Well from what I've seen, hull 2 is a magic hull that can't be changed. It's the point-sized hull and seems to be used throughout the engine. I wouldn't mess with that...you really only have three hulls to work with. Thanks for your reply.
>We're using Hull 3 for the normal crouching player. Works perfectly. >_Phantom_ is the coder though, so he's probably better equipped to help you. >Hull 2 is where we're having problems - the hitboxes are messed up. > >----- Original Message ----- >From: "Charlie Cleveland" <[EMAIL PROTECTED]> >To: <[EMAIL PROTECTED]> >Sent: Sunday, December 16, 2001 10:54 PM >Subject: [hlcoders] Hull 3? > > > > > > Has anyone ever gotten hull #3 to work properly? I've done all the > > usual steps to make hulls work including: > > > > a) compile map with -hullfile whatever (using new ZHLTs) > > b) set the player size properly in get CmdStart() and CmdEnd() > > c) set the player min/max boxes at the start of every frame in PM code > > d) set the pmove->usehull properly during PM_PlayerMove(), PM_Duck() >and > > PM_Unduck() > > > > My player sizes work properly for hulls 0, 1 and 2, but I can't get 3 >to > > work. Say the player uses hull 3 when standing, and hull 0 when > > crouching. I walk up to a map entity that can be triggered while >standing, > > it doesn't trigger. If I then crouch, the entity triggers. So hull 3 >just > > doesn't seem to register collisions via DispatchTouch (though he seems to > > be colliding with the world at least roughly correctly). My thought is > > that because HL didn't use hull 3, a bug like this might now have shown > > up. There are allusions that only hulls 0-2 may be supported: in > > pm_shared.h, next to usehull member variable: > > > > int usehull; // 0 = regular player hull, 1 = ducked player hull, >2 > > = point hull > > > > So what I'm wondering is...has anyone used hull 3 successfully? Maybe > > someone at Valve could have a quick look for me? Thanks. > > > > -Charlie > > > > > > Charlie Cleveland > > Game programmer and designer > > http://www.natural-selection.org > > [EMAIL PROTECTED] > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, >please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > >_______________________________________________ >To unsubscribe, edit your list preferences, or view the list archives, >please visit: >http://list.valvesoftware.com/mailman/listinfo/hlcoders Charlie Cleveland Game programmer and designer http://www.natural-selection.org [EMAIL PROTECTED] _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

