Jump to content
csk222

How to remove 1.54 Fatigue - Stamina - Weight?

Recommended Posts

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.

  • Like 1

Share this post


Link to post
Share on other sites

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

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

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.

Share this post


Link to post
Share on other sites

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

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

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

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

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

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

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

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

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

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

 

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

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

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

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

 

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

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

@ 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

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×