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Found 10 results

  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 🙂
  2. The RwG Addon "Basebuilding Exile" is now available. Steam Community Link This contains new objects and structures for the Exilemod. So far only wood elements are available and their upgraded versions. These can be crafted as frames, placed as usual in Exile and can then be upgraded with the Wood Planks Upgrade Kit (needs a hammer) and with the Exile Fortification Upgrade Kit reinforced with metal. Item-List Features/Contains - A big gate for transporters. - Different door variants. - An elevator that can lift vehicles and people. - More snappoints - Compatible with Exile objects - 3 Custom/Shadow Lods, different texture resolutions, View Geometry and Phys Geometry - Items Electric Engine, Box Of Nails, Wood Planks Upgrade-Kit, Furnace Kit, Anvil Kit, Workbench Kit - and much more Exile Vanilla If you want to use the objects without frames, you don't need to change anything in the config. Use recipes which create a full wall. CustomCodes Old (Only WoodPlanks-Upgrade) New El'Rabito-WIP (WoodPlank-Upgrade + MetalGrid-Upgrade) If you want to use this variant, then use the attached recipes and customcodes. To upgrade a frame, you will need the Wood Planks Upgrade Kit and a Hammer. Update 1.01 Update 1.01a Update 1.0.2 CraftingRecipes vers.2 CfgInteractionModels WARNING This mod is still under development. There may be errors, which are not intended by the creator. Please report bugs in the Discord "Bugs" Channel If you use Enhanced Movement, write the objects of the RwG Addon in the blacklist, otherwise locked doors can be opened by everyone. The elevator does not write coordinates of players and vehicles in the database. So move/drive before log-out. This mod is an extension for the Exilemod and therefore not functional without it. This mod may not be modified and reuploaded without the permission of the creator. This violate the Steam EULA 6D. Reuploads will be removed without warning via DMCA Notice.
  3. Hello all this mod gives you access to a modular trench system that is standalone and will work with any other mod. All Pieces are abled to be walked on. These are tested in MP and work fine on any terrain. Current Pieces: 2 Trench Middle Sections/Half Variants 1 Trench End Variant 1 Foxhole 1 Manable Bunker Images: Last Update 4/20/2021 Download Steam Workshop Google Drive Armaholic How to find? Trenches - In Eden or Zues go to Empty and search for "Trench" or "Foxhole". Bunker - Search in Blufor Bunker (Eden). Search in Empty Bunker (Zeus) Compatible with ACE/GRAD Trenches
  4. Mod version : 0.1 (2019.01.08) Derelict : Derelict modifies structures and vegetation of Arma 3 terrains to give Stratis and Altis an abandoned atmosphere. It retextures most buildings to look neglected, damaged or rusty - these changes apply to any terrain using those structures, so this mod should only be used when playing on vanilla islands. Features * Retextured buildings. * Vegetation modifications (WIP). * Disabled artificial light sources. * No performance impact. * No dependencies. License Derelict Mod by Haleks is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. Permissions beyond the scope of this license may be available on request. Using Derelict Mod on monetized servers is strictly forbidden. Download link Mod development support :
  5. torndeco

    DS Houses

    http://steamcommunity.com/sharedfiles/filedetails/?id=1113351114 This addon is basically the work of I have spend the last few days gonna over the original files making some changes fixes etc I kept the name DS Houses, because its the name of the original work. Changes include Path LOD for most buildings, (AI Pathing) Geo & Fire Geometry Fixes Door Fixes The addon is roughly only 180MB in size To use the addon you just need to load it with CUPs. Note: I will be pushing a new update later tonight with new serverkey. To fix issue with 2 floating buildings. There is still some stuff left todo, but i will try keep the updates at most once a week.
  6. Hello everyone, I recently made a model of a small house using Rhino 5 (easier to use, IMO) and Blender, successfully exporting the file as a .p3d and then crunching it with pboProject without issues. At first, this model was just the geometry and didn't have any way to interact with the world, so I added a roadway, land contact, and a shadow Volume, basing all of them on my rhino model. Model: Shadow volume: I chose a simple polysurface because I thought that was the problem. The volume is closed, according to Rhino. landcontact and roadway work fine, but Shadowvolume creates weird a weird shadow that appears to be another 3d object. Final result: I can't figure out what's wrong. The shadow seems to behave like a 3D object that's beneath the ground, and only produces shadows from one side. Anyone knows what could be happening here?
  7. On the mobile version (I play on iOS), I appear to be unable to place any structures. I have tried things like barbed wire and civi tents, but no matter how long I hold the check mark, or how many times I press it, I cannot seem to place structures. Please help.
  8. As the sitrep #00194 have stated. https://dev.arma3.com/post/sitrep-00194 Vegetation, structures and assets have been included for everyone. So there is no problem with joining on custom terrains that use apex objects for non apex owners players. This update includes the guerrilla uniforms?
  9. I have always wondered why there is a minority that chooses to create custom structures (buildings, bridges, roads, props etc) opposed to units, vehicles and weapons, hence this particular thread. There are very few people (more than the usual in recent months, i agree) that get in game HQ buildings, and i have not seen anyone create vegetation since A2 days. Maybe there is simply no real need for any of that, from users to custom squads and terrain makers, so is not worth the (considerable) effort in the end. This topic has been on my mind for quite some time, wondering if it's worth getting into such a (long term) project or not - so yes, there is a pragmatic reason to it, besides my own curiosity Please be so kind and provide some feedback if possible. EDIT: There was suppose to be a poll as well with this thread, it seems something went the wrong way, and of course i cannot edit either title or add a poll after creation of the OP...pity EDIT2: before anyone asks, this has no relation whatsoever with RHS
  10. Trying to kick a player from vehicles if they are not crew: _commander = commander _vehicle; _gunner = gunner _vehicle; _driver = driver _vehicle; if ( (!(_commander isKindOf "O_crew_F")) || (!(_commander isKindOf "B_crew_F"))) then { _commander action ["GetOut",_vehicle]; }; if ( (!(_gunner isKindOf "O_crew_F")) || (!(_gunner isKindOf "B_crew_F"))) then { _gunner action ["GetOut",_vehicle]; }; if ( (!(_driver isKindOf "O_crew_F")) || (!(_driver isKindOf "B_crew_F"))) then { _driver action ["GetOut",_vehicle]; }; However it kicks the player every time, even if the class is crewman. Something broken on the logic?
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