For vehicl**Infantry Movement**
-//Obstacle Effect:// Sprinting through bushes should be slowed down to reflect their density and natural resistance.
-//Dynamic Footstep Audio//: Movement sounds should start soft and subtle at slow speeds, growing sharper and louder as speed increases—potentially mapped to "mouse wheel scroll".
-//Localized Sound Feedback//: Movement near the outer leaves or brushing past a bush should produce lighter, rustling sounds. Fully entering dense foliage should trigger more muffled, immersive audio—like being enveloped in vegetation.
**Vehicle Interaction**
-//Speed Penalty in Bushes//: Like infantry, vehicles should receive a movement slowdown when driving through bushes, maybe by doing the same way as infantry by slowing it down a bitwith effect strength based on speed (higher speeds = harsher effects).
-//Hill Holding Behavior//: Vehicles could remain stationary on slopes if nestled in thick bushes as the foliage holds them in place and the accelerator isn’t pressed, incrementally,simulating foliage resistance.
-//Audio Consistency//: Vehicle traversal through bushes currently sounds identical to open-field driving. and also having a very audible sound (also depending on the speed) and by giving an abrupt loud noise when going at a high speed and bashing into a bush first thAdding distinct audio cues would heighten realism and player awareness.
-//Collision Sound Feedback//: Crashing into dense vegetation at high speed should produce a jarring, almost the same as it is now with infantry.loud sound—much like infantry bush first sound collisions already in the game.