by script http://feedback.arma3.com/view.php?id=26727 "this is a huge problem unless you are in a clan or what ever them kids are calling it these days, to specialize load outs. and i defeats the point of large load barring gear, as it stand with this new system one can only fill the hghest capacity gear about 2/3s full with out walking around like you are holding in a poo" How come it says fixed but I'm still forced to walk when I have a full backpack? Is there an additional code to prevent being forced to walk with full load capacity (ie. Rifleman AT with Carryall full of rockets)? I've tried "allowsprint true" and "forcewalk false". Fatigue was replaced by stamina, so you don't need enablefatigue. The forced walk is fixed in the hotfix release candidate, not it the current stable version. Yet. https://forums.bistudio.com/topic/183855-release-candidate-branch-announcements/?p=2944651 Share this post Link to post Share on other sites
csk222 23 Posted December 3, 2015 Problem Solved with the Hot Fix. Thank You! Share this post Link to post Share on other sites
Dexious 12 Posted December 7, 2015 Hello i tried all of the above and nothing works for me. The thing is that the command player enableStamina false; works if i use it after the mission loads. I tried placing it in Init.sqf or InitPlayerLocal.sqf but with no success. Any ideas? Share this post Link to post Share on other sites
avibird 1 154 Posted December 12, 2015 I'm sure it will work in the dedicated server. I have just been messing around in the editor. I got curious and wondered what else I could affect and found this: https://community.bistudio.com/wiki/setUnitRecoilCoefficient I combined the 2 and practically made a laser with the LMGs when you set it to 0. // Custom Weapon Sway & Recoil player setCustomAimCoef 0.1; player setUnitRecoilCoefficient 0.1; player addEventHandler ["Respawn", {player setCustomAimCoef 0.1;}]; player addEventHandler ["Respawn", {player setUnitRecoilCoefficient 0.1}]; This works fine I just bumped up the numbers 0.3 to give a little more sway and recoil but better then the default. How do I make this work for all playable units in the mission. Do I just replace player with playableUnits OR SwitchableUnits Share this post Link to post Share on other sites
jakeplissken 81 Posted December 12, 2015 This will also remove the exaggerated weapon sway. Add this to initPlayerLocal.sqf player setCustomAimCoef 0.3; player addMPEventhandler ["MPRespawn", {player setCustomAimCoef 0.3}]; player setUnitRecoilCoefficient 0.3; player addEventHandler ["Respawn", {player setUnitRecoilCoefficient 0.3}]; player enablestamina false player addEventHandler ["Respawn", {player enablestamina false}]; Share this post Link to post Share on other sites
avibird 1 154 Posted December 12, 2015 @ jakeplissken what is code/command for all playableUnits OR SwitchableUnits in the mission. It works fine for the player but if the player switches to a new unit via team switch menu the default is back for the new unit the player is using now. Share this post Link to post Share on other sites