Character Heights

GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
Are character heights ACTUALLY different or do they use the same collision box?

As you know, I have teleports in my map. If everyone is standing on the trigger when it activates, they all go to the same random destination. I'd like them to be able to be standing in the same trigger at the same time and go to different destinations.

I was thinking if I parented the trigger to a func door and "opened" it downward it might hit different characters heads at different times resulting in different activation times and therefore the possibility of different random exits....

Anyone know if that will work/other ideas for ppl standing on the same trigger to end up at different random tele destinations?
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
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They all use the same collision box, 48x48x82. I'd like to smack whoever started that idea that they are different sizes :|

edit: oh, forgot about other ideas! You could try making the teleport a "radius" brush and parent it to a func_door_rotating so that it sweeps around the circle to hit people.
 
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GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
They all use the same collision box, 48x48x82. I'd like to smack whoever started that idea that they are different sizes :|
but you aim lower to shoot an engie in the head because hitbox /= collision box?

edit: oh, forgot about other ideas! You could try making the teleport a "radius" brush and parent it to a func_door_rotating so that it sweeps around the circle to hit people.

That sounds like it will work, I'll give it a shot, thanks.
 

Mar

Banned
Feb 12, 2009
607
63
Each class has a different hit box, but they do have the same collision box. I know that doesn't make to much sense, but that's the way it works.
 

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
well it actually makes sense. Collision model is the same, it's just a box around the body which interacts with physics. Hitboxes are "complex" but they only interact with hit traces.
 

MrAlBobo

L13: Stunning Member
Feb 20, 2008
1,059
219
They all use the same collision box 48x48x82

Im curious...is this number still accurate since that crouch update?
I would assume that the collision box is what causes the player to interact with the level. So...since you can no longer crouch through smaller areas is just the crouch height different or are the characters actually taller now?
 

A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
4,775
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so...i got bored and did a quick test
while standing the player can pass under a height of 83 at the minimum, probably means the standing height is the same
and while crouching they can pass under a height of 63 at the minimum, this used to be 56...so...yeah...

http://developer.valvesoftware.com/wiki/TF2/Team_Fortress_2_Mapper's_Reference
source for old crouch height
Gosh, you edited to point out the article between the time it took me to click and read and then hit the post button. :p Well anyway, yeah, it says that. *digs up VDC password to change*
 

MrAlBobo

L13: Stunning Member
Feb 20, 2008
1,059
219
Im not sure you want to change it just yet, id imagine this is something valve would want to fix...its either that or they need to edit a few of their maps to make some of the areas usable again
 

dirtyminuth

L5: Dapper Member
Nov 5, 2007
221
15
Not adding much, but crouching collision boxes have gotten larger, this is fact.