VerifiedAll tag definitionsBuild 2026.06.26.1097863.1-Rel-i343-Meteorite-2606-CU2

style

styl

Fields
14
Structs
3
Shipped tags
38
Root size
92 B
Version
1

style_struct_definition

Root12 fields · 92 B
OffsetSizeFieldType
032namestring
324Style control
  • New behaviors default to ON
long flags
364Behaviors1
  • ------GENERAL------
  • root
  • null
  • null_discrete
  • interruptable_control
  • obey
  • guard
  • ready
  • smash_obstacle
  • destroy_obstacle
  • perch
  • blind_panic
  • combat
  • interact object behavior
  • interact object impulse
  • squad_patrol_behavior
  • movement_plan_cover_impulse
  • ------BROKEN------
  • broken behavior
  • huddle impulse
  • huddle behavior
  • kamikaze behavior
  • broken kamikaze impulse
  • broken berserk impulse
  • broken flee impulse
  • broken scatter impulse
  • ------ENGAGE------
  • equipment
  • equipment active camo
  • engage
  • fight
  • fight_positioning
long flags
404Behaviors2
  • melee_charge
  • unreachable leap charge
  • melee_leaping_charge
  • melee sync attack
  • grenade_impulse
  • object throw impulse
  • anti_vehicle_grenade
  • stalk
  • berserk_wander_impulse
  • leader_abandoned_berserk
  • unassailable grenade impulse
  • perimeter
  • perimeter@timeout_morph
  • perimeter@infection_spew
  • suppressing_fire_vehicle
  • ------BERSERK------
  • shield_depleted_berserk
  • shield_down_berserk
  • last_man_berserk
  • stuck_with_grenade_berserk
  • surprise_berserk
  • proximity_berserk
  • ------PRESEARCH------
  • presearch
  • uncover
  • destroy_cover
  • suppressing fire
  • grenade_uncover
  • leap_on_cover
  • ------LEADER------
  • engage_sync
  • ------SEARCH------
long flags
444Behaviors3
  • search
  • find_pursuit
  • investigate
  • ------SELF-DEFENSE------
  • self_preservation
  • cover
  • avoid
  • evasion_impulse
  • dive_impulse
  • juke_impulse
  • danger cover impulse
  • danger crouch impulse
  • proximity_melee
  • proximity_self_preservation
  • unreachable_enemy_cover
  • unassailable_enemy_cover
  • scary_target_cover
  • group_emerge
  • kungfu_cover
  • ------RETREAT------
  • retreat
  • retreat_grenade
  • flee
  • flee impulse
  • cower
  • low_shield_retreat
  • scary_target_retreat
  • leader_dead_retreat
  • peer_dead_retreat
  • danger_retreat
  • proximity_retreat
  • charge when cornered
long flags
484Behaviors4
  • surprise_retreat
  • overheated_weapon_retreat
  • ------AMBUSH------
  • ambush
  • coordinated_ambush
  • proximity_ambush
  • vulnerable_enemy_ambush
  • nowhere_to_run_ambush
  • ------VEHICLE------
  • enter_vehicle
  • enter_friendly_vehicle
  • switch_to_friendly_vehicle
  • vehicle_enter_impulse
  • vehicle_entry_engage_impulse
  • vehicle_board
  • vehicle_fight
  • vehicle_fight@boost
  • vehicle_charge
  • vehicle_ram_behavior
  • vehicle_cover
  • damage_vehicle_cover
  • exposed_rear_cover_impulse
  • player_endagered_cover_impulse
  • vehicle_avoid
  • vehicle_pickup
  • vehicle_player_pickup
  • vehicle_exit_impulse
  • danger_vehicle_exit_impulse
  • vehicle_flip_impulse
  • vehicle_flip
  • vehicle_turtle
  • vehicle_engage_patrol_impulse
long flags
524Behaviors5
  • vehicle_engage_wander_impulse
  • ------POSTCOMBAT------
  • postcombat
  • post_postcombat
  • check_friend
  • shoot_corpse
  • postcombat_approach
  • ------ALERT------
  • alert
  • ------IDLE------
  • idle
  • wander behavior
  • flight_wander
  • patrol
  • fall_sleep
  • ------BUGGERS------
  • bugger_ground_uncover
  • ------SWARMS------
  • swarm_root
  • swarm_attack
  • support_attack
  • infect
  • scatter
  • ------COMBATFORMS------
  • combat form berserk control
  • eject parasite
  • ------SENTINELS------
  • enforcer weapon control
  • grapple
  • ------ENGINEER------
  • engineer_control
  • engineer_control@slave
long flags
564Behaviors6
  • engineer_control@free
  • engineer_control@equipment
  • engineer_explode
  • engineer_broken_detonation
  • boost_allies
  • ------PUREFORMS------
  • group_morph_impulse
  • arrival_morph_impulse
  • pureform_default_impulse
  • search_morph
  • stealth_active_camo_control
  • stealth_damage_morph
  • stealth_stalk
  • stealth_stalk@thwarted
  • stealth_stalk_group
  • stealth_charge_recover
  • ranged_proximity_morph
  • tank_distance_damage_morph
  • tank_throttle_control
  • stealth_morph
  • tank_morph
  • ranged_morph
  • ranged_turtle
  • ranged_uncover
  • ------SCARAB------
  • scarab_root
  • scarab_cure_isolation
  • scarab_combat
  • scarab_fight
  • scarab_target_lock
  • scarab_search
  • scarab_search_pause
long flags
604Behaviors7
  • ------FLYING------
  • flying_root
  • flying_idle
  • flying_combat
  • flying_approach
  • flying_cover
  • flying_evade
  • flying_retreat
  • flying_tail
  • flying_strafe
  • flying_dodge_impulse
  • ------LOD------
  • lod_root
  • lod_idle
  • lod_combat
  • ------ATOMS------
  • go_to
  • ------ACTIVITIES------
  • activity
  • posture
  • activity_default
  • ------SPECIAL------
  • formation
  • grunt scared by elite
  • stunned
  • cure_isolation
  • deploy_turret
  • control
  • arrange sync action
long flags
644Behaviors8long flags
6812Special movementblock special_movement_block · max 1block
8012Behavior listblock behavior_names_block · max 256block

special_movement_block

1 fields · 32 B
OffsetSizeFieldType
032behavior namestring

behavior_names_block

1 fields · 4 B
OffsetSizeFieldType
04Special movement 1
  • jump
  • climb
  • vault
  • mount
  • hoist
  • wall jump
  • breakable floor
  • rail
  • link seam
  • sector seam
  • door
  • anticipation
  • takeoff
long flags

Generated from the shipped game data, which carries its own tag definitions. Schema only: field names, types, offsets, and option names are published; tag values are not. See Self-describing tag layout for how this is extracted.