Environment Metrics – Arma 3

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Category: Arma 3: Editing

Cover

Height Stances Deployable bipod
when covered
Look Over Shoot Over Covered
50cm high prone high prone regular prone Unchecked
80cm regular crouch regular crouch high prone (sitting) Checked
110cm high crouch high crouch low crouch Checked
130cm low stand regular stand high crouch Checked
145cm stand high stand high crouch Checked
  • The heights listed here are the VR Obstacle objects that can be used as reference.
  • "Shoot Over" and "Covered" depend on what height the target is at. Infantry targets were used at same level (flat VR map) at 100m here.


Gap

e.g an opening below a fence, space under a vehicle, etc.

Height Stances
20cm can shoot below in "low prone", enemy feet past 50m barely hittable however
50cm minimum for moving through in prone
110cm minimum for moving through in crouch, BUT bad clipping with head. Better use 120cm
170cm minimum for moving through in standing, BUT bad clipping with head. Better use 180cm (no clipping, even in high stand)


Width

Lone character
Width Description
90cm Minimum width for walking through. Turning in "regular stand" and "regular crouch" is possible but very twitchy (due to wall collisions of the weapon). Better use 100cm. Crouched turning causes head to clip through wall
130cm Minimum for turning in "low crouch" and "high crouch" (but twitchy). Better use 140cm.
170cm Minimum for turning in "regular prone", but twitchy (only is gone at 200cm). No "high prone" or "low prone" turning possible.
200cm Minimum for turning in "high prone" and "low prone", no twitching.
Two characters side by side, one close to the wall, both facing along the corridor
Width Description
150cm Only using "step over" function - pretty glitchy.
160cm Only using "step over" but only 1 step required
180cm Passing without "step over" possible.
Note that depending on orientation and stance of both soldiers, it may be easier or harder to pass.

AI Behaviour

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 building interiors (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 were conducted using the 1x1x1m and the 10x5x4m VR blocks.
Either the VR blocks have a collision different from their announced size or the crouched stand got its geometry model increased in some path as it is not possible anymore to turn 360° in a 1m gap in a building in the regular crouched stance; 1.1m is fine.


Weapon Deployment

Weapons can definitely be deployed between 0.8m (maybe even lower) and 1.45m height (maybe even higher).

Minimum clearance is required for the muzzle when deployed; that clearance is calculated in fire geometry.


Slope

Degrees Description
0..50° No problem getting on the slope and walking on it
50..65+° Can walk on the slope itself, but difficulty getting on it from a horizontal level ithout using "step over" or glitching/walking diagonal.
Avoid steep slopes whenever possible; infantry speed is based on horizontal speed, allowing it to climb a steep slope very quickly.