actor

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Structure and fields #

Field Type Comments
flags bitfield(32)
Flag Mask Comments
can see in darkness 0x1
sneak uncovering target 0x2
sneak uncovering pursuit position 0x4
unused 0x8
shoot at target s last location 0x10
try to stay still when crouched 0x20
crouch when not in combat 0x40
crouch when guarding 0x80
unused 1 0x100
must crouch to shoot 0x200
panic when surprised 0x400
always charge at enemies 0x800
gets in vehicles with player 0x1000
start firing before aligned 0x2000
standing must move forward 0x4000
crouching must move forward 0x8000
defensive crouch while charging 0x10000
use stalking behavior 0x20000
stalking freeze if exposed 0x40000
always berserk in attacking mode 0x80000
berserking uses panicked movement 0x100000
flying 0x200000
panicked by unopposable enemy 0x400000
crouch when hiding from unopposable 0x800000
always charge in attacking mode 0x1000000
dive off ledges 0x2000000
swarm 0x4000000
suicidal melee attack 0x8000000
cannot move while crouching 0x10000000
fixed crouch facing 0x20000000
crouch when in line of fire 0x40000000
avoid friends line of fire 0x-80000000
more flags bitfield(32)
Flag Mask Comments
avoid all enemy attack vectors 0x1
must stand to fire 0x2
must stop to fire 0x4
disallow vehicle combat 0x8
pathfinding ignores danger 0x10
panic in groups 0x20
no corpse shooting 0x40
pad(12)
type enum
Option Value Comments
elite 0x0
jackal 0x1
grunt 0x2
hunter 0x3
engineer 0x4
assassin 0x5
player 0x6
marine 0x7
crew 0x8
combat form 0x9
infection form 0xa
carrier form 0xb
monitor 0xc
sentinel 0xd
none 0xe
mounted weapon 0xf
pad(2)
max vision distance f32 (world units)
central vision angle Angle: f32
max vision angle Angle: f32
pad(4)
peripheral vision angle Angle: f32
peripheral distance f32 (world units)
pad(4)
standing gun offset
Vector3D
  • i: f32
  • j: f32
  • k: f32
crouching gun offset
Vector3D
  • i: f32
  • j: f32
  • k: f32
hearing distance f32 (world units)
notice projectile chance f32
  • Maximum: 1
notice vehicle chance f32
  • Maximum: 1
pad(8)
combat perception time f32 (seconds)
guard perception time f32 (seconds)
non combat perception time f32 (seconds)
inverse combat perception time f32 (little endian?)
  • Only set when the tag is compiled into a map cache.
inverse guard perception time f32 (little endian?)
  • Only set when the tag is compiled into a map cache.
inverse non combat perception time f32 (little endian?)
  • Only set when the tag is compiled into a map cache.
pad(8)
dive into cover chance f32
  • Maximum: 1
emerge from cover chance f32
  • Maximum: 1
dive from grenade chance f32
  • Maximum: 1
pathfinding radius f32 (world units)
glass ignorance chance f32
  • Maximum: 1
stationary movement dist f32 (world units)
free flying sidestep f32 (world units)
begin moving angle Angle: f32
pad(4)
maximum aiming deviation
Vector2D
  • i: f32
  • j: f32
maximum looking deviation
Vector2D
  • i: f32
  • j: f32
noncombat look delta l Angle: f32
noncombat look delta r Angle: f32
combat look delta l Angle: f32
combat look delta r Angle: f32
idle aiming range
Vector2D
  • i: f32
  • j: f32
idle looking range
Vector2D
  • i: f32
  • j: f32
event look time modifier f32 (min & max)
noncombat idle facing f32 (seconds) (min & max)
noncombat idle aiming f32 (seconds) (min & max)
noncombat idle looking f32 (seconds) (min & max)
guard idle facing f32 (seconds) (min & max)
guard idle aiming f32 (seconds) (min & max)
guard idle looking f32 (seconds) (min & max)
combat idle facing f32 (seconds) (min & max)
