CfgMovesFatigue – Arma 3

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==Introduction==
==Introduction==
See [[CfgVehicles Config Reference|CfgVehicles Config Reference Introduction]] or [https://community.bistudio.com/wiki/Arma_3_Stamina Arma 3 Stamina] for functionality description.
See [[CfgVehicles Config Reference|CfgVehicles Config Reference Introduction]] or [[Arma_3_Stamina|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.'''
'''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.'''
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[[Category:Reference Lists]]
[[Category:Reference Lists]]
[[Category:Arma 3: Editing]]
{{GameCategory|arma3|Editing}}

Revision as of 19:21, 26 July 2020

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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

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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

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