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0:35:13 Error abs: 类型 布尔值,预期为 数字,非数字
(Chinese characters, meaning: "type: Boolean, expected: number, non-number")
0:35:13 File /z/ace/addons/advanced_fatigue/functions/fnc_handleEffects.sqf..., line 90
0:35:13 Error in expression <rintAllowed _unit && {_fatigue > 0.7 || abs _fwdAngle > 20 || abs _sideAngle > 2>
20:52:35 Error 类型 数字,非数字,预期为 数字
(Chinese characters, meaning: "type:number, non-number; expected: number")
20:52:35 File /z/ace/addons/advanced_fatigue/functions/fnc_handleStaminaBar.sqf..., line 25
20:52:36 Error in expression <_staminaBarWidth];
_staminaBarContainer ctrlSetPosition _posAndSize;
if (ace_a>
20:52:36 Error position: <ctrlSetPosition _posAndSize;
Hi,test with only MOAR and ACE 3.18.1, multiply errors pup up in RPT. When used with some other mods, MOAR will break many ACE features (eg. arsenal, advanced grenade throw, check mag left ammos). Seems there is something wrong in the fatigue part. Please check!
The backpack standalone is counting as "hidden"
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3025969470
I was really inspired by your mod, and in the last few days began to work on my own project, which aims to tweak the ACE Field rations and Fatigue system
As your "Fatigue" feature was used as bases for my own, with just some adjustments and addons, it's fair enough that I had to come here and shout out to you
(added that muscle fatigue regen, with also long-term stamina reserves)
I'd be deeply flattered if you could take a look at it, and you are more then welcome to share your opinion, or even use it somehow if needed
You'll find it here
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2975583316
👊👊
During testing I noticed a problem with backpack limitations. Specifically inability to utilise heavy explosives such as AT mines and demolition charges, because you can't put them in vest slot.
Hope you can adress it soon, thanks!
Thank you for reporting.
The comment below from @Sugar Man proceeds!
Made my own tests here and yes, ACE Medical is being overwritten
I don't know why, but you included some function files, from ACE Medical, that overwrite the settings made on it's medical system:
fn_conditionBleedoutDeath
fn_conditionCardiacArrestTimer
fn_conditionExecutionDeath
I made some changes in your .pbo, and your feature (bandage coefficients) kept running fine :
- Deleted those files above;
- Deleted the lines from " class ACE_Medical_StateMachine " in the config.cpp.
Hope this helps!
In my ace medical I made fatal injury condition for player only in cardiac arrest so players wont die immediately after getting HS, they can get executed in the ground thou. However after enabling this mod every HS I recieve is 100% fatal death.
Maybe now we can have some real use for ACE Bananas in it's potassium rates 😅😂
(💡 Maybe that was even the original idea for it, from devs, as muscle fatigue is just unrecovable in any other way )
I really have no intention in "abusing" your good will, as I also know how laborious these things can be
But, If it's not too much trouble for you...
I think this mod could be even better if there was a "restore ace muscle fatigue" benefit from eating too
Maybe, to keep things balanced, this could be a 2nd food benefit, and also could be enabled/disabled by CBA options
What do you think? Any chance?
Really appreciated your work, and I've been using in my Unit, with satisfactory results for all members
Congrats once again 👏
Thank you very much for the update!
- The stuck animation happened in solo normal play when testing it in Ace Virtual Arsenal
- When I said "realistic" I didn't meant to offend, sorry 😝
I meant for the MilSim public and MP missions that seek that immersion feeling
Tnks again for the great work!
As for the lay down problem: solo, hosted missions, dedicated server?
Thank you for the appreciation.
Maybe just adding and option to hide the "Resting" in ACE interaction would do the trick
Just bumped into your mod by change when checking the Workshop for stamina tweaks, and I gotta say It impressed me... Congrats!
I'm just having issues with the Rest feature :
(1) Do you plan to add a standalone "on/off" button for it? (Maybe when sliding the threshold down to "0" could deactivate it)
- Because it's something not quite realistic and "fair" in a Multiplayer environment, and I'd like to still have the other "Eating effects" that are a big boost to ace stamina...
[2] Don't know why exactly, but when the rest ends, my character is stuck in that "lay down" animation and I can't stand up for nothing!
- No, there is NO OTHER MOD LOADED then yours in the test play I've just started
Once more... Great work!
It doesn't mean we couldn't add a bit of hand shaking when temperature is really low in the future (addind this on To-Do list).