NPC Hull: Difference between revisions

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An '''NPC Hull''' roughly defines the space taken up by NPCs and players. They mainly affect what spaces something can move through.
This is a list of the NPC Hull types used for nodegraph calculations. They are (currently) listed in the sequence followed by the '''ai_next_hull''' command (see [[ai_show_connect]]).
This is a list of the NPC Hull types used for nodegraph calculations. They are (currently) listed in the sequence followed by the '''ai_next_hull''' command (see [[ai_show_connect]]).


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== small_centered_hull ==
== small_centered_hull ==
* cpp: SetHullType( HULL_SMALL_CENTERED): [[npc_rollermine]](G)
* cpp: SetHullType( HULL_SMALL_CENTERED): [[npc_rollermine]](G)
* '''min pathway''' : 40 wide, 40 high


== wide_human_hull ==
== wide_human_hull ==
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== tiny_hull ==
== tiny_hull ==
* cpp: SetHullType( HULL_TINY ): [[npc_crow]](F), [[npc_headcrab]](G), [[npc_zombie_torso]](G)
* cpp: SetHullType( HULL_TINY ): [[npc_crow]](F), [[npc_headcrab]](G), [[npc_zombie_torso]](G)
* '''min pathway''' : 24 wide, 24 high


== wide_short_hull ==
== wide_short_hull ==
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== tiny_centered_hull ==
== tiny_centered_hull ==
* cpp: SetHullType( HULL_TINY_CENTERED ) : [[npc_manhack]](F), [[npc_cscanner]](F), [[npc_clawscanner]](F)
* cpp: SetHullType( HULL_TINY_CENTERED ) : [[npc_manhack]](F), [[npc_cscanner]](F), [[npc_clawscanner]](F)
* '''min pathway''' : 16 wide, 8 high


== large_hull ==
== large_hull ==
* cpp: SetHullType( HULL_LARGE ) : [[npc_antlionguard]](G), [[npc_vehicledriver]](G),  
* cpp: SetHullType( HULL_LARGE ) : [[npc_antlionguard]](G), [[npc_vehicledriver]](G),  
* '''min pathway''' : 80 wide, 100 high


== large_centered_hull ==
== large_centered_hull ==
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== medium_tall_hull ==
== medium_tall_hull ==
* cpp: SetHullType( HULL_MEDIUM_TALL ): [[npc_hunter]](G)
* cpp: SetHullType( HULL_MEDIUM_TALL ): [[npc_hunter]](G)
* '''min pathway''' : 36 wide, 100 high


== gargtest_hull ==
== gargtest_hull ==
* cpp: SetHullType( HULL_GARGTEST ): ''apparently unused''.
* cpp: SetHullType( HULL_GARGTEST ): ''apparently unused''.

Latest revision as of 09:05, 14 June 2018

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An NPC Hull roughly defines the space taken up by NPCs and players. They mainly affect what spaces something can move through.

This is a list of the NPC Hull types used for nodegraph calculations. They are (currently) listed in the sequence followed by the ai_next_hull command (see ai_show_connect).

Warning.pngWarning:I have included some empirical min pathway data, however it seems inconsistent with cpp 'specifications'... see talk page. --Beeswax
Note.pngNote:info_node and info_node_link have spawnflags corresponding to each NPC Hull type; eg 2 : "Force small_centered permission" : 0 and 2 : "Force small_centered connect" : 0 respectively.
Note.pngNote:The player's Hull and Viewpoint are defined by CViewVectors g_DefaultViewVectors in gamerules.cpp


human_hull

small_centered_hull

  • cpp: SetHullType( HULL_SMALL_CENTERED): npc_rollermine(G)
  • min pathway : 40 wide, 40 high

wide_human_hull

tiny_hull

wide_short_hull

medium_hull

tiny_centered_hull

large_hull

large_centered_hull

medium_tall_hull

  • cpp: SetHullType( HULL_MEDIUM_TALL ): npc_hunter(G)
  • min pathway : 36 wide, 100 high

gargtest_hull

  • cpp: SetHullType( HULL_GARGTEST ): apparently unused.