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Structure and fields

Field Type Comments
flags bitfield
Flag Mask Comments
can see in darkness 0x1
sneak uncovering target 0x2
sneak uncovering pursuit position 0x4
unused 0x8
shoot at target s last location 0x10
try to stay still when crouched 0x20
crouch when not in combat 0x40
crouch when guarding 0x80
unused 1 0x100
must crouch to shoot 0x200
panic when surprised 0x400
always charge at enemies 0x800
gets in vehicles with player 0x1000
start firing before aligned 0x2000
standing must move forward 0x4000
crouching must move forward 0x8000
defensive crouch while charging 0x10000
use stalking behavior 0x20000
stalking freeze if exposed 0x40000
always berserk in attacking mode 0x80000
berserking uses panicked movement 0x100000
flying 0x200000
panicked by unopposable enemy 0x400000
crouch when hiding from unopposable 0x800000
always charge in attacking mode 0x1000000
dive off ledges 0x2000000
swarm 0x4000000
suicidal melee attack 0x8000000
cannot move while crouching 0x10000000
fixed crouch facing 0x20000000
crouch when in line of fire 0x40000000
avoid friends line of fire 0x80000000
more flags bitfield
Flag Mask Comments
avoid all enemy attack vectors 0x1
must stand to fire 0x2
must stop to fire 0x4
disallow vehicle combat 0x8
pathfinding ignores danger 0x10
panic in groups 0x20
no corpse shooting 0x40
type enum
Option Value Comments
elite 0x0
jackal 0x1
grunt 0x2
hunter 0x3
engineer 0x4
assassin 0x5
player 0x6
marine 0x7
crew 0x8
combat form 0x9
infection form 0xA
carrier form 0xB
monitor 0xC
sentinel 0xD
none 0xE
mounted weapon 0xF
max vision distance float
  • Unit: world units
central vision angle float
max vision angle float
peripheral vision angle float
peripheral distance float
  • Unit: world units
standing gun offset Vector3D
Field Type Comments
i float
j float
k float
crouching gun offset Vector3D?
hearing distance float
  • Unit: world units
notice projectile chance float
  • Min: 0
  • Max: 1
notice vehicle chance float
  • Min: 0
  • Max: 1
combat perception time float
  • Unit: seconds
guard perception time float
  • Unit: seconds
non combat perception time float
  • Unit: seconds
inverse combat perception time float
  • Cache only
inverse guard perception time float
  • Cache only
inverse non combat perception time float
  • Cache only
dive into cover chance float
  • Min: 0
  • Max: 1
emerge from cover chance float
  • Min: 0
  • Max: 1
dive from grenade chance float
  • Min: 0
  • Max: 1
pathfinding radius float
  • Unit: world units
glass ignorance chance float
  • Min: 0
  • Max: 1
stationary movement dist float
  • Unit: world units
free flying sidestep float
  • Unit: world units
begin moving angle float
cosine begin moving angle float
  • Cache only
maximum aiming deviation Vector2D
Field Type Comments
i float
j float
maximum looking deviation Vector2D?
noncombat look delta l float
noncombat look delta r float
combat look delta l float
combat look delta r float
idle aiming range Vector2D?
idle looking range Vector2D?
event look time modifier Bounds
Field Type Comments
min float
max float
noncombat idle facing Bounds?
  • Unit: seconds
noncombat idle aiming Bounds?
  • Unit: seconds
noncombat idle looking Bounds?
  • Unit: seconds
guard idle facing Bounds?
  • Unit: seconds
guard idle aiming Bounds?
  • Unit: seconds
guard idle looking Bounds?
  • Unit: seconds
combat idle facing Bounds?
  • Unit: seconds
combat idle aiming Bounds?
  • Unit: seconds
combat idle looking Bounds?
  • Unit: seconds
cosine maximum aiming deviation Vector2D?
  • Cache only
cosine maximum looking deviation Vector2D?
  • Cache only
do not use

TagDependency: weapon

  • Unused
do not use 1

TagDependency: projectile

  • Unused
unreachable danger trigger enum
Option Value Comments
never 0x0
visible 0x1
shooting 0x2
shooting near us 0x3
damaging us 0x4
unused 0x5
unused1 0x6
unused2 0x7
unused3 0x8
unused4 0x9
vehicle danger trigger enum?
player danger trigger enum?
danger trigger time Bounds?
  • Unit: seconds
friends killed trigger int16
friends retreating trigger int16
retreat time Bounds?
  • Unit: seconds
cowering time Bounds?
  • Unit: seconds
friend killed panic chance float
  • Min: 0
  • Max: 1
leader type enum?
leader killed panic chance float
  • Min: 0
  • Max: 1
panic damage threshold float
  • Min: 0
  • Max: 1
surprise distance float
  • Unit: world units
hide behind cover time Bounds?
  • Unit: seconds
hide target not visible time float
  • Unit: seconds
hide shield fraction float
  • Min: 0
  • Max: 1
attack shield fraction float
  • Min: 0
  • Max: 1
pursue shield fraction float
  • Min: 0
  • Max: 1
defensive crouch type enum
Option Value Comments
never 0x0
danger 0x1
low shields 0x2
hide behind shield 0x3
any target 0x4
flood shamble 0x5
attacking crouch threshold float
defending crouch threshold float
min stand time float
  • Unit: seconds
min crouch time float
  • Unit: seconds
defending hide time modifier float
attacking evasion threshold float
defending evasion threshold float
evasion seek cover chance float
  • Min: 0
  • Max: 1
evasion delay time float
  • Unit: seconds
max seek cover distance float
  • Unit: world units
cover damage threshold float
  • Min: 0
  • Max: 1
stalking discovery time float
  • Unit: seconds
stalking max distance float
  • Unit: world units
stationary facing angle float
change facing stand time float
  • Unit: seconds
uncover delay time Bounds?
  • Unit: seconds
target search time Bounds?
  • Unit: seconds
pursuit position time Bounds?
  • Unit: seconds
num positions (coord) uint16
  • Min: 0
num positions (normal) uint16
  • Min: 0
melee attack delay float
  • Unit: seconds
melee fudge factor float
  • Unit: world units
melee charge time float
  • Unit: seconds
melee leap range Bounds?
  • Unit: world units
melee leap velocity float
  • Unit: world units per tick
  • Min: 0
  • Max: 1
melee leap chance float
  • Min: 0
  • Max: 1
melee leap ballistic float
  • Min: 0
  • Max: 1
berserk damage amount float
  • Min: 0
  • Max: 1
berserk damage threshold float
  • Min: 0
  • Max: 1
berserk proximity float
  • Unit: world units
suicide sensing dist float
  • Unit: world units
berserk grenade chance float
  • Min: 0
  • Max: 1
guard position time Bounds?
  • Unit: seconds
combat position time Bounds?
  • Unit: seconds
old position avoid dist float
  • Unit: world units
friend avoid dist float
  • Unit: world units

Constraints the minimum distance that this actor can be from its allies. Increase this to avoid actors "clumping" together.

noncombat idle speech time Bounds?
  • Unit: seconds
combat idle speech time Bounds?
  • Unit: seconds
do not use 2

TagDependency: actor

  • Unused

Acknowledgements

Thanks to the following individuals for their research or contributions to this topic:

  • justinpyne (Explaining the friend avoid dist field)
  • Kavawuvi (Invader tag definitions)
  • MosesOfEgypt (Tag structure research)