{"name":"Arma 3: CfgMovesFatigue","title":"Arma 3: CfgMovesFatigue","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_CfgMovesFatigue","revid":373253,"updated":"2025-04-12T22:28:08Z","aliases":["Arma 3 CfgMovesFatigue","CfgMovesFatigue"],"markdown":"### Introduction\n\nSee CfgVehicles Config Reference Introduction or Arma 3 Stamina for functionality description.\n\n**This class is defined in base soldier class so all soldiers in vanilla game have the same Stamina behavior. However it can be defined for each soldier class separately if desired.**\n\n### Alphabetical Order\n\n#### A\n\n##### aimPrecisionSpeedCoef\n\nFloat\n\n```cpp\naimPrecisionSpeedCoef    = 5;    //aimPrecision adjusting rate coefficient between two animation states with different aimPrecision parameter value\n```\n\n#### S\n\n##### staminaCooldown\n\nFloat\n\n```cpp\nstaminaCooldown = 10; //when you run out of stamina the sprinting is disabled for this duration\n```\n\n##### staminaDuration\n\nFloat\n\n```cpp\nstaminaDuration = 60; //total amount of stamina\n```\n\n##### staminaRestoration\n\nFloat\n\n```cpp\nstaminaRestoration = 30; //time required for your current stamina pool (total stamina - inventory load) to restore\n```\n\n#### T\n\n##### terrainDrainSprint\n\nFloat\n\n```cpp\nterrainDrainSprint = -1; //when terrain gradient disable sprint, this stamina value is added to every animation state (do not stack with following terrain threshold)\n```\n\n##### terrainDrainRun\n\nFloat\n\n```cpp\nterrainDrainRun = -1; //when terrain gradient enable force walk, this stamina value is added to every animation state (do not stack with previous terrain threshold)\n```\n\n##### terrainSpeedCoef\n\nFloat\n\n```cpp\nterrainSpeedCoef = 0.9; //when terrain gradient disable sprint, animation speed is multiplied by this value\n```","sections":[{"heading":"Introduction","level":3,"markdown":"See CfgVehicles Config Reference Introduction or Arma 3 Stamina for functionality description.\n\n**This class is defined in base soldier class so all soldiers in vanilla game have the same Stamina behavior. However it can be defined for each soldier class separately if desired.**"},{"heading":"Alphabetical Order","level":3,"markdown":""},{"heading":"A","level":4,"markdown":""},{"heading":"aimPrecisionSpeedCoef","level":5,"markdown":"Float\n\n```cpp\naimPrecisionSpeedCoef    = 5;    //aimPrecision adjusting rate coefficient between two animation states with different aimPrecision parameter value\n```"},{"heading":"S","level":4,"markdown":""},{"heading":"staminaCooldown","level":5,"markdown":"Float\n\n```cpp\nstaminaCooldown = 10; //when you run out of stamina the sprinting is disabled for this duration\n```"},{"heading":"staminaDuration","level":5,"markdown":"Float\n\n```cpp\nstaminaDuration = 60; //total amount of stamina\n```"},{"heading":"staminaRestoration","level":5,"markdown":"Float\n\n```cpp\nstaminaRestoration = 30; //time required for your current stamina pool (total stamina - inventory load) to restore\n```"},{"heading":"T","level":4,"markdown":""},{"heading":"terrainDrainSprint","level":5,"markdown":"Float\n\n```cpp\nterrainDrainSprint = -1; //when terrain gradient disable sprint, this stamina value is added to every animation state (do not stack with following terrain threshold)\n```"},{"heading":"terrainDrainRun","level":5,"markdown":"Float\n\n```cpp\nterrainDrainRun = -1; //when terrain gradient enable force walk, this stamina value is added to every animation state (do not stack with previous terrain threshold)\n```"},{"heading":"terrainSpeedCoef","level":5,"markdown":"Float\n\n```cpp\nterrainSpeedCoef = 0.9; //when terrain gradient disable sprint, animation speed is multiplied by this value\n```"}],"categories":["Arma 3: Reference Lists"],"groups":["Reference Lists"]}