Arma 3
Stamina Modifier - ACE
49 件のコメント
ElPedroChico 9月24日 16時46分 
I see thank you
johnb43  [作成者] 9月24日 11時43分 
@ElPedroChico It's just a multiplicative factor.
ElPedroChico 9月23日 16時16分 
Could you explain what "Duty Factor" actually is?
It's mentioned in the description without explanation
_mickey_ 8月7日 13時12分 
@johnb43 H!

can uou explain, what is?

"Muscle damage factor: Factor that is applied to muscle damage. Lower is better."

and is it possible to add something like - "Injure Duty Factor"? that is, how quickly stamina is spent when you are injured
johnb43  [作成者] 2月15日 10時40分 
@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 2月15日 9時10分 
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  [作成者] 2月15日 1時00分 
@Reticuli What in the description is not clear about achieving that?
Reticuli 2月14日 19時59分 
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  [作成者] 1月20日 22時58分 
@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 1月20日 22時22分 
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 2024年11月27日 18時03分 
Thank you.
johnb43  [作成者] 2024年11月27日 12時36分 
@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 2024年11月27日 2時19分 
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 2024年9月10日 1時55分 
@johnb43
I see the compat for Advanced Vault System is finally there, thank you:steamhappy:
johnb43  [作成者] 2024年2月17日 1時39分 
@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 2024年2月17日 1時30分 
@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  [作成者] 2023年9月3日 3時49分 
@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  [作成者] 2023年8月23日 4時48分 
@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 2023年8月23日 1時15分 
@johnb43, can't find license. Can your MODs be repacked for ease of use?
aceb20 2023年8月1日 9時56分 
Noted. Thanks for the quick response
johnb43  [作成者] 2023年8月1日 9時47分 
@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 2023年8月1日 9時34分 
I feel dumb for asking, but which option, if any, are for changing stamina usage when walking with your weapon down?
STyx2909 2023年8月1日 6時20分 
Not only, he does write great MODs, but he is always a very nice person.
johnb43  [作成者] 2023年7月29日 0時35分 
@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 2023年7月28日 8時39分 
Y-o-u a-r-e a-w-e-s-o-m-e !!
Tnk you VERY much for the Alternative Running update
HBAOplus 2023年7月28日 0時38分 
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://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2794721649
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2034363662&searchtext=movement+rework
aceb20 2023年7月27日 15時07分 
Absolutely fantastic
I greatly appreciate the update
I FINALLY added Alternative Running into my modlist because of this addition. Cheers!
aceb20 2023年7月26日 14時33分 
Any chance you can make settings for Alternative Running? https://psteamcommunity.yuanyoumao.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 2023年5月26日 8時56分 
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  [作成者] 2023年5月26日 8時36分 
@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 2023年5月26日 8時17分 
@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://psteamcommunity.yuanyoumao.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 2023年5月26日 8時16分 
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  [作成者] 2023年4月22日 0時29分 
@Whale I see what you mean now. I will take a look at it.
Whale 2023年4月21日 20時41分 
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  [作成者] 2023年4月15日 1時40分 
@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 2023年4月13日 20時57分 
Any plans on updating this to affect AE1, AE2?
johnb43  [作成者] 2023年3月28日 22時23分 
@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 2023年3月28日 20時12分 
Correction, I mean set muscle damage to zero, and AE1/AE2 to MAX.
Whale 2023年3月28日 19時55分 
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 2023年3月22日 12時19分 
@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  [作成者] 2023年3月22日 12時13分 
@RicGonzalez It was added in the most recent update.
R. Gonzalez 2023年3月22日 12時08分 
@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  [作成者] 2023年3月21日 8時49分 
@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 2023年3月20日 14時23分 
...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 2023年3月20日 14時13分 
@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  [作成者] 2023年2月25日 1時14分 
@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 2023年2月24日 22時42分 
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  [作成者] 2023年2月21日 10時24分 
@Kaiser Mighty Yes.
Mighty 2023年2月21日 10時22分 
can these settings be enforced on the server through CBA settings if all players and server have the mod loaded?