Actv

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Definition

actv = Actor Variant

Basically robots, AI

Structure and Data

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

flags
	can shoot while flying
	interpolate color in HSV
	has unlimited grenades
	moveswitch stay w/ friends
	active camouflage
	super active camouflage
	cannot use ranged weapons
	prefer passenger seat
actor definition
unit
major variant

<h2>movement switching</h2>
	<notes>
	note: only the flood combat forms will ever try to switch movement types voluntarily during combat
	</notes>

movement type
initial crouch chance
crouch time
run time

<h2>ranged combat</h2>

weapon
maximum firing distance
rate of fire
projectile error
first burst delay time
new-target firing pattern time
surprise delay time
surprise fire-wildly time
death fire-wildly chance
death fire-wildly time
desired combat range
custom stand gun offset
custom crouch gun offset
target tracking
target leading
weapon damage modifier
damage per second

<h2>burst geometry</h2>
	<notes>
	At the start of every burst, we pick a random point near the target to fire at, on either the left or the right side. The burst origin angle controls whether this error is exactly horizontal or might have some vertical component.
	Over the course of the burst, we move our projectiles back in the opposite direction towards the target. This return motion is also controlled by an anle that specifies how close to the horizontal it is.
	For example, if the burst origin angle and the burst return angle were both zero, and the return length was the same as the burst length, every burst would start the same amount away from the target (on either the left or right) and move back to exactly over the target at the end of the burst.
	</notes>

burst origin radius
burst origin angle
burst return length
burst return angle
burst duration
burst separation
burst angular velocity
special damage modifier
special projectile error

<h2>firing patterns</h2>
	<notes>
	A firing pattern lets you modify the properties of an actor's burst geometry. Actors choose which firing pattern to use based on their current state:
		'new-target' when the target just appeared,
		'moving' when the actor is moving,
		'berserk' if the actor is berserk.
	If none of these apply, no firing pattern is used.
	The default values in teh burst geometry are multiplied by any non-zero modifiers in the firing pattern.
	</notes>

new-target burst duration
new-target burst separation
new-target rate of fire
new-target projectile error
moving burst duration
moving burst separation
moving rate of fire
moving projectile error
berserk burst duration
berserk burst separation
berserk rate of fire
berserk projectile error

<h2>special-case firing properties</h2>

super-ballistic range
bombardment range
modified vision range
special-fire mode
special-fire situation
special-fire chance
special-fire delay

<h2>berserking and melee</h2>

melee range
melee abort range
berserk firing ranges
berserk melee range
berserk melee abort range

<h2>grenades</h2>

grenade type
trajectory type
grenade stimulus
minimum enemy count
enemy radius
grenade velocity
grenade ranges
collateral damage radius
grenade chance
grenade check time
encounter grenade timeout

<h2>items</h2>

equipment
grenade count
don't drop grenades chance
drop weapon loaded
drop weapon ammo

<h2>unit</h2>

body vitality
shield vitality
shield sapping radius
forced shader permutation

<h1>change colors</h1>

	color lower bound
	color upper bound

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