Phenomena's 60-Plugin Pack
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- Posts: 2161
- Joined: Sat Feb 12, 2005 4:34 pm
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- MasterNeoChief
- Posts: 2431
- Joined: Tue Dec 23, 2003 9:34 am
- Location: The Netherlands
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- MasterNeoChief
- Posts: 2431
- Joined: Tue Dec 23, 2003 9:34 am
- Location: The Netherlands
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ya i recently figured out WHY that was happening.... cause ive been using the cehck boxes as sub titles and not giving them an offset, since there is no offset it defaults to 0x00 which is the offset for the flags, so since the 2 dont match, it gets confused and "resets" ill post a fix for them 
edit: and it cant have more options... means exactly like guerilla, i think
edit2: heres the actor fix, just open up the actr xml file in notepad and paste this code over top of everything else and save it

edit: and it cant have more options... means exactly like guerilla, i think
edit2: heres the actor fix, just open up the actr xml file in notepad and paste this code over top of everything else and save it
Code: Select all
<plugin>
<tag>actr</tag>
<struct>
<name>Main</name>
<size>148</size>
<value>
<type>bitmask32</type>
<offset>0x00</offset>
<name>Flags</name>
<bitmask>
<bit>32</bit>
<name>Can See in Darkness</name>
</bitmask>
<bitmask>
<bit>31</bit>
<name>Sneak Uncovering Target</name>
</bitmask>
<bitmask>
<bit>30</bit>
<name>Sneak Uncovering Pursuit Pos</name>
</bitmask>
<bitmask>
<bit>29</bit>
<name>Unused</name>
</bitmask>
<bitmask>
<bit>28</bit>
<name>Shoot at Target's Last Location</name>
</bitmask>
<bitmask>
<bit>27</bit>
<name>Try to Stay Still When Crouched</name>
</bitmask>
<bitmask>
<bit>26</bit>
<name>Crouch when not in Combat</name>
</bitmask>
<bitmask>
<bit>25</bit>
<name>Crouch When Guarding</name>
</bitmask>
<bitmask>
<bit>24</bit>
<name>Unused</name>
</bitmask>
<bitmask>
<bit>23</bit>
<name>Must Crouch to Shoot</name>
</bitmask>
<bitmask>
<bit>22</bit>
<name>Panic When Surprised</name>
</bitmask>
<bitmask>
<bit>21</bit>
<name>Always Charge at Enemies</name>
</bitmask>
<bitmask>
<bit>20</bit>
<name>Gets in Vehicles with Player</name>
</bitmask>
<bitmask>
<bit>19</bit>
<name>Start Firing Before Aligned</name>
</bitmask>
<bitmask>
<bit>18</bit>
<name>Standing Must Move Forward</name>
</bitmask>
<bitmask>
<bit>17</bit>
<name>Crouching Must Move Forward</name>
</bitmask>
<bitmask>
<bit>16</bit>
<name>Use Stalking Behaviour</name>
</bitmask>
<bitmask>
<bit>15</bit>
<name>Stalking Freeze if Exposed</name>
</bitmask>
<bitmask>
<bit>14</bit>
<name>Always Beserk in Attaching M</name>
</bitmask>
<bitmask>
<bit>13</bit>
<name>Always Beserking Uses Panicked Mo</name>
</bitmask>
<bitmask>
<bit>12</bit>
<name>Flying</name>
</bitmask>
<bitmask>
<bit>11</bit>
<name>Panicked by Unopposable En</name>
</bitmask>
<bitmask>
<bit>10</bit>
<name>Crouch When Hiding From Uno</name>
</bitmask>
<bitmask>
<bit>09</bit>
<name>Always Charge in 'Attacking'</name>
</bitmask>
<bitmask>
<bit>08</bit>
<name>Drive off Ledges</name>
</bitmask>
<bitmask>
<bit>07</bit>
<name>Swarm</name>
</bitmask>
<bitmask>
<bit>06</bit>
<name>Suicidal Melee Attack</name>
</bitmask>
<bitmask>
<bit>05</bit>
<name>Cannot Move While Crouching </name>
</bitmask>
<bitmask>
<bit>04</bit>
<name>Fixed Crouch Facing</name>
</bitmask>
<bitmask>
<bit>03</bit>
<name>Crouch When in Line of Fire</name>
</bitmask>
<bitmask>
<bit>02</bit>
<name>Avoid Friends' Line of Fire</name>
</bitmask>
</value>
<value>
<type>bitmask32</type>
<offset>0x04</offset>
<name>More Flags</name>
<bitmask>
<bit>32</bit>
<name>Avoid all Enemy Attack Vectors</name>
</bitmask>
<bitmask>
<bit>31</bit>
<name>Must Stamd to Fire</name>
</bitmask>
<bitmask>
<bit>30</bit>
<name>Must Stop to Fire</name>
</bitmask>
<bitmask>
<bit>29</bit>
<name>Disallow Vehicle Combat</name>
</bitmask>
<bitmask>
<bit>28</bit>
<name>Pathfinding Ignores Danger</name>
</bitmask>
<bitmask>
<bit>27</bit>
<name>Panic in Groups</name>
</bitmask>
