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Structure and fields

Field Type Comments
sounds Block
  • HEK max count: 2
  • Min: 2
Field Type Comments
sound

TagDependency: sound

camera Block
  • HEK max count: 1
  • Min: 1
Field Type Comments
default unit camera track

TagDependency: camera_track

player control Block
  • HEK max count: 1
  • Min: 1
Field Type Comments
magnetism friction float
magnetism adhesion float
inconsequential target scale float
look acceleration time float
  • Unit: seconds
look acceleration scale float
look peg threshold float
look default pitch rate float
look default yaw rate float
look autolevelling scale float
minimum weapon swap ticks uint16
minimum autolevelling ticks uint16
minimum angle for vehicle flipping float
look function Block
Field Type Comments
scale float
difficulty Block
  • HEK max count: 1
  • Min: 1
Field Type Comments
easy enemy damage float
normal enemy damage float
hard enemy damage float
imposs enemy damage float
easy enemy vitality float
normal enemy vitality float
hard enemy vitality float
imposs enemy vitality float
easy enemy shield float
normal enemy shield float
hard enemy shield float
imposs enemy shield float
easy enemy recharge float
normal enemy recharge float
hard enemy recharge float
imposs enemy recharge float
easy friend damage float
normal friend damage float
hard friend damage float
imposs friend damage float
easy friend vitality float
normal friend vitality float
hard friend vitality float
imposs friend vitality float
easy friend shield float
normal friend shield float
hard friend shield float
imposs friend shield float
easy friend recharge float
normal friend recharge float
hard friend recharge float
imposs friend recharge float
easy infection forms float
normal infection forms float
hard infection forms float
imposs infection forms float
easy rate of fire float
normal rate of fire float
hard rate of fire float
imposs rate of fire float
easy projectile error float
normal projectile error float
hard projectile error float
imposs projectile error float
easy burst error float
normal burst error float
hard burst error float
imposs burst error float
easy new target delay float
normal new target delay float
hard new target delay float
imposs new target delay float
easy burst separation float
normal burst separation float
hard burst separation float
imposs burst separation float
easy target tracking float
normal target tracking float
hard target tracking float
imposs target tracking float
easy target leading float
normal target leading float
hard target leading float
imposs target leading float
easy overcharge chance float
normal overcharge chance float
hard overcharge chance float
imposs overcharge chance float
easy special fire delay float
normal special fire delay float
hard special fire delay float
imposs special fire delay float
easy guidance vs player float
normal guidance vs player float
hard guidance vs player float
imposs guidance vs player float
easy melee delay base float
normal melee delay base float
hard melee delay base float
imposs melee delay base float
easy melee delay scale float
normal melee delay scale float
hard melee delay scale float
imposs melee delay scale float
easy grenade chance scale float
normal grenade chance scale float
hard grenade chance scale float
imposs grenade chance scale float
easy grenade timer scale float
normal grenade timer scale float
hard grenade timer scale float
imposs grenade timer scale float
easy major upgrade float
normal major upgrade float
hard major upgrade float
imposs major upgrade float
easy major upgrade 1 float
normal major upgrade 1 float
hard major upgrade 1 float
imposs major upgrade 1 float
easy major upgrade 2 float
normal major upgrade 2 float
hard major upgrade 2 float
imposs major upgrade 2 float
grenades Block
  • HEK max count: 2
  • Min: 2
  • Max: 2
  • Processed during compile
Field Type Comments
maximum count int16
  • Min: 0
  • Max: 127
mp spawn default int16
  • Min: 0
  • Max: 127
throwing effect

TagDependency: effect

hud interface

TagDependency: grenade_hud_interface

equipment

TagDependency: equipment

projectile

TagDependency: projectile

rasterizer data Block
  • HEK max count: 1
  • Min: 1

Contains global renderer settings and 2D lookup tables.

Field Type Comments
distance attenuation

TagDependency: bitmap

  • Non-null
vector normalization

TagDependency: bitmap

  • Non-null

This bitmap is used as a lookup table of precalculated vector normalizations for visual effects like reflections. In Custom Edition it is also incorrectly used as the reflection cube map when a shader_transparent_glass uses bump-mapped reflections.

atmospheric fog density

TagDependency: bitmap

  • Non-null
planar fog density

TagDependency: bitmap

  • Non-null
linear corner fade

TagDependency: bitmap

  • Non-null
active camouflage distortion

TagDependency: bitmap

  • Non-null

This bitmap is used as a lookup table for active camouflage distortion angle calculations. Its alpha channel masks tint color on Gearbox-derived ports of the game.

glow

TagDependency: bitmap

  • Non-null
default 2d

TagDependency: bitmap

  • Non-null
default 3d

TagDependency: bitmap

  • Non-null
default cube map

TagDependency: bitmap

  • Non-null
test 0

TagDependency: bitmap

  • Non-null
test 1

TagDependency: bitmap

  • Non-null
test 2

TagDependency: bitmap

test 3

TagDependency: bitmap

video scanline map

TagDependency: bitmap

  • Non-null
video noise map

TagDependency: bitmap

  • Non-null
flags bitfield

Optional settings for active camouflage.

Flag Mask Comments
tint edge density 0x1

Adds the tint color to the background.

refraction amount float

How much to distort the background of active camouflage. This is measured in world units since the effect is not resolution-dependent. Lower values distort more, while higher values distort less.

distance falloff float

The distance in world units where the active camouflage effect fades completely and the object is entirely invisible.

tint color ColorRGB

The color which is multiplied over the background for active camouflage objects.

