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I think you're only solution is to cheat and make the bounding box small (so
he can walk thru the hallway) BUT you can make it so that you can still
shoot him by adding this line of code to the :Spawn function

CollisionProp()->SetSurroundingBoundsType( USE_HITBOXES );



It basically makes it so that any raytraces will take into account the
actual hitboxes of the character model (even if those hitboxes are outside
of the Bounding Box). I've tested it and it works quite well.
I use it for my players when they are leaning left/right out of their BBOX.

You can read more about it here
http://developer.valvesoftware.com/wiki/CollisionProperty


----- Original Message -----
From: "Paul Peloski" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Monday, November 26, 2007 6:53 AM
Subject: [hlcoders] NPC hull vs. NPC size


> --
> [ Picked text/plain from multipart/alternative ]
> Hi guys,
>
> I'm trying to make an NPC that is longer than he is wide. For example he
> would be walk down a human sized hallway, but not turn around in the
> hallway. The problem I ran into is that the hulls are AABB, which means
> either I make the box so large he can't fit in the hallway, or I cheat and
> make it too small which results in shot traces not hitting him properly
> (BaseNPC sets his regular bounding box to match his hull size..)
>
> So, anybody know of a work around or have any suggestions?
> --
>
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