<bitmask>
<bit>26</bit>
<name>No Corpse Shooting</name>
</bitmask>
</value>
<value>
<type>id32</type>
<offset>0x14</offset>
<name>Type</name>
<option>
<value>00</value>
<name>Elite</name>
</option>
<option>
<value>01</value>
<name>Jackal</name>
</option>
<option>
<value>02</value>
<name>Grunt</name>
</option>
<option>
<value>03</value>
<name>Hunter</name>
</option>
<option>
<value>04</value>
<name>Engineer</name>
</option>
<option>
<value>05</value>
<name>Assassin</name>
</option>
<option>
<value>06</value>
<name>Player</name>
</option>
<option>
<value>07</value>
<name>Marine</name>
</option>
<option>
<value>08</value>
<name>Crew</name>
</option>
<option>
<value>09</value>
<name>Combat Form</name>
</option>
<option>
<value>10</value>
<name>Infection Form</name>
</option>
<option>
<value>11</value>
<name>Carrier Form</name>
</option>
<option>
<value>12</value>
<name>Monitor</name>
</option>
<option>
<value>11</value>
<name>Sentinel</name>
</option>
<option>
<value>12</value>
<name>None</name>
</option>
<option>
<value>13</value>
<name>Mounted Weapon</name>
</option>
</value>
<value>
<type>bitmask32</type>
<offset>0x06</offset>
<name></name>
<bitmask>
<bit></bit>
<name>Perception</name>
</bitmask>
</value>
<value>
<type>float</type>
<offset>0x18</offset>
<name>Max Vision Distance</name>
</value>
<value>
<type>float</type>
<offset>0x1C</offset>
<name>Central Vision Angle</name>
</value>
<value>
<type>float</type>
<offset>0x20</offset>
<name>Max Vision Angle</name>
</value>
<value>
<type>float</type>
<offset>0x28</offset>
<name>Peripheral Vision Angle</name>
</value>
<value>
<type>float</type>
<offset>0x2C</offset>
<name>Peripheral Distance</name>
</value>
<value>
<type>float</type>
<offset>0x34</offset>
<name>Standing Gun Offset - i</name>
</value>
<value>
<type>float</type>
<offset>0x38</offset>
<name>Standing Gun Offset - i</name>
</value>
<value>
<type>float</type>
<offset>0x3C</offset>
<name>Standing Gun Offset - i</name>
</value>
<value>
<type>float</type>
<offset>0x40</offset>
<name>Crouching Gun Offset - i</name>
</value>
<value>
<type>float</type>
<offset>0x44</offset>
<name>Crouching Gun Offset - i</name>
</value>
<value>
<type>float</type>
<offset>0x48</offset>
<name>Crouching Gun Offset - k</name>
</value>
<value>
<type>float</type>
<offset>0x4C</offset>
<name>Hearing Distance</name>
</value>
<value>
<type>float</type>
<offset>0x50</offset>
<name>Notice Projectile Change</name>
</value>
<value>
<type>float</type>
<offset>0x54</offset>
<name>Notice Vehicle Change</name>
</value>
<value>
<type>float</type>
<offset>0x60</offset>
<name>Combat Perception Time</name>
</value>
<value>
<type>float</type>
<offset>0x64</offset>
<name>Guard Perception Time</name>
</value>
<value>
<type>float</type>
<offset>0x68</offset>
<name>Non-Combat Perception Time</name>
</value>
<value>
<type>bitmask32</type>
<offset>0x06</offset>
<name></name>
<bitmask>
<bit></bit>
<name>Movement</name>
</bitmask>
</value>
<value>
<type>float</type>
<offset>0x80</offset>
<name>Dive Into Cover Chance</name>
</value>
<value>
<type>float</type>
<offset>0x84</offset>
<name>Emerge From Cover Chance</name>
</value>
<value>
<type>float</type>
<offset>0x88</offset>
<name>Dive From Gernade Chance</name>
</value>
<value>
<type>float</type>
<offset>0x8C</offset>
<name>Glass Ignorance Chance</name>
</value>
<value>
<type>float</type>
<offset>0x90</offset>
<name>Stationary Movement Dist</name>
</value>
<value>
<type>float</type>
<offset>0x94</offset>
<name>Free-Flying Sidestep</name>
</value>
<value>
<type>float</type>
<offset>0x98</offset>
<name>Begin Moving Angle</name>
</value>
<value>
<type>bitmask32</type>
<offset>0x06</offset>
<name></name>
<bitmask>
<bit></bit>
<name>Looking</name>
</bitmask>
</value>
<value>
<type>float</type>
<offset>0xA4</offset>
<name>Maximum Aiming Deviation - y</name>
</value>
<value>
<type>float</type>
<offset>0xA8</offset>
<name>Maximum Aiming Deviation - p</name>
</value>
<value>
<type>float</type>
<offset>0xAC</offset>
<name>Maximum Looking Deviation - y</name>
</value>
<value>
<type>float</type>
