$hbox: Difference between revisions

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{{lang|$hbox|title=<code>$hbox</code>}}
{{lang|$hbox|title=<code>$hbox</code>}}
Creates a hit box around a bone. These hitboxes are used by the AI for simple collisions, such as bullets.
Creates a [[hitbox]] around a bone. These hitboxes are used by the [[:Category:AI|AI]] for simple collisions, such as bullets.


Running [[studiomdl]] with the <code>-h</code> option will print out all of the autogenerated hitboxes.
Running [[studiomdl]] with the <code>-h</code> option will print out all of the autogenerated hitboxes.
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If any hitboxes are defined this way, autohitbox generation is disabled.
If any hitboxes are defined this way, autohitbox generation is disabled.


== Hitbox Groups ==
==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.
When a hitbox is added to a [[Skeleton|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_(modeling)|vehicles]] follow a scheme for each hitbox.


* <code>$hbox '''0''' - Generic - the default group of hitboxes, appears White in HLMV </code>
* <code>$hbox '''0''' - Generic - the default group of hitboxes, appears White in HLMV </code>
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* <code>$hbox '''8''' - Neck - Used for human neck (to fix penetration to head from behind), appears Orange in HLMV</code> {{since|{{csgo}}}}
* <code>$hbox '''8''' - Neck - Used for human neck (to fix penetration to head from behind), appears Orange in HLMV</code> {{since|{{csgo}}}}


== Syntax ==
==Syntax==
  $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 ==
==See also==
* [[Hitbox]]
* [[$cbox]]
* [[$bbox]]
* '''$hbox'''
* [[$hboxset]]
* [[$hboxset]]
* [[Lag compensation]]


[[Category:Modeling]]
[[Category:Modeling]]
[[Category:QC Commands]]
[[Category:QC Commands]]
[[Category:Glossary]]__NOTOC__
[[Category:Glossary]]__NOTOC__

Revision as of 22:14, 28 May 2021

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Creates a hitbox 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
  • $hbox 8 - Neck - Used for human neck (to fix penetration to head from behind), appears Orange in HLMV (in all games since Counter-Strike: Global Offensive)

Syntax

$hbox (group number) (bone name) (min x) (min y) (min z) (max x) (max y) (max z)

See also