# encounterGroupRole_t

<p class="callout info">These types can also be dumped with `sh_type`/`mh_type encounterGroupRole_t`</p>

## Types

##### 2016

`ROLE_DEFEND`  
`ROLE_ASSAULT`  
`ROLE_FLANK`  
`ROLE_FLANK_CHARGE`  
`ROLE_FORMATION`  
`ROLE_THROW`  
`ROLE_CHARGE`

##### Eternal

`ROLE_DEFEND`  
`ROLE_ASSAULT`  
`ROLE_FLANK`  
`ROLE_FLANK_CHARGE`  
`ROLE_FORMATION`  
`ROLE_THROW`  
`ROLE_CHARGE`  
`ROLE_TURRET`  
`ROLE_DEFEND_ZONE`

## Explanations

- ROLE\_DEFEND: The ai attack the player while attempting to remain at its current location.
- ROLE\_ASSAULT: The ai will attack the player (?)
- ROLE\_FLANK: The ai will flank the player.
- ROLE\_FLANK\_CHARGE: The ai will continuously charge towards/follow the player, while maintaining a certain distance (usually outside of melee range).
- ROLE\_FORMATION: ?
- ROLE\_THROW: The ai will use ranged throw attacks (?) Not applicable to all ai types.
- ROLE\_CHARGE: The ai will continuously charge towards/follow the player, often getting into melee range.
- ROLE\_TURRET: The ai will remain completely stationary, and only used ranged attacks. Not applicable to all ai types.
- ROLE\_DEFEND\_ZONE: ?