globals

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Structure and fields

Field Type Comments
pad(248)
sounds Block?
  • Minimum: 1
Field Type Comments
camera Block?
  • Minimum: 1
Field Type Comments
player control Block?
  • Minimum: 1
Field Type Comments
magnetism friction f32
magnetism adhesion f32
inconsequential target scale f32
pad(52)
look acceleration time f32 (seconds)
look acceleration scale f32
look peg threshold f32
look default pitch rate f32
look default yaw rate f32
look autolevelling scale f32
pad(20)
minimum weapon swap ticks u16
minimum autolevelling ticks u16
minimum angle for vehicle flipping Angle: f32
look function Block?
Field Type Comments
scale f32
difficulty Block?
  • Minimum: 1
Field Type Comments
easy enemy damage f32
normal enemy damage f32
hard enemy damage f32
imposs enemy damage f32
easy enemy vitality f32
normal enemy vitality f32
hard enemy vitality f32
imposs enemy vitality f32
easy enemy shield f32
normal enemy shield f32
hard enemy shield f32
imposs enemy shield f32
easy enemy recharge f32
normal enemy recharge f32
hard enemy recharge f32
imposs enemy recharge f32
easy friend damage f32
normal friend damage f32
hard friend damage f32
imposs friend damage f32
easy friend vitality f32
normal friend vitality f32
hard friend vitality f32
imposs friend vitality f32
easy friend shield f32
normal friend shield f32
hard friend shield f32
imposs friend shield f32
easy friend recharge f32
normal friend recharge f32
hard friend recharge f32
imposs friend recharge f32
easy infection forms f32
normal infection forms f32
hard infection forms f32
imposs infection forms f32
pad(16)
easy rate of fire f32
normal rate of fire f32
hard rate of fire f32
imposs rate of fire f32
easy projectile error f32
normal projectile error f32
hard projectile error f32
imposs projectile error f32
easy burst error f32
normal burst error f32
hard burst error f32
imposs burst error f32
easy new target delay f32
normal new target delay f32
hard new target delay f32
imposs new target delay f32
easy burst separation f32
normal burst separation f32
hard burst separation f32
imposs burst separation f32
easy target tracking f32
normal target tracking f32
hard target tracking f32
imposs target tracking f32
easy target leading f32
normal target leading f32
hard target leading f32
imposs target leading f32
easy overcharge chance f32
normal overcharge chance f32
hard overcharge chance f32
imposs overcharge chance f32
easy special fire delay f32
normal special fire delay f32
hard special fire delay f32
imposs special fire delay f32
easy guidance vs player f32
normal guidance vs player f32
hard guidance vs player f32
imposs guidance vs player f32
easy melee delay base f32
normal melee delay base f32
hard melee delay base f32
imposs melee delay base f32
easy melee delay scale f32
normal melee delay scale f32
hard melee delay scale f32
imposs melee delay scale f32
pad(16)
easy grenade chance scale f32
normal grenade chance scale f32
hard grenade chance scale f32
imposs grenade chance scale f32
easy grenade timer scale f32
normal grenade timer scale f32
hard grenade timer scale f32
imposs grenade timer scale f32
pad(16)
pad(16)
pad(16)
easy major upgrade f32
normal major upgrade f32
hard major upgrade f32
imposs major upgrade f32
easy major upgrade 1 f32
normal major upgrade 1 f32
hard major upgrade 1 f32
imposs major upgrade 1 f32
easy major upgrade 2 f32
normal major upgrade 2 f32
hard major upgrade 2 f32
imposs major upgrade 2 f32
pad(16)
pad(16)
pad(16)
pad(16)
pad(84)
grenades Block?
  • Minimum: 2
Field Type Comments
maximum count u16
mp spawn default u16
rasterizer data Block?

Contains global renderer settings and 2D lookup tables.

  • Minimum: 1
Field Type Comments
pad(60)
pad(52)
flags bitfield(16)

Optional settings for active camouflage.