<offset>0xB0</offset>
<name>Maximum Looking Deviation - p</name>
</value>
<value>
<type>float</type>
<offset>0xB4</offset>
<name>Noncombat Look Delta L</name>
</value>
<value>
<type>float</type>
<offset>0xB8</offset>
<name>Noncombat Look Delta R</name>
</value>
<value>
<type>float</type>
<offset>0xBC</offset>
<name>Combat Look Delta L</name>
</value>
<value>
<type>float</type>
<offset>0xC0</offset>
<name>Combat Look Delta R</name>
</value>
<value>
<type>float</type>
<offset>0xC4</offset>
<name>Idle Aiming Range - y</name>
</value>
<value>
<type>float</type>
<offset>0xC8</offset>
<name>Idle Aiming Range - p</name>
</value>
<value>
<type>float</type>
<offset>0xCC</offset>
<name>Idle Looking Range - y</name>
</value>
<value>
<type>float</type>
<offset>0xD0</offset>
<name>Idle Looking Range - p</name>
</value>
<value>
<type>float</type>
<offset>0xD4</offset>
<name>Event Look Time Modifier</name>
</value>
<value>
<type>float</type>
<offset>0xD8</offset>
<name>Event Look Time Modifier - To</name>
</value>
<value>
<type>float</type>
<offset>0xDC</offset>
<name>Noncombat Idle Facing</name>
</value>
<value>
<type>float</type>
<offset>0xE0</offset>
<name>Noncombat Idle Facing - To</name>
</value>
<value>
<type>float</type>
<offset>0xE4</offset>
<name>Noncombat Idle Aiming</name>
</value>
<value>
<type>float</type>
<offset>0xE8</offset>
<name>Noncombat Idle Aiming -To</name>
</value>
<value>
<type>float</type>
<offset>0xEC</offset>
<name>Noncombat Idle Looking</name>
</value>
<value>
<type>float</type>
<offset>0xF0</offset>
<name>Noncombat Idle Looking - To</name>
</value>
<value>
<type>float</type>
<offset>0xF4</offset>
<name>Guard Idle Facing</name>
</value>
<value>
<type>float</type>
<offset>0xF8</offset>
<name>Guard Idle Facing - To</name>
</value>
<value>
<type>float</type>
<offset>0xFC</offset>
<name>Guard Idle Aiming</name>
</value>
<value>
<type>float</type>
<offset>0x100</offset>
<name>Guard Idle Aiming - To</name>
</value>
<value>
<type>float</type>
<offset>0x104</offset>
<name>Guard Idle Looking</name>
</value>
<value>
<type>float</type>
<offset>0x108</offset>
<name>Guard Idle Looking - To</name>
</value>
<value>
<type>float</type>
<offset>0x10C</offset>
<name>Combat Idle Facing</name>
</value>
<value>
<type>float</type>
<offset>0x110</offset>
<name>Combat Idle Facing - To</name>
</value>
<value>
<type>float</type>
<offset>0x114</offset>
<name>Combat Idle Aiming</name>
</value>
<value>
<type>float</type>
<offset>0x118</offset>
<name>Combat Idle Aiming - To</name>
</value>
<value>
<type>float</type>
<offset>0x11C</offset>
<name>Combat Idle Looking</name>
</value>
<value>
<type>float</type>
<offset>0x120</offset>
<name>Combat Idle Looking - To</name>
</value>
<value>
<type>bitmask32</type>
<offset>0x06</offset>
<name></name>
<bitmask>
<bit></bit>
<name>Unopposable</name>
</bitmask>
</value>
<value>
<type>id16</type>
<offset>0x268</offset>
<name>Unreachable Danger Trigger</name>
<option>
<value>00</value>
<name>Never</name>
</option>
<option>
<value>01</value>
<name>Visible</name>
</option>
<option>
<value>02</value>
<name>Shooting</name>
</option>
<option>
<value>03</value>
<name>Shooting Near Us</name>
</option>
<option>
<value>04</value>
<name>Damaging Us</name>
</option>
<option>
<value>05</value>
<name>Unused</name>
</option>
<option>
<value>06</value>
<name>Unused</name>
</option>
<option>
<value>07</value>
<name>Unused</name>
</option>
<option>
<value>08</value>
<name>Unused</name>
</option>
<option>
<value>09</value>
<name>Unused</name>
</option>
</value>
<value>
<type>id16</type>
<offset>0x26A</offset>
<name>Vehicle Danger Trigger</name>
<option>
<value>00</value>
<name>Never</name>
</option>
<option>
<value>01</value>
<name>Visible</name>
</option>
<option>
<value>02</value>
<name>Shooting</name>
</option>
<option>
<value>03</value>
<name>Shooting Near Us</name>
</option>
<option>
<value>04</value>
<name>Damaging Us</name>
</option>
<option>
<value>05</value>
<name>Unused</name>
</option>
<option>
<value>06</value>
<name>Unused</name>
</option>
<option>
<value>07</value>
<name>Unused</name>
