Difference between revisions of "Info hullshape"

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(Import of converted entguide pages from Sven Manor.)
 
(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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{{Entity_Infobox
 
{{Entity_Infobox
 
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Allows to modify player behavior when standing on spiked ramps (makes player slip from ramps rather than standing on them).
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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.
See info_hullshape usage for more information and example map.
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To use this you may either add <code>zhlt_hull1</code>, <code>zhlt_hull2</code> and <code>zhlt_hull3</code> 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 <code>defaulthulls</code> key of the info_hullshapes accordingly to apply to all geometry by default.
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== Keyvalues ==
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{{Entity_keyvalue|Name|targetname|Property used to identify entities.}}
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{{Entity_keyvalue|Set as default shape|defaulthulls|Whether to use this shape as the default for hull calculations. The available options are:}}
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::*  = No
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::* 2 = for hull 1 (standing player)
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::* 4 = for hull 2 (big monster, e.g. gargantua)
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::* 8 = for hull 3 (crouching player)
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{{Entity_keyvalue|Disable this entity|disabled|Disable this entity.}}
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== Notes ==
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* For reference, default hulls are cuboids of size <code>32x32x72</code> units (hull1, standing), <code>64x64x64</code> units (hull2, big monster) and <code>32x32x36</code> units (hull3, crouching) with origin in the center.
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* 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).
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* 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.
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* The shape should be kept simple as complex shapes may drastically increase clipnodes used in the map.
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{{entity_title}}
 
{{entity_title}}
  
 
[[Category:Entities]]
 
[[Category:Entities]]
[[Category:Point entities]]
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[[Category:Brush entities]]

Revision as of 12:12, 13 March 2023

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.