Bayern_Maik 9 Posted March 18, 2018 Is there a way to access these: aimPrecisionSpeedCoef = 5; staminaCooldown = 10; staminaDuration = 10; staminaRestoration = 30; terrainDrainRun = -1; terrainDrainSprint = -1; terrainSpeedCoef = 0.9; https://community.bistudio.com/wiki/CfgMovesFatigue dynamically during mission with script? Share this post Link to post Share on other sites
pierremgi 4944 Posted March 18, 2018 All is here for stamina (getter/setter) but IMHO you can't do anything with terrain drains. 1 Share this post Link to post Share on other sites
Bayern_Maik 9 Posted March 24, 2018 So this: aimPrecisionSpeedCoef = 5; staminaCooldown = 10; staminaDuration = 10; staminaRestoration = 30; terrainDrainRun = -1; terrainDrainSprint = -1; terrainSpeedCoef = 0.9; is "hardcoded" in the "CfgMovesFatigue"-file and i dont have access during mission. Are there any undocumented functions for "Fatigue Drain" & "Recovery"? I am trying to find a way to set custom FatigueCoefficient(multiplier for "Fatigue Drain") & RecoveryCoeficient(multiplier for "Fatigue Recovery"). I wrote this script but it doesnt act like i expected: Quote // Setup _FatigueCoef = 1; // Fatigue Coefficient: Loss of Stamina Pool in Seconds _RecoveryCoef = 1; // Recovery Coefficient: _sec = 60; // Repeats per Second // Script //// _t = 1/_sec; while {alive player} do { scopename "fatigued"; if (true) then { _var = getStamina player; sleep _t; if (getStamina player < _var) then { player setStamina (_var - (_FatigueCoef * _t)); }; if (getStamina player > _var) then { player setStamina (_var + (_RecoveryCoef * _t)); }; }; breakTo "fatigued" }; It seems to kind of "overwrite"/ignore the default multipliers for different animationStates(Sprint/Run/Walk etc.). The "Fatigue Drain" calculated by my script is always the same undependent how fast you move. I would have to add different calculations for the different animationStates. I guess the script repeats too quickly but otherwise it wouldnt work fluid :( Does anyone already have a working script for this or some tips before i start messing around (because i honestly dont know how the default calculations work :D......) with different animationStates and basically completely rewrite the basic system? I am thankfull for every annotation! Share this post Link to post Share on other sites
Bayern_Maik 9 Posted March 27, 2018 https://community.bistudio.com/wiki/setUnitTrait player setUnitTrait ["loadCoef",1]; Not exactly what i was looking for but i think it will do the trick for now :) Share this post Link to post Share on other sites