info_hullshape
info_hullshape | |
---|---|
Type |
brush |
Status |
supported |
A brush entity that allows the mapper to set a custom shape for the different collision hulls. The shape must be made of a single brush and must be tied with an origin brush to define the shape's center. For hull3 (crouching) the origin must be 18 units up from the bottom of the shape otherwise a crouching player may clip into the floor.
To use this you may either add zhlt_hull1
, zhlt_hull2
and zhlt_hull3
keys whose values are the names of an info_hullshape for standing, big monster and crouching shapes respectively to any solid brush entity or func_detail, or set the defaulthulls
key of the info_hullshapes accordingly to apply to all geometry by default.
1 Keyvalues
Name : targetname
Property used to identify entities.
Set as default shape : defaulthulls
Whether to use this shape as the default for hull calculations. The available options are:
- = No
- 2 = for hull 1 (standing player)
- 4 = for hull 2 (big monster, e.g. gargantua)
- 8 = for hull 3 (crouching player)
Disable this entity : disabled
Disable this entity.
2 Notes
- For reference, default hulls are cuboids of size
32x32x72
units (hull1, standing),64x64x64
units (hull2, big monster) and32x32x36
units (hull3, crouching) with origin in the center. - Most of the time you will only need hull1 and hull3 as these are the collision hulls used by players (standing and crouching hulls respectively).
- The minimum path width is
hull width + 1
. So, for example, if you want a player to be able to fit within a 24 unit wide hallway the hullshape must be a maximum of24 - 1 = 23
units wide. - This entity can be used to prevent the player from standing on top of slopes by giving the player a hull shape that is tapered or rounded at the bottom.
- The shape should be kept simple as complex shapes may drastically increase clipnodes used in the map.