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JacksonCougar

bipd Biped Plugin

Sep 4th, 2014
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  1. <?xml version="1.0" encoding="utf-8"?>
  2. <plugin class="bipd" author="Moonfish" headersize="788">
  3.   <unused name="biped" size="2" offset="0" visible="false" />
  4.   <bitmask16 name="Flags" offset="2">
  5.     <option name="Does Not Cast Shadow" value="0" />
  6.     <option name="Search Cardinal Direction Lightmaps On Failure" value="1" />
  7.     <option name="Unused" value="2" />
  8.     <option name="Not A Pathfinding Obstacle" value="3" />
  9.     <option name="Extension Of Parent" description="object passes all function values to parent and uses parent's markers" value="4" />
  10.     <option name="Does Not Cause Collision Damage" value="5" />
  11.     <option name="Early Mover" value="6" />
  12.     <option name="Early Mover Localized Physics" value="7" />
  13.     <option name="Use Static Massive Lightmap Sample" description="cast a ton of rays once and store the results for lighting" value="8" />
  14.     <option name="Object Scales Attachments" value="9" />
  15.     <option name="Inherits Player's Appearance" value="10" />
  16.     <option name="Dead Bipeds Can't Localize" value="11" />
  17.     <option name="Attach To Clusters By Dynamic Sphere" description="use this for the mac gun on spacestation" value="12" />
  18.     <option name="Effects Created By This Object Do Not Spawn Objects In Multiplayer." value="13" />
  19.   </bitmask16>
  20.   <float name="Bounding Radius (world units)" offset="4" />
  21.   <float name="Bounding Offset (x)" offset="8" />
  22.   <float name="Bounding Offset (y)" offset="8" />
  23.   <float name="Bounding Offset (z)" offset="8" />
  24.   <float name="Acceleration Scale ([0,+inf])" description="marine 1.0, grunt 1.4, elite 0.9, hunter 0.5, etc." offset="20" />
  25.   <enum16 name="Lightmap Shadow Mode" offset="24">
  26.     <option name="Default" value="0" />
  27.     <option name="Never" value="1" />
  28.     <option name="Always" value="2" />
  29.   </enum16>
  30.   <enum8 name="Sweetener Size" offset="26">
  31.     <option name="Small" value="0" />
  32.     <option name="Medium" value="1" />
  33.     <option name="Large" value="2" />
  34.   </enum8>
  35.   <unused name="biped" size="1" offset="27" visible="false" />
  36.   <unused name="biped" size="4" offset="28" visible="false" />
  37.   <float name="Dynamic Light Sphere Radius" description="sphere to use for dynamic lights and shadows. only used if not 0" offset="32" />
  38.   <float name="Dynamic Light Sphere Offset" description="only used if radius not 0:x" offset="36" />
  39.   <float name="Dynamic Light Sphere Offset" description="only used if radius not 0:y" offset="36" />
  40.   <float name="Dynamic Light Sphere Offset" description="only used if radius not 0:z" offset="36" />
  41.   <stringid name="Default Model Variant" offset="48" />
  42.   <tag name="Model" offset="52" />
  43.   <id name="Model" offset="56" />
  44.   <tag name="Crate Object" offset="60" />
  45.   <id name="Crate Object" offset="64" />
  46.   <tag name="Modifier Shader" offset="68" />
  47.   <id name="Modifier Shader" offset="72" />
  48.   <tag name="Creation Effect" offset="76" />
  49.   <id name="Creation Effect" offset="80" />
  50.   <tag name="Material Effects" offset="84" />
  51.   <id name="Material Effects" offset="88" />
  52.   <struct name="Ai Properties" offset="92" size="16" maxelements="1" padalign="4" visible="false">
  53.     <bitmask32 name="Ai Flags" offset="0">
  54.       <option name="Detroyable Cover" value="0" />
  55.       <option name="Pathfinding Ignore When Dead" value="1" />
  56.       <option name="Dynamic Cover" value="2" />
  57.     </bitmask32>
  58.     <stringid name="Ai Type Name" description="used for combat dialogue, etc." offset="4" />
  59.     <unused name="object_ai_properties_block" size="4" offset="8" visible="false" />
  60.     <enum16 name="Ai Size" offset="12">
  61.       <option name="Default" value="0" />
  62.       <option name="Tiny" value="1" />
  63.       <option name="Small" value="2" />
  64.       <option name="Medium" value="3" />
  65.       <option name="Large" value="4" />
  66.       <option name="Huge" value="5" />
  67.       <option name="Immobile" value="6" />
  68.     </enum16>
  69.     <enum16 name="Leap Jump Speed" offset="14">
  70.       <option name="NONE" value="0" />
  71.       <option name="Down" value="1" />
  72.       <option name="Step" value="2" />
  73.       <option name="Crouch" value="3" />
  74.       <option name="Stand" value="4" />
  75.       <option name="Storey" value="5" />
  76.       <option name="Tower" value="6" />
  77.       <option name="Infinite" value="7" />
  78.     </enum16>
  79.   </struct>
  80.   <struct name="Functions" offset="100" size="32" maxelements="256" padalign="4" visible="false">
  81.     <bitmask32 name="Flags" offset="0">
