CfgMovesFatigue – Arma 3

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==== aimPrecisionSpeedCoef ====
==== aimPrecisionSpeedCoef ====
[[TokenNameValueTypes#Floats|Float]]
[[TokenNameValueTypes#Floats|Float]]
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
aimPrecisionSpeedCoef = 5; //aimPrecision adjusting rate coefficient between two animation states with different aimPrecision parameter value
aimPrecisionSpeedCoef = 5; //aimPrecision adjusting rate coefficient between two animation states with different aimPrecision parameter value
</syntaxhighlight>
</syntaxhighlight>
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==== staminaCooldown ====
==== staminaCooldown ====
[[TokenNameValueTypes#Floats|Float]]
[[TokenNameValueTypes#Floats|Float]]
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
staminaCooldown = 10; //when you run out of stamina the sprinting is disabled for this duration
staminaCooldown = 10; //when you run out of stamina the sprinting is disabled for this duration
</syntaxhighlight>
</syntaxhighlight>
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==== staminaDuration ====
==== staminaDuration ====
[[TokenNameValueTypes#Floats|Float]]
[[TokenNameValueTypes#Floats|Float]]
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
staminaDuration = 60; //total amount of stamina
staminaDuration = 60; //total amount of stamina
</syntaxhighlight>
</syntaxhighlight>
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==== staminaRestoration ====
==== staminaRestoration ====
[[TokenNameValueTypes#Floats|Float]]
[[TokenNameValueTypes#Floats|Float]]
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
staminaRestoration = 30; //time required for your current stamina pool (total stamina - inventory load) to restore
staminaRestoration = 30; //time required for your current stamina pool (total stamina - inventory load) to restore
</syntaxhighlight>
</syntaxhighlight>
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==== terrainDrainSprint ====
==== terrainDrainSprint ====
[[TokenNameValueTypes#Floats|Float]]
[[TokenNameValueTypes#Floats|Float]]
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
terrainDrainSprint = -1; //when terrain gradient disable sprint, this stamina value is added to every animation state (do not stack with following terrain threshold)
terrainDrainSprint = -1; //when terrain gradient disable sprint, this stamina value is added to every animation state (do not stack with following terrain threshold)
</syntaxhighlight>
</syntaxhighlight>
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==== terrainDrainRun ====
==== terrainDrainRun ====
[[TokenNameValueTypes#Floats|Float]]
[[TokenNameValueTypes#Floats|Float]]
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
terrainDrainRun = -1; //when terrain gradient enable force walk, this stamina value is added to every animation state (do not stack with previous terrain threshold)
terrainDrainRun = -1; //when terrain gradient enable force walk, this stamina value is added to every animation state (do not stack with previous terrain threshold)
</syntaxhighlight>
</syntaxhighlight>
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==== terrainSpeedCoef ====
==== terrainSpeedCoef ====
[[TokenNameValueTypes#Floats|Float]]
[[TokenNameValueTypes#Floats|Float]]
<syntaxhighlight lang="c">
<syntaxhighlight lang="cpp">
terrainSpeedCoef = 0.9; //when terrain gradient disable sprint, animation speed is multiplied by this value
terrainSpeedCoef = 0.9; //when terrain gradient disable sprint, animation speed is multiplied by this value
</syntaxhighlight>
</syntaxhighlight>
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{{ConfigPage|end}}
{{ConfigPage|end}}


{{GameCategory|arma3| Reference Lists}}
{{GameCategory|arma3|Reference Lists}}

Latest revision as of 15:31, 11 February 2024

Introduction

See CfgVehicles Config Reference Introduction or Arma 3 Stamina for functionality description.

This class is defined in base soldier class so all soldiers in vanilla game have the same Stamina behavior. However it can be defined for each soldier class separately if desired.

Alphabetical Order

A

aimPrecisionSpeedCoef

Float

aimPrecisionSpeedCoef	= 5;	//aimPrecision adjusting rate coefficient between two animation states with different aimPrecision parameter value

S

staminaCooldown

Float

staminaCooldown = 10; //when you run out of stamina the sprinting is disabled for this duration

staminaDuration

Float

staminaDuration = 60; //total amount of stamina

staminaRestoration

Float

staminaRestoration = 30; //time required for your current stamina pool (total stamina - inventory load) to restore

T

terrainDrainSprint

Float

terrainDrainSprint = -1; //when terrain gradient disable sprint, this stamina value is added to every animation state (do not stack with following terrain threshold)

terrainDrainRun

Float

terrainDrainRun = -1; //when terrain gradient enable force walk, this stamina value is added to every animation state (do not stack with previous terrain threshold)

terrainSpeedCoef

Float

terrainSpeedCoef = 0.9; //when terrain gradient disable sprint, animation speed is multiplied by this value