Configuration of movement types for human units
Last updated
Last updated
The movement speeds of units of the human
type are configured in the file: /scene/properties/human.ext
The Chassis
extender, located within the file, defines the movement types in blocks:
Crawl
(crawling)
Swim
(swimming)
Run
(main movement type)
Strafe
(lateral movement)
Each movement type contains a set of movement modes. These descriptions include parameters for movement speed, animation speed, turning speed, and other components defining unit movement.
Units of measurement for speed parameters:
movement speed S=[km/h];
animation speed A=[km/h];
turn rate in degrees per second rotation [degree/s].
The animation playback speed (Sa
) for unit movement in the game is calculated using the following formula:
where As
is the animation scale factor.
The crawling Crawl
and swimming Swim
description blocks include three movement modes, which differ in movement speed:
Slow
— slow movement when the unit is tired or injured;
Normal
— normal speed;
Fast
— accelerated movement by the player's command.
The Run
block describes several movement modes, adapting to the unit's state and received commands.
Walking modes Units employ walking modes for patrolling or carrying heavy objects with one hand (e.g., a jerrycan) or both hands (e.g., a crate or a corpse). Key walking modes:
Spot
and Sneak
: used by AI-controlled units for searching hidden enemies.
Walk
: represents relaxed or encumbered walking.
Slow run mode
The Slow
mode automatically activates when unit states impose movement speed limitations, such as fatigue or traversing difficult terrain.
Normal run mode
The Normal
mode provides moderate running intensity, triggered in situations like fatigue or challenging terrain. It differs from Slow
mode in speed parameters.
Sprinting modes
The sprinting modes are the primary movement modes for human
units.
Variants include:
Fast
: used during combat unless the charge
command is issued for accelerated movement.
Assault
: activated by the charge
command, enabling shooting while running. Commonly used for advancing under fire or attacking from cover.
Bow
: triggered by the withdraw
command, preventing shooting while running. Typically used for retreating or taking cover during escape.
In mission scripts, Fast
and Assault
are the most frequently employed modes.
Strafe
is a movement type representing walking or running while aiming.
It is used by AI-controlled units for short-distance movements during combat.
The aiming movement description block specifies not only the speeds but also the names of animations for both the upper and lower parts of the body during movement.
The Strafe
mode cannot be activated or deactivated via mission scripts.