  82.       <option name="Invert" description="result of function is one minus actual result" value="0" />
  83.       <option name="Mapping Does Not Controls Active" description="the curve mapping can make the function active/inactive" value="1" />
  84.       <option name="Always Active" description="function does not deactivate when at or below lower bound" value="2" />
  85.       <option name="Random Time Offset" description="function offsets periodic function input by random value between 0 and 1" value="3" />
  86.     </bitmask32>
  87.     <stringid name="Import Name" offset="4" />
  88.     <stringid name="Export Name" offset="8" />
  89.     <stringid name="Turn Off With" description="if the specified function is off, so is this function" offset="12" />
  90.     <float name="Min Value" description="function must exceed this value (after mapping) to be active 0. means do nothing" offset="16" />
  91.     <struct name="Data" offset="20" size="1" maxelements="1024" padalign="4" visible="false">
  92.       <byte name="Value" offset="0" />
  93.     </struct>
  94.     <stringid name="Scale By" offset="28" />
  95.   </struct>
  96.   <float name="Apply Collision Damage Scale" description="0 means 1.  1 is standard scale.  Some things may want to apply more damage" offset="108" />
  97.   <float name="Min Game Acc (Default)" description="0-oo" offset="112" />
  98.   <float name="Max Game Acc (Default)" description="0-oo" offset="116" />
  99.   <float name="Min Game Scale (Default)" description="0-1" offset="120" />
  100.   <float name="Max Game Scale (Default)" description="0-1" offset="124" />
  101.   <float name="Min Abs Acc (Default)" description="0-oo" offset="128" />
  102.   <float name="Max Abs Acc (Default)" description="0-oo" offset="132" />
  103.   <float name="Min Abs Scale (Default)" description="0-1" offset="136" />
  104.   <float name="Max Abs Scale (Default)" description="0-1" offset="140" />
  105.   <short name="Hud Text Message Index" offset="144" />
  106.   <unused name="biped" size="2" offset="146" visible="false" />
  107.   <struct name="Attachments" offset="148" size="24" maxelements="16" padalign="4" visible="false">
  108.     <tag name="Type^" offset="0" />
  109.     <id name="Type^" offset="4" />
  110.     <stringid name="Marker" offset="8" />
  111.     <enum16 name="Change Colour" offset="12">
  112.       <option name="None" value="0" />
  113.       <option name="Primary" value="1" />
  114.       <option name="Secondary" value="2" />
  115.       <option name="Tertiary" value="3" />
  116.       <option name="Quaternary" value="4" />
  117.     </enum16>
  118.     <unused name="object_attachment_block" size="2" offset="14" visible="false" />
  119.     <stringid name="Primary Scale" offset="16" />
  120.     <stringid name="Secondary Scale" offset="20" />
  121.   </struct>
  122.   <struct name="Widgets" offset="156" size="8" maxelements="4" padalign="4" visible="false">
  123.     <tag name="Type" offset="0" />
  124.     <id name="Type" offset="4" />
  125.   </struct>
  126.   <struct name="Old Functions" offset="164" size="80" maxelements="4" padalign="4" visible="false">
  127.     <unused name="old_object_function_block" size="76" offset="0" visible="false" />
  128.     <stringid name="0" offset="76" />
  129.   </struct>
  130.   <struct name="Change Colours" offset="172" size="16" maxelements="4" padalign="4" visible="false">
  131.     <struct name="Initial Permutations" offset="0" size="32" maxelements="32" padalign="4" visible="false">
  132.       <float name="Weight" offset="0" />
  133.       <float name="Colour Lower Bound (red)" offset="4" />
  134.       <float name="Colour Lower Bound (green)" offset="4" />
  135.       <float name="Colour Lower Bound (blue)" offset="4" />
  136.       <float name="Colour Upper Bound (red)" offset="16" />
  137.       <float name="Colour Upper Bound (green)" offset="16" />
  138.       <float name="Colour Upper Bound (blue)" offset="16" />
  139.       <stringid name="Variant Name" description="if empty, may be used by any model variant" offset="28" />
  140.     </struct>
  141.     <struct name="Functions" offset="8" size="40" maxelements="4" padalign="4" visible="false">
  142.       <unused name="object_change_color_function" size="4" offset="0" visible="false" />
  143.       <bitmask32 name="Scale Flags" offset="4">
  144.         <option name="Blend In Hsv" description="blends colors in hsv rather than rgb space" value="0" />
  145.         <option name="...More Colours" description="blends colors through more hues (goes the long way around the color wheel)" value="1" />
  146.       </bitmask32>
  147.       <float name="Colour Lower Bound (red)" offset="8" />
  148.       <float name="Colour Lower Bound (green)" offset="8" />
  149.       <float name="Colour Lower Bound (blue)" offset="8" />
  150.       <float name="Colour Upper Bound (red)" offset="20" />
  151.       <float name="Colour Upper Bound (green)" offset="20" />
