Actv
From HaloDemoMods
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
