2011-06-01, 09:14 PM
Yes, it looks like the collision shape is used for the hit box in SoM.
Attached is a tool that can help figure the numbers used for editing collision size.
To use, enter a number in 'decimal' field. You would enter a 2 for '2 meter collision size' in SoM.
Go to 'data type > real type > float'.
Lastly, push the the 'Mot' button and you'll see the number to enter in the PRF in the 'HEX' field. (Pictures attached).
Also attached is an example using the Spider enemy's PRF. The example shows the collision height, radius and shadow size being changed to 2 meters.
Notes:
If you make the collision too big, the enemy's attack won't reach the player and/or the player won't be able to get close enough to use the truth mirror.
If shadow is bigger than the collision shape, it forces the collision to match its size. So keeping the shadow equal or smaller in size than the collision is a good idea.
Attached is a tool that can help figure the numbers used for editing collision size.
To use, enter a number in 'decimal' field. You would enter a 2 for '2 meter collision size' in SoM.
Go to 'data type > real type > float'.
Lastly, push the the 'Mot' button and you'll see the number to enter in the PRF in the 'HEX' field. (Pictures attached).
Also attached is an example using the Spider enemy's PRF. The example shows the collision height, radius and shadow size being changed to 2 meters.
Notes:
If you make the collision too big, the enemy's attack won't reach the player and/or the player won't be able to get close enough to use the truth mirror.
If shadow is bigger than the collision shape, it forces the collision to match its size. So keeping the shadow equal or smaller in size than the collision is a good idea.