Arma 3
Adjustable Walk Speed - Rework
77 Comments
Miss Heda  [author] 20 Jul @ 8:48am 
No, it does not.
42nfl19 19 Jul @ 6:39pm 
Not sure if I missed it anywhere but does this mod also allow you to auto walk/run? For those long hikes where you don't want to keep pressing your finger into the W key ad nauseam?
Miss Heda  [author] 17 Feb @ 2:20pm 
What do you mean exactly?
It is fully functional with base ACE.
Reticuli 17 Feb @ 7:33am 
Does this work with Stamina Modifier - ACE?
Miss Heda  [author] 6 Jan @ 8:36am 
+1
Rad  [author] 6 Jan @ 8:00am 
@Henry sounds to me like youre using another mod that adjusts animation speeds, which is overriding the setting from this mod.
Miss Heda  [author] 6 Jan @ 1:45am 
@Henry I am not quite sure I get what your issue is. Can you join the support Discord and post a video there so I can assist you further?
Henry 5 Jan @ 7:48pm 
Forgot to mention this but it's only the movement keys being pressed down or let go of that resets my speed. (WASD)
Henry 5 Jan @ 6:36pm 
I'm having a bug where no matter what speed I'm currently on, whenever I either press down, or let go of a key, it resets the current speed I was at to the default walking speed. Anyone have any ideas on how to fix this?
sheepdog.server 31 Dec, 2024 @ 7:37pm 
G'day @Miss Heda,

Thank you for the reply and apologies for the delay in replying.

I located the animations and have put them into the whitelist box and they work flawlessly.

Thank you to you and WebKnight for the assist.
Miss Heda  [author] 24 Dec, 2024 @ 4:05am 
**update
WebKnight took the time to get you the animations. Thanks a lot WebKnight. :aloyheart:
Just insert them into the whitelist array. Remove those animations that you don't want to be affected.

melee_armed_idle,melee_armed_runf,melee_armed_runfl,melee_armed_runfr,melee_armed_walkl,melee_armed_walkr,melee_armed_walkf,melee_armed_walkfr,melee_armed_walkfl,melee_turnl,melee_turnr,melee_sprintf,melee_sprintfl,melee_sprintfr,melee_armed_runb,melee_armed_runbl,melee_armed_runbr,melee_armed_walkb,melee_armed_walkbl,melee_armed_walkbr,melee_armed_runr,melee_armed_runl
Miss Heda  [author] 24 Dec, 2024 @ 3:16am 
*update
I talked to WebKnight, so far the only way to get them is via the animation viewer.
Here is exactly what he responded with:

you can find them in animation viewer in the unknown tab, the are named melee_armed_idle, melee_armed_walkF etc
Miss Heda  [author] 24 Dec, 2024 @ 2:59am 
You still need to get the animation names tho, ask Webknight if he has a documentation of them somewhere.
Miss Heda  [author] 24 Dec, 2024 @ 2:58am 
Basically what HBAOplus wrote below. Just the name and a , for the next animation. For the HWF mod you would past exactly this into the box:

Rotary_Proper_Idle,Rotary_Proper_Walk,Rotary_Proper_TurnL,Rotary_Proper_TurnR,Rotary_Proper_ToIdle,Rotary_Proper_WalkR,Rotary_Proper_WalkL,Rotary_Proper_WalkFL,Rotary_Proper_WalkFR,Rotary_Proper_WalkB,Rotary_Proper_WalkBL,Rotary_Proper_WalkBR
sheepdog.server 23 Dec, 2024 @ 6:16pm 
G'day @Miss Heda,

Thanks for the reply. I'm not sure of the correct syntax for the white listing of the animations, could you please provide me with an example?
Miss Heda  [author] 23 Dec, 2024 @ 5:19am 
@sheepdog.server
I did not take a look yet but due to how Webknight does his mods he probably added custom / new animation while you are carrying a weapon (I am very certain about that). So to change that speed as well while holding one of his weapons you would need to add this animation to the whitelist array similar to how @HBAOplus added the HWF animations from WK as well.
sheepdog.server 22 Dec, 2024 @ 3:54pm 
G'day @Miss Heda,

I love this mod, but I have noticed that when using a melee weapon from the Improved Melee System mod, walking speed remains at the Arma default speed, even though the indicator shows that it has been decreased to the minimum.

I have tried this with just Vanilla with IMS and Adjustable Walk Speed loaded.