combat idle aiming f32 (seconds) (min & max)
combat idle looking f32 (seconds) (min & max)
pad(8)
cosine maximum aiming deviation
Vector2D (little endian?)
  • i: f32
  • j: f32
  • Only set when the tag is compiled into a map cache.
cosine maximum looking deviation
Vector2D (little endian?)
  • i: f32
  • j: f32
  • Only set when the tag is compiled into a map cache.
pad(268)
unreachable danger trigger enum
Option Value Comments
never 0x0
visible 0x1
shooting 0x2
shooting near us 0x3
damaging us 0x4
unused 0x5
unused 1 0x6
unused 2 0x7
unused 3 0x8
unused 4 0x9
vehicle danger trigger enum
Option Value Comments
never 0x0
visible 0x1
shooting 0x2
shooting near us 0x3
damaging us 0x4
unused 0x5
unused 1 0x6
unused 2 0x7
unused 3 0x8
unused 4 0x9
player danger trigger enum
Option Value Comments
never 0x0
visible 0x1
shooting 0x2
shooting near us 0x3
damaging us 0x4
unused 0x5
unused 1 0x6
unused 2 0x7
unused 3 0x8
unused 4 0x9
pad(2)
danger trigger time f32 (seconds) (min & max)
friends killed trigger i16
friends retreating trigger i16
pad(12)
retreat time f32 (seconds) (min & max)
pad(8)
cowering time f32 (seconds) (min & max)
friend killed panic chance f32
  • Maximum: 1
leader type enum
Option Value Comments
elite 0x0
jackal 0x1
grunt 0x2
hunter 0x3
engineer 0x4
assassin 0x5
player 0x6
marine 0x7
crew 0x8
combat form 0x9
infection form 0xa
carrier form 0xb
monitor 0xc
sentinel 0xd
none 0xe
mounted weapon 0xf
pad(2)
leader killed panic chance f32
  • Maximum: 1
panic damage threshold f32
  • Maximum: 1
surprise distance f32 (world units)
pad(28)
hide behind cover time f32 (seconds) (min & max)
hide target not visible time f32 (seconds)
hide shield fraction f32
  • Maximum: 1
attack shield fraction f32
  • Maximum: 1
pursue shield fraction f32
  • Maximum: 1
pad(16)
defensive crouch type enum
Option Value Comments
never 0x0
danger 0x1
low shields 0x2
hide behind shield 0x3
any target 0x4
flood shamble 0x5
pad(2)
attacking crouch threshold f32
defending crouch threshold f32
min stand time f32 (seconds)
min crouch time f32 (seconds)
defending hide time modifier f32
attacking evasion threshold f32
defending evasion threshold f32
evasion seek cover chance f32
  • Maximum: 1
evasion delay time f32 (seconds)
max seek cover distance f32 (world units)
cover damage threshold f32
  • Maximum: 1
stalking discovery time f32 (seconds)
stalking max distance f32 (world units)
stationary facing angle Angle: f32
change facing stand time f32 (seconds)
pad(4)
uncover delay time f32 (seconds) (min & max)
target search time f32 (seconds) (min & max)
pursuit position time f32 (seconds) (min & max)
num positions (coord) u16
num positions (normal) u16
pad(32)
melee attack delay f32 (seconds)
melee fudge factor f32 (world units)
melee charge time f32 (seconds)
melee leap range f32 (world units) (min & max)
melee leap velocity f32 (world units per tick)
  • Maximum: 1
melee leap chance f32
  • Maximum: 1
melee leap ballistic f32
  • Maximum: 1
berserk damage amount f32
  • Maximum: 1
berserk damage threshold f32
  • Maximum: 1
berserk proximity f32 (world units)
suicide sensing dist f32 (world units)
berserk grenade chance f32
  • Maximum: 1
pad(12)
guard position time f32 (seconds) (min & max)
combat position time f32 (seconds) (min & max)
old position avoid dist f32 (world units)
friend avoid dist f32 (world units)
pad(40)
noncombat idle speech time f32 (seconds) (min & max)
combat idle speech time f32 (seconds) (min & max)
pad(48)
pad(128)
pad(48)

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)