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[TF2] Setting a player to use a custom model's collision hull?


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nergal
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Old 06-04-2014 , 14:25   [TF2] Setting a player to use a custom model's collision hull?
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does anyone have any knowledge of how to set a player's collision vecs to a custom model's .phy collision hull?
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Dr. Greg House
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Old 06-04-2014 , 15:41   Re: [TF2] Setting a player to use a custom model's collision hull?
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Not possible. These are hardcoded.
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Old 06-04-2014 , 16:35   Re: [TF2] Setting a player to use a custom model's collision hull?
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Quote:
Originally Posted by Dr. Greg House View Post
Not possible. These are hardcoded.
https://developer.valvesoftware.com/wiki/Player_Entity
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Last edited by Dr. Greg House; 06-04-2014 at 16:36.
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Mitchell
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Old 06-05-2014 , 09:33   Re: [TF2] Setting a player to use a custom model's collision hull?
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Quote:
Originally Posted by Dr. Greg House View Post
Please point me to where it says that it cannot be changed? I'm asking this because Model Scale seems to ignore this page, and when you resize a player it will change their collision hull box.
Just wondering, not trying to be rude or anything, but it is called 'g_DefaultViewVectors' hence the 'DEFAULT' part of that, meaning it's meant to be changed.

Quote:
Originally Posted by noodleboy347 View Post
You can't via Sourcemod. You certainly can by creating a custom model. But this is the Scripting forum.
Applying said 'new model' would mean that he would have to use sourcemod.

Last edited by Mitchell; 06-05-2014 at 09:37.
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Old 06-05-2014 , 13:20   Re: [TF2] Setting a player to use a custom model's collision hull?
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Quote:
Originally Posted by Mitchell View Post
Please point me to where it says that it cannot be changed? I'm asking this because Model Scale seems to ignore this page, and when you resize a player it will change their collision hull box.
Just wondering, not trying to be rude or anything, but it is called 'g_DefaultViewVectors' hence the 'DEFAULT' part of that, meaning it's meant to be changed.[...]
Great, but you can't change the aspect ratio.
He was asking whether he could set the hull box so it fits an arbitrary custom model. The answer is no.

Quote:
Originally Posted by Mitchell View Post
[...]Applying said 'new model' would mean that he would have to use sourcemod.
Now I wonder why he didn't ask on MSDN since his server might be running Windows. Maybe it is running Linux then...
Not meant to be rude or anything, but if I simply called BS without a comparison you wouldn't "believe" me either way.
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Last edited by Dr. Greg House; 06-05-2014 at 13:31.
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friagram
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Old 06-05-2014 , 14:59   Re: [TF2] Setting a player to use a custom model's collision hull?
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Quote:
Originally Posted by Mitchell View Post
Please point me to where it says that it cannot be changed? I'm asking this because Model Scale seems to ignore this page, and when you resize a player it will change their collision hull box.
Just wondering, not trying to be rude or anything, but it is called 'g_DefaultViewVectors' hence the 'DEFAULT' part of that, meaning it's meant to be changed.



Applying said 'new model' would mean that he would have to use sourcemod.
I was trying to change view height, but it seems only scale does it.
There is a viewheight netprop, but it gets reset every frame, and changing it only works for crouching.


For any model you could probably try changing the hit detection from vphysics to bbox, and then set the bbox. Works for props, but did not try for players.
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Last edited by friagram; 06-05-2014 at 15:01.
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friagram
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Old 06-04-2014 , 15:49   Re: [TF2] Setting a player to use a custom model's collision hull?
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Vecs is just a box around the model that the engine uses for the most general of checks.
If you want custom collision (ragdoll, projectiles, etc), you have to make it into the model, by skinning convex boxes to bones with 1.0 weight.
To have custom hitboxes, you have to define their shape and size in the model's qc. Hlmv will generate this for you, and allow you to adjust it.
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nergal
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Old 06-04-2014 , 16:23   Re: [TF2] Setting a player to use a custom model's collision hull?
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Quote:
Originally Posted by friagram View Post
Vecs is just a box around the model that the engine uses for the most general of checks.
If you want custom collision (ragdoll, projectiles, etc), you have to make it into the model, by skinning convex boxes to bones with 1.0 weight.
To have custom hitboxes, you have to define their shape and size in the model's qc. Hlmv will generate this for you, and allow you to adjust it.
The model I have already has it's own collision box/hull, but everytime I set that model onto a player, it uses the player's collision hull/hitboxes.

EDIT: Would using "DispatchKeyValue(client, "model", VehicleModel);" work out?

EDIT2: did not work out. What about SetEntityModel?
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Last edited by nergal; 06-04-2014 at 16:52.
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nergal
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Old 06-04-2014 , 17:59   Re: [TF2] Setting a player to use a custom model's collision hull?
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tried SetEntityModel on player, did not work...

help?
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Last edited by nergal; 06-04-2014 at 18:07.
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Dr. Greg House
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Old 06-04-2014 , 18:35   Re: [TF2] Setting a player to use a custom model's collision hull?
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I feel ignored.
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