Flag Mask Comments
tint edge density 0x1

Adds the tint color to the background.

pad(2)
refraction amount f32

How much to distort the background of active camouflage. This is measured in world units since the effect is not resolution-dependent. Lower values distort more, while higher values distort less.

distance falloff f32

The distance in world units where the active camouflage effect fades completely and the object is entirely invisible.

tint color
ColorRGB (3)
  • red: f32
  • green: f32
  • blue: f32

The color which is multiplied over the background for active camouflage objects.

hyper stealth refraction f32

Refaction amount used when super active camouflage is enabled for an actor_variant.

hyper stealth distance falloff f32

Falloff distance for super active camouflage.

hyper stealth tint color
ColorRGB (3)
  • red: f32
  • green: f32
  • blue: f32

Tint color used for super active camouflage.

interface bitmaps Block?
  • Minimum: 1
Field Type Comments
pad(48)
weapon list Block?
Field Type Comments
cheat powerups Block?
Field Type Comments
multiplayer information Block?

This block is stripped by Tool when compiling singleplayer or UI maps.

Field Type Comments
vehicles Block?
Field Type Comments
sounds Block?
Field Type Comments
pad(56)
player information Block?
  • Minimum: 1
Field Type Comments
pad(28)
walking speed f32 (world units per second)
double speed multiplier f32
run forward f32 (world units per second)
run backward f32 (world units per second)
run sideways f32 (world units per second)
run acceleration f32 (world units per second squared)
sneak forward f32 (world units per second)
sneak backward f32 (world units per second)
sneak sideways f32 (world units per second)
sneak acceleration f32 (world units per second squared)
airborne acceleration f32 (world units per second squared)
speed multiplier f32 (multiplayer only)
pad(12)
grenade origin
Point3D (3)
  • x: f32
  • y: f32
  • z: f32
pad(12)
stun movement penalty f32
stun turning penalty f32
stun jumping penalty f32
minimum stun time f32 (seconds)
maximum stun time f32 (seconds)
pad(8)
first person idle time f32 (seconds) (min & max)
first person skip fraction f32
  • Maximum: 1
pad(16)
pad(44)
first person interface Block?
  • Minimum: 1
Field Type Comments
shield meter origin
Point2DInt (2)
  • x: i16
  • y: i16
body meter origin
Point2DInt (2)
  • x: i16
  • y: i16
pad(88)
falling damage Block?

This block is stripped by Tool when compiling UI maps.

Field Type Comments
pad(8)
harmful falling distance f32 (world units) (min & max)
pad(8)
maximum falling distance f32 (world units)
pad(16)
maximum falling velocity f32 (little endian?)
  • Only set when the tag is compiled into a map cache.
harmful falling velocity f32 (little endian?) (min & max)
  • Only set when the tag is compiled into a map cache.
materials Block?
Field Type Comments
pad(100)
pad(48)
ground friction scale f32
ground friction normal k1 scale f32
ground friction normal k0 scale f32
ground depth scale f32
ground damp fraction scale f32
pad(76)
pad(480)
maximum vitality f32
pad(8)
pad(4)
pad(24)
particle effects Block?
Field Type Comments
flags bitfield(32)
Flag Mask Comments
interpolate color in hsv 0x1
more colors 0x2
density f32 (world units)
velocity scale f32 (min & max)
pad(4)
angular velocity f32 (degrees per second) (min & max)
pad(8)
radius f32 (world units) (min & max)
pad(8)
tint lower bound
ColorARGB (4)
  • alpha: f32
  • red: f32
  • green: f32
  • blue: f32
tint upper bound
ColorARGB (4)
  • alpha: f32
  • red: f32
  • green: f32
  • blue: f32
pad(28)
pad(60)
playlist members Block?
Field Type Comments
map name char[32]
game variant char[32]
minimum experience u32
maximum experience u32
  • Default value: 10
minimum player count u32
  • Default value: 1
maximum player count u32
  • Default value: 16
rating u32
  • Default value: 100
pad(64)

This information was partially generated using Invader tag definitions.

Acknowledgements

Thanks to the following individuals for their research or contributions to this topic:

  • gbMichelle (Active camo tint and distortion testing)
  • Jakey (Active camo rasterizer settings documentation)
  • Kavawuvi (Invader tag definitions)
  • MosesOfEgypt (Tag structure research; Changes in compiled globals between scenario types)