If there are any hints you can provide or possibly take a look at this, I would greatly appreciate it.
HBAOplus 28 Nov, 2024 @ 1:15am 
animation whitelist for Heavy Weapons Framework, can be added in cba settings:

Rotary_Proper_Idle,Rotary_Proper_Walk,Rotary_Proper_TurnL,Rotary_Proper_TurnR,Rotary_Proper_ToIdle,Rotary_Proper_WalkR,Rotary_Proper_WalkL,Rotary_Proper_WalkFL,Rotary_Proper_WalkFR,Rotary_Proper_WalkB,Rotary_Proper_WalkBL,Rotary_Proper_WalkBR

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3328314886&searchtext=heavy+framework
Gunter Severloh 10 Oct, 2024 @ 3:44am 
Lol cool.
Miss Heda  [author] 10 Oct, 2024 @ 12:59am 
Well I am a paramedic after all. xD
Thanks for the heads up ^^.
Gunter Severloh 9 Oct, 2024 @ 3:26pm 
In your changelog at the end you said " thanks for the patients."
That would be spelled patience unless your a doctor. :)
HBAOplus 30 Aug, 2024 @ 7:40pm 
@Miss Heda
Ok, thanks for the reply:steammocking:
Miss Heda  [author] 30 Aug, 2024 @ 7:19am 
Thanks for your insight @HBAOplus :aloyheart:. From what you said I would conclude that "ravage missions" is using the same event handler as we do and therefore this mod and this mission is overriding each other. Also a thing to note is that if these scripts run server side Arma gives them a higher priority and they have the lead in executing, so they override this mod. Sadly there is no way I can think of to fix that except rewriting the "ravage missions" code.
HBAOplus 29 Aug, 2024 @ 11:47pm 
One more thing. When load with ravage mod, if you play missions that are not designed with ravage modules (eg. official east wind campaign), speed adjustment will still work. So use the missions with ravage as dependency to test.
HBAOplus 29 Aug, 2024 @ 8:07pm 
Issue report: not work well with ravage missions.
In ravage missions, when you made the speed adjustment, it only take effect for 1 sencond, then speed will revert back to 100% (vanilla speed).
Ravage mod comes with its 3 demonstrate misions (named: ghost hunters, altis, dust), located in scenarios tab-->RAVAGE Mod. Can be tested here.
HBAOplus 23 Aug, 2024 @ 12:45am 
Hi, there is some tactical animations in Animate - Rewrite, that can be manually added in the Whitelisted animations setting.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3283612524

AmovPercMwlkSlowWrflDf,AmovPercMwlkSlowWrflDfl,AmovPercMwlkSlowWrflDfr,AmovPercMwlkSlowWrflDl,AmovPercMwlkSlowWrflDr,AmovPercMwlkSlowWrflDbl,AmovPercMwlkSlowWrflDbr,AmovPercMwlkSlowWrflDb,          AmovPercMrunSlowWrflDf,AmovPercMrunSlowWrflDfl,AmovPercMrunSlowWrflDfr,AmovPercMrunSlowWrflDl,AmovPercMrunSlowWrflDr,AmovPercMrunSlowWrflDbl,AmovPercMrunSlowWrflDbr,AmovPercMrunSlowWrflDb
QWRT0987 8 Jul, 2024 @ 11:04pm 
Hi, what about prone position'
Miss Heda  [author] 1 Jun, 2024 @ 4:31am 
@Pixelated_Grunt it would be a great help if you can provide a video in our Discord, thanks.
Pixelated_Grunt 29 May, 2024 @ 2:53pm 
Yes, in multiplayer games. When you look at your own shadow, movement looks good, feel same as the intended speed. But when other players look at your character, it looks kinda like it's walking on the same spot, the feet and speed don't match up.

If it's easier I can join your discord, saw the link after my first post.
Rad  [author] 29 May, 2024 @ 2:15pm 
@pixelated_grunt By sync do you mean in multiplayer? Other players see you as running in the same spot, but you see yourself like it should be?
Pixelated_Grunt 29 May, 2024 @ 3:17am 
Hi, thanks for making the new mod. My group has been using it for few weeks. We run into an issue, the animations do not sync well with the speed. Specially at lower speed i.e. 10-30%, your character would look like its walking at the same spot. Anyone has the same issue or maybe a settings I've missed?
SSG 19 May, 2024 @ 6:33am 
Hi, just wondering if it is possible to add prone speed adjustable? I tried to pick up the prone anim names for adding to the custom module, but there are simply too many, and I dont know how to sort them out...thanks!
Miss Heda  [author] 18 May, 2024 @ 4:42am 
Just editing the files. Due to how arma handles FOV there is no mod for that. Basically Arma sets your FOV when launching the game and due to mods being inserted after that they can not change the FOV.
Logic 17 May, 2024 @ 7:28am 
Is there a specific mod you use for FOV or is that just editing the files?
Miss Heda  [author] 7 May, 2024 @ 12:33pm 
Rad said there where a lot of people requesting it for the old mod, that is the main reason why I added it. Although there will be a update soon that allows you to include normal jogging into the tactical module.:aloystrength:
Miss Heda  [author] 7 May, 2024 @ 12:32pm 
preference
Cap10_Nade 7 May, 2024 @ 11:55am 
A perhaps somewhat philosophical question: If you use this mod, what reason is there to use tactical movement at all?
A. Ares 7 May, 2024 @ 11:29am 
@Miss Heda that's exactly what I would love to happen! I would like " Force Walk " to force my character to walk. So, this way, even if I was in tactical mode, changing the animation speed will force my character to walk, and after that I would be able to set the walking animation speed to even high percentage and walk as fast as I would like to. This way, breaching rooms and buildings or assaulting (fortified) positions would be made in quick paces like it should be!

