jonpas 294 Posted September 18, 2016 So, what are the numerical value ranges for Advanced Fatigue? All default values are 1. How high can they go? Any number is accepted, but it is recommended to keep it between 0 and 2 to be safe. Share this post Link to post Share on other sites
shokun 0 Posted September 18, 2016 Blood bags is not working in basic medical system if person running low on blood. hi my server using basic medical system too and not working. so we use ver.3.6.2 ..... wait for acorrection..... Share this post Link to post Share on other sites
blackburnrus 31 Posted September 18, 2016 It takes more energy to hold the weapon up at a ready to fire level? The new stamina level is TOTAL stamina, not just how far you can run. it seems like weight of gun is a couple hundred kg 1 Share this post Link to post Share on other sites
Vasily.B 529 Posted September 18, 2016 Moving pn phrone takes way too much stamina. 1 Share this post Link to post Share on other sites
sammael 366 Posted September 18, 2016 it would be nice if stamina 2x by default ..(more time before you get tired ) Share this post Link to post Share on other sites
stu81 45 Posted September 18, 2016 Moving pn phrone takes way too much stamina. Moving prone is exhausting with gear on so I think it's fine. Share this post Link to post Share on other sites
serjames 357 Posted September 18, 2016 Hi Guys, is it possible to set the Max view distance for Foot, Vehicle and Pilot as a server config. I can see it's manually adjustable for client, but I'd like if possible to restrict the max for each variable on the server ? Thanks for any advice SJ Share this post Link to post Share on other sites
corporal_lib[br] 396 Posted September 18, 2016 it would be nice if stamina 2x by default ..(more time before you get tired ) How about an entry on ACE options to disable advanced fatigue? Servers could enforce this settings, listen servers/SP could disable it... I already have a running mod which disables vanilla stamina, but it does squat to ACE stamina and I wouldn´t recommend disabling ACE movement altogether (for dependancies issues) =/ Or is there another efficient way (without taking off ACE_movement.pbo)? Cheers! Share this post Link to post Share on other sites
BB_Frost 37 Posted September 18, 2016 You can remove the ace_advanced_fatigue.pbo. :) 1 Share this post Link to post Share on other sites
blackburnrus 31 Posted September 18, 2016 When the unit is unconscious: he is laying on the ground with in the same pose. (without ragdoll) and when you're looking on the body: you can know is he dead or not (when unit is dead he is laying with ragdoll in deffrent poses) Is it possible to make unconscious units laying on the ground with ragdoll? like this 1 Share this post Link to post Share on other sites
sammael 366 Posted September 18, 2016 do you meant shaking limbs? Share this post Link to post Share on other sites
Moon_chilD 200 Posted September 18, 2016 Yeah, I think what he means is, that you can easily see if a person is dead or not because a dead person has a ragdoll while an unconscious person has an animation. However from what I know that has been asked alot (even by me) and the answer was no due to an engine limitation! Share this post Link to post Share on other sites
corporal_lib[br] 396 Posted September 18, 2016 You can remove the ace_advanced_fatigue.pbo. :) Oh Lord... I can swear I couldn´t find it... right on my face (it´s the second .pbo on the folder... just browsed thru...gosh!) Thanks! =) 2 Share this post Link to post Share on other sites
jonpas 294 Posted September 19, 2016 Advanced Fatigue uses ACE Settings like most other modules, simply disable it that way. 1 Share this post Link to post Share on other sites
blackburnrus 31 Posted September 19, 2016 Yeah, I think what he means is, that you can easily see if a person is dead or not because a dead person has a ragdoll while an unconscious person has an animation. However from what I know that has been asked alot (even by me) and the answer was no due to an engine limitation! but here is no limitations Share this post Link to post Share on other sites
Moon_chilD 200 Posted September 19, 2016 Yeah I asked myself why, since people that get hit by cars ragdoll but in the end, the ace devs have way more skill then I have. I trust them on what they say... xD Share this post Link to post Share on other sites
Vasily.B 529 Posted September 19, 2016 Moving prone is exhausting with gear on so I think it's fine. Even me, moving with 15KG backpack on phrone, can move further. Share this post Link to post Share on other sites
R. Razor [WP] 14 Posted September 19, 2016 @blackburnres & Moon_child I believe the reason they cannot add that sort of ragdoll for a unconscious simply down to the there is no scripting command or function available to do so. I have spent a fair bit of time looking for a command or script to do this. The closest I have ever seen to towards ragdoll on command is from KillzoneKid which can be found here http://killzonekid.com/arma-scripting-tutorials-forced-ragdoll/ Even in that example KK does not actually call anything that does the ragdoll but instead he hits the character with a small but very heavy object. BI have a ticket on the Arma 3 feedback tracker for this feature but there has been no info on it in a very long time https://feedback.bistudio.com/T62430 I hope this clears things up for you guys regarding the ragdoll situation. But I don't this thread is really the place to continue on this subject. 1 Share this post Link to post Share on other sites
O.Languedoc 67 Posted September 20, 2016 Hi. Thx for the new release. It already up on our server. We cant figure out how to make the TRIP FLARE. I dont see any trip wire flare ammunition... or anything related to it. Any hint would be appreciated. Thx Share this post Link to post Share on other sites
ski2060 167 Posted September 20, 2016 As reported in the thread previously, Tripflares were accidentally left out. Share this post Link to post Share on other sites
Mirek 166 Posted September 20, 2016 Hi fast question about bandages in advanced medical. After playing a bit i found out that you just need one tipe of bandage for any wound and this table http://ace3mod.com/img/wiki/feature/medical1.jpg just confirms it. So my question: What is the purpose of the other types of bandages? Why are they even there? Share this post Link to post Share on other sites
ski2060 167 Posted September 20, 2016 I think someone had a bit of a problem with cut and paste. Each bandage should have advantages and disadvantages depending on wound type, like before. Share this post Link to post Share on other sites
Jdownward 33 Posted September 20, 2016 Just wondering if the ace team are gonna bring back the knockout feature?? Was amazing. Sent from my E6653 using Tapatalk Share this post Link to post Share on other sites
Jdownward 33 Posted September 20, 2016 Also unsure if this has been deliberately left out but you are unable to drag dead body's Sent from my E6653 using Tapatalk Share this post Link to post Share on other sites
jaaxxxxon 140 Posted September 20, 2016 I think that's the point of body bags, but tbh it would be nice to be able to fireman's carry bodies, and just need the bags to load them in vics. But I digress 1 Share this post Link to post Share on other sites