In Halo 3, all AI behaviors are hard-coded, but Bungie needed a way to dynamically determine which of these behaviors (which may contradict each other) are active on specific units, this need gave us the style tag.
The style tag allows us to enable or disable behaviors entirely, allowing us to customize character tags with their own style tags to make each unit type distinct from each other.
| General flags | Index | Description |
|---|
| GENERAL | 0 | Requires research |
| root | 1 | Requires research |
| null | 2 | Requires research |
| null_discrete | 3 | Requires research |
| obey | 4 | Requires research |
| guard | 5 | Requires research |
| follow | 6 | Requires research |
| ready | 7 | Requires research |
| smash_obstacle | 8 | Requires research |
| destroy_obstacle | 9 | Requires research |
| perch | 10 | Requires research |
| cover_friend | 11 | Requires research |
| blind_panic | 12 | When enabled, AI will panic and run around in terror when stuck with any attaching projectile with the AI stimulus when attached flag, |
| combat | 13 | Requires research |
Behaviors relating to the underlings in a squad when their leader is killed
| Broken flags | Index | Description |
|---|
| BROKEN | 14 | Requires research |
| broken | 15 | Requires research |
| huddle_impulse | 16 | Requires research |
| huddle | 17 | Requires research |
| kamikaze | 18 | When enabled, and the broken kamikaze chance passes, charge at the enemy and blow them up! |
| broken kamikaze impulse | 19 | When enabled, allows the broken kamikaze chance value to play when leader is killed |
| broken berserk impulse | 20 | Requires research |
| broken flee impulse | 21 | Requires research |
| broken scatter impulse | 22 | Requires research |
| Engage flags | Index | Description |
|---|
| ENGAGE | 23 | Requires research |
| equipment | 24 | Enables AI to use equipment in combat |
| engage | 25 | Requires research |
| fight | 26 | Requires research |
| melee_charge | 27 | Requires research |
| melee_leaping_charge | 28 | Requires research |
| surprise | 29 | When enabled, allows AI to sneak up on unaware enemies with their crouch mode animations |
| grenade_impulse | 30 | When enabled, allows grenade throwing behavior, character tag still controls chances and conditions to throw |
| anti_vehicle_grenade | 31 | Requires research |
| stalk | 32 | Requires research |
| flank | 33 | When enabled, forces AI to try and flank to the sides of enemies, avoiding combat until on the flank |
| berserk_wander_impulse | 34 | Requires research |
| stalker_camo_control | 35 | Requires research |
| leader_abandoned_berserk | 36 | Requires research |
| unassailable grenade impulse | 37 | Requires research |
| perimeter | 38 | Requires research |
| perimeter@timeout_morph | 39 | Requires research |
| perimeter@infection_spew | 40 | Requires research |
| Berserk flags | Index | Description |
|---|
| BERSERK | 41 | Requires research |
| shield_depleted_berserk | 42 | When enabled, forces AI to berserk upon shield depletion |
| last_man_berserk | 43 | When enabled, the last man standing in a squad will berserk |
| stuck_with_grenade_berserk | 44 | When enabled, AI will berserk when stuck with any attaching projectile with the AI stimulus when attached flag, make sure the blind_panic flag is disabled |
| Presearch flags | Index | Description |
|---|
| PRESEARCH | 45 | Requires research |
| presearch | 46 | Requires research |
| presearch uncover | 47 | Requires research |
| destroy_cover | 48 | Requires research |
| suppressing fire | 49 | When enabled, allows AI to suppress a target who has recently entered cover and whos position we are confident of |
| grenade_uncover | 50 | Requires research |
| leap_on_cover | 51 | Requires research |
| Leader flags | Index | Description |
|---|
| LEADER | 52 | Requires research |
| search_sync | 53 | Requires research |
| engage_sync | 54 | Requires research |
| Search flags | Index | Description |
|---|
| SEARCH | 55 | Requires research |
| search | 56 | Requires research |
| uncover | 57 | Requires research |
| investigate | 58 | Requires research |
| pursuit_sync | 59 | Requires research |
| pursuit | 60 | Requires research |
| refresh_target | 61 | Requires research |
| sense_target | 62 | When enabled, allows the AI to magically sense the true location of a target under certain conditions, needs research |
| postsearch | 63 | Requires research |
| coverme_investigate | 64 | Requires research |
Behaviors relating to cover and self-preservation when fighting a foe, closely tied to the cover properties in the character
| Self-defense flags | Index | Description |
