Dynamic Movement ALPHA

by ZEUS_99
Dynamic Movement ALPHA

Summary

Blocks vaulting over tall obstacles and slows movement based on carried weight, with a fatigue system that drains during sustained sprints and recovers while walking or standing still.

Description

SCR_HeightLimitedWeightMovementComponent
This mod combines two character-movement systems into a single component built on SCR_CharacterControllerComponent, so it drops in as one addition to your character prefab instead of two separate, conflicting controllers.
Climb height limiting
Overrides the vanilla vault/climb check (CanJumpClimb) with a forward trace from head height. If an obstacle exceeds the configurable Max Climb Height (default 1.8m), the character can no longer vault or climb over it — tall walls and obstacles genuinely block movement instead of being scrambled over.
Weight-based speed penalty
Total carried weight (pulled from the character's inventory storages) is mapped onto a speed multiplier between two tunable thresholds — Weight Threshold (where the penalty starts) and Weight Max (where it caps out) — scaling down to Min Speed Multiplier at maximum load. Below the threshold, the character moves at full speed; above the max, they're capped at the minimum multiplier. This penalty is continuous and always active based on current loadout.
Stamina-style fatigue system
A second, independent fatigue resource layers on top of the weight penalty to simulate exertion over time, separate from the game's native stamina bar:
Grace period — a configurable window (Fatigue Grace Seconds) of full-speed sprinting before fatigue starts accumulating at all, so short bursts aren't penalized.
Sprint-gated drain — fatigue only builds while genuinely sprinting, determined by a Sprint Speed Threshold; walking and standing never drain it.
Weight-scaled drain rate — heavier loadouts fatigue faster (Max Fatigue Drain Per Sec, scaled by how far into the weight penalty zone the character is).
Passive regen while walking or stationary — Fatigue Regen Per Sec recovers fatigue any time the character isn't sprinting, modeling recovery as available during movement, not just at a dead stop.
Once fatigue accumulates, it compounds with the weight penalty (taking whichever speed multiplier is lower), so an exhausted lightly-loaded character can be slowed just as much as a fresh heavily-loaded one.
Fully tunable via prefab attributes — every threshold, rate, and multiplier is exposed in the Prefab Editor, letting designers dial in anything from a punishing hardcore-survival feel to a light, barely-noticeable touch of realism without touching code.

License

Arma Public License (APL)

Rating
100%
Version
1.0.1
Game Version
1.8.0.13
Version size
4.02 KB
Downloads
19
Created
11.09.2026
Last Modified
11.09.2026
ID
6A56407B05A36205