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	<id>https://community.bistudio.com/wiki?action=history&amp;feed=atom&amp;title=Arma_Reforger%3ACollision_Layer</id>
	<title>Arma Reforger:Collision Layer - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://community.bistudio.com/wiki?action=history&amp;feed=atom&amp;title=Arma_Reforger%3ACollision_Layer"/>
	<link rel="alternate" type="text/html" href="https://community.bistudio.com/wiki?title=Arma_Reforger:Collision_Layer&amp;action=history"/>
	<updated>2026-06-18T02:18:29Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.39.0</generator>
	<entry>
		<id>https://community.bistudio.com/wiki?title=Arma_Reforger:Collision_Layer&amp;diff=371035&amp;oldid=prev</id>
		<title>Lou Montana: Text replacement - &quot;\{\{GameCategory\|armaR\|Modding\|(Guidelines|Tutorials)\|([^=&amp;#8629;]*)\}\}&quot; to &quot;{{GameCategory|armaR|Modding|$2|$1}}&quot;</title>
		<link rel="alternate" type="text/html" href="https://community.bistudio.com/wiki?title=Arma_Reforger:Collision_Layer&amp;diff=371035&amp;oldid=prev"/>
		<updated>2025-02-26T12:32:12Z</updated>

		<summary type="html">&lt;p&gt;Text replacement - &amp;quot;\{\{GameCategory\|armaR\|Modding\|(Guidelines|Tutorials)\|([^=↵]*)\}\}&amp;quot; to &amp;quot;{{GameCategory|armaR|Modding|$2|$1}}&amp;quot;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 14:32, 26 February 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l354&quot;&gt;Line 354:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 354:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{GameCategory|armaR|Modding|Guidelines&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|Assets&lt;/del&gt;}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{GameCategory|armaR|Modding&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|Assets&lt;/ins&gt;|Guidelines}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Lou Montana</name></author>
	</entry>
	<entry>
		<id>https://community.bistudio.com/wiki?title=Arma_Reforger:Collision_Layer&amp;diff=338698&amp;oldid=prev</id>
		<title>Reyhard at 12:27, 29 March 2023</title>
		<link rel="alternate" type="text/html" href="https://community.bistudio.com/wiki?title=Arma_Reforger:Collision_Layer&amp;diff=338698&amp;oldid=prev"/>
		<updated>2023-03-29T12:27:05Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 14:27, 29 March 2023&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l26&quot;&gt;Line 26:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 26:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Vegetation - use for &amp;quot;soft&amp;quot; parts of vegetation - e.g. leaves&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Vegetation - use for &amp;quot;soft&amp;quot; parts of vegetation - e.g. leaves&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Vehicle - Original layer for vehicles&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Vehicle - Original layer for vehicles&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* VehicleCast - &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;?&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* VehicleCast - &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;used by wheels&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;VehicleComplex &lt;/del&gt;-&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;VehicleSimple &lt;/ins&gt;- &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;used to collision between vehicles and static assets, should be more &amp;quot;rough&amp;quot; and made from as little as possible colliders&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;VehicleSimple &lt;/del&gt;-&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;VehicleComplex &lt;/ins&gt;- &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;used for collision between vehicles and characters&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* ViewGeometry - Used only for perception (AI)&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* ViewGeometry - Used only for perception (AI)&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Water -&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Water -&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Reyhard</name></author>
