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Releases: MissHeda/Adjustable-Walk-Speed-Rework

Adjustable Walk Speed - Rework 2.0.0

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@MissHeda MissHeda released this 15 Sep 17:13
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Measured against 1.0.6, the version the Workshop has today.

1.0.6 did one thing: it let you set the speed of the walk. 2.0.0 does three. The speed adjustment
is still here, fixed and finished; an autorun and an animation adjustment module are new.


Before you update

Every setting, keybind and display position falls back to its default once. The addon inside
the mod is called movement instead of core, so the profile has nothing to carry over. Nothing
else is lost - set them again and they stay.

CBA is required, as before. ACE is not - everything that touches ACE is behind a guard and the
mod runs on CBA alone.

The settings are three categories now, all beginning with AWSR so they sit together:

Category What lives there
AWSR - Adjustable Walk Speed The three speed groups and their displays - the 1.0.6 mod
AWSR - Autorun The autorun, its animations and its indicator
AWSR - Animation Adjustment Debug, per-animation speeds, the ten animation keys

Adjustable Walk Speed

Three animation groups - walking, tactical, custom - each with its own speed, keys, whitelist and
display.

The biggest fix is one you cannot see. 1.0.6 pushed every whitelisted animation name into
ace_advanced_fatigue_setAnimExclusions. That is a list of claim tags, not of animations - ACE
only ever asks whether it is empty, and leaves setAnimSpeedCoef alone while anything is in it. So
from the moment the mod loaded, ACE's exhaustion slowdown and its reset were both dead for the rest
of the mission. One tag goes in now while the mod is actually driving the speed, and comes out
again when it is not.

Half the walking animations were never covered. The built-in whitelists held the rifle and
handgun sets and nothing else - no launcher, no binoculars, no unarmed, and the plain lowered walk
with a rifle only ever shipped as its _ver2 twin. Walking covered 64 of the game's 128 moving
states and now covers all 128; tactical covered 64 of 88 and now covers all 88. Taken from the
config rather than typed, and checked back against it.

New in this part:

  • Cover Jogging Animations As Well on the tactical group, on by default - all 120 jogging
    states. A tactical pace runs through a jog as often as through a walk.
  • Wildcards in the whitelist and blacklist: melee_armed_* covers a whole mod's animations.
  • A blacklist for the custom group, now that wildcards make one worth having.
  • One display per group, each with its own layout-tab entry, duration and hide rule. They used
    to share one display, and therefore one hide timer.
  • A range bar under each display showing where the value sits between the lowest and highest
    the keys reach, with default speed in the middle.
  • IGUI Display Duration per group and IGUI Hide At Default Speed.
  • Reapply Speed If Overwritten - a server setting, because whether this mod outranks a
    mission's own speed handling is the mission's call.
  • Percent or coefficient for every speed shown, and default speed reads as Default.

Autorun

Walk without holding the key. Derived from Leon and Legion's
Autorun Rework, which stays under APL-SA.

One key starts and ends it. The mouse wheel steps through five paces - walk, tactical, jog, run
and sprint - and only while a run is going, so the wheel stays yours the rest of the time. W or
S ends a run and moves you.

Not every pace exists in every stance with every weapon. There is no tactical pace with empty
hands, no walking or tactical crawl at all, and no sprint standing or crouched - what feels like a
sprint there is the game's evasive pace. Those settings ship empty, and an empty box is stepped
over as though the pace were not there. That is also how you switch a pace off.

The animation follows stamina, terrain, water, stance and injuries:

  • Stamina limits the pace at ACE's own thresholds, so an ACE player meets one limit rather than
    two that disagree. Without ACE it reads the engine's fatigue. Can be switched off.
  • A fractured leg limits it too, read from ACE's own fracture list rather than the engine
    hitpoint ACE leaves alone.
  • Stance keys work mid-run - 45 animation settings, one per stance, pace and weapon, in a
    sub-category per stance. 29 ship filled, 16 empty.
  • Water: swimming and diving, and back out again.
  • Sitting - the state between a crouch and prone - shuffles forward.
  • A launcher or binoculars end a run, and will not start one. The game has no animations for
    running with either.

An indicator you place in the layout tab, showing the pace and what the keys do. Wording and
colours are settings; keys are named after the bindings you actually have.