  152.       <float name="Colour Upper Bound (blue)" offset="20" />
  153.       <stringid name="Darken By" offset="32" />
  154.       <stringid name="Scale By" offset="36" />
  155.     </struct>
  156.   </struct>
  157.   <struct name="Predicted Resources*" offset="180" size="8" maxelements="2048" padalign="4" visible="false">
  158.     <enum16 name="Type" offset="0">
  159.       <option name="Bitmap" value="0" />
  160.       <option name="Sound" value="1" />
  161.       <option name="Render Model Geometry" value="2" />
  162.       <option name="Cluster Geometry" value="3" />
  163.       <option name="Cluster Instanced Geometry" value="4" />
  164.       <option name="Lightmap Geometry Object Buckets" value="5" />
  165.       <option name="Lightmap Geometry Instance Buckets" value="6" />
  166.       <option name="Lightmap Cluster Bitmaps" value="7" />
  167.       <option name="Lightmap Instance Bitmaps" value="8" />
  168.     </enum16>
  169.     <short name="Resource Index" offset="2" />
  170.     <int name="Tag Index" offset="4" />
  171.   </struct>
  172.   <bitmask32 name="Flags" offset="188">
  173.     <option name="Circular Aiming" value="0" />
  174.     <option name="Destroyed After Dying" value="1" />
  175.     <option name="Half-Speed Interpolation" value="2" />
  176.     <option name="Fires From Camera" value="3" />
  177.     <option name="Entrance Inside Bounding Sphere" value="4" />
  178.     <option name="Doesn't Show Readied Weapon" value="5" />
  179.     <option name="Causes Passenger Dialogue" value="6" />
  180.     <option name="Resists Pings" value="7" />
  181.     <option name="Melee Attack Is Fatal" value="8" />
  182.     <option name="Don't Reface During Pings" value="9" />
  183.     <option name="Has No Aiming" value="10" />
  184.     <option name="Simple Creature" value="11" />
  185.     <option name="Impact Melee Attaches To Unit" value="12" />
  186.     <option name="Impact Melee Dies On Shields" value="13" />
  187.     <option name="Cannot Open Doors Automatically" value="14" />
  188.     <option name="Melee Attackers Cannot Attach" value="15" />
  189.     <option name="Not Instantly Killed By Melee" value="16" />
  190.     <option name="Shield Sapping" value="17" />
  191.     <option name="Runs Around Flaming" value="18" />
  192.     <option name="Inconsequential" value="19" />
  193.     <option name="Special Cinematic Unit" value="20" />
  194.     <option name="Ignored By Autoaiming" value="21" />
  195.     <option name="Shields Fry Infection Forms" value="22" />
  196.     <option name="Unused" value="23" />
  197.     <option name="Unused" value="24" />
  198.     <option name="Acts As Gunner For Parent" value="25" />
  199.     <option name="Controlled By Parent Gunner" value="26" />
  200.     <option name="Parent's Primary Weapon" value="27" />
  201.     <option name="Unit Has Boost" value="28" />
  202.   </bitmask32>
  203.   <enum16 name="Default Team" offset="192">
  204.     <option name="Default" value="0" />
  205.     <option name="Player" value="1" />
  206.     <option name="Human" value="2" />
  207.     <option name="Covenant" value="3" />
  208.     <option name="Flood" value="4" />
  209.     <option name="Sentinel" value="5" />
  210.     <option name="Heretic" value="6" />
  211.     <option name="Prophet" value="7" />
  212.     <option name="Unused8" value="8" />
  213.     <option name="Unused9" value="9" />
  214.     <option name="Unused10" value="10" />
  215.     <option name="Unused11" value="11" />
  216.     <option name="Unused12" value="12" />
  217.     <option name="Unused13" value="13" />
  218.     <option name="Unused14" value="14" />
  219.     <option name="Unused15" value="15" />
  220.   </enum16>
  221.   <enum16 name="Constant Sound Volume" offset="194">
  222.     <option name="Silent" value="0" />
  223.     <option name="Medium" value="1" />
  224.     <option name="Loud" value="2" />
  225.     <option name="Shout" value="3" />
  226.     <option name="Quiet" value="4" />
  227.   </enum16>
  228.   <tag name="Integrated Light Toggle" offset="196" />
  229.   <id name="Integrated Light Toggle" offset="200" />
  230.   <float name="Camera Field Of View (degrees)" offset="204" />
  231.   <float name="Camera Stiffness" offset="208" />
  232.   <stringid name="Camera Marker Name" offset="212" />
  233.   <stringid name="Camera Submerged Marker Name" offset="216" />
  234.   <float name="Pitch Auto-Level" offset="220" />
  235.   <float name="Pitch Range (min)" offset="224" />
  236.   <float name="Pitch Range (max)" offset="224" />
  237.   <struct name="Camera Tracks" offset="232" size="8" maxelements="2" padalign="4" visible="false">
  238.     <tag name="Track" offset="0" />
  239.     <id name="Track" offset="4" />
  240.   </struct>
  241.   <float name="Acceleration Range (world units per second squared)" offset="240" />
  242.   <float name="Acceleration Range (world units per second squared)" offset="240" />