	</entry>
	<entry>
		<id>https://community.bistudio.com/wiki?title=Arma_Reforger:Collision_Layer&amp;diff=322583&amp;oldid=prev</id>
		<title>Lou Montana: Page creation</title>
		<link rel="alternate" type="text/html" href="https://community.bistudio.com/wiki?title=Arma_Reforger:Collision_Layer&amp;diff=322583&amp;oldid=prev"/>
		<updated>2022-06-17T09:22:33Z</updated>

		<summary type="html">&lt;p&gt;Page creation&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{TOC|side}}&lt;br /&gt;
== Layers Setup ==&lt;br /&gt;
&lt;br /&gt;
{{Columns|3|&lt;br /&gt;
* Buoyancy&lt;br /&gt;
* Camera - Special layer for camera collision&lt;br /&gt;
* Character - For collider capsule of characters&lt;br /&gt;
* CharacterAI - For collider capsule of AI characters&lt;br /&gt;
* CharCollide - Used for Character-only collisions (e.g. wheels, which are otherwise raytraced)&lt;br /&gt;
* CharNoCollide - Only for objects, which are NOT supposed to collide with character&lt;br /&gt;
* Cover ''- deprecated?''&lt;br /&gt;
* Debris - Special layer for debris, we want it to collide with e.g. static, but not dynamic objects or character&lt;br /&gt;
* Default - Default layer, will collide with everything&lt;br /&gt;
* Dynamic - For dynamic objects like props are moveable in world&lt;br /&gt;
* FireGeometry - Used only for damage, projectile tracing, etc.&lt;br /&gt;
* Foliage - Layer used foliage on vegetation (mainly on trees)&lt;br /&gt;
* 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)&lt;br /&gt;
* Ladder - For detection of ladders vs character (used for get in on ladder)&lt;br /&gt;
* Navmesh - Navmesh layer for soldiers&lt;br /&gt;
* NavmeshVehicle - Navmesh layer for vehicles&lt;br /&gt;
* Perception - For trace to collide with ViewGeometry layer&lt;br /&gt;
* Projectile - for bigger projectiles (bigger than bullet - e.g. RPG rocket)&lt;br /&gt;
* Ragdoll - Special layer for ragdoll, e.g. character shouldn't collide with dead soldiers, when they are in ragdoll&lt;br /&gt;
* Static - For static objects like buildings&lt;br /&gt;
* Terrain - Special layers just for terrain&lt;br /&gt;
* Vegetation - use for &amp;quot;soft&amp;quot; parts of vegetation - e.g. leaves&lt;br /&gt;
* Vehicle - Original layer for vehicles&lt;br /&gt;
* VehicleCast - ?&lt;br /&gt;
* VehicleComplex -&lt;br /&gt;
* VehicleSimple -&lt;br /&gt;
* ViewGeometry - Used only for perception (AI)&lt;br /&gt;
* Water -&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== LayerPresets Setup ==&lt;br /&gt;
&lt;br /&gt;
(this is what must be set in the value of &amp;quot;usage&amp;quot; custom property in FBX)&lt;br /&gt;
&lt;br /&gt;
{{Columns|6|&lt;br /&gt;
* '''Main'''&lt;br /&gt;
** Default&lt;br /&gt;
* '''Building'''&lt;br /&gt;
** Static&lt;br /&gt;
** Navmesh&lt;br /&gt;
* '''BuildingFire'''&lt;br /&gt;
** Static&lt;br /&gt;
** FireGeometry&lt;br /&gt;
** Navmesh&lt;br /&gt;
* '''BuildingFireView'''&lt;br /&gt;
** Static&lt;br /&gt;
** FireGeometry&lt;br /&gt;
** ViewGeometry&lt;br /&gt;
** Navmesh&lt;br /&gt;
* '''Bush'''&lt;br /&gt;
** Foliage&lt;br /&gt;
* '''Cover'''&lt;br /&gt;
** Cover&lt;br /&gt;
* '''Character'''&lt;br /&gt;
** Character&lt;br /&gt;
* '''CharacterAI'''&lt;br /&gt;
** CharacterAI&lt;br /&gt;
* '''CharNoCollide'''&lt;br /&gt;
** CharNoCollide&lt;br /&gt;
* '''Debris'''&lt;br /&gt;
** Debris&lt;br /&gt;
* '''Door'''&lt;br /&gt;
** Static&lt;br /&gt;
* '''DoorFireView'''&lt;br /&gt;
** Static&lt;br /&gt;
** FireGeometry&lt;br /&gt;
** ViewGeometry&lt;br /&gt;
&lt;br /&gt;
* '''FireGeo'''&lt;br /&gt;
** FireGeometry&lt;br /&gt;
* '''FireView'''&lt;br /&gt;
** FireGeometry&lt;br /&gt;
** ViewGeometry&lt;br /&gt;
* '''Foliage'''&lt;br /&gt;
** Foliage&lt;br /&gt;
* '''Interaction'''&lt;br /&gt;
** Interaction&lt;br /&gt;
* '''ItemFireView'''&lt;br /&gt;
** CharNoCollide&lt;br /&gt;
** FireGeometry&lt;br /&gt;
** ViewGeometry&lt;br /&gt;
* '''Ladder'''&lt;br /&gt;
