Dimensions (Half-Life 2 and Counter-Strike: Source)

From Valve Developer Community
Jump to navigation Jump to search

The numbers below used default configurations and were only tested in Half-Life 2 Single Player.

Conversions & Values

The most basic conversion value in the Source Engine is 1 unit = 1 inch = 2.54 centimeters.

Imperial to Units

  • 1 inch = 1

Imperial to Metric

  • 1 mile (5,280 feet) = 1,609.344 meters
  • 1 yard (3 feet) = 0.9144 meters (91.44 centimeters)
  • 1 foot (12 inches) = 0.3048 meters (30.48 centimeters)
  • 1 inch = 2.54 centimeters

Metric to Imperial

  • 1 km = 1,000 m = 100,000 cm = 5,000,000/127 inches ≈ 39,370.078740 inches = 3,280.839895 feet
  • 1 m = 100 cm = 5,000/127 inches ≈ 39.370079 inches = 3.2808399 feet
  • 1 cm = 50/127 inches ≈ 0.393701 inches

Imperial to Inches

  • 1 mile (5,280 feet) = 63,360 inches
  • ½ mile (2,640 feet) = 31,680 inches
  • ¼ mile (1,320 feet) = 15,840 inches
  • 1 city block (440 feet) = 5,280 inches
  • 1 yard = 36 inches

Metric to Inches

  • 1 m ≈ 39.37 inches
  • 100 m ≈ 3,937 inches
  • 1 km ≈ 39,370 inches

Velocities

  • 1 inch/s ≈ 0,09144 km/h
  • 1 km/h ≈ 10,936 inch/s


Mapping Dimensions

These are the numerical values related to dimensions while mapping. They include the minimum space required for player passage.

Ground Obstacle Height

This is the maximum height, in units, an object can be while still allowing the player to walk over it.

  • Crouched: 18
  • Standing: 18

Units01.jpg

Overhead Obstacle Height

This is the minimum distance, in units, that can be between the ground and an object while still allowing the player to pass underneath.

  • Crouched: 37
  • Standing: 73

Units02.jpg

Minimum Path Size

This is the minimum size, in units, that can be between two objects while still allowing the player to pass between them.

  • Width: 33
  • Height: 37

Units03.jpg

Grade

This is the maximum slope angle, in degrees, that the player can scale. Anything steeper than this is un-climbable.

  • Grade: 45°

Jumping

Vertical (To High Point)

This is the maximum height, in units, an object can be while still allowing the player to jump on top of it.

  • Crouched: -jump: 21
  • Standing: -jump-crouch: 56
  • Walking: -jump-crouch: 56
  • Running: -jump-crouch: 56
  • Sprinting: -jump-crouch: 56

Counter-Strike: Source

  • Jump: 52
  • Crouched: 56
  • Jump+Crouch: 61
  • Crouch+Jump: 65

Horizontal (To Equal Height)

This is the maximum distance, in units, that can be between two objects of the same height, while still allowing the player to jump from one object to the other.

  • Stationary: 84
  • Stationary crouched: 40
  • Crouched: 99 now 62
  • Walking: N/A will not jump while walking
  • Running: 176
  • Running crouch-jump: 225
  • Sprinting crouch-jump: 272

High Point to Low Point

This is the distance while falling to a lower point.

185 Drop with 415 gap no damage high point to low point. 540 gap/distance drop 692 health remaining 2

Jumping Using the Gravity Gun

Firing a single shot straight down at a prop_physics model (props_debris/metal_panel01a.mdl) = 350 units

Jumping, pulling, then firing, then pulling, and firing again = 400+ units

Falling Damage

This is the damage taken when falling straight down.

Domain
Minimum
Domain
Maximum
Health
Left
000 240 100
241 249 98
250 257 96
258 265 94
266 274 91
275 282 89
283 292 87
293 301 85
302 309 82
310 318 80
319 327 78
328 337 76
338 347 73
348 357 71
358 366 69
367 376 66
377 387 64
388 396 62
397 408 60
409 417 57
418 428 55
429 439 53
440 450 51
Domain
Minimum
Domain
Maximum
Health
Left
451 461 48
462 472 46
473 483 44
484 495 41
496 507 39
519 529 35
530 542 32
543 554 30
555 567 28
568 579 25
580 592 23
593 604 21
605 617 19
618 630 16
631 643 14
644 656 12
657 670 10
671 683 7
684 697 5
698 711 3
712 725 1
726 <32768 0
Note.pngNote:Falling into water >=2 units negates all fall damage.

Field of View

Change the default FOV in HL2 by typing fov xx in the console, where xx is a number.

  • Player default = 75°
  • Suit Zoom = 25°
  • Crossbow = 20°
  • HL2 Jeep = 90° (r_jeepFOV)

Movement Data

These are the numerical values for the various settings related to movement in Half-Life 2.

Player Speed

  • Terminal velocity: 3500
  • Walking slow: 150
  • Running: 190
  • Sprinting: 320
  • Crouched: 63.33
  • Swimming surface: 152
  • Swimming sprinting: 256
  • Swimming below surface: 152
  • Water descent no keys: 48
  • Water descent swim key: 152
  • Water descent slow key: 120

Distance Traveled

  • Below water no damage: 2523
  • Below water still alive: 3848
  • Swim depth no damage surface to max depth to surface: 1325
  • Swim depth back to surface 10 hp remaining: 2000

Buggy

  • Buggy speed normal: 35 mph
  • Buggy reverse: 20 mph
  • Buggy speed turbo: 50 mph
  • Climb angles: ramp = 3900 l x 1670 h 564 l x 504 h
  • Climb angle from stopped: 63 deg
  • Climb angle no turbo: 66 deg
  • Climb angle turbo: 50 deg long 42 deg short
  • Jump distance normal: 216
  • Jump distance turbo: 860
  • Overhead obstacle height: 90
  • Minimum path width: 118
  • Stall depth: 40 sputters at 37

Airboat

  • Airboat forward: 34 mph
  • Airboat reverse: 34 mph
  • Climb angle no full throttle momentum: 55
  • Jump distance same height: 856
  • Overhead obstacle height: 86
  • Minimum path width: 86

Player Data

  • Radius to pick stuff up ammo/weapons: 25 from center
  • Sprint distance: 2620
  • Aux distance sprint and flashlight: 2245
  • Aux time sprint and flashlight: 6 seconds
  • Aux power sprint time approximately: 8 seconds
  • Aux power recharge time: 8 seconds
  • Aux power flashlight: 43 seconds

Underwater with Flashlight

  • Distance: 2170
  • Distance still alive: 3535
  • Depth no damage: 1190
  • Depth still alive: 1850

Distance to usable button

  • Distance: 82 units (83 units is out of reach.)