</option>
<option>
<value>08</value>
<name>Unused</name>
</option>
<option>
<value>09</value>
<name>Unused</name>
</option>
</value>
<value>
<type>id16</type>
<offset>0x26C</offset>
<name>Player Danger Trigger</name>
<option>
<value>00</value>
<name>Never</name>
</option>
<option>
<value>01</value>
<name>Visible</name>
</option>
<option>
<value>02</value>
<name>Shooting</name>
</option>
<option>
<value>03</value>
<name>Shooting Near Us</name>
</option>
<option>
<value>04</value>
<name>Damaging Us</name>
</option>
<option>
<value>05</value>
<name>Unused</name>
</option>
<option>
<value>06</value>
<name>Unused</name>
</option>
<option>
<value>07</value>
<name>Unused</name>
</option>
<option>
<value>08</value>
<name>Unused</name>
</option>
<option>
<value>09</value>
<name>Unused</name>
</option>
</value>
<value>
<type>float</type>
<offset>0x270</offset>
<name>Danger Trigger Time</name>
</value>
<value>
<type>float</type>
<offset>0x274</offset>
<name>Danger Trigger Time - To</name>
</value>
<value>
<type>short</type>
<offset>0x278</offset>
<name>Friends Killed Trigger</name>
</value>
<value>
<type>short</type>
<offset>0x27A</offset>
<name>Friends Retreating Trigger</name>
</value>
<value>
<type>float</type>
<offset>0x288</offset>
<name>Retreat Time</name>
</value>
<value>
<type>float</type>
<offset>28C</offset>
<name>Retreat Time - To</name>
</value>
<value>
<type>bitmask32</type>
<offset>0x06</offset>
<name></name>
<bitmask>
<bit></bit>
<name>Panic</name>
</bitmask>
</value>
<value>
<type>float</type>
<offset>0x298</offset>
<name>Cowering Time</name>
</value>
<value>
<type>float</type>
<offset>0x29C</offset>
<name>Cowering Time - To</name>
</value>
<value>
<type>float</type>
<offset>0x2A0</offset>
<name>Friend Killed Panic Chance</name>
</value>
<value>
<type>id16</type>
<offset>0x2A4</offset>
<name>Leader Type</name>
<option>
<value>00</value>
<name>Elite</name>
</option>
<option>
<value>01</value>
<name>Jackal</name>
</option>
<option>
<value>02</value>
<name>Grunt</name>
</option>
<option>
<value>03</value>
<name>Hunter</name>
</option>
<option>
<value>04</value>
<name>Engineer</name>
</option>
<option>
<value>05</value>
<name>Assassin</name>
</option>
<option>
<value>06</value>
<name>Player</name>
</option>
<option>
<value>07</value>
<name>Marine</name>
</option>
<option>
<value>08</value>
<name>Crew</name>
</option>
<option>
<value>09</value>
<name>Combat Form</name>
</option>
<option>
<value>10</value>
<name>Infection Form</name>
</option>
<option>
<value>11</value>
<name>Carrier Form</name>
</option>
<option>
<value>12</value>
<name>Monitor</name>
</option>
<option>
<value>13</value>
<name>Sentinel</name>
</option>
<option>
<value>14</value>
<name>None</name>
</option>
<option>
<value>15</value>
<name>Mounted Weapon</name>
</option>
</value>
<value>
<type>float</type>
<offset>0x2A8</offset>
<name>Leader Killed Panic Chance</name>
</value>
<value>
<type>float</type>
<offset>0x2AC</offset>
<name>Panic Damade Threshold</name>
</value>
<value>
<type>float</type>
<offset>0x2B0</offset>
<name>Surprise Distance</name>
</value>
<value>
<type>bitmask32</type>
<offset>0x06</offset>
<name></name>
<bitmask>
<bit></bit>
<name>Defensive</name>
</bitmask>
</value>
<value>
<type>float</type>
<offset>0x2D0</offset>
<name>Hide Behind Cover Time</name>
</value>
<value>
<type>float</type>
<offset>0x2D4</offset>
<name>Hide Behind Cover Time - To</name>
</value>
<value>
<type>float</type>
<offset>0x2D8</offset>
<name>Hide Target-not-Visible Time</name>
</value>
<value>
<type>float</type>
<offset>0x2DC</offset>
<name>Hide Shield Fraction</name>
</value>
<value>
<type>float</type>
<offset>0x2E0</offset>
<name>Attack Shield Fraction</name>
</value>
<value>
<type>float</type>
<offset>0x2E4</offset>
<name>Pursue Shield Fraction</name>
</value>
<value>
<type>id16</type>
<offset>0x2F8</offset>
<name>Defensive Crouch Type</name>
<option>
<value>00</value>
<name>Never</name>
</option>
<option>
<value>01</value>
<name>Danger</name>
</option>
<option>
<value>02</value>
<name>Low Shields</name>
</option>
<option>
