Author Topic: Bounding Box help.  (Read 1163 times)

I am finishing up a Playertype and I do not know how to set the bounding box. What does crouch boundingbox and prone boundingbox mean? Also, which one increases how wide it is, how tall it is and how long it is? Also, what IS a bounding box? Isn't it like the collision on players?


The bounding box is what influences things like Triggers and container searches, the Blockland player's bounding box is twice as big as it, to accommodate scaled players, up to 2.0 scale. The crouching bounding box would be the same, but when the player is crouching. I'm not sure whether the player is crouching, or prone when using shift, because 'prone' tends to describe lying down.

Isn't the bounding box playertype collision?

The bounding box is what influences things like Triggers and container searches, the Blockland player's bounding box is twice as big as it, to accommodate scaled players, up to 2.0 scale. The crouching bounding box would be the same, but when the player is crouching. I'm not sure whether the player is crouching, or prone when using shift, because 'prone' tends to describe lying down.

You're getting confused with the world box and the bounding box. They're two quite very different things.

Would an improper bounding box size cause zombies to shake around when they come close to you? This happens with my custom model zombies.

The boundingbox is the player collision. The crouchBoundingBox and proneBoundingBox are used when you coruch so your box is smaller allowing you to crawl under things, like how the minifig works.

Could I create a bounding box in Blender? If not, how could I view the script created one's size? Also, could this affect zombies spazing when they get close to you?

Could I create a bounding box in Blender?

It's ignored.

If not, how could I view the script created one's size?

Trial and error pretty much

Also, could this affect zombies spazing when they get close to you?

That could very well be the case, or you might have some bad ground transform animation behavior going on.


Wait, what does the last number mean?

I think the mission editor shows you the bounding box size, maybe not. Keep in mind the player bounding box doesn't rotate so you probably want the width and length the same.

I think the mission editor shows you the bounding box size, maybe not. Keep in mind the player bounding box doesn't rotate so you probably want the width and length the same.
The bounding box on them must be REALLY long then. It is like 5 times their length. Why is that?
Code: [Select]
boundingBox = vectorScale("0.2 3.1 1.8", 5); //"2.5 2.5 2.4";
   crouchBoundingBox = vectorScale("1.8 3.1 0.2", 5); //"2.5 2.5 2.4";
   proneBoundingBox = vectorScale("1.8 3.1 0.2", 5); //"2.5 2.5 2.4";

I got it to work and show up the correct size in mission editor.
Code: [Select]
   boundingBox = vectorScale("1.9 1.0 2.5", 1); //"2.5 2.5 2.4";
   crouchBoundingBox = vectorScale("2.9 3.0 0.6", 1); //"2.5 2.5 2.4";
   proneBoundingBox = vectorScale("2.9 3.0 0.6", 1); //"2.5 2.5 2.4";
But the bullet goes through them except when you shoot at their feet. Why is this?