  243.   <float name="Acceleration Range (world units per second squared)" offset="240" />
  244.   <float name="Accel Action Scale (actions fail [0,1+])" offset="252" />
  245.   <float name="Accel Attach Scale (detach unit [0,1+])" offset="256" />
  246.   <float name="Soft Ping Threshold ([0,1])" offset="260" />
  247.   <float name="Soft Ping Interrupt Time (seconds)" offset="264" />
  248.   <float name="Hard Ping Threshold ([0,1])" offset="268" />
  249.   <float name="Hard Ping Interrupt Time (seconds)" offset="272" />
  250.   <float name="Hard Death Threshold ([0,1])" offset="276" />
  251.   <float name="Feign Death Threshold ([0,1])" offset="280" />
  252.   <float name="Feign Death Time (seconds)" offset="284" />
  253.   <float name="Distance Of Evade Anim (world units)" description="this must be set to tell the AI how far it should expect our evade animation to move us" offset="288" />
  254.   <float name="Distance Of Dive Anim (world units)" description="this must be set to tell the AI how far it should expect our dive animation to move us" offset="292" />
  255.   <float name="Stunned Movement Threshold ([0,1])" description="if we take this much damage in a short space of time we will play our 'stunned movement' animations" offset="296" />
  256.   <float name="Feign Death Chance ([0,1])" offset="300" />
  257.   <float name="Feign Repeat Chance ([0,1])" offset="304" />
  258.   <tag name="Spawned Turret Character" description="automatically created character when this unit is driven" offset="308" />
  259.   <id name="Spawned Turret Character" description="automatically created character when this unit is driven" offset="312" />
  260.   <short name="Spawned Actor Count" description="number of actors which we spawn:min" offset="316" />
  261.   <short name="Spawned Actor Count" description="number of actors which we spawn:max" offset="316" />
  262.   <float name="Spawned Velocity" description="velocity at which we throw spawned actors" offset="320" />
  263.   <float name="Aiming Velocity Maximum (degrees per second)" offset="324" />
  264.   <float name="Aiming Acceleration Maximum (degrees per second squared)" offset="328" />
  265.   <float name="Casual Aiming Modifier ([0,1])" offset="332" />
  266.   <float name="Looking Velocity Maximum (degrees per second)" offset="336" />
  267.   <float name="Looking Acceleration Maximum (degrees per second squared)" offset="340" />
  268.   <stringid name="Right Hand Node" description="where the primary weapon is attached" offset="344" />
  269.   <stringid name="Left Hand Node" description="where the seconday weapon is attached (for dual-pistol modes)" offset="348" />
  270.   <stringid name="Preferred Gun Node" description="if found, use this gun marker" offset="352" />
  271.   <tag name="Melee Damage" offset="356" />
  272.   <id name="Melee Damage" offset="360" />
  273.   <tag name="Boarding Melee Damage" offset="364" />
  274.   <id name="Boarding Melee Damage" offset="368" />
  275.   <tag name="Boarding Melee Response" offset="372" />
  276.   <id name="Boarding Melee Response" offset="376" />
  277.   <tag name="Landing Melee Damage" offset="380" />
  278.   <id name="Landing Melee Damage" offset="384" />
  279.   <tag name="Flurry Melee Damage" offset="388" />
  280.   <id name="Flurry Melee Damage" offset="392" />
  281.   <tag name="Obstacle Smash Damage" offset="396" />
  282.   <id name="Obstacle Smash Damage" offset="400" />
  283.   <enum16 name="Motion Sensor Blip Size" offset="404">
  284.     <option name="Medium" value="0" />
  285.     <option name="Small" value="1" />
  286.     <option name="Large" value="2" />
  287.   </enum16>
  288.   <unused name="biped" size="2" offset="406" visible="false" />
  289.   <struct name="Postures" offset="408" size="16" maxelements="20" padalign="4" visible="false">
  290.     <stringid name="Name^" offset="0" />
  291.     <float name="Pill Offset (x)" offset="4" />
  292.     <float name="Pill Offset (y)" offset="4" />
  293.     <float name="Pill Offset (z)" offset="4" />
  294.   </struct>
  295.   <struct name="NEW HUD INTERFACES" offset="416" size="8" maxelements="2" padalign="4" visible="false">
  296.     <tag name="New Unit Hud Interface" offset="0" />
  297.     <id name="New Unit Hud Interface" offset="4" />
  298.   </struct>
  299.   <struct name="Dialogue Variants" offset="424" size="12" maxelements="16" padalign="4" visible="false">
  300.     <short name="Variant Number" description="variant number to use this dialogue with (must match the suffix in the permutations on the unit's model)" offset="0" />
  301.     <unused name="dialogue_variant_block" size="2" offset="2" visible="false" />
  302.     <tag name="Dialogue" offset="4" />
  303.     <id name="Dialogue" offset="8" />
  304.   </struct>
  305.   <float name="Grenade Velocity (world units per second)" offset="432" />
  306.   <enum16 name="Grenade Type" offset="436">
  307.     <option name="Human Fragmentation" value="0" />
  308.     <option name="Covenant Plasma" value="1" />
