You could try something like this...
Code:
var enable_polycollision = 2;
action my_npc {npc_update_collhull();}
function npc_update_collhull()
{
c_setminmax(me);
var v_highest = 0;
var v_lowest = 0;
var v_coll_size = 0;
v_highest = max(my.max_x, v_highest);
v_highest = max(my.max_y, v_highest);
v_lowest = min(my.min_x, v_lowest);
v_lowest = min(my.min_y, v_lowest);
v_coll_size = max(v_highest, v_coll_size);
v_coll_size = max(-v_lowest, v_coll_size);
vec_set(my.min_x, vector(-v_coll_size, -v_coll_size, my.min_z));
vec_set(my.max_x, vector(v_coll_size, v_coll_size, my.max_z));
return;
}