Arma 3
Misery
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Update: Jan 4, 2024 @ 1:38pm

Hotfix:

  • Updated Advanced Refuel Framework required variable to not be available on Misery startup, previous fix would work fine in a singleplayer environments but didn't take into account a JIP client.
    Newer patch doesn't initialize the variable on startup, and when building the array / setting the variable in initServer.sqf file this ensures JIP compatibility as it's only run once then synced as a publicvariable this also adds the ability to update the Fuel framework on the fly in any environment when using the console.

Update: Jan 4, 2024 @ 12:17pm

    Fixed:
  • Removed Advanced refuel sync module (was breaking data on scenario reloads with GRAD enabled) - Seemed to wipe array if you attempted to add more data to module after GRAD has already done a save...
  • new data input is entirely controlled by scenario dev, as well as new example added to the Misery Guide, data must be input into initserver.sqf file to globally sync data to all clients

Update: Dec 31, 2023 @ 2:45am

    Yet another Hotfix:
  • Fixed inside calculations for Fear framework, forgot to do first Isinside rewrite patch for 1.1.7.0 Framework Version (current is 1.1.7.2)

Update: Dec 31, 2023 @ 2:07am

    Hotfix:
  • Tweaked Isinside function, added LOD collision checks with GEOMETRY memory points, as well as increased flag for wall checks, should be a bit more accurate... Also moved to getPosWorld format rather than attempting to track the players head angle.

Update: Dec 30, 2023 @ 9:56pm

    QoL Immersion:
  • Re-wrote Fire crafting system to hold interaction framework, more dynamic of a system.
  • Removed ability to craft fires inside, IRL this is very dangerous due to smoke inhalation & Fire hazards, this also fixes the Arma 3 issue where sometimes fires are spawned under the floor of the building, which can then burn the player...
  • Added new icon for HUDs will display roofs or shelter depending on players current position in / out of a building...
  • Added Fire extinguishing ability to rain, if a small fire is outside and exposed to the weather with a rain value of 0.3 > there's a 25% chance it will extinguish... For larger fires rain must be at 0.9 > and it's a 15% chance...

    Added:
  • Fire reigniting system (new hold interaction)
  • CBA options for Client HUD settings for Near fire notifier icon as well as new shelter notifier icon (you can now disable them)
  • Fire roof check function, checks if crafted fires are covered from the elements

    Updated / Fixed:
  • Completely rewrote building check for players, previous version had many issues, including many false flags... Also runs two different checks, one for roof coverage, the other for walls around player.
  • Updated all code running Isinside checks (BreathFog, Temperature calculations, etc...)
  • Updated hardcore SP saving to use NearFire function check, previously you'd have to look directly at a campfire, now it should function when near a fire, removing the need to stare directly at a fire...
  • Updated & removed multiple redundant "Take" EH's and built more CBA_fnc_addItem function compats for Misery, some common item switches will now occur during inventory cycling same as WBK IMS weapon swap compat, if no room in inventory swapped items are dropped to the ground...

Update: Dec 27, 2023 @ 11:45pm

    Performance & Optimization:
  • re-wrote item / weapon swapper for IMS compat, now is a preprocessed function utilizing CBA_fnc_addWeapon (will automatically put item on the ground if no room in player's inventory)
  • Added CBA options for Server side Map rendering settings, server admins can freely choose what types of items they want to stop rendering on densly cluttered maps
  • Fixed Dynamic Simulation for POI generation for Campgrounds and PMC Raids, previously AI would still be active across the entire map

    Fixed:
  • Locality for Client settings, Player Misery HUDs as well as breathFog simulation, and WBK IMS HUD settings are all now enforced on client machines, server and mission can no longer override them
  • Added a space to the Misery HUD for the Tired meter and ailments so now tiredness shouldn't clip inside of Poison / parasites icon

    QoL:
  • Cleaned up the Misery HUDs a bit, ailment notifiers will no longer show an active count for their level, if you're Poisoned or have an Infection you'll get the notifier, but no value display, this makes it a bit trickier to judge if you need to use Medication or not.

