KillingRe

Slower Hunger and Thirst

28 posts in this topic

Im still new to the exile mod but have made fair amount of progress in learning it, today a lot users from our server say food and drink just go way to fast and as we have a rich loot environment not much food or drink spawn and Altis is a big map with a lot of running involved.

So i wanted to ask if anyone would mind walking me around 

ExileClient_object_player_stats_update.sqf

 

/**
 * Exile Mod
 * www.exilemod.com
 * © 2015 Exile Mod Team
 *
 * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. 
 * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/.
 */
 
private["_timeElapsed","_hungerFactor","_thirstFactor","_bloodAlcohol","_effectAttribute","_effectValue","_effectDuration","_effectStartTime","_effectValueRemaining","_endEffect","_effectToApply","_hunger","_thirst"];
if (isNil "ExileLastStatUpdate") then 
{ 
	ExileLastStatUpdate = diag_tickTime; 
};
_timeElapsed = diag_tickTime - ExileLastStatUpdate;
ExileClientPlayerLoad = loadAbs player;
ExileClientPlayerOxygen = getOxygenRemaining player * 100;
ExileClientPlayerAttributes set [0, (1 - damage player) * 100];
ExileClientPlayerAttributes set [1, (1 - getFatigue player) * 100];
ExileClientPlayerIsAbleToBreathe = isAbleToBreathe player;
ExileClientPlayerIsInfantry = vehicle player == player;
ExileClientPlayerVelocity = player call BIS_fnc_absSpeed;
ExileClientPlayerIsBleeding = isBleeding player;
ExileClientPlayerIsBurning = isBurning player;
ExileClientPlayerIsOverburdened = ExileClientPlayerLoad > 900; 
ExileClientPlayerIsDrowning = ExileClientPlayerOxygen < 50;
ExileClientPlayerIsInjured = (ExileClientPlayerAttributes select 0) < 50;
ExileClientPlayerIsHungry = (ExileClientPlayerAttributes select 2) < 25;
ExileClientPlayerIsThirsty = (ExileClientPlayerAttributes select 3) < 25;
ExileClientPlayerIsExhausted = (ExileClientPlayerAttributes select 1) < 40;
if (ExileClientIsAutoRunning) then
{
	call ExileClient_system_autoRun_update;
};
if( ExileClientPlayerIsInCombat ) then
{
	if( diag_tickTime - ExileClientPlayerLastCombatAt >= 30 ) then
	{
		ExileClientPlayerIsInCombat = false;
		false call ExileClient_gui_hud_toggleCombatIcon;
		call ExileClient_system_rating_balance;		
	};
};
_hungerFactor = 1;
_thirstFactor = 1;
if (ExileClientPlayerIsInfantry) then 
{
	if (ExileClientPlayerVelocity > 0) then 
	{
		_hungerFactor = 1 + ExileClientPlayerVelocity / 64 * _timeElapsed; 
		_thirstFactor = 1 + ExileClientPlayerVelocity / 48 * _timeElapsed; 
	};
};
ExileClientPlayerAttributes set [2, ((((ExileClientPlayerAttributes select 2) - (100 / 5400 * _hungerFactor * _timeElapsed)) min 100) max 0)];
ExileClientPlayerAttributes set [3, ((((ExileClientPlayerAttributes select 3) - (100 / 3600 * _thirstFactor * _timeElapsed)) min 100) max 0)];
if (ExileClientPlayerIsOverburdened) then
{
	ExileClientPlayerAttributes set [1, ((((ExileClientPlayerAttributes select 1) - 5 * _timeElapsed) min 100) max 0)];
};
if ((ExileClientPlayerAttributes select 2) == 0 || (ExileClientPlayerAttributes select 3) == 0 || ExileClientPlayerIsBleeding) then
{
	ExileClientPlayerAttributes set [0, ((((ExileClientPlayerAttributes select 0) - 5 * _timeElapsed) min 100) max 0)];
};
_bloodAlcohol = (ExileClientPlayerAttributes select 4);
if (_bloodAlcohol > 0) then
{
	ExileClientPlayerAttributes set [1, linearConversion [0, 3, _bloodAlcohol, 100, 0, true]];
};
{
	_effectAttribute = _x select 0;
	_effectValue = _x select 1;
	_effectDuration = _x select 2;
	_effectStartTime = _x select 3;
	_effectValueRemaining = _x select 4;
	_endEffect = time - _effectStartTime >= _effectDuration; 
	if( _effectValue > 0 ) then 
	{
		if (_effectDuration == 0) then 
		{
			_effectToApply = _effectValue;
		}
		else 
		{
			_effectToApply = (_effectValue / _effectDuration * _timeElapsed) min _effectValueRemaining;
		};
		_x set [4, _effectValueRemaining - _effectToApply];
		ExileClientPlayerAttributes set [_effectAttribute, ((((ExileClientPlayerAttributes select _effectAttribute) + _effectToApply) min 100) max 0)];
	}
	else 
	{
		if (_effectDuration == 0) then 
		{
			_effectToApply = abs _effectValue;
		}
		else 
		{
			_effectToApply = ((abs _effectValue) / _effectDuration * _timeElapsed) max _effectValueRemaining;
		};
		_x set [4, _effectValueRemaining + _effectToApply];
		ExileClientPlayerAttributes set [_effectAttribute, (((ExileClientPlayerAttributes select _effectAttribute) - (abs _effectToApply) min 100) max 0)];
	};
	if( (ExileClientPlayerAttributes select _effectAttribute) == 0 || (ExileClientPlayerAttributes select _effectAttribute) == 100 ) then
	{
		_endEffect = true;
	};
	if( _endEffect ) then
	{
		ExileClientPlayerEffects deleteAt _forEachIndex;
	};
}
 foreach ExileClientPlayerEffects;
player setDamage (1 - (ExileClientPlayerAttributes select 0) / 100);
_hunger = ExileClientPlayerAttributes select 2;
_thirst = ExileClientPlayerAttributes select 3;
if (diag_tickTime - ExileClientPlayerLastHpRegenerationAt >= 60) then
{
	if (_hunger >= 90) then
	{
		if (_thirst >= 90) then
		{
			player setDamage (((damage player) - 0.02) max 0);
			ExileClientPlayerLastHpRegenerationAt = diag_tickTime;
		};	
	};
};
ExileLastStatUpdate = diag_tickTime;
true