  309.   </enum16>
  310.   <short name="Grenade Count" offset="438" />
  311.   <struct name="Powered Seats" offset="440" size="8" maxelements="2" padalign="4" visible="false">
  312.     <float name="Driver Powerup Time (seconds)" offset="0" />
  313.     <float name="Driver Powerdown Time (seconds)" offset="4" />
  314.   </struct>
  315.   <struct name="Weapons" offset="448" size="8" maxelements="4" padalign="4" visible="false">
  316.     <tag name="Weapon^" offset="0" />
  317.     <id name="Weapon^" offset="4" />
  318.   </struct>
  319.   <struct name="Seats" offset="456" size="176" maxelements="32" padalign="4" visible="false">
  320.     <bitmask32 name="Flags" offset="0">
  321.       <option name="Invisible" value="0" />
  322.       <option name="Locked" value="1" />
  323.       <option name="Driver" value="2" />
  324.       <option name="Gunner" value="3" />
  325.       <option name="Third Person Camera" value="4" />
  326.       <option name="Allows Weapons" value="5" />
  327.       <option name="Third Person On Enter" value="6" />
  328.       <option name="First Person Camera Slaved To Gun." value="7" />
  329.       <option name="Allow Vehicle Communication Animations" value="8" />
  330.       <option name="Not Valid Without Driver" value="9" />
  331.       <option name="Allow AI Noncombatants" value="10" />
  332.       <option name="Boarding Seat" value="11" />
  333.       <option name="Ai Firing Disabled By Max Acceleration" value="12" />
  334.       <option name="Boarding Enters Seat" value="13" />
  335.       <option name="Boarding Need Any Passenger" value="14" />
  336.       <option name="Controls Open And Close" value="15" />
  337.       <option name="Invalid For Player" value="16" />
  338.       <option name="Invalid For Non-Player" value="17" />
  339.       <option name="Gunner (Player Only)" value="18" />
  340.       <option name="Invisible Under Major Damage" value="19" />
  341.     </bitmask32>
  342.     <stringid name="Label^" offset="4" />
  343.     <stringid name="Marker Name" offset="8" />
  344.     <stringid name="Entry Marker(S) Name" offset="12" />
  345.     <stringid name="Boarding Grenade Marker" offset="16" />
  346.     <stringid name="Boarding Grenade String" offset="20" />
  347.     <stringid name="Boarding Melee String" offset="24" />
  348.     <float name="Ping Scale" description="nathan is too lazy to make pings for each seat." offset="28" />
  349.     <float name="Turnover Time (seconds)" description="how much time it takes to evict a rider from a flipped vehicle" offset="32" />
  350.     <float name="Acceleration Range (world units per second squared)" offset="36" />
  351.     <float name="Acceleration Range (world units per second squared)" offset="36" />
  352.     <float name="Acceleration Range (world units per second squared)" offset="36" />
  353.     <float name="Accel Action Scale (actions fail [0,1+])" offset="48" />
  354.     <float name="Accel Attach Scale (detach unit [0,1+])" offset="52" />
  355.     <float name="AI Scariness" offset="56" />
  356.     <enum16 name="Ai Seat Type" offset="60">
  357.       <option name="NONE" value="0" />
  358.       <option name="Passenger" value="1" />
  359.       <option name="Gunner" value="2" />
  360.       <option name="Small Cargo" value="3" />
  361.       <option name="Large Cargo" value="4" />
  362.       <option name="Driver" value="5" />
  363.     </enum16>
  364.     <short name="Boarding Seat" offset="62" />
  365.     <float name="Listener Interpolation Factor" description="how far to interpolate listener position from camera to occupant's head" offset="64" />
  366.     <float name="Yaw Rate Bounds (degrees per second)" offset="68" />
  367.     <float name="Yaw Rate Bounds (degrees per second)" offset="68" />
  368.     <float name="Pitch Rate Bounds (degrees per second)" offset="76" />
  369.     <float name="Pitch Rate Bounds (degrees per second)" offset="76" />
  370.     <float name="Min Speed Reference" offset="84" />
  371.     <float name="Max Speed Reference" offset="88" />
  372.     <float name="Speed Exponent" offset="92" />
  373.     <stringid name="Camera Marker Name" offset="96" />
  374.     <stringid name="Camera Submerged Marker Name" offset="100" />
  375.     <float name="Pitch Auto-Level" offset="104" />
  376.     <float name="Pitch Range (min)" offset="108" />
  377.     <float name="Pitch Range (max)" offset="108" />
  378.     <struct name="Camera Tracks" offset="116" size="8" maxelements="2" padalign="4" visible="false">
  379.       <tag name="Track" offset="0" />
  380.       <id name="Track" offset="4" />
  381.     </struct>
  382.     <struct name="Unit Hud Interface" offset="124" size="8" maxelements="2" padalign="4" visible="false">
  383.       <tag name="New Unit Hud Interface" offset="0" />
  384.       <id name="New Unit Hud Interface" offset="4" />
  385.     </struct>
  386.     <stringid name="Enter Seat String" offset="132" />
