info_hullshape

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Revision as of 11:12, 13 March 2023 by Erty (talk | contribs) (Copied over the entitiy definition I wrote on TWHL, more information about what the entity does and how it's used)
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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.

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) and 32x32x36 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).
  • 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.