 

what needs to be changed and how can i call it serverside

My lan test server for some reason my Food and Drink stay at 100%  so cant test it there and i dont want to push it on our live servers with understanding it better.

iv have tryed it in the mission.pbo in config.cpp but like i said my test server was 0 help and stats stayed at 100.

i have googled and searched the forums with no luck

so any assistance would be great 

Thank you.

Edited by KillingRe
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ExileClientPlayerAttributes set [2, ((((ExileClientPlayerAttributes select 2) - (100 / 5400 * _hungerFactor * _timeElapsed)) min 100) max 0)];
ExileClientPlayerAttributes set [3, ((((ExileClientPlayerAttributes select 3) - (100 / 3600 * _thirstFactor * _timeElapsed)) min 100) max 0)];
if (ExileClientPlayerIsOverburdened) then
{

Edit this section here of that file where the 5400 and 3600 are i have put them to about 10000 each and it seems to make a little bit of a differences.  When you edit this thought it is a good idea to put it in your missions pbo and override it so you still have the original in tact.  

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Edit this section here of that file where the 5400 and 3600 are i have put them to about 10000 each and it seems to make a little bit of a differences.  When you edit this thought it is a good idea to put it in your missions pbo and override it so you still have the original in tact.  

 

Thanks Torchgodz the fast reply and pointing out what i needed to focus on.

Edited by KillingRe
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Here is my ExileClient_object_player_stats_update.sqf:

/**
 * Exile Mod
 * www.exilemod.com
 * © 2015 Exile Mod Team
 *
 * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. 
 * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/.
 */
 
private["_timeElapsed","_hungerFactor","_thirstFactor","_bloodAlcohol","_effectAttribute","_effectValue","_effectDuration","_effectStartTime","_effectValueRemaining","_endEffect","_effectToApply","_hunger","_thirst"];
if (isNil "ExileLastStatUpdate") then 

