Some might assume that a hit_man is a moving, animating entity, not a terrain, .wmb entity, a static model, etc.
If the entity is, indeed a moving, animating entity, the advice to set the polygon flag to on for such entity might seem to conflict with documentation available in some versions of the manual and on the website.
manual quote:
Quote:


*Only one of the objects involved in a collision should have a polygonal hull. Thus do not set this flag for moving actors.
*This flag does not use animation, so don't set it for animated models




Quote for collision page (web site) setting polygon = on:
Quote:


The reason for this distinction is speed and stability. For entities with a high polygon count using its box will be faster. Entities that move can get entangled when collision is done with the ellipsoid-polygon routine.
To summarize: when you have static entities with low polygon count set my.POLYGON=on for these entities. When you have entities that move about (enemies, other players in a multiplayer game) or that have a lot of polygons you should set their my.POLYGON flag to off.




In addition, it would almost seem that issues of AUM advocate setting the polygon flag to on for moving, animated models.
Maybe some users report bugs or post comments of frustration when models stick together.

It is not my intention to uses quotes from the documentation of the product to address statements made by a developer of the product.
Such might be ridiculous.

slacker, even with polygon precise collision (polygon = on), if the model is animated, and the vertices and polygons move around quite a bit, I may be wrong, but the collision may not appear to be accurate. It is my impression that only the arrangement and position of polygons for the first frame of animation are used for polygon precise collision.

Hopefully, someone will correct any inaccuracies.