$hbox: Difference between revisions
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(Added an explanation of hitbox groups) |
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$hbox (group number) (bone name) (min x) (min y) (min z) (max x) (max y) (max z) | $hbox (group number) (bone name) (min x) (min y) (min z) (max x) (max y) (max z) | ||
== See also == | |||
* <code>[[Hitbox]]</code> | |||
* <code>[[$hboxset]]</code> | |||
* [[Lag compensation]] | |||
[[Category:Modeling]] | |||
[[Category:Glossary]] | |||
[[Category:QC Commands|hbox]]__NOTOC__ | [[Category:QC Commands|hbox]]__NOTOC__ |
Revision as of 16:59, 13 June 2019
Creates a hit box around a bone. These hitboxes are used by the AI for simple collisions, such as bullets.
Running studiomdl with the -h
option will print out all of the autogenerated hitboxes.
If any hitboxes are defined this way, autohitbox generation is disabled.
Hitbox Groups
When a hitbox is added to a bone, it has an additional group parameter before the name of the bone which can change how the hit is calculated for damage. Many NPC as well as certain vehicles follow a scheme for each hitbox.
$hbox 0 - Generic - the default group of hitboxes, appears White in HLMV
$hbox 1 - Head - Used for human NPC heads and to define where the player sits on the vehicle.mdl, appears Red in HLMV
$hbox 2 - Chest - Used for human NPC midsection and chest, appears Green in HLMV
$hbox 3 - Stomach - Used for human NPC stomach and pelvis, appears Yellow in HLMV
$hbox 4 - Left Arm - Used for human Left Arm, appears Deep Blue in HLMV
$hbox 5 - Right Arm - Used for human Right Arm, appears Bright Violet in HLMV
$hbox 6 - Left Leg - Used for human Left Leg, appears Bright Cyan in HLMV
$hbox 7 - Right Leg - Used for human Right Leg, appears White like the default group in HLMV
Syntax
$hbox (group number) (bone name) (min x) (min y) (min z) (max x) (max y) (max z)