biped
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Bipeds are the AI- and player-driven characters found in campaign and multiplayer maps. They can take on a wide range of forms, like the typical enemies and allies seen in the campaign, scripted characters like Cortana, and even invisible AI controlling dropship turrets or detecting explosive damage to the ship's reactor in The Maw. Bipeds are a type of unit.
Structure and fields
This tag inherits fields from unit which are not shown here. See the parent's page for more information. The following information is unique to the biped tag.
Field | Type | Comments | |||||||||
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moving turning speed | Angle: f32 |
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biped flags | bitfield(32) |
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stationary turning threshold | Angle: f32 (degrees per second) |
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pad(16) |
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biped a in | enum |
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biped b in | enum |
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biped c in | enum |
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biped d in | enum |
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don't use |
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bank angle | Angle: f32 |
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bank apply time | f32 (seconds) |
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bank decay time | f32 (seconds) |
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pitch ratio | f32 |
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max velocity | f32 (world units per second) |
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max sidestep velocity | f32 (world units per second) |
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acceleration | f32 (world units per second squared) |
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deceleration | f32 (world units per second squared) |
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angular velocity maximum | Angle: f32 (degrees per second) |
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angular acceleration maximum | Angle: f32 (degrees per second squared) |
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crouch velocity modifier | f32 |
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pad(8) |
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maximum slope angle | Angle: f32 |
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downhill falloff angle | Angle: f32 |
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downhill cutoff angle | Angle: f32 |
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downhill velocity scale | f32 |
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uphill falloff angle | Angle: f32 |
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uphill cutoff angle | Angle: f32 |
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uphill velocity scale | f32 |
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pad(24) |
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footsteps |
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pad(24) |
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jump velocity | f32 (world units per tick) |
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pad(28) |
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maximum soft landing time | f32 (seconds) |
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maximum hard landing time | f32 (seconds) |
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minimum soft landing velocity | f32 (world units per second) |
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minimum hard landing velocity | f32 (world units per second) |
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maximum hard landing velocity | f32 (world units per second) |
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death hard landing velocity | f32 (world units per second) |
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pad(20) |
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standing camera height | f32 (world units) |
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crouching camera height | f32 (world units) |
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crouch transition time | f32 (seconds) |
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pad(24) |
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standing collision height | f32 (world units) |
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crouching collision height | f32 (world units) |
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collision radius | f32 (world units) |
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pad(40) |
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autoaim width | f32 (world units) |
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pad(108) |
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cosine stationary turning threshold | f32 (little endian?) |
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crouch camera velocity | f32 (little endian?) |
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cosine maximum slope angle | f32 (little endian?) |
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negative sine downhill falloff angle | f32 (little endian?) |
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negative sine downhill cutoff angle | f32 (little endian?) |
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sine uphill falloff angle | f32 (little endian?) |
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sine uphill cutoff angle | f32 (little endian?) |
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pad(2) |
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head model node index | Index: u16 (little endian?) |
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contact point | Block? |
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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)