Arma 3
Stamina Modifier - ACE
45 Comments
johnb43  [author] 15 Feb @ 10:40am 
@Reticuli They supplement the ACE settings, nothing is replaced. I think it should be easy enough to script the functionality of stamina regen penalty, but imo it's out of the scope for this mod.
Reticuli 15 Feb @ 9:10am 
TLDR. If I just tweak the crouched while moving settings above, will my other ACE fatigue settings I already use stay the same? In other words, do your settings replace or supplement the ACE settings? Also, is there any way you know of to make holding breath cause a stamina or stamina regeneration penalty?
johnb43  [author] 15 Feb @ 1:00am 
@Reticuli What in the description is not clear about achieving that?
Reticuli 14 Feb @ 7:59pm 
What's the simplest way to use this to simply make my current ACE fatigue / stamina settings cause moving while crouched to be more fatiguing than moving while standing?
johnb43  [author] 20 Jan @ 10:58pm 
@v0t0ms No, as it's both out of scope for this mod and unnecessary: you can already see your stamina drain, regardless if you are just holding your rifle, pointed towards the ground, or walking with your rifle up, ready to shoot.
v0t0ms 20 Jan @ 10:22pm 
Could you add some indicators to the UI to show players' stamina drain? It is really confused and weird that a person can't know his stamina drain when he is holding his rifle.
STyx2909 27 Nov, 2024 @ 6:03pm 
Thank you.
johnb43  [author] 27 Nov, 2024 @ 12:36pm 
@STyx2909 I don't want to add things that are specific to equipment. You can easily do it with "ace_advanced_fatigue_fnc_addDutyFactor" yourself.
STyx2909 27 Nov, 2024 @ 2:19am 
johnb43, could you add a stamina draining factor for:
- gas mask use;
- NRBC suits use
(2 different ones. Whitelist?)
It seems to me, using these gear should drain a bit more stamina when used.
HBAOplus 10 Sep, 2024 @ 1:55am 
@johnb43
I see the compat for Advanced Vault System is finally there, thank you:steamhappy:
johnb43  [author] 17 Feb, 2024 @ 1:39am 
@Koroks Take a look at the source code https://github.com/acemod/ACE3/blob/master/addons/advanced_fatigue/functions/fnc_mainLoop.sqf , will be much better than any explanation I could ever come up with.
Koroks 17 Feb, 2024 @ 1:30am 
@johnb43, quick question, I can't seem to figure out what the AE1, AE2 and AN, reservers are. Could you please explain? Mod is awesome btw!
johnb43  [author] 3 Sep, 2023 @ 3:49am 
@HBAOplus I'm not going to add support for AVS as it's simply useless atm.
My mod is supposed to modify ACE stamina, not add it to mods that don't have it.
johnb43  [author] 23 Aug, 2023 @ 4:48am 
@STyx2909 It's in the license file in the addon folder. It can also be found on the github page: https://github.com/johnb432/Stamina-Modifier-ACE/blob/main/LICENSE .
Check each of my mods individually for their licenses.
STyx2909 23 Aug, 2023 @ 1:15am 
@johnb43, can't find license. Can your MODs be repacked for ease of use?
aceb20 1 Aug, 2023 @ 9:56am 
Noted. Thanks for the quick response
johnb43  [author] 1 Aug, 2023 @ 9:47am 
@aceb20 There is no specific setting that can change stamina usage when your weapon is down, however there is one where you can change stamina usage when your weapon is raised.
aceb20 1 Aug, 2023 @ 9:34am 
I feel dumb for asking, but which option, if any, are for changing stamina usage when walking with your weapon down?
STyx2909 1 Aug, 2023 @ 6:20am 
Not only, he does write great MODs, but he is always a very nice person.
johnb43  [author] 29 Jul, 2023 @ 12:35am 
@HBAOplus Why would you want a compat for Enhanced Movement Rework? It has stamina settings for each action already.
As for AVS, I'll look into it. Looking at the code it's a nightmare, but I might be able to figure something out.
R. Gonzalez 28 Jul, 2023 @ 8:39am 
Y-o-u a-r-e a-w-e-s-o-m-e !!
Tnk you VERY much for the Alternative Running update
HBAOplus 28 Jul, 2023 @ 12:38am 
HI, if you have free time, would you please have a look at Advanced Vault System: Remastered and Enhanced Movement Rework, then add some settings regard stamina when player vault and climb over walls?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2794721649
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2034363662&searchtext=movement+rework
aceb20 27 Jul, 2023 @ 3:07pm 
Absolutely fantastic
I greatly appreciate the update
I FINALLY added Alternative Running into my modlist because of this addition. Cheers!
aceb20 26 Jul, 2023 @ 2:33pm 
Any chance you can make settings for Alternative Running? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2198339170