Something like Sprining (to get close) -> Transition to fast walking pace with just a keybind -> Breach effectively.
Miss Heda  [author] 7 May, 2024 @ 10:55am 
I don't get what you are trying to say @nigel
nigel 7 May, 2024 @ 10:46am 
Right click without a weapon? Walk
W+S? Walk
Ctrl+C? Walk
Miss Heda  [author] 7 May, 2024 @ 10:37am 
@A. Ares force walk is only exclusive to the walking category. (cause if you would activate it while being in tactical it would force you to walk meaning it would auto switch you to talking.
A. Ares 7 May, 2024 @ 10:31am 
I really back @nigel up on this one... Tactically stands really well... And @Rad, unfortunatelly, " Force Walk " option, does not force Walking if you change the animation speed on tactical mode... It just prevents you to turn back to tactical mode IF you are (or get) in Walking Animation...
Miss Heda  [author] 7 May, 2024 @ 10:27am 
Thanks for the kind feedback @WrathActual. <3
WrathActual 7 May, 2024 @ 10:25am 
I'm a huge fan of the original mod and am loving the rework. The ability to add whitelisted animations is an absolute godsend and it took me about 5 mins with the animation viewer to set up all of the movements I wanted, including prone and stance changes. Being able to limit the min/max speeds is also brilliant. Thank you so much for revisiting this, it's perfect! Amazing work!
Rad  [author] 7 May, 2024 @ 6:24am 
@nigel I have an idea on how this can be done. For now, if you want it to work like in my old mod, you can enable "force walk" in the CBA options.
nigel 7 May, 2024 @ 5:22am 
I wish this mod would automatically switch from walking to non walking to combat pace.

Great mod, just the annoying vanilla stuff gets in the way.
we just want 1 key to go through all the possible movement states
Cap10_Nade 7 May, 2024 @ 3:23am 
Sorry for the misunderstanding and the disturbance I caused. The fact is, I completely messed up my keybindings and then mixed up the keys for walking and combat myself.
That still doesn't explain the strange behavior, but I can't reproduce it now either.
Assume the error was on my side. That's why I'm deleting my old comments to clean things up a bit.
What remains is the question of whether the new icon (GUI) can be configured so that it can optionally remain displayed in order to permanently show the active mode (walk/combat/normal).
And, as an info, this thing, quote:
"If I activate Force Walk and then set the speed for walking to 40%, for example, I can't deactivate walking via my key, but if I press ESC and go back into the game, walking is deactivated even though 40% is still set. (audio coef is also 0.4) Not a big deal, just wanted to report."

Thank you for your great work :selike:
Miss Heda  [author] 6 May, 2024 @ 1:06pm 
@Cap10_Bull@, due to the mod keeping track of what animation you are playing in any second while the game is running to instantly sets the walking speed when it detects one of the correct animations. I whitelisted every walking animations by default including walking sideways and backwards. Would it be possible for you sharing me a clip of it resetting when you walk sideways?
For the reset you have to rebind it to shift in the CBA settings or set it to 100 again. The Idea is to set it to the value you want and then having it applied the second you go into that animation / state.
Miss Heda  [author] 5 May, 2024 @ 12:11pm 
@Everyone, the cause of the error that shows a error message & causes the custom display to bug out has been found. Although due to my time being limited the fix might take some days. For the time being you can use a work around by using the "profiling" version of the arma 3 launcer by just going into your arma settings on steam to beta and selecting profiling.
Rad  [author] 5 May, 2024 @ 10:21am 
@GoonSix I explained some of it in the video but this version is just better, giving you more options and being compatible with ace and some other things.
@BlackKnight No it doesnt affect AI, its only for the players.