Jump to content

Search the Community

Showing results for tags 'metrics'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • BOHEMIA INTERACTIVE
    • BOHEMIA INTERACTIVE - NEWS
    • BOHEMIA INTERACTIVE - JOBS
    • BOHEMIA INTERACTIVE - GENERAL
  • FEATURED GAMES
    • Arma Reforger
    • Vigor
    • DAYZ
    • ARMA 3
    • ARMA 2
    • YLANDS
  • MOBILE GAMES
    • ARMA MOBILE OPS
    • MINIDAYZ
    • ARMA TACTICS
    • ARMA 2 FIRING RANGE
  • BI MILITARY GAMES FORUMS
  • BOHEMIA INCUBATOR
    • PROJECT LUCIE
  • OTHER BOHEMIA GAMES
    • ARGO
    • TAKE ON MARS
    • TAKE ON HELICOPTERS
    • CARRIER COMMAND: GAEA MISSION
    • ARMA: ARMED ASSAULT / COMBAT OPERATIONS
    • ARMA: COLD WAR ASSAULT / OPERATION FLASHPOINT
    • IRON FRONT: LIBERATION 1944
    • BACK CATALOGUE
  • OFFTOPIC
    • OFFTOPIC
  • Die Hard OFP Lovers' Club's Topics
  • ArmA Toolmakers's Releases
  • ArmA Toolmakers's General
  • Japan in Arma's Topics
  • Arma 3 Photography Club's Discussions
  • The Order Of the Wolfs- Unit's Topics
  • 4th Infantry Brigade's Recruitment
  • 11th Marine Expeditionary Unit OFFICIAL | 11th MEU(SOC)'s 11th MEU(SOC) Recruitment Status - OPEN
  • Legion latina semper fi's New Server Legion latina next wick
  • Legion latina semper fi's https://www.facebook.com/groups/legionlatinasemperfidelis/
  • Legion latina semper fi's Server VPN LEGION LATINA SEMPER FI
  • Team Nederland's Welkom bij ons club
  • Team Nederland's Facebook
  • [H.S.O.] Hellenic Special Operations's Infos
  • BI Forum Ravage Club's Forum Topics
  • Exilemod (Unofficial)'s General Discussion
  • Exilemod (Unofficial)'s Scripts
  • Exilemod (Unofficial)'s Addons
  • Exilemod (Unofficial)'s Problems & Bugs
  • Exilemod (Unofficial)'s Exilemod Tweaks
  • Exilemod (Unofficial)'s Promotion
  • Exilemod (Unofficial)'s Maps - Mission Files
  • TKO's Weferlingen
  • TKO's Green Sea
  • TKO's Rules
  • TKO's Changelog
  • TKO's Help
  • TKO's What we Need
  • TKO's Cam Lao Nam
  • MSOF A3 Wasteland's Server Game Play Features
  • MSOF A3 Wasteland's Problems & Bugs
  • MSOF A3 Wasteland's Maps in Rotation
  • SOS GAMING's Server
  • SOS GAMING's News on Server
  • SOS GAMING's Regeln / Rules
  • SOS GAMING's Ghost-Town-Team
  • SOS GAMING's Steuerung / Keys
  • SOS GAMING's Div. Infos
  • SOS GAMING's Small Talk
  • NAMC's Topics
  • NTC's New Members
  • NTC's Enlisted Members
  • The STATE's Topics
  • CREATEANDGENERATION's Intoduction
  • CREATEANDGENERATION's HAVEN EMPIRE (NEW CREATORS COMMUNITY)
  • HavenEmpire Gaming community's HavenEmpire Gaming community
  • Polska_Rodzina's Polska_Rodzina-ARGO
  • Carrier command tips and tricks's Tips and tricks
  • Carrier command tips and tricks's Talk about carrier command
  • ItzChaos's Community's Socials
  • Photography club of Arma 3's Epic photos
  • Photography club of Arma 3's Team pics
  • Photography club of Arma 3's Vehicle pics
  • Photography club of Arma 3's Other
  • Spartan Gamers DayZ's Baneados del Servidor
  • Warriors Waging War's Vigor
  • Tales of the Republic's Republic News
  • Operazioni Arma Italia's CHI SIAMO
  • [GER] HUSKY-GAMING.CC / Roleplay at its best!'s Starte deine Reise noch heute!
  • empire brotherhood occult +2349082603448's empire money +2349082603448
  • NET88's Twitter
  • DayZ Italia's Lista Server
  • DayZ Italia's Forum Generale

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Yahoo


Jabber (xmpp)


Skype


Biography


Twitter


Google+


Youtube


Vimeo


Xfire


Steam url id


Raptr


MySpace


Linkedin


Tumblr


Flickr


XBOX Live


PlayStation PSN


Origin


PlayFire


SoundCloud


Pinterest


Reddit


Twitch.Tv


Ustream.Tv


Duxter


Instagram


Location


Interests


Interests


Occupation

Found 1 result

  1. 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. Today i made some tests with following results: Wall heigth: 50cm - look over:"high prone", shootover: "high prone", totally covered: "regular prone" 80cm - look over:"regular crouch", shootover:"regular crouch", totally covered:"high prone" (the sitting animation). Bipod deployable. 110cm - look over:"high crouch", shootover:"high crouch", totally covered:"low 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. the heigths 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. Ceiling/ Gap heigth (e.g. in a fence, wall, door frame or room height) 20cm - can shoot below in "low prone", enemy feet past 50m barely hittable 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 moveing through in standing, BUT bad clipping with head. Better use 180cm (no clipping, even in high stand) Corridor Width: 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. Corridor Width - walking past another standing soldier close to the wall, both facing along the corridor: 150cm - only using "step" function - pretty glitchy. 160cm - only using "step" but only 1 step required 180cm - passing without "step" possible. 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 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. 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. Weapon Deployment Limits: You can definitely deploy weapons between 0.8m heigth (maybe even lower) and 1.45 meter heigth (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. Walkable Slope: Slope angle on Roadway LOD to be still walkable up to 50° from horizontal - no problem getting on the slope and walking on it at least up to 65° from horizontal (possibly steeper, test stopped at 65°) - can walk on the slope itself, but difficulty getting on it from horizontal level. Without using "step over" key (or glitching/walking diagonal) it's not possible to get on the slope from a horizontal place, when standing at the bottom. Generally avoid steep slopes where possible, because infantry are "turboboosted" when walking up or down (looks real goofy), as their walking speed is constant and referenced to the horizontal plane. Feel free to contribute 🙂
×