    ExileLastStatUpdate = diag_tickTime; 
};
_timeElapsed = diag_tickTime - ExileLastStatUpdate;
ExileClientPlayerLoad = loadAbs player;
ExileClientPlayerOxygen = getOxygenRemaining player * 100;
ExileClientPlayerAttributes set [0, (1 - damage player) * 100];
ExileClientPlayerAttributes set [1, (1 - getFatigue player) * 100];
ExileClientPlayerIsAbleToBreathe = isAbleToBreathe player;
ExileClientPlayerIsInfantry = vehicle player == player;
ExileClientPlayerVelocity = player call BIS_fnc_absSpeed;
ExileClientPlayerIsBleeding = isBleeding player;
ExileClientPlayerIsBurning = isBurning player;
ExileClientPlayerIsOverburdened = ExileClientPlayerLoad > 900; 
ExileClientPlayerIsDrowning = ExileClientPlayerOxygen < 50;
ExileClientPlayerIsInjured = (ExileClientPlayerAttributes select 0) < 50;
ExileClientPlayerIsHungry = (ExileClientPlayerAttributes select 2) < 25;
ExileClientPlayerIsThirsty = (ExileClientPlayerAttributes select 3) < 25;
ExileClientPlayerIsExhausted = (ExileClientPlayerAttributes select 1) < 40;
if (ExileClientIsAutoRunning) then
{
    call ExileClient_system_autoRun_update;
};
if( ExileClientPlayerIsInCombat ) then
{
    if( diag_tickTime - ExileClientPlayerLastCombatAt >= 30 ) then
    {
        ExileClientPlayerIsInCombat = false;
        false call ExileClient_gui_hud_toggleCombatIcon;
        call ExileClient_system_rating_balance;        
    };
};
_hungerFactor = 0.7;
_thirstFactor = 0.6;
if (ExileClientPlayerIsInfantry) then 
{
    if (ExileClientPlayerVelocity > 0) then 
    {
        _hungerFactor = 0.7 + ExileClientPlayerVelocity / 64 * _timeElapsed; 
        _thirstFactor = 0.6 + ExileClientPlayerVelocity / 48 * _timeElapsed; 
    };
};
ExileClientPlayerAttributes set [2, ((((ExileClientPlayerAttributes select 2) - (100 / 5400 * _hungerFactor * _timeElapsed)) min 100) max 0)];
ExileClientPlayerAttributes set [3, ((((ExileClientPlayerAttributes select 3) - (100 / 3600 * _thirstFactor * _timeElapsed)) min 100) max 0)];
if (ExileClientPlayerIsOverburdened) then
{
    ExileClientPlayerAttributes set [1, ((((ExileClientPlayerAttributes select 1) - 5 * _timeElapsed) min 100) max 0)];
};
if ((ExileClientPlayerAttributes select 2) == 0 || (ExileClientPlayerAttributes select 3) == 0 || ExileClientPlayerIsBleeding) then
{
    ExileClientPlayerAttributes set [0, ((((ExileClientPlayerAttributes select 0) - 5 * _timeElapsed) min 100) max 0)];
};
_bloodAlcohol = (ExileClientPlayerAttributes select 4);
if (_bloodAlcohol > 0) then
{
    ExileClientPlayerAttributes set [1, linearConversion [0, 3, _bloodAlcohol, 100, 0, true]];
};
{
    _effectAttribute = _x select 0;
    _effectValue = _x select 1;
    _effectDuration = _x select 2;
    _effectStartTime = _x select 3;
    _effectValueRemaining = _x select 4;
    _endEffect = time - _effectStartTime >= _effectDuration; 
    if( _effectValue > 0 ) then 
    {
        if (_effectDuration == 0) then 
        {
            _effectToApply = _effectValue;
        }
        else 
        {
            _effectToApply = (_effectValue / _effectDuration * _timeElapsed) min _effectValueRemaining;
        };
        _x set [4, _effectValueRemaining - _effectToApply];
        ExileClientPlayerAttributes set [_effectAttribute, ((((ExileClientPlayerAttributes select _effectAttribute) + _effectToApply) min 100) max 0)];
    }
    else 
    {
        if (_effectDuration == 0) then 
        {
            _effectToApply = abs _effectValue;
        }
        else 
        {
            _effectToApply = ((abs _effectValue) / _effectDuration * _timeElapsed) max _effectValueRemaining;
        };
        _x set [4, _effectValueRemaining + _effectToApply];
        ExileClientPlayerAttributes set [_effectAttribute, (((ExileClientPlayerAttributes select _effectAttribute) - (abs _effectToApply) min 100) max 0)];
    };
    if( (ExileClientPlayerAttributes select _effectAttribute) == 0 || (ExileClientPlayerAttributes select _effectAttribute) == 100 ) then
    {
        _endEffect = true;
    };
    if( _endEffect ) then
    {
        ExileClientPlayerEffects deleteAt _forEachIndex;
    };
}
 foreach ExileClientPlayerEffects;
player setDamage (1 - (ExileClientPlayerAttributes select 0) / 100);
_hunger = ExileClientPlayerAttributes select 2;
_thirst = ExileClientPlayerAttributes select 3;
if (diag_tickTime - ExileClientPlayerLastHpRegenerationAt >= 60) then
{
    if (_hunger >= 90) then
    {
        if (_thirst >= 90) then
        {
            player setDamage (((damage player) - 0.02) max 0);
            ExileClientPlayerLastHpRegenerationAt = diag_tickTime;
        };    
    };
};
ExileLastStatUpdate = diag_tickTime;
true

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Here is my ExileClient_object_player_stats_update.sqf:

Hidden Content

What have you changed @CEN? I must be missing it.

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_hungerFactor = 0.7;
_thirstFactor = 0.6;
if (ExileClientPlayerIsInfantry) then 
{
    if (ExileClientPlayerVelocity > 0) then 
    {
        _hungerFactor = 0.7 + ExileClientPlayerVelocity / 64 * _timeElapsed; 
        _thirstFactor = 0.6 + ExileClientPlayerVelocity / 48 * _timeElapsed; 
    };
};

 

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File is located in @Exile\addons\exile_client\ExileClient_object_player_stats_update.sqf

Pull the file into your mission pbo and overwrite it in the config.cpp file, make the edits and you have lowered hunger/thirst rates :)

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