Currently the run uses the same amount of stamina per distance so it really doesn't have drawbacks. I'd like to increase stamina usage so you use more stamina in the long run.
R. Gonzalez 26 May, 2023 @ 8:56am 
Hummm

By looking at your codes, I understood that they overwrite ACE's regular "mainloop" function calculations for those variables...

Which is what my mod does, and adds only some coefficients to boost those calculations in their regular ACE equations

So my idea was to skip that " load after the other mod " talk to make'em work

Besides tweaking the same things, it was hard to check in practice if we had any true conflicts, because my "boosts" are given gradually in time, and after recover of those variables
johnb43  [author] 26 May, 2023 @ 8:36am 
@RicGonzalez If you set the Muscle damage, AE1 Reserve and AE2 Reserve recovery factors to 1, it just multiplies the current value of the muscle damage and the AE reserves by 1, so nothing changes. The only possible change is if you bumped up the maximum possible value for the AE reserves in your mod - have you done that?
Otherwise I don't think it's necessary to implement a setting for that. We can both add a note on our mod's pages saying that if you want to use your mod, one should set the 3 factors to 1.
R. Gonzalez 26 May, 2023 @ 8:17am 
@johnb43, my friend

As you may remember, I'm A fan of your work, and even got inspired to make my own mod that would tweak Stamina somehow... https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2975583316

But our mods are not compatible (on my limited knowledge, I guess) when it comes to MuscleFatigue and AeReserves , and I've been getting some requests about it, as both our mods are of interest for many users.

As I don't have the know-how to make a compatibility patch for our mods, I planned in adding a "checkbox" on CBA options that would just disable any related calculation for those variables.

Since I'll be doing that to MY own mod (just gonna wait a couple of days, until I add more features, because I've just recently updated it), I wandered if you could do the same on your side...
In my perspective, that's a good addition to both, since we can make our mods compatible with ANY OTHER "stamina tweaker" out there

CONTINUE BELOW
R. Gonzalez 26 May, 2023 @ 8:16am 
If you forgive me, I even got ahead and made the necessary changes in your 'initSettings.sqf' file to save you from the work.... Check it out, it's quite simple as you may already figured - link [drive.google.com]

That's about it... I hope we can help each other

Sorry for the big text, and apologize me for any inconvenience...
johnb43  [author] 22 Apr, 2023 @ 12:29am 
@Whale I see what you mean now. I will take a look at it.
Whale 21 Apr, 2023 @ 8:41pm 
recoveryFactor seems to affect AnReserve (the stamina bar) and AnFatigue (the closest factor that affects stamina bar recovery) as well, so a recovery factor of 5.0x makes all recovery extremely fast, not just cutting out the long term fatigue (ae1, ae2).
johnb43  [author] 15 Apr, 2023 @ 1:40am 
@Whale No, as there is no reason to. You already have 'ace_advanced_fatigue_recoveryFactor' that allows you to change how quickly you refill AE1 and AE2. You can manually set 'ace_advanced_fatigue_recoveryFactor = 100' and you will see that AE1 and AE2 do not go down.
Whale 13 Apr, 2023 @ 8:57pm 
Any plans on updating this to affect AE1, AE2?
johnb43  [author] 28 Mar, 2023 @ 10:23pm 
@Whale It doesn't run every frame. ACE fatigue runs every second, so does my code.
It's not run by the script scheduler, it's run by CBA internal functions, which ultimately are run by "onEachFrame" Eventhandler.
Whale 28 Mar, 2023 @ 8:12pm 
Correction, I mean set muscle damage to zero, and AE1/AE2 to MAX.
Whale 28 Mar, 2023 @ 7:55pm 
Good news and bad news.

