Biped tags represent the "bodies" of AI- and player-driven characters. They can take on a wide range of forms, like flood infection forms, sentinels, marines, grunts, and scripted characters like Cortana. Invisible bipeds are even used to pilot dropships and detecting explosive damage to the ship's reactor in The Maw. Bipeds are a type of unit.
On its own, a biped will not do anything unless being controlled by a player or actor_
Physics pill
Biped bodies are approximated by vertically-oriented capsule/pill shapes for their physical interactions with the level BSP, the model_
Its width depend on this tag's collision radius. The height depends on standing and crouching collision heights only if the biped uses player physics, and otherwise has 0 height (making the pill a sphere).
You can enable debug_objects
and debug_objects_biped_physics_pills
to visualize physics pills.
Autoaim pill
Autoaim pills are part of the autoaim system which causes projectiles to fire towards a biped when the pill is with in a weapon's autoaim angle and range. The width of this pill is controlled within this tag, but its height and placement depends on the model:
- If the biped has head and pelvis nodes...
- If the spherical flag is set, then the pill is a sphere at the midpoint between head and pelvis.
- Otherwise, the capsule spans between the head and pelvis nodes.
- If the biped doesn't have both of these nodes, the autoaim pill is vertically-aligned and its height is a fraction of the physics pill's. It will be slightly elevated from the physics pill's base.
You can enable debug_objects
and debug_objects_biped_autoaim_pills
to visualize autoaim pills.
Structure and fields
Acknowledgements
Thanks to the following individuals for their research or contributions to this topic:
- Kavawuvi (Invader tag definitions)
- MosesOfEgypt (Tag structure research)