Actr

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Definition

actr = Actor

Structure and Data

This information is quoted from Sparky's Tag Structures Index.

flags *check*
	can see in darkness
	sneak uncovering target
	sneak uncovering puruit position
	unused
	shoot at target's last location
	try to stay still when crouched
	crouch when not in combat
	crouch when guarding
	unused
	must crouch to shoot
	panic when surprised
	always charge at enemies
	gets in vehicles with player
	start firing before aligned
	standing must move forward
	crouching must move forward
	defenseive crouch while charging
	use stalking behavior
	stalking freeze if exposed
	always berserk in attacking mode
	berserking uses panicked movement
	flying
	panicked by unopposable enemy
	crouch when hiding from unopposable enemy
	always charge in 'attacking' mode
	dive off ledges
	swarm
	suicidal melee attack
	cannot move while crouching
	fixed crouch facing
	crouch when in line of fire
	avoid friends' line of fire

more flags *check*
	avoid all enemy attack vectors
	must sttand to fire
	must stop to fire
	disallow vehicle combat
	pathfinding ignores danger
	panic in groups
	no corpse shooting

type *menu*
	elite
	jackal
	grunt
	hunter
	engineer
	assassin
	player
	marine
	crew
	combat form
	infection form
	carrier form
	monitor
	sentinel
	none
	mounted weapon

<h2>perception</h2>

max vision distance			*float*	world units
central vision angle		*float* degrees
max vision angle			*float* degrees
peripheral vision angle		*float* degrees
peripheral distance			*float* world units
standing gun offset			i *float*	i *float*	k *float*
crouching gun offset		i *float*	i *float*	k *float*
hearing distance			*float* world units
notice projectile chance	*float*	[0,1]
notice vehicle chance		*float*	[0,1]
combat perception time		*float*	seconds
guard perception time		*float*	seconds
non-combat perception time	*float*	seconds

<h2>movement</h2>

dive into cover chance		*float*	[0,1]
emerge from cover chance	*float*	[0,1]
dive from grenade chance	*float* [0,1]
pathfinding radius			*float*	world units
glass ignorance chance		*float*	[0,1]
stationary movement dist	*float*	world units
free-flying sidestep		*float*	world units
begin moving angle			*float*	degrees

<h2>looking</h2>

maximum aiming deviation	y *float*	p *float*
maximum looking deviation	y *float*	p *float*
noncombat look delta L		*float*	degrees
noncombat look delta R		*float*	degrees
combat look delta L			*float* degrees
combat look delta R			*float*	degrees
idle aiming range			y *float*	p *float*
idle looking range			y *float*	p *float*
event look time modifier	*float* to *float*
noncombat idle facing		*float* to *float*	seconds
noncombat idle aiming		*float* to *float*	seconds
noncombat idle looking		*float* to *float*	seconds
guard idle facing			*float* to *float*	seconds
guard idle aiming			*float* to *float*	seconds
guard idle looking			*float* to *float*	seconds
combat idle facing			*float* to *float*	seconds
combat idle aiming			*float* to *float*	seconds
combat idle looking			*float* to *float*	seconds
DO NOT USE					*openfile*
DO NOT USE					*openfile*

<h2>unopposable</h2>

unreachable danger trigger	*menu*
	never
	visible
	shooting
	shooting near us
	damaging us
	unused
	unused
	unused
	unused
	unused
vehicle danger trigger		*menu*
	never
	visible
	shooting
	shooting near us
	damaging us
	unused
	unused
	unused
	unused
	unused
player danger trigger		*menu*
	never
	visible
	shooting
	shooting near us
	damaging us
	unused
	unused
	unused
	unused
	unused
danger trigger time			*float* to *float*	seconds
friends killed trigger		*int*
friends retreating trigger	*int*
retreat time				*float* to *float*	seconds

<h2>panic</h2>

cowering time				*float* to *float*	seconds
friend killed panic chance	*float*	[0,1]
leader type					*menu*
	elite
	jackal
	grunt
	hunter
	engineer
	assassin
	player
	marine
	crew
	combat form
	infection form
	carrier form
	monitor
	sentinel
	none
	mounted weapon
leader killed panic chance	*float*	[0,1]
panic damage threshold		*float*	[0,1]
surprise distance			*float*	world units

<h2>defensive</h2>
	<notes>
	danger values:
		being aimed at: 0.7
		an enemy shooting in our general direction: 1.2
		an enemy shooting directly at us: 1.6
		an enemy damaging us: 2.0
	</notes>

hide behind cover time				*float* to *float*	seconds
hide target-not-visible time		*float*	seconds
hide shield fraction				*float*	[0,1]
attack shield fraction				...to be continued...
pursue shield fraction
defensive crouch type
attacking crouch threshold
defending crouch threshold
min stand time
min crouch time
defending hide time modifier
attacking evasion threshold
defending evasion threshold
evasion seek-cover chance
evasion delay time
max seek-cover distance
cover damage threshold
stalking discovery time
stalking max distance
stationary facing angle
change-facing stand time

<h2>pursuit</h2>

uncover delay time
target search time
pursuit-position time
num positions (coord)
num positions (normal)

<h2>berserk</h2>

melee attack delay
melee fudge factor
melee charge time
melee leap range
melee leap velocity
melee leap chance
melee leap ballistic
berserk damage amount
berserk damage threshold
berserk proximity
suicide sensing distance
berserk grenade chance

<h2>firing positions</h2>

guard position time
combat position time
old position avoid distance
friend avoid distance

<h2>communication</h2>

noncombat idle speech time
combat idle speech time
DO NOT USE
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