NPC Hull: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
mNo edit summary
(added blurb about what exactly this does)
 
(3 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{stub}}
{{stub}}
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]]).


{{warning|I have included some empirical npc data, however I am only guessing at which NPC Hull they belong to. --[[User:Beeswax|Beeswax]]}}
{{warning|I have included some empirical ''min pathway'' data, however it seems inconsistent with cpp 'specifications'... see talk page.  --[[User:Beeswax|Beeswax]]}}


{{note|[[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|[[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.}}
Line 11: Line 13:
== human_hull ==
== human_hull ==
* cpp: SetHullType( HULL_HUMAN ): (BaseNPC default) [[npc_magnusson]], [[npc_poisonzombie]],  
* cpp: SetHullType( HULL_HUMAN ): (BaseNPC default) [[npc_magnusson]], [[npc_poisonzombie]],  
* [[npc_citizen]], [[npc_metropolice]] : min pathway : 30 wide, 73 high
* '''min pathway''' : 30 wide, 73 high applies to : [[npc_citizen]], [[npc_metropolice]]
* [[npc_combine_s]] : min pathway : 32 wide, 73 high
* '''min pathway''' : 32 wide, 73 high applies to : [[npc_combine_s]]  


== 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 ==
* cpp: SetHullType( HULL_WIDE_HUMAN ): [[npc_vortigaunt]](G), [[npc_dog]](G)
* cpp: SetHullType( HULL_WIDE_HUMAN ): [[npc_vortigaunt]](G), [[npc_dog]](G)


== 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 ==
Line 30: Line 32:
== medium_hull ==
== medium_hull ==
* cpp: SetHullType( HULL_MEDIUM ): [[npc_antlion]](G)
* cpp: SetHullType( HULL_MEDIUM ): [[npc_antlion]](G)
* [[npc_antlion]] : min pathway : 36 wide, 65 high
* '''min pathway''' : 36 wide, 65 high applies to : [[npc_antlion]]


== tiny_centered_hull ==
== tiny_centered_hull ==
* cpp: SetHullType( HULL_TINY_CENTERED ) : [[npc_manhack]](F), [[npc_basescanner]],(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 ==
* cpp: SetHullType( HULL_LARGE_CENTERED ) : [[npc_helicopter]](F), [[npc_combinegunship]](F), [[npc_advisor]](F), [[npc_ichthyosaur]](F), [[npc_strider]](F)
* cpp: SetHullType( HULL_LARGE_CENTERED ) : [[npc_helicopter]](F), [[npc_combinegunship]](F), [[npc_advisor]](F), [[npc_ichthyosaur]](F), [[npc_strider]](F)


== 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

Stub

This article or section is a stub. You can help by expanding it.

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.