Arma 3 Scripting

Arma 3: Infantry Metrics

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Warning

The following information are by no means official. They were retrieved with some simple tests as described below.

For making structures and also maps that work well in-game it ss important to know what metrics infantry units have.

Wall Height

Note

The heights listed here are the VR Obstacle objects. They can be used as reference.
Totally covered and shoot over depends on what height the target is at. To get the values above infantry units at the same ground level at 100 m distance where used.

Ceiling/ Gap Height

(e.g. in a fence, wall, door frame or room height)

Corridor Width

Walking past another standing soldier close to the wall, both facing along the corridor:

Note

Note that depending on orientation and stance of both soldiers, it may be easier or harder to pass.

Note

When two separate building/object walls are 180 cm 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.

Note

The tests where conducted with the 1x1x1m VR Block, and the 10x5x4m VR Block. So if their geometry does not properly match these results are slightly inaccurate.
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

Walkable Slope