Re: RELEASE: DaiZy FACTIONS Chernarus 1987 v1.0

Posted by Oliv82 on
URL: http://kodabar-dayz-daizy-single-player-forum.163.s1.nabble.com/RELEASE-DaiZy-FACTIONS-Chernarus-1987-v11-32b-20-10-20-tp13907p18560.html

So its normal about Temp. no problem


Ive forgot to explain how works hunger/thirst values

When your start a new game, those values are setted to 0 (number)
Every 2 seconds, both values increase by adding multiples parameters (player load, weather, etc..)
Just simple (+) calc.
Both values are always numbers

--How it works: (exemple of the dayz_thirst variable) you start a new game........................

(first)dayz_thirst = 0;

2 sec later...
getting parameters1...
(new1)dayz_thirst = (first)dayz_thirst + [parameters1];

2 sec later...
getting parameters2...
(new2)dayz_thirst = (new1)dayz_thirst + [parameters2];

2 sec later...
getting parameters3...
(new3)dayz_thirst = (new2)dayz_thirst + [parameters3];

etc etc..
So few seconds later, if you pause the game, the dayz_thirst variable is now ~15



Simple way to check ingame both values is to add/activate this command line in player_spawn2:
cutText [format ["(Thirst: %1) (Hunger: %2)", round dayz_thirst, round dayz_hunger], "PLAIN DOWN"];
(I think I've kept a few command lines like this, beginning with "cutText" but desactivated by "//" for tests)


Now its possible to add math parameters to slow down or accelerate thirst/hunger values on every 2 seconds
here's appear the famous "HT" version :)

//HT version:
_thirst = _thirst / 1.82; //if you replace by a greater number, thirst will slow down
_hunger = _hunger / 1.28; //same for hunger

but keep in mind:
_thirst and _hunger return math calc, instead of dayz_thirst and dayz_hunger vars who are only used to return the final thirst/hunger values