Field Type Comments
red float
green float
blue float
hyper stealth refraction float

Refaction amount used when super active camouflage is enabled for an actor_variant.

hyper stealth distance falloff float

Falloff distance for super active camouflage.

hyper stealth tint color ColorRGB?

Tint color used for super active camouflage.

distance attenuation 2d

TagDependency: bitmap

interface bitmaps Block
  • HEK max count: 1
  • Min: 1
Field Type Comments
font system

TagDependency: font

font terminal

TagDependency: font

screen color table

TagDependency: color_table

hud color table

TagDependency: color_table

editor color table

TagDependency: color_table

dialog color table

TagDependency: color_table

hud globals

TagDependency: hud_globals

  • Non-null
motion sensor sweep bitmap

TagDependency: bitmap

  • Non-null
motion sensor sweep bitmap mask

TagDependency: bitmap

  • Non-null
multiplayer hud bitmap

TagDependency: bitmap

  • Non-null
localization

TagDependency: string_list

hud digits definition

TagDependency: hud_number

motion sensor blip bitmap

TagDependency: bitmap

  • Non-null
interface goo map1

TagDependency: bitmap

  • Non-null
interface goo map2

TagDependency: bitmap

  • Non-null
interface goo map3

TagDependency: bitmap

  • Non-null
weapon list Block
  • HEK max count: 20
Field Type Comments
weapon

TagDependency: item

cheat powerups Block
Field Type Comments
powerup

TagDependency: equipment

multiplayer information Block

This block is stripped by Tool when compiling singleplayer or UI maps.

  • Processed during compile
Field Type Comments
flag

TagDependency: weapon

  • Non-null
unit

TagDependency: unit

vehicles Block
Field Type Comments
vehicle

TagDependency: unit

hill shader

TagDependency: shader

  • Non-null
flag shader

TagDependency: shader

ball

TagDependency: weapon

  • Non-null
sounds Block?
player information Block
  • Min: 1
  • Processed during compile
Field Type Comments
unit

TagDependency: unit

walking speed float
  • Unit: world units per second
double speed multiplier float
run forward float
  • Unit: world units per second
run backward float
  • Unit: world units per second
run sideways float
  • Unit: world units per second
run acceleration float
  • Unit: world units per second squared
sneak forward float
  • Unit: world units per second
sneak backward float
  • Unit: world units per second
sneak sideways float
  • Unit: world units per second
sneak acceleration float
  • Unit: world units per second squared
airborne acceleration float
  • Unit: world units per second squared
speed multiplier float
  • Unit: multiplayer only
grenade origin Point3D
Field Type Comments
x float
y float
z float
stun movement penalty float
stun turning penalty float
stun jumping penalty float
minimum stun time float
  • Unit: seconds
maximum stun time float
  • Unit: seconds
first person idle time Bounds
  • Unit: seconds
Field Type Comments
min float
max float
first person skip fraction float
  • Min: 0
  • Max: 1
coop respawn effect

TagDependency: effect

first person interface Block
  • Min: 1
Field Type Comments
first person hands
TagDependency

This is the model used for hands when a weapon with first person animatinos is held.

base bitmap

TagDependency: bitmap

shield meter

TagDependency: meter

shield meter origin Point2DInt
Field Type Comments
x int16
y int16
body meter

TagDependency: meter

body meter origin Point2DInt?
night vision on effect

TagDependency: effect

This effect is played when enabling night vision.

night vision off effect

TagDependency: effect

This effect is played when disabling night vision.

falling damage Block

This block is stripped by Tool when compiling UI maps.

  • Processed during compile
Field Type Comments
harmful falling distance Bounds?
  • Unit: world units
falling damage

TagDependency: damage_effect

maximum falling distance float
  • Unit: world units
distance damage

TagDependency: damage_effect

vehicle environment collision damage

TagDependency: damage_effect

vehicle killed unit damage

TagDependency: damage_effect

vehicle collision damage

TagDependency: damage_effect

flaming death damage

TagDependency: damage_effect

maximum falling velocity float
  • Cache only
harmful falling velocity Bounds?
  • Cache only
materials Block
Field Type Comments
ground friction scale float
ground friction normal k1 scale float
ground friction normal k0 scale float
ground depth scale float
ground damp fraction scale float
maximum vitality float
effect

TagDependency: effect

sound

TagDependency: sound

particle effects Block
Field Type Comments
particle type

TagDependency: particle

flags bitfield
Flag Mask Comments
interpolate color in hsv 0x1
more colors 0x2
density float
  • Unit: world units
velocity scale Bounds?
angular velocity Bounds?
  • Unit: degrees per second
radius Bounds?
  • Unit: world units
tint lower bound ColorARGB
Field Type Comments
alpha float
red float
green float
blue float
tint upper bound ColorARGB?
melee hit sound

TagDependency: sound

playlist members Block
Field Type Comments
map name TagString
Field Type Comments
buffer char[32]
game variant TagString?
minimum experience uint32
maximum experience uint32
  • Default: 10
minimum player count uint32
  • Default: 1
maximum player count uint32
  • Default: 16
rating uint32
  • Default: 100

Acknowledgements

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

  • gbMichelle (Active camo tint and distortion testing)
  • Jakey (Active camo rasterizer settings documentation)
  • Kavawuvi (Invader tag definitions)
  • MosesOfEgypt (Tag structure research; Changes in compiled globals between scenario types)