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 Post subject: The Fatigue Problem
PostPosted: Tue May 12, 2015 5:41 pm 
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Joined: Wed Feb 15, 2012 2:03 pm
Posts: 1075
Location: Derby, United Kingdom
Even I'm confused now!

Dream, you said the following code is usually used to disable fatigue:

Code:
if (local player) then { player enableFatigue false; player addMPEventhandler ; };


Here's what was in Blue's mission (but not running)

Code:
if (local player) then {
   player enableFatigue false;
   player addMPEventhandler ["MPRespawn", {player enableFatigue false}];
};


If you're using the first one, it's not going to work because it is missing a part of the statement. It should also throw a script error. Anyway, I'm going to add comments to the code so you folks understand what each bit does.

Code:
if (local player) then { //Basic "if" statement, checks if the player is local to the machine the code is ran on. You don't need to worry about this
   player enableFatigue false; //This disables fatigue initially upon the player
   player addMPEventhandler ["MPRespawn", {player enableFatigue false}]; //Fatigue is enabled by default upon respawn, even if disabled. This bit of code disables fatigue every time the player respawns
};


Hopefully that makes a bit more sense.

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 Post subject: Re: The Fatigue Problem
PostPosted: Tue May 12, 2015 5:51 pm 
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Joined: Sun Oct 06, 2013 10:18 am
Posts: 338
Location: North Shields
Not sure what happened there John - copy and paste fkd up!!. Tried to send from mobile. I'll paste what is in my init.sqf that I have used for every mission once I put son to bed. It's worked for every mission flawlessly.


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 Post subject: Re: The Fatigue Problem
PostPosted: Tue May 12, 2015 6:25 pm 
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Joined: Sun Oct 06, 2013 10:18 am
Posts: 338
Location: North Shields
This was in init.sqf of my last mission from two sundays ago:

if (local player) then {
player enableFatigue false;
player addMPEventhandler ["MPRespawn", {player enableFatigue false}];
};

Used in every mission I've made without any problems. Yet to use RHSUSAF in any mission, however last night I made test on server called Fatigue Test using RHSUSAF only. Fatigue definitely did not work. Shadowze, myself and Plores tried to run uphill. We didnt get 50 metres without nearly passing out.


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 Post subject: Re: The Fatigue Problem
PostPosted: Tue May 12, 2015 6:55 pm 
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Posts: 1075
Location: Derby, United Kingdom
That is odd. Check the mission Blue made.

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 Post subject: Re: The Fatigue Problem
PostPosted: Tue May 12, 2015 9:07 pm 
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Posts: 338
Location: North Shields
Update 12.05.15
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
Mission title - Fatigue Test NATO ONLY - On test server

Everything that's in mission init.sqf:

tf_same_sw_frequencies_for_side = true;

tf_no_auto_long_range_radio = true;

if (local player) then {
player enableFatigue false;
player addMPEventhandler ["MPRespawn", {player enableFatigue false}];
};
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

Created NATO only fireteam + Zeus

Full loadout - Team leader ran 400 metres uphill no problem.
Respawned as AT guy. Full loadout - deep breathing then walking/red mist after 100 metres
BlueEyedGuy joined - Basic loadout - deep breathing then walking/red mist after 150 metres


Tried Blue's fatigue test mission - TDII Test. Same issues as above.

Issue JIP ??

---------------------------------------------------------------------------

First aid problems:

Picked up 5 first aid kits. Normally can use on other wounded players.
One shot wound to BlueEyedBoy - 5 first aid kits used - still showing as injured. Normally healed with one or two first aid kits.
Respawned as medic - treated and healed Blue straight away.


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 Post subject: Re: The Fatigue Problem
PostPosted: Tue May 12, 2015 9:32 pm 
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Posts: 338
Location: North Shields
Update 12.05.15 - 22.30
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
Mission title - Fatigue Test RHSUSF ONLY - On test server

Everything that's in mission init.sqf:

tf_same_sw_frequencies_for_side = true;

tf_no_auto_long_range_radio = true;

if (local player) then {
player enableFatigue false;
player addMPEventhandler ["MPRespawn", {player enableFatigue false}];
};
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

Created RHSUSF only fireteam + Zeus

Full loadout - Team leader ran 400 metres uphill no problem.
Respawned as Medic. Full loadout - deep breathing then walking/red mist after 100 metres

JIP !!!


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 Post subject: Re: The Fatigue Problem
PostPosted: Tue May 12, 2015 10:21 pm 
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Posts: 1075
Location: Derby, United Kingdom
Can you explain why you think it's JIP in more detail please? I don't follow.

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 Post subject: Re: The Fatigue Problem
PostPosted: Tue May 12, 2015 10:49 pm 
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Posts: 338
Location: North Shields
Problem solved. Created two new sqf files. See shadowze post "wascally wabbits and fatigue". Replaced original init.sqf with new init.sqf and also created new one - onPlayerRespawn


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 Post subject: Re: The Fatigue Problem
PostPosted: Fri Dec 18, 2015 5:38 pm 
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Location: NI
onPlayerRespawn.sqf

Code:
if (local player) then {
     player enableStamina false;
     player setCustomAimCoef 0.25;
};

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 Post subject: Re: The Fatigue Problem
PostPosted: Fri Dec 18, 2015 6:14 pm 
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Joined: Thu Feb 16, 2012 7:17 pm
Posts: 767
You need to tell us where this bit of text goes.


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 Post subject: Re: The Fatigue Problem
PostPosted: Fri Dec 18, 2015 6:29 pm 
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Joined: Thu Feb 19, 2015 4:56 pm
Posts: 90
Location: UK
Jack wrote:
You need to tell us where this bit of text goes.

He has: onPlayerRespawn.sqf


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