  387.     <float name="Yaw Minimum" offset="136" />
  388.     <float name="Yaw Maximum" offset="140" />
  389.     <tag name="Built-In Gunner" offset="144" />
  390.     <id name="Built-In Gunner" offset="148" />
  391.     <float name="Entry Radius" description="how close to the entry marker a unit must be" offset="152" />
  392.     <float name="Entry Marker Cone Angle" description="angle from marker forward the unit must be" offset="156" />
  393.     <float name="Entry Marker Facing Angle" description="angle from unit facing the marker must be" offset="160" />
  394.     <float name="Maximum Relative Velocity" offset="164" />
  395.     <stringid name="Invisible Seat Region" offset="168" />
  396.     <int name="Runtime Invisible Seat Region Index*" offset="172" />
  397.   </struct>
  398.   <float name="Boost Peak Power" offset="464" />
  399.   <float name="Boost Rise Power" offset="468" />
  400.   <float name="Boost Peak Time" offset="472" />
  401.   <float name="Boost Fall Power" offset="476" />
  402.   <float name="Dead Time" offset="480" />
  403.   <float name="Attack Weight" offset="484" />
  404.   <float name="Decay Weight" offset="488" />
  405.   <float name="Moving Turning Speed (degrees per second)" offset="492" />
  406.   <bitmask32 name="Flags" offset="496">
  407.     <option name="Turns Without Animating" value="0" />
  408.     <option name="Passes Through Other Bipeds" value="1" />
  409.     <option name="Immune To Falling Damage" value="2" />
  410.     <option name="Rotate While Airborne" value="3" />
  411.     <option name="Uses Limp Body Physics" value="4" />
  412.     <option name="Unused" value="5" />
  413.     <option name="Random Speed Increase" value="6" />
  414.     <option name="Unused" value="7" />
  415.     <option name="Spawn Death Children On Destroy" value="8" />
  416.     <option name="Stunned By Emp Damage" value="9" />
  417.     <option name="Dead Physics When Stunned" value="10" />
  418.     <option name="Always Ragdoll When Dead" value="11" />
  419.   </bitmask32>
  420.   <float name="Stationary Turning Threshold" offset="500" />
  421.   <float name="Jump Velocity (world units per second)" offset="504" />
  422.   <float name="Maximum Soft Landing Time (seconds)" description="the longest amount of time the biped can take to recover from a soft landing" offset="508" />
  423.   <float name="Maximum Hard Landing Time (seconds)" description="the longest amount of time the biped can take to recover from a hard landing" offset="512" />
  424.   <float name="Minimum Soft Landing Velocity (world units per second)" description="below this velocity the biped does not react when landing" offset="516" />
  425.   <float name="Minimum Hard Landing Velocity (world units per second)" description="below this velocity the biped will not do a soft landing when returning to the ground" offset="520" />
  426.   <float name="Maximum Hard Landing Velocity (world units per second)" description="the velocity corresponding to the maximum landing time" offset="524" />
  427.   <float name="Death Hard Landing Velocity (world units per second)" description="the maximum velocity with which a character can strike the ground and live" offset="528" />
  428.   <float name="Stun Duration" description="0 is the default.  Bipeds are stuned when damaged by vehicle collisions, also some are when they take emp damage" offset="532" />
  429.   <float name="Standing Camera Height (world units)" offset="536" />
  430.   <float name="Crouching Camera Height (world units)" offset="540" />
  431.   <float name="Crouch Transition Time (seconds)" offset="544" />
  432.   <float name="Camera Interpolation Start (degrees)" description="looking-downward angle that starts camera interpolation to fp position" offset="548" />
  433.   <float name="Camera Interpolation End (degrees)" description="looking-downward angle at which camera interpolation to fp position is complete" offset="552" />
  434.   <float name="Camera Forward Movement Scale" description="amount of fp camera movement forward and back (1.0 is full)" offset="556" />
  435.   <float name="Camera Side Movement Scale" description="amount of fp camera movement side-to-side (1.0 is full)" offset="560" />
  436.   <float name="Camera Vertical Movement Scale" description="amount of fp camera movement vertically (1.0 is full)" offset="564" />
  437.   <float name="Camera Exclusion Distance (world units)" description="fp camera must always be at least this far out from root node" offset="568" />
  438.   <float name="Autoaim Width (world units)" offset="572" />
  439.   <bitmask32 name="Flags" offset="576">
  440.     <option name="Locked By Human Targeting" value="0" />
  441.     <option name="Locked By Plasma Targeting" value="1" />
  442.     <option name="Always Locked By Plasma Targeting" value="2" />
  443.   </bitmask32>
  444.   <float name="Lock On Distance" offset="580" />
  445.   <unused name="biped" size="16" offset="584" visible="false" />