<value>03</value>
<name>Hide Behind Shield</name>
</option>
<option>
<value>04</value>
<name>Any Target</name>
</option>
<option>
<value>05</value>
<name>Flood Shamble</name>
</option>
</value>
<value>
<type>float</type>
<offset>0x2FC</offset>
<name>Attacking Crouch Threshold</name>
</value>
<value>
<type>float</type>
<offset>0x300</offset>
<name>Defending Crouch Threshold</name>
</value>
<value>
<type>float</type>
<offset>0x304</offset>
<name>Min Stand Time</name>
</value>
<value>
<type>float</type>
<offset>0x308</offset>
<name>Min Crouch Time</name>
</value>
<value>
<type>float</type>
<offset>0x30C</offset>
<name>Defending Hide Time Modifier</name>
</value>
<value>
<type>float</type>
<offset>0x310</offset>
<name>Attacking Evasion Threshold</name>
</value>
<value>
<type>float</type>
<offset>0x314</offset>
<name>Defending Evasion Threshold</name>
</value>
<value>
<type>float</type>
<offset>0x318</offset>
<name>Evasion Seek-Cover Chance</name>
</value>
<value>
<type>float</type>
<offset>031C</offset>
<name>Evasion Delay Time</name>
</value>
<value>
<type>float</type>
<offset>0x320</offset>
<name>Max Seek-Cover Distance</name>
</value>
<value>
<type>float</type>
<offset>0x324</offset>
<name>Cover Damage Threshold</name>
</value>
<value>
<type>float</type>
<offset>0x328</offset>
<name>Stalking Discovery Time</name>
</value>
<value>
<type>float</type>
<offset>0x32C</offset>
<name>Stalking Max Distance</name>
</value>
<value>
<type>float</type>
<offset>0x330</offset>
<name>Stationary Facing Angle</name>
</value>
<value>
<type>float</type>
<offset>0x334</offset>
<name>Change-Facing Stand Time</name>
</value>
<value>
<type>bitmask32</type>
<offset>0x06</offset>
<name></name>
<bitmask>
<bit></bit>
<name>Pursuit</name>
</bitmask>
</value>
<value>
<type>float</type>
<offset>0x33C</offset>
<name>Uncover Delay Time</name>
</value>
<value>
<type>float</type>
<offset>0x340</offset>
<name>Uncover Delay Time - To</name>
</value>
<value>
<type>float</type>
<offset>0x344</offset>
<name>Target Search Time</name>
</value>
<value>
<type>float</type>
<offset>0x348</offset>
<name>Target Search Time - To</name>
</value>
<value>
<type>float</type>
<offset>0x34C</offset>
<name>Pursuit-Postion Time</name>
</value>
<value>
<type>float</type>
<offset>0x350</offset>
<name>Pursuit-Postion Time - To</name>
</value>
<value>
<type>short</type>
<offset>0x354</offset>
<name>num positions (coord)</name>
</value>
<value>
<type>short</type>
<offset>0x358</offset>
<name>num positions (normal)</name>
</value>
<value>
<type>bitmask32</type>
<offset>0x06</offset>
<name></name>
<bitmask>
<bit></bit>
<name>Berserk</name>
</bitmask>
</value>
<value>
<type>float</type>
<offset>0x378</offset>
<name>Melee Attack Delay</name>
</value>
<value>
<type>float</type>
<offset>0x37C</offset>
<name>Melee Fudge Factor</name>
</value>
<value>
<type>float</type>
<offset>0x380</offset>
<name>Melee Charge Time</name>
</value>
<value>
<type>float</type>
<offset>0x384</offset>
<name>Melee Leap Range</name>
</value>
<value>
<type>float</type>
<offset>0x388</offset>
<name>Melee Leap Range - To</name>
</value>
<value>
<type>float</type>
<offset>0x38C</offset>
<name>Melee Leap Velocity</name>
</value>
<value>
<type>float</type>
<offset>0x390</offset>
<name>Melee Leap Chance</name>
</value>
<value>
<type>float</type>
<offset>0x394</offset>
<name>Melee Leap Ballistic</name>
</value>
<value>
<type>float</type>
<offset>0x398</offset>
<name>Melee Leap Ballistic</name>
</value>
<value>
<type>float</type>
<offset>0x39C</offset>
<name>Berserk Damage Amount</name>
</value>
<value>
<type>float</type>
<offset>0x3A0</offset>
<name>Berserk Damage Threshold</name>
</value>
<value>
<type>float</type>
<offset>0x3A4</offset>
<name>Berserk Damage Threshold</name>
</value>
<value>
<type>float</type>
<offset>0x3A8</offset>
<name>Berserk Proximity</name>
</value>
<value>
<type>float</type>
<offset>0x3AC</offset>
<name>Suicde Sensing Dist</name>
</value>
<value>
<type>float</type>
<offset>0x3B0</offset>
<name>Beserk Gernade Chance</name>
</value>
<value>
<type>bitmask32</type>
<offset>0x06</offset>
