Halo Player Statistics |
The following sections include important player values and statistics as well as player dimensions in real world and 3DSMax units for the player dimensions, player actions, as well for some common game objects such as vehicles and doors. All player values and statistics refer to the Master Chief character unless otherwise noted. |
Player Screen Field of View (FOV) |
The player Field of View (FOV) value is 70 degrees. |
Halo to Real World Scale |
As a reference, the Master Chief is approximately 7 feet tall. This makes the unit scale approximately 10 units = 1 foot or about 1 unit = 1.2 inches. |
Player Dimensions (Generic 3ds Max Units) |
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Vehicle Dimensions (Generic 3ds Max Units) |
The following are the dimensions for the visible model for the listed vehicles.
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Player Speed (world units/second) |
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Player Movement Angles (degrees) |
The player cannot move up any slope that has a angle value greater than the value listed below.
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Ground Step Height (Generic 3ds Max Units) |
This is the maximum height that a piece of geometry (such as stairs, guide walls, etc...) can be while still allowing the player to do a normal walk or run onto or over it.
NOTE: The values below are for when the player has accelerated to the full velocity for the listed movement type. For geometry such as stairs (vertical faces), the player will always catch or hitch, this is why ramps are used instead of stairs in Halo. There are techniques where visually stairs are represented but for smooth player movement there is invisible collision geometry positioned over the visual geometry that makes the stairs a ramp in terms of player collision and movement (the stairs in the Pillar of Autumn are a good example of this). |
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Jump Height (Generic 3ds Max Units) |
This is the maximum height that an object can be while still allowing the player to jump on top of it.
NOTE: Other factors that apply additional velocity to the player may affect this value. The approximate values listed assume the player at standard running speed. |
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Jump Distances (Generic 3ds Max Units) |
This is the maximum distance that can be between geometry or objects that are at the same height while still allowing the player to jump from one object to the other. |
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Ceiling Geometry Height (Generic 3ds Max Units) |
The following values are the minimum distance that can be between the ground and the ceiling (interior ceilings, top doorway frames, etc...) while still allowing the player or a vehicle to pass underneath. NOTE: Keep in mind that the 3rd person camera view for vehicles is set at a much higher distance than the actual physical and visual geometry and will clip into the world at the values listed below. These are just the values that will physically prevent the vehicle from passing underneath. |
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* These vehicles can be tweaked or forced through the objects depending on the angle and velocity. Keep this in mind when designing the level. |
Minimum Path Widths |
The following values are the minimum widths that can be between geometry or between objects while still allowing the player or vehicle to pass between them. |
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* These vehicles can be tweaked or forced through objects or openings depending on the angle and velocity. Vehicles can be manipulated\exploited by forcing them through openings with much smaller values than what are listed above. The values listed are for driving the vehicle through an opening with little hindrance and\or minimal visual clipping of the model. Keep these factors in mind when designing the level. |
Player Falling Damage |
The following table shows the resulting values for player falling damage. |
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The following table shows the resulting values for automatic death from falling. |
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