  446.   <float name="Head Shot Acc Scale" description="when the biped ragdolls from a head shot it acceleartes based on this value.  0 defaults to the standard acceleration scale" offset="600" />
  447.   <tag name="Area Damage Effect" offset="604" />
  448.   <id name="Area Damage Effect" offset="608" />
  449.   <bitmask32 name="Flags" offset="612">
  450.     <option name="Centered At Origin" value="0" />
  451.     <option name="Shape Spherical" value="1" />
  452.     <option name="Use Player Physics" value="2" />
  453.     <option name="Climb Any Surface" value="3" />
  454.     <option name="Flying" value="4" />
  455.     <option name="Not Physical" value="5" />
  456.     <option name="Dead Character Collision Group" value="6" />
  457.   </bitmask32>
  458.   <float name="Height Standing" offset="616" />
  459.   <float name="Height Crouching" offset="620" />
  460.   <float name="Radius" offset="624" />
  461.   <float name="Mass" offset="628" />
  462.   <stringid name="Living Material Name" description="collision material used when character is alive" offset="632" />
  463.   <stringid name="Dead Material Name" description="collision material used when character is dead" offset="636" />
  464.   <unused name="character_physics_struct" size="4" offset="640" visible="false" />
  465.   <struct name="Dead Sphere Shapes" offset="644" size="128" maxelements="1024" padalign="16" visible="false">
  466.     <stringid name="Name^*" offset="0" />
  467.     <short name="Material*" offset="4" />
  468.     <bitmask16 name="Flags" offset="6">
  469.       <option name="Unused" value="0" />
  470.     </bitmask16>
  471.     <float name="Relative Mass Scale" offset="8" />
  472.     <float name="Friction" offset="12" />
  473.     <float name="Restitution" offset="16" />
  474.     <float name="Volume *" offset="20" />
  475.     <float name="Mass*" offset="24" />
  476.     <unused name="" size="2" offset="28" visible="false" />
  477.     <short name="Phantom*" offset="30" />
  478.     <unused name="" size="4" offset="32" visible="false" />
  479.     <short name="Size*" offset="36" />
  480.     <short name="Count*" offset="38" />
  481.     <unused name="" size="4" offset="40" visible="false" />
  482.     <float name="Radius*" offset="44" />
  483.     <unused name="" size="4" offset="48" visible="false" />
  484.     <short name="Size*" offset="52" />
  485.     <short name="Count*" offset="54" />
  486.     <unused name="" size="4" offset="56" visible="false" />
  487.     <unused name="" size="4" offset="60" visible="false" />
  488.     <float name="Rotation I* (x)" offset="64" />
  489.     <float name="Rotation I* (y)" offset="64" />
  490.     <float name="Rotation I* (z)" offset="64" />
  491.     <unused name="" size="4" offset="76" visible="false" />
  492.     <float name="Rotation J* (x)" offset="80" />
  493.     <float name="Rotation J* (y)" offset="80" />
  494.     <float name="Rotation J* (z)" offset="80" />
  495.     <unused name="" size="4" offset="92" visible="false" />
  496.     <float name="Rotation K* (x)" offset="96" />
  497.     <float name="Rotation K* (y)" offset="96" />
  498.     <float name="Rotation K* (z)" offset="96" />
  499.     <unused name="" size="4" offset="108" visible="false" />
  500.     <float name="Translation* (x)" offset="112" />
  501.     <float name="Translation* (y)" offset="112" />
  502.     <float name="Translation* (z)" offset="112" />
  503.     <unused name="" size="4" offset="124" visible="false" />
  504.   </struct>
  505.   <struct name="Pill Shapes" offset="652" size="80" maxelements="1024" padalign="16" visible="false">
  506.     <stringid name="Name^*" offset="0" />
  507.     <short name="Material*" offset="4" />
  508.     <bitmask16 name="Flags" offset="6">
  509.       <option name="Unused" value="0" />
  510.     </bitmask16>
  511.     <float name="Relative Mass Scale" offset="8" />
  512.     <float name="Friction" offset="12" />
  513.     <float name="Restitution" offset="16" />
  514.     <float name="Volume *" offset="20" />
  515.     <float name="Mass*" offset="24" />
  516.     <unused name="" size="2" offset="28" visible="false" />
  517.     <short name="Phantom*" offset="30" />
  518.     <unused name="" size="4" offset="32" visible="false" />
  519.     <short name="Size*" offset="36" />
  520.     <short name="Count*" offset="38" />
  521.     <unused name="" size="4" offset="40" visible="false" />
  522.     <float name="Radius*" offset="44" />
  523.     <float name="Bottom* (x)" offset="48" />
  524.     <float name="Bottom* (y)" offset="48" />
  525.     <float name="Bottom* (z)" offset="48" />
  526.     <unused name="" size="4" offset="60" visible="false" />
  527.     <float name="Top* (x)" offset="64" />
  528.     <float name="Top* (y)" offset="64" />
  529.     <float name="Top* (z)" offset="64" />
  530.     <unused name="" size="4" offset="76" visible="false" />
  531.   </struct>
  532.   <struct name="Sphere Shapes" offset="660" size="128" maxelements="1024" padalign="16" visible="false">