<name></name>
<bitmask>
<bit></bit>
<name>Firing Position</name>
</bitmask>
</value>
<value>
<type>float</type>
<offset>0x3B8</offset>
<name>Guard Position Time</name>
</value>
<value>
<type>float</type>
<offset>0x3BC</offset>
<name>Guard Position Time - To</name>
</value>
<value>
<type>float</type>
<offset>0x3C0</offset>
<name>Combat Position Time</name>
</value>
<value>
<type>float</type>
<offset>0x3C4</offset>
<name>Combat Position Time - To</name>
</value>
<value>
<type>float</type>
<offset>0x3C8</offset>
<name>Old Position Avoid Dist</name>
</value>
<value>
<type>float</type>
<offset>0x3CC</offset>
<name>Friend Avoid Dist</name>
</value>
<value>
<type>bitmask32</type>
<offset>0x06</offset>
<name></name>
<bitmask>
<bit></bit>
<name>Communication</name>
</bitmask>
</value>
<value>
<type>float</type>
<offset>0x3F8</offset>
<name>Noncombat Idle Speech Time</name>
</value>
<value>
<type>float</type>
<offset>0x3FC</offset>
<name>Noncombat Idle Speech Time - To</name>
</value>
<value>
<type>float</type>
<offset>0x400</offset>
<name>Combat Idle Speech Time</name>
</value>
<value>
<type>float</type>
<offset>0x404</offset>
<name>Combat Idle Speech Time - To</name>
</value>
</struct>
</plugin>
heres the fix for the actor varient, do the same as for actor, open up the actv xml file paste this code and save
Code: Select all
<plugin>
<tag>actv</tag>
<struct>
<name>Main</name>
<size>0</size>
<value>
<type>bitmask32</type>
<offset>0x00</offset>
<name>Flags</name>
<bitmask>
<bit>32</bit>
<name>Can Shoot While Flying</name>
</bitmask>
<bitmask>
<bit>31</bit>
<name>Interpolate Colour in HSV</name>
</bitmask>
<bitmask>
<bit>30</bit>
<name>Has Unlimited Gernades</name>
</bitmask>
<bitmask>
<bit>29</bit>
<name>Moveswitch Stay w/ Freinds</name>
</bitmask>
<bitmask>
<bit>28</bit>
<name>Active Camo</name>
</bitmask>
<bitmask>
<bit>27</bit>
<name>Super Active Camo</name>
</bitmask>
<bitmask>
<bit>26</bit>
<name>Cannot Used Ranged Weapons</name>
</bitmask>
<bitmask>
<bit>25</bit>
<name>Prefer Passenger Seat</name>
</bitmask>
</value>
<value>
<type>bitmask32</type>
<offset>0x06</offset>
<name></name>
<bitmask>
<bit> </bit>
<name>Movement Switching</name>
</bitmask>
</value>
<value>
<type>id16</type>
<offset>0x4C</offset>
<name>Movement Type</name>
<option>
<value>00</value>
<name>Always Run</name>
</option>
<option>
<value>01</value>
<name>Always Crouch</name>
</option>
<option>
<value>02</value>
<name>Switch Type</name>
</option>
</value>
<value>
<type>float</type>
<offset>0x50</offset>
<name>Initial Crouch Chance</name>
</value>
<value>
<type>float</type>
<offset>0x54</offset>
<name>Crouch Time</name>
</value>
<value>
<type>float</type>
<offset>0x58</offset>
<name>Crouch Time - To</name>
</value>
<value>
<type>float</type>
<offset>0x5C</offset>
<name>Run Time</name>
</value>
<value>
<type>float</type>
<offset>0x60</offset>
<name>Run Time - To</name>
</value>
<value>
<type>bitmask32</type>
<offset>0x06</offset>
<name></name>
<bitmask>
<bit> </bit>
<name>Ranged Combat</name>
</bitmask>
</value>
<value>
<type>float</type>
<offset>0x74</offset>
<name>Max Firing Distance</name>
</value>
<value>
<type>float</type>
<offset>0x78</offset>
<name>Rate of Fire</name>
</value>
<value>
<type>float</type>
<offset>0x7C</offset>
<name>Projectile Error</name>
</value>
<value>
<type>float</type>
<offset>0x80</offset>
<name>First Burst Delay Time</name>
</value>
<value>
<type>float</type>
<offset>0x84</offset>
<name>First Burst Delay Time - To</name>
</value>
<value>
<type>float</type>
<offset>0x88</offset>
<name>New-Target Firing Pattern Time</name>
</value>
<value>
<type>float</type>
<offset>0x8C</offset>
<name>Surprise Delay Time </name>
</value>
<value>
<type>float</type>
<offset>0x90</offset>
<name>Surprise Fire-Wildly Time</name>
</value>
<value>
<type>float</type>
<offset>0x94</offset>
<name>Surprise Fire-Wildly Chance</name>
</value>
<value>
<type>float</type>
<offset>0x98</offset>
<name>Death Fire-Wildly Time</name>
</value>
<value>
<type>float</type>
<offset>0x9C</offset>
<name>Desired Combat Range</name>
</value>
