min_x, min_y, min_z
max_x, max_y, max_z
The bounding box corners of the entity, relative to the entities' origin, used for collision detection against other entities
or level geometry. The bounds are initially set not to the entities' real size, but to default values optimized for actors.
If this is not desired, they can be changed by a script.
Range:
Should not exceed the entity size.
Type:
var
Remarks:
- The default bounding box of an entity is derived from, but not identical to the real size. It is calculated with an actor's collision behavior in mind -
all models within a certain size get the same default standard bounding box. Which of the two standard boxe sizes are used can be determined by the entity's FAT or NARROW flag. The default box is symmetrical in X and Y, and smaller than the real model diameter
for letting actors come closer to the player, or fit through doors.
- The bounding box is automatically calculated at the begin of the entity action, or - if
not FAT and NARROW both are
set - every time when the entity scale or model is changed. On versions below 7.84, wait one frame (wait(1)) after creating the entity before setting the bounding box.
- If the FAT and NARROW flags are both set, the bounding box is not recalculated automatically, but can be set to the real entity dimensions by c_setminmax or c_updatehull.
-
When the bounding box is increased, and another entity is nearby, the latter might end up within the bounds and get stuck.
Example:
See NARROW, FAT.
See also:
NARROW, FAT,
clipfactor,
c_setminmax, c_updatehull
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