--
[ Picked text/plain from multipart/alternative ]
Technicly you only need to modify the gamemovement class, you'll need to set
it up so that if the player is the larger type that they use a different
collision hull (do this in the getplayermins/maxs functions, then make sure
all the calls go to that rather than using the constant player hull
defines), then modify the player's view height in get player view offset.
I had to do a similar thing for Intelligent Design Mod's class system, so
feel free to fire away any questions yah' have. : )

On 7/6/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> You'll have to modify the viewvectors class, and add new hulls for your
> player.
>
> then modify the gamemovement, and when when someone uses that class (you
> are
> using classes or something right?) then you can switch to those bounding
> boxes, for the traces.
>
> On 7/6/07, LDuke <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > I have a player model that is bigger than the regular human player
> models.
> > Something like the Onos in Natural Selection.
> >
> > The problem is that the game movement code is treating them like a
> regular
> > size player model. I've changed the surround bounds type to
> USE_HITBOXES,
> > which fixed the problem of shots not hitting them unless they were shot
> > where a normal player model would be, but they can still fit through
> small
> > doorways and get too close to walls so they clip through.
> >
> > Any ideas?
> >
> > Grant
> > (L. Duke)
> > --
> >
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> >
> >
>
>
> --
> -omega
> --
>
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