Human unit movement parameters setup

The movement speeds for human-type units are specified in the file .../scene/properties/human.ext within the extender {Сhassis "foot" [...]}. The Сhassis extender is divided into blocks describing movement types, which include:

  • Crawl,

  • Swim,

  • Run (primary movement type),

  • Strafe.

Each of these movement types includes its own movement modes. For each mode, the parameters such as movement speed, animation playback speed, and turn speed are specified, determining the dynamics of the unit's 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:

Sa=S/AAsSa = S/A*As

where As is the animation scale factor.

Crawl and swim movement types

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.

Primary movement mode

The description block for the primary movement type Run contains several movement modes that take into account the unit's condition and the orders it has received.

Walking modes Units use walking modes to move across the map while patrolling or carrying heavy objects with one hand (e.g., a canister) or with both hands (e.g., a crate or a corpse).

The walking modes differ in movement speed and the unit’s state:

  • Spot (detection mode) and Sneak (stealth mode) — both are used when AI-controlled units are searching for hidden enemies;

  • Walk — regular walking in a relaxed state or under load.

Slow running mode The slow running mode Slow is automatically activated when the unit's condition triggers speed restrictions, for example, when the unit is tired or running over difficult terrain.

Moderate running mode The moderate running mode Normal is automatically activated under certain conditions when speed restrictions are in place, such as when the unit is tired or moving over difficult terrain. It differs from the Slow mode in terms of speed parameters.

Running mode Running is the primary movement mode for human-type units. It has the following sub-modes:

  • Fast — movement during combat when there is no charge command for accelerated movement;

  • Assault — this mode is activated by the charge command and allows the unit to shoot while running. It is used for dashes to cover during an attack and for movement across the battlefield;

  • Bow — this mode is activated by the withdraw command, during which the unit cannot shoot while running. It is used for retreating from enemies and running into cover during escape.

In mission scripts, the fast or assault movement modes are typically used.

Aiming movement

Strafe is a movement type representing walking or running while aiming. It is used by AI-controlled units for short-distance movements during combat.

In the description block for aiming movement, in addition to speeds, the names of animations for the upper and lower parts of the body during movement are specified.

The Strafe mode cannot be activated or deactivated via mission scripts.

Example of movement parameters configuration

{Chassis "foot"
	;	 	S(km/h)  A(km/h) rotation(degree/s)
	{Crawl
		{Slow      3.00   5   100 }
		{Normal    3.75   5   200 }
		{Fast      5.25   5   200 }
	}
	{Swim
		{Slow      1.50   5   200 }
		{Normal    2.25   5   200 }
		{Fast      3.75   5   200 }
	}
	{Run
		{Sneak     3.75   2   400 }   ; x 0.85
		{Spot      4.50   2   400 }   ; x 0.5
		{Walk      5.25   1.8 400 }   ; x 0.48
		{Slow      6.00   3   800 }   ; x 1
		{Normal   10.50   5   800 }   ; x 0.55
		{Fast     13.50   7   800 }   ; x 0.33
		{Bow      20.25   7  1200 }   ; x 0.55
	}
	{Strafe
		;	m  m+v  km/h  	speed   animation up               animation down
		{Forth   3  2 0   6.50   3     "walk_spot_gun_up_1"    "walk_spot_gun_down_1"}   ; 6.5 km/h move 2 km/h animation 0.37 scale --> in Run
		{Forth   3  2 1  11.00   1     "run_spot_gun_up"       "run_spot_gun_down"}
		{Forth   8  0 0  13.20   1.2   "run_spot_gun_up"       "run_spot_gun_down"}
		{Left    4  0 0  10.50   1.22  "run_spot_back-strafe_gun_up"   "run_spot_back-strafe_gun_down"}
		{Right   8  0 0  13.00   1.1   "run_spot_left-strafe_gun_up"   "run_spot_left-strafe_gun_down"}
		{Back    8  0 0  10.50   1.22  "run_back_spot_gun_up"   "run_back_spot_gun_down"}
	}
}

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