Difference between revisions of "NPC Hull"

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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.
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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]]).
  

Latest revision as of 16:05, 14 June 2018

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: I have included some empirical min pathway data, however it seems inconsistent with cpp 'specifications'... see talk page. --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: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.