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- 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.
I see the compat for Advanced Vault System is finally there, thank you
My mod is supposed to modify ACE stamina, not add it to mods that don't have it.
Check each of my mods individually for their licenses.
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.
Tnk you VERY much for the Alternative Running update
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2794721649
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2034363662&searchtext=movement+rework
I greatly appreciate the update
I FINALLY added Alternative Running into my modlist because of this addition. Cheers!
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.
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
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.
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
That's about it... I hope we can help each other
Sorry for the big text, and apologize me for any inconvenience...
It's not run by the script scheduler, it's run by CBA internal functions, which ultimately are run by "onEachFrame" Eventhandler.
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.
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!
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 ?
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.
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...
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!
See: https://github.com/acemod/ACE3/blob/76676eee462cb0bbe400a482561c148d8652b550/addons/advanced_fatigue/functions/fnc_handlePlayerChanged.sqf