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Arma 3 Stamina is good and bad.
Acknowledged, WishlistPublic

Description

Hello. I like/understand the point of the new Arma 3 Stamina system/update. It can make the game more immersive for the military sim units, however with wasteland, exile, epoch, and EVERY game mode out there including a fresh mission from the ground up the Arma 3 Stamina system is broken. And here's why. Firstly forceRotorLibSimulation = 0; you guys did good with this. How about an option that will allow us to do the same to turn off and on the advanced Arma 3 Stamina system at will as a server owner/coder? So instead of forcing it on everyone we can have an option to chose thus making more people happy.

player enableFatigue false;
player allowSprint true;
player forceWalk false;
player enableStamina false;

All these commands so that everyone is on the same page do not work. What I mean by this is I setup a from the ground up mission, and initialized those parameters in the init.sqf it did in fact NOT fix the issue with just coming to a complete stop almost of a walk when I was loaded with gear. So please BIS lets see ForceAdvancedStamina = 0 and/or 1; ASAP ;) {F27465}

Details

Legacy ID
1767257292
Severity
None
Resolution
Open
Reproducibility
Always
Category
Fatigue
Steps To Reproduce

Tried many different ways of initializing player enableFatigue false;
player allowSprint true;
player forceWalk false;
player enableStamina false;
But none of it worked.

Additional Information

Maybe you should hire me ;)

Event Timeline

neoanonymous edited Additional Information. (Show Details)
neoanonymous set Category to Fatigue.
neoanonymous set Reproducibility to Always.
neoanonymous set Severity to None.
neoanonymous set Resolution to Open.
neoanonymous set Legacy ID to 1767257292.May 8 2016, 1:10 PM

The devs wrote in the dev blog that there will be a Legacy fatigue mod in the Steam workshop that will enable the old fatigue system. It will be there once and forever but is not supported by BIS anymore.

To whom that do not understand what forceRotorLibSimulation = 0; is. It is an option in description.ext file within a mission file. What this does is if its set to 0 as my server is set to it then allows the USER to chose between basic flight and advanced flight sim. So if they made an option for the description.ext say ForceAdvancedStamina = 0 and/or 1 then everyone can choose their preferred system. So this would really give us the users the people paying for the game control over what we want to use. So lets hope BIS gives us all what we want. Also @PiepMGI where exactly would you input that code to initialize it? I am guessing in the main init.sqf?

Yes, where you can in fact! Init.sqf, unconditional trigger (without "this" in cond field), or creating a small addon (cfgpatches).. even in debug console if accessible.
If you want to reduce more, say 20%, you'll probably have to increase the loop frequency (that means lower sleep: sleep 1; or sleep 0.5). The good way to test is to run your mission with different sleep & fatigue values and watch your brand new stamina bar. If loop frequency is ok, you'll see very small adjustment while limit is reached (% of fatigue bar).

To completely remove fatigue: player enableFatigue false;
To reduce weapon sway, there is an addon:
http://www.armaholic.com/page.php?id=26266

I totally agree with you. Some unconditional people think ARMA is a war simulator. But it's a game! BI created VBS3 (not the same price!) for sim. I don't understand why it's an evidence displaying or not mines, displaying tags or crossair but there is no chance to have a stamina/fatigue/weapon sway cursor along with difficulty setting.
My aim is not to ruin BI dev work but save some hard works done by Arma's scripter community. A hobby is a hobby but wasting time isn't really fine for anyone!

Its a deal breaker for me. I have a small 16 slot server and struggle to make the numbers. Everyone is talking about going onto other games already. If this happens I will have to shut the server down - I cant see any point if I am the only one playing on it. Move things back to how they were please.

@Gopher_nz I agree, again this is a deal breaker for everyone right now BI. So please allow the users to choose.

V 1.54 comes with new commands. See https://community.bistudio.com/wiki/Arma_3_Stamina
Some scripters could change things for their MP missions. I'm writing an addon for making things more playable but as you know, addon must be accepted by server admin. Let me know if that sounds great for you.

From what I have tried it is not working the way I think it was intended to.

Just a couple of things:

  • if you disable stamina, you disable fatigue also (player enableStamina false);
  • if you are bare underwear (without watch or even map), your default stamina is at 60. That roughly means if you sprint during 60 sec you'll get max fatigue (=1) and you recover 0 fatigue in 30 sec at rest;
  • Don't bother yourself with stamina, just limit fatigue! Stamina will follow.

As scripting foreach playableUnits, foreach allPlayers can provide weird results for broadcasting a code, you can use:

fnc_stamina = {while {alive player} do {scopename "fatigued"; sleep 0.5; waituntil {sleep 0.5; getFatigue player > 0.4 }; player setFatigue 0.4}; breakTo "fatigued"}; [[],fnc_stamina] remoteExec ["spawn",0,true]

This above limits fatigue to 0.4 and stamina will follow as well. You keep a little bit of realism and the stamina bar.

Furthermore, if weapon sway is boring you, you have a new command for that:

just add at beginning of fnc_stamina (out of while loop):
player setCustomAimCoef 0.4 (or any value between 0 to 1 (max sway))

This code must be in init.sqf, or in an unconditional trigger, or an addon, or in debug console if enabled during game (see enableDebugConsole possibilities in description.ext)

Im sorry for what i will say but when using this Feedbacktracker i assume that you read sitreps spotreps and opreps. They said that they will upload a functioning fatigue mod in the steam workshop that will override the stamina. Fatigue will be deleted from the engine because maintaining 2 systems is not worth it.

TutSi added a subscriber: TutSi.May 8 2016, 1:10 PM
TutSi added a comment.Dec 3 2015, 11:43 AM

Hi master, Where you have this info from? I started searching today but cant find it. There is no info they will delete fatigue, or if is, please share it. Only info i hace is RC Fix Testing:
https://forums.bistudio.com/topic/183855-release-candidate-branch-announcements/?p=2944651

Sitrep #128 To cater to this, we're creating a sample mod that demonstrates how to set up the game close to what it is in main branch now, but also enables you to tweak it further to your liking.

at least that how i understood this.

Im not talking aboutr variables im talking about the whole system thats called fatigue.