RadiusDebug is a simple utility I use to see a visual representation of an Actor's radius - AKA hitbox - in the world. This works on any Actor - not just monsters. Basically, if a thing could hold inventory, it will work.
There are two ways to utilize this tool:
Method A
Go to the options menu to enable it for the entire level. There are several options to choose from.
Method B
Actors can have the radius (hitbox) models enabled individually, in either DECORATE or ZScript! Here are examples for both of them.
DECORATE:
Code: Select all
// Just give RadiusDebugMe to enable RadiusDebug on an Actor.
// Take RadiusDebugMe away from it to disable it.
// Simple!
Actor TestZombieman : Zombieman replaces Zombieman
{
States
{
Spawn:
TNT1 A 0 NoDelay A_GiveInventory("RadiusDebugMe")
Goto Super::Spawn
}
}
Code: Select all
class TestZombieman : Zombieman replaces Zombieman
{
override void BeginPlay(void)
{
// This enables the radius debugger...
RadiusDebug.Enable(self);
// ... and this would disable it.
// RadiusDebug.Disable(self);
Super.BeginPlay();
}
}
Spoiler: UpdatesKnown Issues:
- Hardware renderer only. Unfortunately, some time after this mod was released GZDoom lost its ability to render models in software mode...
- When "actors are infinitely tall" is enabled, the bottom of the collision model doesn't touch the floor anymore. This is due to texture degradation from the extremely tall scaling.
- RadiusDebug is meant as a development aid and is therefore not really optimized for performance. Goes without saying; don't ship your mods with RadiusDebug. :P
Feel free to use this any way you like. No need to ask for my permission. Credits would be cool. Have fun!
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