Collision Layer – Arma Reforger
Jump to navigation
Jump to search
Layers Setup
- Buoyancy
- Camera - Special layer for camera collision
- Character - For collider capsule of characters
- CharacterAI - For collider capsule of AI characters
- CharCollide - Used for Character-only collisions (e.g. wheels, which are otherwise raytraced)
- CharNoCollide - Only for objects, which are NOT supposed to collide with character
- Cover - deprecated?
- Debris - Special layer for debris, we want it to collide with e.g. static, but not dynamic objects or character
- Default - Default layer, will collide with everything
- Dynamic - For dynamic objects like props are moveable in world
- FireGeometry - Used only for damage, projectile tracing, etc.
- Foliage - Layer used foliage on vegetation (mainly on trees)
- Interaction - Special layer for interaction (usually not really used, only for special cases when any other collision layer used for interaction wouldn't be enough)
- Ladder - For detection of ladders vs character (used for get in on ladder)
- Navmesh - Navmesh layer for soldiers
- NavmeshVehicle - Navmesh layer for vehicles
- Perception - For trace to collide with ViewGeometry layer
- Projectile - for bigger projectiles (bigger than bullet - e.g. RPG rocket)
- Ragdoll - Special layer for ragdoll, e.g. character shouldn't collide with dead soldiers, when they are in ragdoll
- Static - For static objects like buildings
- Terrain - Special layers just for terrain
- Vegetation - use for "soft" parts of vegetation - e.g. leaves
- Vehicle - Original layer for vehicles
- VehicleCast - used by wheels
- VehicleSimple - used to collision between vehicles and static assets, should be more "rough" and made from as little as possible colliders
- VehicleComplex - used for collision between vehicles and characters
- ViewGeometry - Used only for perception (AI)
- Water -
LayerPresets Setup
(this is what must be set in the value of "usage" custom property in FBX)
- Main
- Default
- Building
- Static
- Navmesh
- BuildingFire
- Static
- FireGeometry
- Navmesh
- BuildingFireView
- Static
- FireGeometry
- ViewGeometry
- Navmesh
- Bush
- Foliage
- Cover
- Cover
- Character
- Character
- CharacterAI
- CharacterAI
- CharNoCollide
- CharNoCollide
- Debris
- Debris
- Door
- Static
- DoorFireView
- Static
- FireGeometry
- ViewGeometry
- FireGeo
- FireGeometry
- FireView
- FireGeometry
- ViewGeometry
- Foliage
- Foliage
- Interaction
- Interaction
- ItemFireView
- CharNoCollide
- FireGeometry
- ViewGeometry
- Ladder
- Static
- Ladder
- Projectile
- Projectile
- Prop
- Dynamic
- PropView
- Dynamic
- ViewGeometry
- PropFireView
- Dynamic
- FireGeometry
- ViewGeometry
- RockFireView
- Static
- FireGeometry
- ViewGeometry
- Navmesh
- Terrain
- Terrain
- Navmesh
- Tree
- Static
- Foliage
- TreeFireView
- Static
- FireGeometry
- ViewGeometry
- TreePart
- Dynamic
- Vehicle
- Vehicle
- VehicleFire
- Vehicle
- FireGeometry
- VehicleFireView
- Vehicle
- FireGeometry
- ViewGeometry
- Weapon
- CharNoCollide
- Wheel
- Static
- FireGeometry
LayerPresets | List of active layers | Description | Examples of usage |
---|---|---|---|
Main | Default | Default LayerPreset | Not really used anywhere |
Cover | Cover | To be removed? | |
Character | Character | Used on character colliders | |
CharacterAI | CharacterAI | Special layerpreset with layer just for AI (they don't collide with vehicles for now, etc.) | |
Projectile | Projectile | Used by projectiles (bullets, rockets), interacts with FireGeometry | |
Vehicle | Vehicle | Collides with static and dynamic objects like buildings, props, other vehicles, etc. | On vehicles |
VehicleFire | Vehicle
FireGeometry |
Same as above + Fire Geometry layer | On vehicles parts which can used both for collision and fire geometry |
VehicleFireView | Vehicle
FireGeometry ViewGeometry |
Same as above + View Geometry layer | On vehicles parts which can used for collision, Fire and View |
ItemFireView | CharNoCollide
FireGeometry ViewGeometry |
Used on props, items where collision with player is not desired - e.g. really small objects like chocolate bar | |
Door | Static
Navmesh |
Used on doors | |
DoorFireView | Static
FireGeometry ViewGeometry Navmesh |
Used on doors, | Same as above |
Weapon | CharNoCollide | Used on weapons | |
Terrain | Terrain
Navmesh |
Special preset for terrain mesh, is set in GenericTerrainEntity | On terrain meshes |
Prop | Dynamic | Used on dynamic assets - props | Used on assets like e.g. bottle, ammo box, chair, etc. |
PropView | Dynamic
ViewGeometry |
+ View Geometry layer | |
PropFireView | Dynamic
FireGeometry ViewGeometry NavmeshVehicle |
Used on props which has only one geometry (no separated Fire geometry) | |
Tree | Static
NavmeshVehicle |
Used on tree/bush trunks (hard parts) | |
TreeFireView | Static
FireGeometry ViewGeometry NavmeshVehicle |
Used on tree/bush trunks (hard parts) where one collider can be used for both collision with soldier and then as Fire Geometry | |
TreePart | Dynamic | Used on tree parts - branches, twigs, etc. | |
CharNoCollide | CharNoCollide | Not used? | |
FireGeo | FireGeometry | Collides only with projectiles | Used on Fire Geometry type of colliders |
Building | Static
Navmesh |
Used on buildings as they use static colliders (+ special layer for detecting for Navmesh) | |
BuildingFire | Static
FireGeometry Navmesh |
+ Fire and View Geometry layer | Used on buildings |
BuildingFireView | Static
FireGeometry ViewGeometry Navmesh |
+ View Geometry layer | Used on buildings |
RockFireView | Static
FireGeometry ViewGeometry Navmesh |
Used on rocks | |
Debris | Debris | Used on small debris pieces which should not collide with dynamic assets | |
Interaction | Interaction | Not used? | |
Ladder | Static
Ladder |
Used on ladders, mainly for detecting ladder itself, so player can "snap" on it, but also used as collision | |
Bush | Foliage | Used on "soft" parts of bushes | |
Foliage | Foliage | Used on "soft" parts of trees - leaves, needles | |
Wheel | FireGeometry
CharCollide |
Used on vehicle wheels | |
Glass | Static | Used on glass, in case Fire Geometry would need to be separated from normal collisions | |
GlassFire | Static
FireGeometry |
Same as above + Fire Geometry layer |