GasT Posted March 31, 2015 Report Share Posted March 31, 2015 I suggest a removal of this instead of putting in server performance stealing bikes or similar. Link to comment Share on other sites More sharing options...
cring0 Posted March 31, 2015 Report Share Posted March 31, 2015 Wat? I read that like 3 times over, what do you mean? What's this about bikes? I think they should merge the stamina and fatigue, when you start fatiguing it goes into negative values. Link to comment Share on other sites More sharing options...
fr1nk Posted March 31, 2015 Report Share Posted March 31, 2015 I think what he's trying to say is...instead of trying to bypass stamina/fatigue by adding/using bikes (which many apparently want), just remove stamina/fatigue altogether so you can sprint around indefinitely....or something something. Link to comment Share on other sites More sharing options...
cen Posted March 31, 2015 Report Share Posted March 31, 2015 Add this to init.sqf [] spawn { // No fatigue while {true} do { player setFatigue 0; uiSleep 6; }; }; Nic 1 Link to comment Share on other sites More sharing options...
1Man Posted March 31, 2015 Report Share Posted March 31, 2015 Or something something "dark side" Link to comment Share on other sites More sharing options...
Brez Posted March 31, 2015 Report Share Posted March 31, 2015 I think it's the old scenario in A2 he's talking about. Run for 2 minutes and your character is tired yet you can ride a bike around the map all day and you are never tired. To me.. the whole system of how you run and how fast is wonky in A3. You should be able to run faster if you have a 5.56 weapon in comparison to an LMG or .50 cal sniper rifle but it makes no difference. As well as what you are wearing. A character with no backpack with items, no clothing, no weapon etc.. should run faster than someone geared up. BI failed here but that's how it was in A2 so they just relived their mistakes. Link to comment Share on other sites More sharing options...
cring0 Posted March 31, 2015 Report Share Posted March 31, 2015 I think it's the old scenario in A2 he's talking about. Run for 2 minutes and your character is tired yet you can ride a bike around the map all day and you are never tired. To me.. the whole system of how you run and how fast is wonky in A3. You should be able to run faster if you have a 5.56 weapon in comparison to an LMG or .50 cal sniper rifle but it makes no difference. As well as what you are wearing. A character with no backpack with items, no clothing, no weapon etc.. should run faster than someone geared up. BI failed here but that's how it was in A2 so they just relived their mistakes. Yeah, I mean they instituted the whole mass thing so why couldn't they use this to adjust how fast and nimble someone can move, or how much they fatigue anyway? I mean, more work, but can't be that much more work. Some things these developers focus on makes me scratch my head. Things like this don't seem to be even considered... but HEY lets throw some go carts in there... Link to comment Share on other sites More sharing options...
Tobias Solem Posted April 16, 2015 Report Share Posted April 16, 2015 Would this not work better (to avoid resource-hogging while-loops)? if (local player) then { player enableFatigue false; player addEventhandler ["Respawn", {player enableFatigue false}]; }; Link to comment Share on other sites More sharing options...
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