** Static&lt;br /&gt;
** Ladder&lt;br /&gt;
* '''Projectile'''&lt;br /&gt;
** Projectile&lt;br /&gt;
* '''Prop'''&lt;br /&gt;
** Dynamic&lt;br /&gt;
* '''PropView'''&lt;br /&gt;
** Dynamic&lt;br /&gt;
** ViewGeometry&lt;br /&gt;
* '''PropFireView'''&lt;br /&gt;
** Dynamic&lt;br /&gt;
** FireGeometry&lt;br /&gt;
** ViewGeometry&lt;br /&gt;
* '''RockFireView'''&lt;br /&gt;
** Static&lt;br /&gt;
** FireGeometry&lt;br /&gt;
** ViewGeometry&lt;br /&gt;
** Navmesh&lt;br /&gt;
* '''Terrain'''&lt;br /&gt;
** Terrain&lt;br /&gt;
** Navmesh&lt;br /&gt;
&lt;br /&gt;
* '''Tree'''&lt;br /&gt;
** Static&lt;br /&gt;
** Foliage&lt;br /&gt;
* '''TreeFireView'''&lt;br /&gt;
** Static&lt;br /&gt;
** FireGeometry&lt;br /&gt;
** ViewGeometry&lt;br /&gt;
* '''TreePart'''&lt;br /&gt;
** Dynamic&lt;br /&gt;
* '''Vehicle'''&lt;br /&gt;
** Vehicle&lt;br /&gt;
* '''VehicleFire'''&lt;br /&gt;
** Vehicle&lt;br /&gt;
** FireGeometry&lt;br /&gt;
* '''VehicleFireView'''&lt;br /&gt;
** Vehicle&lt;br /&gt;
** FireGeometry&lt;br /&gt;
** ViewGeometry&lt;br /&gt;
* '''Weapon'''&lt;br /&gt;
** CharNoCollide&lt;br /&gt;
* '''Wheel'''&lt;br /&gt;
** Static&lt;br /&gt;
** FireGeometry&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! LayerPresets&lt;br /&gt;
! List of active layers&lt;br /&gt;
! Description&lt;br /&gt;
! Examples of usage&lt;br /&gt;
|-&lt;br /&gt;
| Main&lt;br /&gt;
| Default&lt;br /&gt;
| Default LayerPreset&lt;br /&gt;
| Not really used anywhere&lt;br /&gt;
|-&lt;br /&gt;
| Cover&lt;br /&gt;
| Cover&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | To be removed?&lt;br /&gt;
|-&lt;br /&gt;
| Character&lt;br /&gt;
| Character&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Used on character colliders&lt;br /&gt;
|-&lt;br /&gt;
| CharacterAI&lt;br /&gt;
| CharacterAI&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Special layerpreset with layer just for AI (they don't collide with vehicles for now, etc.)&lt;br /&gt;
|-&lt;br /&gt;
| Projectile&lt;br /&gt;
| Projectile&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Used by projectiles (bullets, rockets), interacts with FireGeometry&lt;br /&gt;
|-&lt;br /&gt;
| Vehicle&lt;br /&gt;
| Vehicle&lt;br /&gt;
| Collides with static and dynamic objects like buildings, props, other vehicles, etc.&lt;br /&gt;
| On vehicles&lt;br /&gt;
|-&lt;br /&gt;
| VehicleFire&lt;br /&gt;
| Vehicle&lt;br /&gt;
&lt;br /&gt;
FireGeometry&lt;br /&gt;
| Same as above + Fire Geometry layer&lt;br /&gt;
| On vehicles parts which can used both for collision and fire geometry&lt;br /&gt;
|-&lt;br /&gt;
| VehicleFireView&lt;br /&gt;
| Vehicle&lt;br /&gt;
&lt;br /&gt;
FireGeometry&lt;br /&gt;
&lt;br /&gt;
ViewGeometry&lt;br /&gt;
| Same as above + View Geometry layer&lt;br /&gt;
| On vehicles parts which can used for collision, Fire and View&lt;br /&gt;
|-&lt;br /&gt;
| ItemFireView&lt;br /&gt;
| CharNoCollide&lt;br /&gt;
&lt;br /&gt;
FireGeometry&lt;br /&gt;
&lt;br /&gt;
ViewGeometry&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Used on props, items where collision with player is not desired - e.g. really small objects like chocolate bar&lt;br /&gt;
|-&lt;br /&gt;
| Door&lt;br /&gt;
| Static&lt;br /&gt;
&lt;br /&gt;
Navmesh&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Used on doors&lt;br /&gt;
|-&lt;br /&gt;
| DoorFireView&lt;br /&gt;
| Static&lt;br /&gt;
&lt;br /&gt;
FireGeometry&lt;br /&gt;
&lt;br /&gt;
ViewGeometry&lt;br /&gt;
&lt;br /&gt;
Navmesh&lt;br /&gt;
| Used on doors,&lt;br /&gt;
| Same as above&lt;br /&gt;
|-&lt;br /&gt;
| Weapon&lt;br /&gt;
| CharNoCollide&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Used on weapons&lt;br /&gt;
|-&lt;br /&gt;
| Terrain&lt;br /&gt;
| Terrain&lt;br /&gt;
&lt;br /&gt;
Navmesh&lt;br /&gt;
| Special preset for terrain mesh, is set in GenericTerrainEntity&lt;br /&gt;
| On terrain meshes&lt;br /&gt;
|-&lt;br /&gt;
| Prop&lt;br /&gt;
| Dynamic&lt;br /&gt;
| Used on dynamic assets - props&lt;br /&gt;
| Used on assets like e.g. bottle, ammo box, chair, etc.&lt;br /&gt;
|-&lt;br /&gt;
| PropView&lt;br /&gt;
