Collision Layer – Arma Reforger

From Bohemia Interactive Community
Jump to navigation Jump to search
(Page creation)
 
No edit summary
 
Line 26: Line 26:
* Vegetation - use for "soft" parts of vegetation - e.g. leaves
* Vegetation - use for "soft" parts of vegetation - e.g. leaves
* Vehicle - Original layer for vehicles
* Vehicle - Original layer for vehicles
* VehicleCast - ?
* VehicleCast - used by wheels
* VehicleComplex -
* VehicleSimple - used to collision between vehicles and static assets, should be more "rough" and made from as little as possible colliders
* VehicleSimple -
* VehicleComplex - used for collision between vehicles and characters
 
* ViewGeometry - Used only for perception (AI)
* ViewGeometry - Used only for perception (AI)
* Water -
* Water -

Latest revision as of 13:27, 29 March 2023

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

InteractionMatrixRow Setup

armareforger interactionmatrixrow-setup.png