Good news: It works! ace_advanced_fatigue_muscledamage is always near-zero if you set it there.

Bad news:
- Is a PFH really the best solution? muscledamage takes place over 2h+ operations, and this code runs every frame. muscledamage doesn't even change when the player is still. Is there no other way to just eliminate muscledamage from the start, or zero it out every so often without adding junk to the script scheduler?
- muscledamage doesn't really affect fatigue recovery as much as ace_advanced_fatigue_ae1reserve and ace_advanced_fatigue_ae2reserve. ae2 takes half an hour to normalize depending on a lot of factors, and ae1 takes hours. ace_advanced_fatigue_anfatigue takes anywhere from seconds to minutes depending on ae2.
- My advice: Either find a more clever way to override the original ACE Advanced Fatigue loop, or just set AE1, AE2, and muscle damage to zero every five minutes or so.
R. Gonzalez 22 Mar, 2023 @ 12:19pm 
@johnb43,

I FREAKING LOVE YOU!!!
If I could, I would fly to you and kiss ya right now!!!

Man... this is a waited thing for many, many, many years. You have no idea how this will change gameplay for many Units now!

Shout out to the community about it! People should know!
johnb43  [author] 22 Mar, 2023 @ 12:13pm 
@RicGonzalez It was added in the most recent update.
R. Gonzalez 22 Mar, 2023 @ 12:08pm 
@johnb43

Hummm... Tnks for the enlightenment. The time acceleration has always been a "belief" for myself and many community members

Anyways, the problem is there no matter what

Since we've been talking about it (and I appreciate very much your feedback)... Do you think you can handle it and add the tweak of this feature in your mod ?
johnb43  [author] 21 Mar, 2023 @ 8:49am 
@RicGonzalez I know what muscle fatigue is, I just haven't really experienced it, as the missions I play don't last more than 2 hours.
As far as I have been able to tell from reading the code, it's purely dependent on the amount of work a player is doing, which means it increases over time, but time acceleration has nothing to do with it.
R. Gonzalez 20 Mar, 2023 @ 2:23pm 
...CONTINUING COMMENT BELOW

If you haven't understood yet, this muscle fatigue is something "hidden" in ACE that you'll see the consequences in game only after many hours of playing in the same scenario, without respawning (like a day or half day cycle time), or else noticed faster when the the timespeed of the mission is fasten, like a 4x or 6x, as more common in Liberation scenarios...
R. Gonzalez 20 Mar, 2023 @ 2:13pm 
@johnb43

About Whale's comment on the "muscle" fatigue....

That's a true thing! It's been the most unknown and yet must discussed problem with ACE fatigue for years!
I also don't use it in my Unit because of that...
Found your mod just now by change, as I was looking for a better looking vanilla stamina bar

Tnks for your work, but I gotta say you'll hit the jackpot when you bring that feature to it! That's has been waited for years! Trust me!
johnb43  [author] 25 Feb, 2023 @ 1:14am 
@Whale You are sure it's due to muscle damage and not something else within ACE Advanced Fatigue? I ought to be able to implement something, but I want to be sure it's the right thing to implement.
Whale 24 Feb, 2023 @ 10:42pm 
Can you add a setting to remove the "MUSCLE DAMAGE" simulation from ACE3 Fatigue? The only reason I don't use it is that you get progressively more tired as an operation goes on, and after two hours alive it's genuinely hard to move:

See: https://github.com/acemod/ACE3/blob/76676eee462cb0bbe400a482561c148d8652b550/addons/advanced_fatigue/functions/fnc_handlePlayerChanged.sqf
johnb43  [author] 21 Feb, 2023 @ 10:24am 
@Kaiser Mighty Yes.
Mighty 21 Feb, 2023 @ 10:22am 
can these settings be enforced on the server through CBA settings if all players and server have the mod loaded?