| Dynamic&lt;br /&gt;
&lt;br /&gt;
ViewGeometry&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | + View Geometry layer&lt;br /&gt;
|-&lt;br /&gt;
| PropFireView&lt;br /&gt;
| Dynamic&lt;br /&gt;
&lt;br /&gt;
FireGeometry&lt;br /&gt;
&lt;br /&gt;
ViewGeometry&lt;br /&gt;
&lt;br /&gt;
NavmeshVehicle&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Used on props which has only one geometry (no separated Fire geometry)&lt;br /&gt;
|-&lt;br /&gt;
| Tree&lt;br /&gt;
| Static&lt;br /&gt;
&lt;br /&gt;
NavmeshVehicle&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Used on tree/bush trunks (hard parts)&lt;br /&gt;
|-&lt;br /&gt;
| TreeFireView&lt;br /&gt;
| Static&lt;br /&gt;
&lt;br /&gt;
FireGeometry&lt;br /&gt;
&lt;br /&gt;
ViewGeometry&lt;br /&gt;
&lt;br /&gt;
NavmeshVehicle&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Used on tree/bush trunks (hard parts) where one collider can be used for both collision with soldier and then as Fire Geometry&lt;br /&gt;
|-&lt;br /&gt;
| TreePart&lt;br /&gt;
| Dynamic&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Used on tree parts - branches, twigs, etc.&lt;br /&gt;
|-&lt;br /&gt;
| CharNoCollide&lt;br /&gt;
| CharNoCollide&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Not used?&lt;br /&gt;
|-&lt;br /&gt;
| FireGeo&lt;br /&gt;
| FireGeometry&lt;br /&gt;
| Collides only with projectiles&lt;br /&gt;
| Used on Fire Geometry type of colliders&lt;br /&gt;
|-&lt;br /&gt;
| Building&lt;br /&gt;
| Static&lt;br /&gt;
&lt;br /&gt;
Navmesh&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Used on buildings as they use static colliders (+ special layer for detecting for Navmesh)&lt;br /&gt;
|-&lt;br /&gt;
| BuildingFire&lt;br /&gt;
| Static&lt;br /&gt;
&lt;br /&gt;
FireGeometry&lt;br /&gt;
&lt;br /&gt;
Navmesh&lt;br /&gt;
| + Fire and View Geometry layer&lt;br /&gt;
| Used on buildings&lt;br /&gt;
|-&lt;br /&gt;
| BuildingFireView&lt;br /&gt;
| Static&lt;br /&gt;
&lt;br /&gt;
FireGeometry&lt;br /&gt;
&lt;br /&gt;
ViewGeometry&lt;br /&gt;
&lt;br /&gt;
Navmesh&lt;br /&gt;
| + View Geometry layer&lt;br /&gt;
| Used on buildings&lt;br /&gt;
|-&lt;br /&gt;
| RockFireView&lt;br /&gt;
| Static&lt;br /&gt;
&lt;br /&gt;
FireGeometry&lt;br /&gt;
&lt;br /&gt;
ViewGeometry&lt;br /&gt;
&lt;br /&gt;
Navmesh&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Used on rocks&lt;br /&gt;
|-&lt;br /&gt;
| Debris&lt;br /&gt;
| Debris&lt;br /&gt;
| Used on small debris pieces which should not collide with dynamic assets&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Interaction&lt;br /&gt;
| Interaction&lt;br /&gt;
| Not used?&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Ladder&lt;br /&gt;
| Static&lt;br /&gt;
&lt;br /&gt;
Ladder&lt;br /&gt;
| Used on ladders, mainly for detecting ladder itself, so player can &amp;quot;snap&amp;quot; on it, but also used as collision&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Bush&lt;br /&gt;
| Foliage&lt;br /&gt;
| Used on &amp;quot;soft&amp;quot; parts of bushes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Foliage&lt;br /&gt;
| Foliage&lt;br /&gt;
| Used on &amp;quot;soft&amp;quot; parts of trees - leaves, needles&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Wheel&lt;br /&gt;
| FireGeometry&lt;br /&gt;
&lt;br /&gt;
CharCollide&lt;br /&gt;
| Used on vehicle wheels&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Glass&lt;br /&gt;
| Static&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Used on glass, in case Fire Geometry would need to be separated from normal collisions&lt;br /&gt;
|-&lt;br /&gt;
| GlassFire&lt;br /&gt;
| Static&lt;br /&gt;
&lt;br /&gt;
FireGeometry&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Same as above + Fire Geometry layer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== InteractionMatrixRow Setup ==&lt;br /&gt;
&lt;br /&gt;
[[File:armareforger_interactionmatrixrow-setup.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GameCategory|armaR|Modding|Guidelines|Assets}}&lt;/div&gt;</summary>
		<author><name>Lou Montana</name></author>
	</entry>
</feed>