|---|
| SELF-DEFENSE | 65 | Requires research |
| self_preservation | 66 | Requires research |
| cover | 67 | Requires research |
| cover peek | 68 | When enabled, allows AI units to use cover stances that let them peek around cover to fire while partially protected |
| avoid | 69 | Requires research |
| evasion_impulse | 70 | Requires research |
| dive_impulse | 71 | When enabled, allows AI to perform a dive animation to avoid danger such as grenades, if disabled simply try to walk/run from the danger instead |
| danger cover impulse | 72 | Requires research |
| danger crouch impulse | 73 | Requires research |
| proximity_melee | 74 | When enabled and a target gets within our proximity melee distance while we are trying to back away or get into cover, smack them |
| proximity_self_preservation | 75 | When enabled, causes AI to avoid targets when they get within their proximity self-preserve distance |
| unreachable_enemy_cover | 76 | Requires research |
| unassailable_enemy_cover | 77 | Requires research |
| scary_target_cover | 78 | Requires research |
| group_emerge | 79 | Requires research |
| shield_depleted_cover | 80 | Requires research |
behaviors relating to how AI determines when to retreat from a foe, closely tied to the retreat properties in the character tag
| Retreat flags | Index | Description |
|---|
| RETREAT | 81 | Unknown, perhaps no function |
| retreat | 82 | Enables/disables all retreat behavior |
| retreat_grenade | 83 | Enables AI to throw a grenade right before beginning a retreat, uses retreat grenade chance value, needs additional research |
| flee | 84 | When enabled and a retreat stimulus is received, lower weapons and run away |
| cower | 85 | Requires research |
| low_shield_retreat | 86 | Requires research |
| scary_target_retreat | 87 | When enabled, will cause retreat behavior if a target matches or surpasses our scary target threshold value |
| leader_dead_retreat | 88 | Requires research |
| peer_dead_retreat | 89 | Requires research |
| danger_retreat | 90 | When enabled, will cause retreat behavior if a target surpasses our danger threshold value |
| proximity_retreat | 91 | When enabled, will cause retreat behavior if a target enters our proximity threshold radius |
| charge when cornered | 92 | Requires research |
| surprise_retreat | 93 | Requires research |
| overheated_weapon_retreat | 94 | Requires research |
Behaviors related to the AI being able to engage an enemy they are fleeing from under special circumstances
| Ambush flags | Index | Description |
|---|
| AMBUSH | 95 | Requires research |
| ambush | 96 | Requires research |
| coordinated_ambush | 97 | Requires research |
| proximity_ambush | 98 | Requires research |
| vulnerable_enemy_ambush | 99 | Enables AI to cease fleeing from a target if the target falls under the awareness ambush threshold, and instead turn around and attack |
| nowhere_to_run_ambush | 100 | Enables AI to cease fleeing from a target if they reach a dead-end, and instead turn around and attack |
Behaviors related to vehicle combat and usage
| Vehicle flags | Index | Description |
|---|
| VEHICLE | 101 | Requires research |
| enter_vehicle | 102 | Requires research |
| enter_friendly_vehicle | 103 | Requires research |
| vehicle_enter_impulse | 104 | Requires research |
| vehicle_entry_engage_impulse | 105 | Requires research |
| vehicle_board | 106 | Requires research |
| vehicle_fight | 107 | Requires research |
| vehicle_fight@boost | 108 | Requires research |
| vehicle_charge | 109 | Requires research |
| vehicle_ram_ | 110 | Requires research |
| vehicle_cover | 111 | Requires research |
| damage_vehicle_cover | 112 | Requires research |
| exposed_rear_cover_impulse | 113 | Requires research |
| player_endagered_cover_impulse | 114 | Requires research |
| vehicle_avoid | 115 | Requires research |
| vehicle_pickup | 116 | Requires research |
| vehicle_player_pickup | 117 | Requires research |
| vehicle_exit_impulse | 118 | Requires research |
| danger_vehicle_exit_impulse | 119 | Requires research |
| vehicle_flip_impulse | 120 | Requires research |
| vehicle_flip | 121 | Requires research |
| vehicle_turtle | 122 | Requires research |
| vehicle_engage_patrol_impulse | 123 | Requires research |
| vehicle_engage_wander_impulse | 124 | Requires research |
Behaviors used when combat has ceased and the AI returns to idle/active
| Postcombat flags | Index | Description |
|---|
| POSTCOMBAT | 125 | Requires research |
| postcombat | 126 | Requires research |
| post_postcombat | 127 | Requires research |
| check_friend | 128 | Requires research |
