Fandom

武装突袭 Wiki

Arma 3 Stamina

简体 | 繁體

4,827个页面创建
于此维基上
添加新页面
评论0 Share

您使用了广告屏蔽软件!


Wikia通过广告运营为用户提供免费的服务。我们对用户通过嵌入广告屏蔽软件访问网站进行了使用调整。

如果您使用了广告屏蔽软件,将无法使用我们的服务。请您移除广告屏蔽软件,以确保页面正常加载。

General编辑

Stamina is the new exhaustion mechanics that will replace the old Fatigue system as of Arma 3 Nexus update (1.54). It is supposed to be much simpler, clearer, better communicated and easier to grasp mechanics that will allow for management of exhaustion, encumbrance, terrain gradient penalties and overall mobility of infantry while it is also much more open to modifications and should serve as a solid platform for community made solutions as suggested by our own Legacy Fatigue Mod & Sample.

Functionality编辑

Stamina work as reservoir used for Sprinting in vanilla game. Full Stamina bar allows for 60 seconds of Sprinting (staminaDuration). However, as carried equipment fills up your Inventory bar, the exact same portion is also reserved from the overall Stamina and thus cannot be used for Sprinting. Total mass of the entire inventory bar is defined to be 1000 mass units (parameter maxSoldierLoad defined in class CfgInventoryGlobalVariable).

Whatever remains at your disposal is your Stamina pool. Whenever you exhaust all of your Stamina pool, you have to recuperate for 10 seconds (staminaCooldown) until you can Sprint again, but Stamina pool is regenerating during this exhaustion period. The whole Stamina pool always regenerate in 30 seconds (staminaRestoration) from the total exhaustion to the full, regardless of how much Stamina it actually is. Less equipped soldiers can therefore Sprint for longer and will regenerate their Stamina faster than more equipped ones.

Parameter stamina defined for every animation state defines the behavior of Stamina while the soldier remains in that particular state. Positive values determine regeneration, negative values determine exhaustion, while the magnitude defines the multiplier of exhaustion (staminaDuration) and regeneration (staminaRestoration) time defined for the whole Stamina. Zero value means that current stamina state is conserved in that animation state.

Stamina bar indicating you current Stamina pool is positioned at the upper right corner, just below the weapon info. It is hidden by default, and is only visible when you are in the inventory or when your Stamina pool is changing or not full. It's position can be shifted in UI settings as it is separate from Weapon Info panel. It is red whenever you try (hold Sprint button), but cannot Sprint (due to injury or terrain gradient) and whenever you are fully exhausted. It is also augmented with Terrain and Injury icons that became visible whenever the terrain prevents you from sprinting and / or running.

Relation to Weapon Sway编辑

Every particular state you are in has it's predefined aiming precision coefficient (parameter aimPrecision in every animation state), multiplying the magnitude of the default sway. The longer you remain in certain state, the more is your actual sway approaching the precision defined for that state. Time needed to reach that value is directly related to your equipment load, so that the more equipment you carry the sooner your weapon sway deteriorate in states bad for precision and it is also slower to stabilize back in states with good precision and vice versa. Overall time coefficient is controlled by general Stamina setting (parameter aimPrecisionSpeedCoef).

Scripting commands编辑

setStaminaScheme 编辑

Where scheme is one of the following:
"Normal" - current default Active Elements (white by default);
"FastDrain" - current default Warnings (orange by default);
"Exhausted" - current default Errors (red by default);
"Default" - applies default behavior, lets engine switch the colors;

setCustomAimCoef 编辑

Replace aimPrecision from animation state with custom value that will directly affects weapon sway size and speed.

getAnimAimPrecision 编辑

Returns aimPrecision value of the current animation state (parameter aimPrecision)

setAnimSpeedCoef 编辑

Define animation slowdown speed multiplier. Default value is 1. Please bear in mind that this command ignore the relative thresholds defined for animation states (parameters relSpeedMin and relSpeedMax) so you have to check for them manually if you wish to respect our internal slowdown standards (you don't have to of course).

getAnimSpeedCoef 编辑

Return current animation slowdown value.

setStamina 编辑

Set given amount of stamina. Please note that it sets absolute value, not fraction of Stamina.

getStamina 编辑

Return current stamina. Please note that it returns absolute value, not fraction of Stamina.

setFatigue 编辑

Legacy command from old Fatigue system. Now it set Stamina pool state on interval [0,1].

getFatigue 编辑

Legacy command from old Fatigue system. Now it return current state of Stamina pool on interval [0,1].

enableStamina 编辑

On / Off switch.

isStaminaEnabled 编辑

Check whether stamina is in effect.

allowSprint 编辑

Enable/disable Sprint for infantry movement (for all stances).

isSprintAllowed 编辑

Returns whether unit can sprint or not. Complementary to allowSprint.

forceWalk 编辑

Enable/disable force walk.

isForcedWalk 编辑

Returns whether unit is forced to walk or not. Complementary to forceWalk.

Parameters编辑

All Stamina related parameters are described in: CfgMovesFatigue

更多维基

随机维基