One difference from the mod it came from: stopping there turned damage off outright for seconds at
a time. Here it is a quarter-second handler that cancels only damage with no projectile and nobody
behind it - the fall the forced animation can provoke. Being shot while stopping hurts normally.


Animation Adjustment

Per-animation speeds. Give single animations a speed by name: Aswm*=2, Ladder*=1.5. Works on
animations that are in no group at all - swimming, ladders, crawling - which is why they were out
of reach before. Ladders and swimming are filled in at 1 already, ready to be turned up. A group
that has been moved off default overrules this; a group left alone does not.

Ten animation keys, unbound by default. Put an animation name in a box and the key plays it.
Several names, comma separated, play as a sequence; namex3 repeats one. Each key can loop until
pressed again, and has its own indicator.

Speed Up Transitions, on by default. The game's own transition between two animations in a
sequence belongs to no group and has no speed of its own, so it ran at normal speed however fast
the rest was set - which reads as the sequence stopping for a moment. It takes the speed of the
animation it is heading for.

Debug - a server setting, off by default. Every animation you enter is shown, and the last 20
go to your clipboard as a block you can paste anywhere: the naming guide, then the list newest
first, in the capitalisation the config uses rather than the lowercase the game reports. It is how
you find the name of an animation without the config viewer, and it works with the rest of the mod
switched off.

ANIMATIONS.txt ships in the mod folder: what each segment of an animation name means, and every
name the walking and tactical groups cover, listed per setting.


Keys

Default
Start or end an autorun F5
One pace faster / slower Mouse wheel up / down, during a run
End a run W / S
Next animation for this pace J
Walking speed up / down Ctrl + mouse wheel up / down
Tactical speed up / down Ctrl + Alt + mouse wheel up / down
Custom speed, reset, set min, set max, force walk, the ten animation keys unbound

Fixed since 1.0.6

All from the Workshop comments and the Discord support channel, each confirmed present in 1.0.6
rather than assumed. The reporter is named on each in CHANGELOG.md.

  • ACE advanced fatigue was dead from the moment the mod loaded (Pixelated_Grunt)
  • The custom display only ever showed the first change (Pat, malice20191, A. Ares)
  • Speed reverted a moment after being set in Ravage, Hetman and Hive (HBAOplus, vat hom flaffie,
    rodrockwell)
  • Audibility was never given back, and was set on the wrong machine (dyolF)
  • Force walk could be lost while a reduced speed was still set (dyolF, A. Ares)
  • The mod stopped working after respawning - it follows you now, through respawn, team switch and
    Zeus remote control
  • Several JIP-flagged remote calls per second per player, all replayed by everyone joining
  • awsr_movement_fnc_setDefaultSpeed did nothing unless called on the unit's owner
  • Unticking "include non raised animations" needed a restart
  • The blacklist could strip other mods' entries out of ACE's exclusion list, and a blacklisted name
    could not overrule a whitelist wildcard

The full list, including everything found while building the new modules, is in
CHANGELOG.md.


Known and not changed

  • Force walk stays exclusive to the walk group. Applying it from tactical would switch you into
    the group you just left. (asked for by A. Ares and nigel)
  • AI are not affected. The mod only ever touches your own unit.

Requirements and licence

CBA_A3. ACE3 optional.

APL-ND, with the autorun staying under APL-SA as
Autorun Rework by Leon (LeonZ) and Legion.

Thanks to everyone who reported something, sat in a voice channel to show it, or recorded it:
Pat, malice20191, dyolF, HBAOplus, vat hom flaffie, rodrockwell, SSG, QWRT0987, 42nfl19, nigel,
A. Ares, Pixelated_Grunt and Scarecrow1625.

Workshop · Discord

Adjustable Walk Speed - Rework 1.0.6

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@MissHeda MissHeda released this 09 Oct 12:29

Full Changelog: 1.0.5...1.0.6

Adjustable Walk Speed - Rework 1.0.5

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@MissHeda MissHeda released this 03 Sep 15:55

Full Changelog: 1.0.4...1.0.5

Adjustable Walk Speed - Rework 1.0.4

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@MissHeda MissHeda released this 20 Jul 18:37
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