Is your feature request related to a problem? Please describe.
I'm working on a Map Labs map which involves rescaled NPCs. I wanted to have fast headcrabs that are roughly the size of antlions.
Rather than using the NPC's model scale, I recompiled the fast headcrab model with QC parameters to resize it 3x. This works, but I ran into an issue. Damage checks appear to be bounded by the NPC's hull size before testing the collision mesh. So it's hard for me to hit the fast headcrabs because I have to be aiming at their hull even though the collision mesh is scaled.
Describe the solution you'd like
I suggest there should be an input to NPCs to change their hull size. I should be able to set these fast headcrabs to use the hull size for antlions.
Describe alternatives you've considered
I am looking into some solution using vscript to change the fast headcrab's hull size but so far it does not look promising.
Is your feature request related to a problem? Please describe.
I'm working on a Map Labs map which involves rescaled NPCs. I wanted to have fast headcrabs that are roughly the size of antlions.
Rather than using the NPC's model scale, I recompiled the fast headcrab model with QC parameters to resize it 3x. This works, but I ran into an issue. Damage checks appear to be bounded by the NPC's hull size before testing the collision mesh. So it's hard for me to hit the fast headcrabs because I have to be aiming at their hull even though the collision mesh is scaled.
Describe the solution you'd like
I suggest there should be an input to NPCs to change their hull size. I should be able to set these fast headcrabs to use the hull size for antlions.
Describe alternatives you've considered
I am looking into some solution using vscript to change the fast headcrab's hull size but so far it does not look promising.