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Found 8 results

  1. Hi there, in the recent update of development branch you will find the new version of announced (http://dev.arma3.com/sitrep-00030) fatigue mechanics improvement which we prepared for you. As the design of such an important feature is inevitably burdened by many subjective feelings and opinions we decided to inform and discuss it's implementation with you. Therefore I would like to gladly ask you for a valuable, constructive and civilized feedback upon the issue. Hopefully, it will help me a lot to tune that feature according to your sound objections, good suggestions and overall gameplay feelings. So, this update will affects three main issues: 1) Animation slowdown. The more you are fatigued, the more sluggish and cumbersome all your movement becomes. Simple as that. However, not every animation could be slowed down by the same degree without odd side effects. Thus it's quite tricky to set up the values for every respective animation correctly. If you find out some unexpected motion that goes simply "too slow", please, let me know. Also I would like to hear from you if the current overall slowing isn't too much, or if you generally feel that it could be even more severe. As I said, it's very subjective issue and many different opinions will arise for sure. 2) Fatigue gain from inventory load. The more you are loaded, the sooner you get exhausted by doing exhaustive actions. I've made the progress of fatigue gain from inventory load much steeper to force you to consider your carried equipment with greater care. Let me know if it's not too punitive, or, if you feel that it could be even more severe. 3) Weapon sway. Believe it or not, weapon sway behavior is inevitably connected to fatigue. Thus the recent changes will certainly have an impact on it. We wish to improve the sway mechanics even further, so every feedback regarding this issue, regardless if it's just personal opinion or shooting range testing video, will be also much appreciated. Thanks in advance for your feedback and stay tuned.
  2. I created a mission in the Eden Editor and I wanted to add a little script which is going to allow me to access the virtual Arsenal in anytime I want, anywhere through the scroll wheel, and another little script which is going to disable the fatigue system and thus I could have infinite stamina. Here is the code:(the file is saved in the mission folder[Documents]) Init.sqf player addAction ["Aresenal", {["Open",true] spawn BIS_fnc_arsenal;}]; player enableFatigue False; player addEventHandler ["Respawn", {player enableFatigue false}]; So here is my problem, the script works just great in the editor when I test the mission. but when I try to host a server[not a dedicated server] It doesn't work. I'm not really good at ArmA3 scripting I'll be so happy if someone could just tell me what code should I use and where do I need to put it. I'll be happy if someone could help me, thanks...
  3. Hi everybody, A year has passed since I issued the HUD Tactical glasses V 2.3 Thanks to all of you who took time to play with this add-on and feedback for improvement. This add-on is a pack of tools such as AUTO-REPACK, FATIGUE MANAGER, ENHANCED GPS, ENHANCED MAP TOOLS, TACTICAL ICONS, ARSENAL TEST, HALO JUMP,.. and much more! (details below and more info in readme.txt) Forget the "too heavy backpack" penalty, adjust Zeroing, use map tool for MK6 mortar computing, treat yourself at full with a 2nd FAK, auto repack your magazines,... Your settings are persistent from mission to mission. MP environment compatible. I hope this will please to you but I’m aware nothing is perfect. If you have any specific demand as server owner, just ask me. This add-on is not a heavy one! Just test it. Download here: http://steamcommunity.com/sharedfiles/filedetails/?id=673533220 View video here:
  4. 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.
  5. Is it possible to make a script that disables fatigue loss only when jogging with your gun up? I am referring to the running stance in which your weapon is down, but not fully, so that it is still visible when looking straight ahead. I still desire fatigue costs for all other actions such as sprinting and vaulting.
  6. Hi folks! My first Arma 3 mod ever! I have increased the amount of stamina, so right now you now x6 times more stamina. The recovery speed was also increased, but only by x3 times. It strikes nice balance IMHO. Now a NATO heavy gunner, who could only sprint for a few dozens of meters, now can sprint for almost half of the Stratis runway length. I know there are mods that disable the stamina altogether, but I couldn't find a mod that would allow you to run for longer, but still keep the whole system on. DOWNLOAD: http://www.mediafire.com/download/41c45f948cvmmw3/%40MOAR_STAMINA.zip It's a simple tweak, so feel free to tweak it to your hearts content. If you want to release your own version, with would use this little mod, just drop a credit for me and feel free to do whatever you want. class CfgMovesFatigue { staminaDuration = 360; //60 staminaCooldown = 10; staminaRestoration = 90; //30 aimPrecisionSpeedCoef = 5; terrainDrainSprint = -1; terrainDrainRun = -1; terrainSpeedCoef = 0.9; };
  7. The Fact that you can constantly sprint but then at the very end to go a fast walk I think is a step back. The setup before where your speed for running would slowly go down until you recoup your stamina i think is a way better setup. It is more realistic at least in my opinion. If you have the same opinion or different post it here i would like to see what others have to say.
  8. roguetrooper

    setovercast still not working

    Why is setovercast still not working? This is really some kind of joke. Instead of tweaking uniform patches and colors, this seems to be more important...
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