biped

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Bipeds are the AI- and player-driven characters found in campaign and multiplayer maps. They can take on a wide range of forms, like the typical enemies and allies seen in the campaign, scripted characters like Cortana, and even invisible AI controlling dropship turrets or detecting explosive damage to the ship's reactor in The Maw. Bipeds are a type of unit.

Structure and fields #

This tag inherits fields from unit which are not shown here. See the parent's page for more information. The following information is unique to the biped tag.

Field Type Comments
moving turning speed Angle: f32
biped flags bitfield(32)
Flag Mask Comments
turns without animating 0x1
uses player physics 0x2
flying 0x4
physics pill centered at origin 0x8
spherical 0x10
passes through other bipeds 0x20
can climb any surface 0x40
immune to falling damage 0x80
rotate while airborne 0x100
uses limp body physics 0x200
has no dying airborne 0x400
random speed increase 0x800
unit uses old ntsc player physics 0x1000
stationary turning threshold Angle: f32 (degrees per second)
pad(16)
biped a in enum
Option Value Comments
none 0x0
flying velocity 0x1
biped b in enum
Option Value Comments
none 0x0
flying velocity 0x1
biped c in enum
Option Value Comments
none 0x0
flying velocity 0x1
biped d in enum
Option Value Comments
none 0x0
flying velocity 0x1
bank angle Angle: f32
bank apply time f32 (seconds)
bank decay time f32 (seconds)
pitch ratio f32
max velocity f32 (world units per second)
max sidestep velocity f32 (world units per second)
acceleration f32 (world units per second squared)
deceleration f32 (world units per second squared)
angular velocity maximum Angle: f32 (degrees per second)
angular acceleration maximum Angle: f32 (degrees per second squared)
crouch velocity modifier f32
  • Maximum: 1
pad(8)
maximum slope angle Angle: f32
downhill falloff angle Angle: f32
downhill cutoff angle Angle: f32
downhill velocity scale f32
uphill falloff angle Angle: f32
uphill cutoff angle Angle: f32
uphill velocity scale f32
pad(24)
pad(24)
jump velocity f32 (world units per tick)
pad(28)
maximum soft landing time f32 (seconds)
maximum hard landing time f32 (seconds)
minimum soft landing velocity f32 (world units per second)
minimum hard landing velocity f32 (world units per second)
maximum hard landing velocity f32 (world units per second)
death hard landing velocity f32 (world units per second)
pad(20)
standing camera height f32 (world units)
crouching camera height f32 (world units)
crouch transition time f32 (seconds)
pad(24)
standing collision height f32 (world units)
crouching collision height f32 (world units)
collision radius f32 (world units)
pad(40)
autoaim width f32 (world units)
pad(108)
cosine stationary turning threshold f32 (little endian?)
  • Only set when the tag is compiled into a map cache.
crouch camera velocity f32 (little endian?)
  • Only set when the tag is compiled into a map cache.
cosine maximum slope angle f32 (little endian?)
  • Only set when the tag is compiled into a map cache.
negative sine downhill falloff angle f32 (little endian?)
  • Only set when the tag is compiled into a map cache.
negative sine downhill cutoff angle f32 (little endian?)
  • Only set when the tag is compiled into a map cache.
sine uphill falloff angle f32 (little endian?)
  • Only set when the tag is compiled into a map cache.
sine uphill cutoff angle f32 (little endian?)
  • Only set when the tag is compiled into a map cache.
pad(2)
head model node index Index: u16 (little endian?)
  • Only set when the tag is compiled into a map cache.
contact point Block?
Field Type Comments
pad(32)
marker name char[32]

This information was partially generated using Invader tag definitions.

Acknowledgements

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

  • Kavawuvi (Invader tag definitions)
  • MosesOfEgypt (Tag structure research)