<value>
<type>float</type>
<offset>0xA0</offset>
<name>Desired Combat Range - To</name>
</value>
<value>
<type>float</type>
<offset>0xBC</offset>
<name>Target Tracking</name>
</value>
<value>
<type>float</type>
<offset>0xC0</offset>
<name>Target Leading</name>
</value>
<value>
<type>float</type>
<offset>0xC4</offset>
<name>Weapon Damage Modifier</name>
</value>
<value>
<type>float</type>
<offset>0xC8</offset>
<name>Damage Per Second</name>
</value>
<value>
<type>bitmask32</type>
<offset>0x06</offset>
<name></name>
<bitmask>
<bit> </bit>
<name>Busrt Geometry</name>
</bitmask>
</value>
<value>
<type>float</type>
<offset>0xCC</offset>
<name>Busrt Origin Radius</name>
</value>
<value>
<type>float</type>
<offset>0xD0</offset>
<name>Busrt Origin Angle</name>
</value>
<value>
<type>float</type>
<offset>0xD4</offset>
<name>Busrt Return Length</name>
</value>
<value>
<type>float</type>
<offset>0xD8</offset>
<name>Busrt Return Length - To</name>
</value>
<value>
<type>float</type>
<offset>0xDC</offset>
<name>Busrt Return Angle</name>
</value>
<value>
<type>float</type>
<offset>0xE0</offset>
<name>Brust Duration</name>
</value>
<value>
<type>float</type>
<offset>0xE4</offset>
<name>Brust Duration - To</name>
</value>
<value>
<type>float</type>
<offset>0xE8</offset>
<name>Brust Seperation</name>
</value>
<value>
<type>float</type>
<offset>0xEC</offset>
<name>Brust Seperation - To</name>
</value>
<value>
<type>float</type>
<offset>0xF0</offset>
<name>Brust Angular Modifier</name>
</value>
<value>
<type>float</type>
<offset>0xF4</offset>
<name>Special Damage Modifier</name>
</value>
<value>
<type>float</type>
<offset>0xF8</offset>
<name>Special Projectile Error</name>
</value>
<value>
<type>bitmask32</type>
<offset>0x06</offset>
<name></name>
<bitmask>
<bit> </bit>
<name>Firing Patterns</name>
</bitmask>
</value>
<value>
<type>float</type>
<offset>0x100</offset>
<name>New Target Burst Duration</name>
</value>
<value>
<type>float</type>
<offset>0x104</offset>
<name>New Target Burst Separation</name>
</value>
<value>
<type>float</type>
<offset>0x108</offset>
<name>New Target Rate of Fire</name>
</value>
<value>
<type>float</type>
<offset>0x10C</offset>
<name>New Target Projectile Error</name>
</value>
<value>
<type>float</type>
<offset>0x110</offset>
<name>Moving Burst Duration</name>
</value>
<value>
<type>float</type>
<offset>0x114</offset>
<name>Moving Burst Separation</name>
</value>
<value>
<type>float</type>
<offset>0x118</offset>
<name>Moving Rate of Fire</name>
</value>
<value>
<type>float</type>
<offset>0x11C</offset>
<name>Moving Projectile Error</name>
</value>
<value>
<type>float</type>
<offset>0x120</offset>
<name>Berserk Burst Duration</name>
</value>
<value>
<type>float</type>
<offset>0x124</offset>
<name>Berserk Burst Separation</name>
</value>
<value>
<type>float</type>
<offset>0x128</offset>
<name>Berserk Rate of Fire</name>
</value>
<value>
<type>float</type>
<offset>0x12C</offset>
<name>Berserk Projectile Error</name>
</value>
<value>
<type>bitmask32</type>
<offset>0x06</offset>
<name></name>
<bitmask>
<bit> </bit>
<name>Special-Case Firing Properties</name>
</bitmask>
</value>
<value>
<type>float</type>
<offset>0x144</offset>
<name>Super-Ballistic Range</name>
</value>
<value>
<type>float</type>
<offset>0x148</offset>
<name>Bombardment Range</name>
</value>
<value>
<type>float</type>
<offset>0x14C</offset>
<name>Modified Vision Range</name>
</value>
<value>
<type>id16</type>
<offset>0x150</offset>
<name>Special Fire Mode</name>
<option>
<value>00</value>
<name>None</name>
</option>
<option>
<value>01</value>
<name>Overcharge</name>
</option>
<option>
<value>02</value>
<name>Secondary Fire</name>
</option>
</value>
<value>
<type>id16</type>
<offset>0x154</offset>
<name>Special Fire Situation</name>
<option>
<value>00</value>
<name>Never</name>
</option>
<option>
<value>01</value>
<name>Enemy Visible</name>
</option>
<option>
<value>02</value>
<name>Enemy Out of Sight</name>
</option>
<option>
<value>03</value>
<name>Strafing</name>
</option>
</value>
<value>
<type>float</type>
<offset>0x158</offset>
