gun_move

How a character moves holding a gun, like a shooter's mobility: walk, run and sprint speeds that fit its gait clips, the slow walk aiming down the sights, ADS and sprint-out times, speeding up and slowing down, the armed posture (lean, softer knees) and gun bob and sway. Every number at 0 takes the class's default.

In scene text

gun_move { class "…"  walk 1  run 1 }

Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.

Fields 33

FieldTypeUnit / rangeWhat it does
classtext—"rifle" (assault rifle, carbine), "smg", "pistol", "shotgun", "launcher" or "none": the defaults for every number left at 0.
walknumberm/s, 0 … 20Walking speed (a light push on the stick); rifle default 1.7.
runnumberm/s, 0 … 30Running speed (a full push); rifle default 4.7.
sprintnumberm/s, 0 … 40Sprinting speed (Shift, ahead only); rifle default 6.5.
crouchnumberm/s, 0 … 20Crouch-walking speed.
ads_speednumber0 … 2Speed aiming down the sights, as a share of the walk (rifle 0.8, launcher 0.6).
ads_timenumbers, 0 … 3Seconds to bring the gun up to the eye.
ads_out_timenumbers, 0 … 3Seconds to lower the gun from aim. Zero keeps the legacy duration: 0.8 times the resolved ads_time.
sprint_outnumbers, 0 … 3Seconds to bring the gun out of a sprint before it can aim or fire.
accelerationnumberm/s², 0 … 200How hard it speeds up.
decelerationnumberm/s², 0 … 200How hard it stops.
lean_walknumberdeg, 0 … 45Trunk lean forward walking.
lean_runnumberdeg, 0 … 45Trunk lean forward running.
lean_sprintnumberdeg, 0 … 45Trunk lean forward sprinting.
knee_dropnumberm, 0 … 0.2How much lower the pelvis sits with the gun up (softer knees).
ads_dropnumberm, 0 … 0.2Extra pelvis drop aiming down the sights.
bobnumber0 … 5Gun bob with the steps (1: the class's own).
swaynumber0 … 5Gun sway with the look and starts and stops (1: the class's own).
carrynumber0 … 1Hip carry: 0 the baked low ready, 1 shouldered (a tight ready, stock at the shoulder, elbows in). Rifle 0.6.
carry_pitchnumberdeg, 0 … 80How far the muzzle points down at the hip carry.
carry_dipnumberdeg, 0 … 80Low ready from the shoulder: the gun turned muzzle-down about the shoulder pocket, stock staying in it (rifle 35).
carry_pullnumberm, 0 … 0.5Compressed ready: the gun pulled back toward the chest at the hip carry (pistol 0.2).
carry_dropnumberm, 0 … 0.4Carried low: the gun lowered toward the belly at the hip carry and sprinting (pistol 0.14).
elbow_dropnumberm, 0 … 0.6Elbows relaxed down toward the ribs at the hip carry (pistol 0.3).
sprint_pitchnumberdeg, 0 … 80How far the muzzle points down sprinting.
stride_liftnumber0 … 1Running: the swinging foot's lift as a share of the clip's (0.7: a grounded stride, not a high-kneed jog).
staggernumberm, 0 … 0.5Standing with the gun up: support foot forward, the other back, this far apart.
ads_leannumberdeg, 0 … 30Trunk lean into the gun aiming down the sights.
turn_anglenumberdeg, 0 … 180Standing: how far the aim gets from the feet before the body turns in place.
turn_ratenumberdeg/s, 0 … 2000How fast it turns in place (easing out as it lines up).
run_stridenumber0.5 … 1Running: step length as a share of the clip's (0.85: shorter, quicker steps).
sprint_stridenumber0.5 … 1Sprinting: step length as a share of the clip's (0.75: a tactical sprint's short quick steps).
sprint_carrynumber0 … 1Sprinting: how far the gun stays toward the shoulder (0 the baked low ready, muzzle hanging).
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