Actr
From HaloDemoMods
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