<name>Special-Fire Chance</name>
</value>
<value>
<type>float</type>
<offset>0x15C</offset>
<name>Special-Fire Delay</name>
</value>
<value>
<type>bitmask32</type>
<offset>0x06</offset>
<name></name>
<bitmask>
<bit> </bit>
<name>Berserking and Melee</name>
</bitmask>
</value>
<value>
<type>float</type>
<offset>0x160</offset>
<name>Melee Range</name>
</value>
<value>
<type>float</type>
<offset>0x164</offset>
<name>Melee Abort Range</name>
</value>
<value>
<type>float</type>
<offset>0x168</offset>
<name>Berserk Firing Ranges</name>
</value>
<value>
<type>float</type>
<offset>0x16C</offset>
<name>Berserk Firing Ranges - To</name>
</value>
<value>
<type>float</type>
<offset>0x170</offset>
<name>Berserk Melee Range</name>
</value>
<value>
<type>float</type>
<offset>0x174</offset>
<name>Berserk Melee Abort Range</name>
</value>
<value>
<type>bitmask32</type>
<offset>0x06</offset>
<name></name>
<bitmask>
<bit> </bit>
<name>Grenades</name>
</bitmask>
</value>
<value>
<type>id16</type>
<offset>0x180</offset>
<name>Gernade Type</name>
<option>
<value>00</value>
<name>Human Fragmentation</name>
</option>
<option>
<value>01</value>
<name>Covenant Plasma</name>
</option>
</value>
<value>
<type>id16</type>
<offset>0x182</offset>
<name>Trajectory Type</name>
<option>
<value>00</value>
<name>Toss</name>
</option>
<option>
<value>01</value>
<name>Lob</name>
</option>
<option>
<value>02</value>
<name>Bounce</name>
</option>
</value>
<value>
<type>id16</type>
<offset>0x184</offset>
<name>Grenade Stimulus</name>
<option>
<value>00</value>
<name>Never</name>
</option>
<option>
<value>01</value>
<name>Visible Target</name>
</option>
<option>
<value>02</value>
<name>Seek Cover</name>
</option>
</value>
<value>
<type>short</type>
<offset>0x186</offset>
<name>Min Enemy Count</name>
</value>
<value>
<type>float</type>
<offset>0x188</offset>
<name>Enemy Radius</name>
</value>
<value>
<type>float</type>
<offset>0x18C</offset>
<name>Grenade Velocity</name>
</value>
<value>
<type>float</type>
<offset>0x190</offset>
<name>Grenade Ranges</name>
</value>
<value>
<type>float</type>
<offset>0x194</offset>
<name>Grenade Ranges - To</name>
</value>
<value>
<type>float</type>
<offset>0x198</offset>
<name>Collateral Damage Radius</name>
</value>
<value>
<type>float</type>
<offset>0x19C</offset>
<name>Grenade Chance</name>
</value>
<value>
<type>float</type>
<offset>0x1A0</offset>
<name>Grenade Check Time</name>
</value>
<value>
<type>float</type>
<offset>0x1A4</offset>
<name>Encounter Grenade Timeout</name>
</value>
<value>
<type>bitmask32</type>
<offset>0x06</offset>
<name></name>
<bitmask>
<bit> </bit>
<name>Items</name>
</bitmask>
</value>
<value>
<type>short</type>
<offset>0x1D0</offset>
<name>Grenade Count</name>
</value>
<value>
<type>short</type>
<offset>0x1D2</offset>
<name>Grenade Count - To</name>
</value>
<value>
<type>float</type>
<offset>0x1D4</offset>
<name>Dont Drop Grenades Chance</name>
</value>
<value>
<type>float</type>
<offset>0x1D8</offset>
<name>Drop Weapon Loaded</name>
</value>
<value>
<type>float</type>
<offset>0x1DC</offset>
<name>Drop Weapon Loaded - To</name>
</value>
<value>
<type>short</type>
<offset>0x1E0</offset>
<name>Drop Weapon Ammo</name>
</value>
<value>
<type>short</type>
<offset>0x1E2</offset>
<name>Drop Weapon Ammo - To</name>
</value>
<value>
<type>bitmask32</type>
<offset>0x06</offset>
<name></name>
<bitmask>
<bit> </bit>
<name>Unit</name>
</bitmask>
</value>
<value>
<type>float</type>
<offset>0x200</offset>
<name>Body Vitality</name>
</value>
<value>
<type>float</type>
<offset>0x204</offset>
<name>Shield Vitality</name>
</value>
<value>
<type>float</type>
<offset>0x208</offset>
<name>Shield Sapping Radius</name>
</value>
<value>
<type>short</type>
<offset>0x30C</offset>
<name>Forced Shader Permutation</name>
</value>
</struct>
</plugin>
- MasterNeoChief
- Posts: 2431
- Joined: Tue Dec 23, 2003 9:34 am
- Location: The Netherlands
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- MasterNeoChief
- Posts: 2431
- Joined: Tue Dec 23, 2003 9:34 am
- Location: The Netherlands
![]() |