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arma3:infantry-metrics [2021/08/06 23:52] – created initial page. snakemanarma3:infantry-metrics [2024/08/03 12:08] (current) – links added. snakeman
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 ====== ArmA 3 Info: Infantry Metrics ====== ====== ArmA 3 Info: Infantry Metrics ======
 +
 +[[https://www.pmctactical.org/forum/viewforum.php?f=68|ArmA 3 Forum]], [[:arma3|ArmA 3]], [[arma3:config|ArmA 3 Config]], [[arma3:missions|ArmA 3 Missions]], [[arma3:modeling|ArmA 3 3D Modeling]], [[arma3:scripting|ArmA 3 Scripting]], [[arma3:terrain|ArmA 3 Terrain]], [[arma3:texturing|ArmA 3 Texturing]], [[arma3:tools|ArmA 3 Tools]]
  
 **Info: Infantry Metrics** by X3KJ **Info: Infantry Metrics** by X3KJ
  
-For making structures and also maps, that work well ingame it's important to know what metrics the infantry has, what it can navigate and so on.+For making structures and also terrains, that work well in-game it's important to know what metrics the infantry has, what it can navigate and so on.
  
 Today i made some tests with following results: Today i made some tests with following results:
  
  
-====== Wall Heigth ======+====== Wall Height ======
  
 50cm - look over:"high prone", shootover: "high prone", totally covered: "regular prone"\\ 50cm - look over:"high prone", shootover: "high prone", totally covered: "regular prone"\\
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 130cm - look over:"low stand", shootover:"regular stand", totally covered:"high crouch". Bipod deployable.\\ 130cm - look over:"low stand", shootover:"regular stand", totally covered:"high crouch". Bipod deployable.\\
 145cm - look over:"stand", shootover:"high stand", totally covered:"high crouch". Bipod deployable.\\ 145cm - look over:"stand", shootover:"high stand", totally covered:"high crouch". Bipod deployable.\\
-the heigths listed here are the VR Obstacle objects, you can use them as reference\\ +the heights listed here are the VR Obstacle objects, you can use them as reference\\ 
-totally covered and shoot over depends on what heigth the target is at. I used Infantry targets at same heigth (flat VR map) at 100m as reference for this.+totally covered and shoot over depends on what height the target is at. I used Infantry targets at same height (flat VR terrain) at 100m as reference for this.
  
  
-====== Ceiling / Gap Heigth ======+====== Ceiling / Gap Height ======
  
 e.g. in a fence, wall, door frame or room height\\ e.g. in a fence, wall, door frame or room height\\
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 50cm - minimum for moving through in prone\\ 50cm - minimum for moving through in prone\\
 110cm - minimum for moving through in crouch, BUT bad clipping with head. Better use 120cm\\ 110cm - minimum for moving through in crouch, BUT bad clipping with head. Better use 120cm\\
-170cm - minimum for moveing through in standing, BUT bad clipping with head. Better use 180cm (no clipping, even in high stand)+170cm - minimum for moving through in standing, BUT bad clipping with head. Better use 180cm (no clipping, even in high stand)
  
  
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 180cm - passing without "step" possible.\\ 180cm - passing without "step" possible.\\
 note that depending on orientation and stance of both soldiers, it may be easier or harder to pass\\ note that depending on orientation and stance of both soldiers, it may be easier or harder to pass\\
-When 2 seperate buildings/objects walls are 180cm apart from each other, the AI seems to be able to navigate this corridor (better use 2m in this case though). For interior of buildings (with paths LOD and roadway LOD) smaller corridors are no issue for AI, because they can walk through Geometry when on a path+When 2 separate buildings/objects walls are 180cm apart from each other, the AI seems to be able to navigate this corridor (better use 2m in this case though). For interior of buildings (with paths LOD and roadway LOD) smaller corridors are no issue for AI, because they can walk through Geometry when on a path
  
-The tests where conducted with the 1x1x1m VR Block, and the 10x5x4m VR Block. So if their geometry doesnt properly match these results are slightly sqewed.+The tests where conducted with the 1x1x1m VR Block, and the 10x5x4m VR Block. So if their geometry doesn'properly match these results are slightly skewed.
  
 Edit: It seems that for the VR Block skews the results a little bit (or the crouched stance got increased geometry model in some patch). I was not able to turn 360° in a gap of 1m in regular crouched stance inside a building. 1.1meter is fine however. Edit: It seems that for the VR Block skews the results a little bit (or the crouched stance got increased geometry model in some patch). I was not able to turn 360° in a gap of 1m in regular crouched stance inside a building. 1.1meter is fine however.
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 ====== Weapon Deployment Limits ====== ====== Weapon Deployment Limits ======
  
-You can definitely deploy weapons between 0.8m heigth (maybe even lower) and 1.45 meter heigth (maybe even higher).\\ +You can definitely deploy weapons between 0.8m height (maybe even lower) and 1.45 meter height (maybe even higher).\\ 
-You need minimum clearance for the muzzle when deployed. Imagine you place a 130cm tall "resting block" in front of a 2m tall wall and you try to deploy the weapon on the resting block, facing in the direction of the wall. You will only be able to deploy if the space between restingblock and wall is somewhere between 35cm and 40cm (37.5cm worked in my case). Of note here is that this space needs to be in the firegeometry LOD, normal geometry LOD does not affect this particular case.+You need minimum clearance for the muzzle when deployed. Imagine you place a 130cm tall "resting block" in front of a 2m tall wall and you try to deploy the weapon on the resting block, facing in the direction of the wall. You will only be able to deploy if the space between resting block and wall is somewhere between 35cm and 40cm (37.5cm worked in my case). Of note here is that this space needs to be in the firegeometry LOD, normal geometry LOD does not affect this particular case.
  
  
arma3/infantry-metrics.1628293979.txt.gz · Last modified: 2021/08/06 23:52 by snakeman

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