https://community.bistudio.com/wiki?title=Talk:enableFatigue&feed=atom&action=historyTalk:enableFatigue - Revision history2024-03-29T05:41:50ZRevision history for this page on the wikiMediaWiki 1.39.0https://community.bistudio.com/wiki?title=Talk:enableFatigue&diff=93942&oldid=prevPierreMGI: Created page with "We are touching at BI's limitation for understandable documentation. This function is - AL : means argument has to be local. If i'm right argument is "player" in examples. pl..."2016-01-27T19:00:22Z<p>Created page with "We are touching at BI's limitation for understandable documentation. This function is - AL : means argument has to be local. If i'm right argument is "player" in examples. pl..."</p>
<p><b>New page</b></p><div>We are touching at BI's limitation for understandable documentation.<br />
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This function is<br />
- AL : means argument has to be local. If i'm right argument is "player" in examples. player is always local so no problem.<br />
- EG : means all PCs will see the effects. I guess it's normal to have a global effect here because i couldn't understand how the player could be tired with a different behavior on other PCs. So, EG by fact probably. Could be different?<br />
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Then in the 2nd example : { _x enableFatigue false } forEach (units group player); Yeah! easy way in SP as units are all in server. But this command is frankly desired on many dedicated servers, in MP. So, here BI is missing something important: Explain how to script that in the MP case, in regard of JIP and respawn conditions. ..</div>PierreMGI