ArmaDB

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.

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17 downloads

Get it on the Workshop reforger.armaplatform.com/workshop/6A56407B05A36205

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Details

Author
ZEUS_99
Version
1.0.1
Size
4 KB
Licence
APL
Game version
1.8.0.13
Likes
0 / 0 dislikes
Published
11 Sep 2026
Updated
1 month ago
Workshop ID
6A56407B05A36205

Recent adoption

30 days: +4 −4 ↑0

Version history

2
  1. v1.0.1 4 KB 11 Sep 2026
  2. v1.0.0 3 KB 11 Sep 2026
Description from the Workshop

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 multi...