Update: Dec 21, 2023 @ 11:59am

Small QoL patch:

  • Added Immediate termination of BreathFog simulation if player disables the effect (previously would have to wait due to conditional checks)
  • Removed the WBKIMS HUD auto removal in startup code processing, it is now directly dictated in the client / player's Addon settings (default is false)

Update: Dec 17, 2023 @ 7:28pm

QoL:

  • Fixed/Added: Stamina / fatigue auto drain for IMS compat, due to IMS sprinting not depleting stamina per vanilla IMS (Could be used as a no fatigue exploit)

    Fixed:
  • Undefined var error on WBK IMS check for DSA compat

    Added:
  • CBA option for WBK IMS Compat for IMS HUD enabling / disabling
  • CBA option for Misery BreathFog simulation enabling / disabling

Update: Dec 15, 2023 @ 9:20pm

Hotfix:

  • Fixed "any" displaying on MP HUDs this was due to the rework of the sleep icons, (now fixed)

Update: Dec 15, 2023 @ 6:16pm

    QoL:
  • Updated Sleeping system immersion, player will now simulate waking up groggy via wakeup animation

    Added:
  • Sleeping pills pack + Sleeping pills (Singleplayer usage ONLY)
  • Sleeping pills feature a unique "Dose counter" if the player overdoses or spams sleeping pills they can easily die...
  • Fear level check for sleeping, if player is too fearful they cannot sleep, however, sleeping pills can override this...
  • BreathFog simulation for character temperature exposure (this effect is simulated locally to each client & does not run on entities)

    Updated:
  • Updated sleep HUD style to scaled images, much like Temperature notifiers
  • Sleeping allowance, players can now sleep if their tired value is greater than or equal to 15 (This also fixes the random unconcious events SP previously had since you could only sleep at max value...)

    Fixed:
  • Psyfield not attacking Players sanity levels (Fear)
  • Player could previously blackout while going to sleep, now fixed with additional check
  • Blackout chance when player is extremely fatigued (previously would run every cycle iteration, now is properly randomized)
  • Fixed some incremental values not changing when the survival cycle wwould run, now fixed (Sleepiness wasn't incrementing, etc...)
  • Fixed the immersion code for hunger, fever, and cold (Character sound generation)

    New Additional Compats:
  • Added WBK IMS compat, added code to entirely swap the Wood axe and hammers if the player possesses them in their inventory next "gear cycle" if IMS is loaded
  • Reworked Wood collection to utilize WBK's Axe items, same as prior build but will use WBK's axe's, will still be a hold interaction...
  • Force disabled WBK's IMS HUD on load if IMS is loaded to future prevent any issues with it being loaded...
  • Force disabled most dodging movesets as they can interrupt hold action interfaces... (Even if it's binded to a key, you will not be able to dodge)
  • Force compatibility with Ravage zombies, they should no longer scream when killed (While utilizing WBK IMS)
  • Added VA compat, added code that should ensure that Misery's inventory handle will properly function if VA is loaded

    Removed:
  • Misery Melee code & keybind, if anyone is wanting melee they should now utilize WBK's IMS mod as it offers a complex and much better melee system
  • Old Ravage item extension files, that forced ravage to be compatible with Misery items, older code could potentially result in a CTD, hence removed, mass file dump - freed up some space

    Notes:
  • As of Misery Version 1.1.6.0 (This patch and beyond) The Ravage survival module will no longer be back compatible with Misery, If you place the Ravage Survival module down in the editor, Misery will not run the startup code and will exit startup.
    Previous versions had issues with the massive expansion to item usage for the back compatibility for ravage to run alongside Misery, this is no longer possible since some items when used can cause an immediate CTD (Crash to desktop) moving forward Misery will only
    run in it's own environment without attempting to "mix" with other survival mods. This ensures no incompatiblities will exist, and focuses future updates towards Misery usage rather than extended compatibility towards other survival mods. Misery is still compatible with Ravage,
    You can just no longer "Mix" the two survival modules... This ensures no mixing of survival mods, and simplifies code development greatly.