| shoot_corpse | 129 | Requires research |
| postcombat_approach | 130 | Requires research |
| Alert flags | Index | Description |
|---|
| ALERT | 131 | Requires research |
| alert | 132 | Requires research |
| Idle flags | Index | Description |
|---|
| IDLE | 133 | Unknown, perhaps no function |
| idle | 134 | Enables/disables all further idle behaviors when the AI is not active |
| wander behavior | 135 | Idle AI will wander between firing points, uses idle animation mode |
| flight_wander | 136 | Requires research |
| patrol | 137 | Allows idle AI to use the patrol system to navigate between point sets regardless of assigned zone/area |
| fall_sleep | 138 | Enables AI to be put into the sleep state, does not require sleep mode animations but will use them if available |
| Bugger flags | Index | Description |
|---|
| BUGGERS | 139 | Requires research |
| bugger_ground_uncover | 140 | Requires research |
| Swarm flags | Index | Description |
|---|
| SWARMS | 141 | Requires research |
| swarm_root | 142 | Requires research |
| swarm_attack | 143 | Requires research |
| support_attack | 144 | Requires research |
| infect | 145 | Requires research |
| scatter | 146 | Requires research |
Behaviors relating to flood combatforms
| Combatform flags | Index | Description |
|---|
| COMBATFORMS | 147 | Requires research |
| combat form berserk control | 148 | Enables the AI to use the combatform berserk distance and berserk chance fields, causes the unit to berserk at a target under the given condition |
| eject parasite | 149 | Requires research |
| Sentinel flags | Index | Description |
|---|
| SENTINELS | 150 | Requires research |
| enforcer weapon control | 151 | Requires research |
| grapple | 152 | Requires research |
| Guardian flags | Index | Description |
|---|
| GUARDIANS | 153 | Requires research |
| guardian_surge | 154 | Requires research |
| guardian_proximity_surge | 155 | Requires research |
| guardian_danger_surge | 156 | Requires research |
| guardian_isolation_surge | 157 | Requires research |
Behaviors related to flood pureforms, including their ability to morph into different characters on the fly based on the current combat situation
| Pureform flags | Index | Description |
|---|
| PUREFORMS | 158 | Requires research |
| group_morph_impulse | 159 | Requires research |
| arrival_morph_impulse | 160 | Requires research |
| pureform_default_impulse | 161 | Requires research |
| search_morph | 162 | Requires research |
| stealth_active_camo_control | 163 | Requires research |
| stealth_damage_morph | 164 | Requires research |
| stealth_stalk | 165 | Requires research |
| stealth_stalk@thwarted | 166 | Requires research |
| stealth_stalk_group | 167 | Requires research |
| stealth_charge_recover | 168 | Requires research |
| ranged_proximity_morph | 169 | Requires research |
| tank_distance_damage_morph | 170 | Requires research |
| tank_throttle_control | 171 | Enables following the throttle distance fields in the character tag where the AI will slow their movement as they gain on a target |
| stealth_morph | 172 | Requires research |
| tank_morph | 173 | Requires research |
| ranged_morph | 174 | Requires research |
| ranged_turtle | 175 | Requires research |
| ranged_uncover | 176 | Requires research |
| Scarab flags | Index | Description |
|---|
| SCARAB | 177 | Requires research |
| scarab_root | 178 | Requires research |
| scarab_cure_isolation | 179 | Requires research |
| scarab_combat | 180 | Requires research |
| scarab_fight | 181 | Requires research |
| scarab_target_lock | 182 | Requires research |
| scarab_search | 183 | Requires research |
| scarab_search_pause | 184 | Requires research |
| ATOMS flags | Index | Description |
|---|
| ATOMS | 185 | Requires research |
| go_to | 186 | Requires research |
| Activity flags | Index | Description |
|---|
| ACTIVITIES | 187 | Requires research |
| activity | 188 | Requires research |
| posture | 189 | Requires research |
| activity_default | 190 | Requires research |
| Special flags | Index | Description |
|---|
| SPECIAL | 191 | Requires research |
| formation | 192 | Requires research |
| grunt scared by elite | 193 | Requires research |
| stunned | 194 | Enables stunned behavior, causing units to play stunned animations and disengage in combat until their stunned timer expires |
| cure_isolation | 195 | Requires research |
| deploy_turret | 196 | Enables AI to automatically deploy equiped turret weapons onto turret deployment areas |
Thanks to the following individuals for their research or contributions to this topic:
- odchylanie_uderzenia (writing and research)