  533.     <stringid name="Name^*" offset="0" />
  534.     <short name="Material*" offset="4" />
  535.     <bitmask16 name="Flags" offset="6">
  536.       <option name="Unused" value="0" />
  537.     </bitmask16>
  538.     <float name="Relative Mass Scale" offset="8" />
  539.     <float name="Friction" offset="12" />
  540.     <float name="Restitution" offset="16" />
  541.     <float name="Volume *" offset="20" />
  542.     <float name="Mass*" offset="24" />
  543.     <unused name="" size="2" offset="28" visible="false" />
  544.     <short name="Phantom*" offset="30" />
  545.     <unused name="" size="4" offset="32" visible="false" />
  546.     <short name="Size*" offset="36" />
  547.     <short name="Count*" offset="38" />
  548.     <unused name="" size="4" offset="40" visible="false" />
  549.     <float name="Radius*" offset="44" />
  550.     <unused name="" size="4" offset="48" visible="false" />
  551.     <short name="Size*" offset="52" />
  552.     <short name="Count*" offset="54" />
  553.     <unused name="" size="4" offset="56" visible="false" />
  554.     <unused name="" size="4" offset="60" visible="false" />
  555.     <float name="Rotation I* (x)" offset="64" />
  556.     <float name="Rotation I* (y)" offset="64" />
  557.     <float name="Rotation I* (z)" offset="64" />
  558.     <unused name="" size="4" offset="76" visible="false" />
  559.     <float name="Rotation J* (x)" offset="80" />
  560.     <float name="Rotation J* (y)" offset="80" />
  561.     <float name="Rotation J* (z)" offset="80" />
  562.     <unused name="" size="4" offset="92" visible="false" />
  563.     <float name="Rotation K* (x)" offset="96" />
  564.     <float name="Rotation K* (y)" offset="96" />
  565.     <float name="Rotation K* (z)" offset="96" />
  566.     <unused name="" size="4" offset="108" visible="false" />
  567.     <float name="Translation* (x)" offset="112" />
  568.     <float name="Translation* (y)" offset="112" />
  569.     <float name="Translation* (z)" offset="112" />
  570.     <unused name="" size="4" offset="124" visible="false" />
  571.   </struct>
  572.   <float name="Maximum Slope Angle (degrees)" offset="668" />
  573.   <float name="Downhill Falloff Angle (degrees)" offset="672" />
  574.   <float name="Downhill Cutoff Angle (degrees)" offset="676" />
  575.   <float name="Uphill Falloff Angle (degrees)" offset="680" />
  576.   <float name="Uphill Cutoff Angle (degrees)" offset="684" />
  577.   <float name="Downhill Velocity Scale" offset="688" />
  578.   <float name="Uphill Velocity Scale" offset="692" />
  579.   <unused name="character_physics_ground_struct" size="20" offset="696" visible="false" />
  580.   <float name="Bank Angle (degrees)" description="angle at which we bank left/right when sidestepping or turning while moving forwards" offset="716" />
  581.   <float name="Bank Apply Time (seconds)" description="time it takes us to apply a bank" offset="720" />
  582.   <float name="Bank Decay Time (seconds)" description="time it takes us to recover from a bank" offset="724" />
  583.   <float name="Pitch Ratio" description="amount that we pitch up/down when moving up or down" offset="728" />
  584.   <float name="Max Velocity (world units per second)" description="max velocity when not crouching" offset="732" />
  585.   <float name="Max Sidestep Velocity (world units per second)" description="max sideways or up/down velocity when not crouching" offset="736" />
  586.   <float name="Acceleration (world units per second squared)" offset="740" />
  587.   <float name="Deceleration (world units per second squared)" offset="744" />
  588.   <float name="Angular Velocity Maximum (degrees per second)" description="turn rate" offset="748" />
  589.   <float name="Angular Acceleration Maximum (degrees per second squared)" description="turn acceleration rate" offset="752" />
  590.   <float name="Crouch Velocity Modifier ([0,1])" description="how much slower we fly if crouching (zero = same speed)" offset="756" />
  591.   <struct name="Contact Points" description="these are the points where the biped touches the ground" offset="760" size="4" maxelements="3" padalign="4" visible="false">
  592.     <stringid name="Marker Name^" offset="0" />
  593.   </struct>
  594.   <tag name="Reanimation Character" description="when the flood reanimate this guy, he turns into a ..." offset="768" />
  595.   <id name="Reanimation Character" description="when the flood reanimate this guy, he turns into a ..." offset="772" />
  596.   <tag name="Death Spawn Character" description="when I die, out of the ashes of my death crawls a ..." offset="776" />
  597.   <id name="Death Spawn Character" description="when I die, out of the ashes of my death crawls a ..." offset="780" />
  598.   <short name="Death Spawn Count" offset="784" />
  599.   <unused name="biped" size="2" offset="786" visible="false" />
  600. </plugin>
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