Jpt!
From HaloDemoMods
Definition
jpt! = Damage Effect
This tag handles more than simply damage. It is used to determine how a projectile or effect interacts with its surroundings.
Structure and Data
This information is quoted from Sparky's Tag Structures Index.
radius cutoff scale flags don't scale damage by distance <h2>screen flash</h2> <notes> There are seven screen flash types: NONE: DST' = DST LIGHTEN: DST' = DST(1-A) + C DARKEN: DST' = DST(1-A) - C MAX: DST' = MAX[DST(1-C), (C-A)(1-DST)] MIN: DST' = MIN[DST(1-C), (C+A)(1-DST)] TINT: DST' = DST(1-C) + (A*PIN(2C - 1, 0, 1) + A)(1-DST) INVERT: DST' = DST(1-C) + A In the above equations, C and A represent the color and alpha of the screen flash, DST represents the color in the framebuffer before the screen flash is applied, and DST' represents the color after the screen flash is applied. </notes> type priority duration fade function maximum intensity color <h2>low frequency vibrate</h2> frequency duration fade function <h2>high frequency vibrate</h2> frequency duration fade function <h2>temporary camera impulse</h2> duration fade function rotation pushback jitter <h2>permanent camera impulse</h2> angle <h2>camera shaking</h2> duration falloff function random translation random rotation wobble function wobble funciton period wobble weight <h2>sound</h2> sound <h2>breaking effect</h2> <notes> Controls particle velocities when a damage effct shatters a material. </notes> forward velocity forward radius forward exponent outward velocity outward radius outward exponent <h2>damage</h2> side effect category flags does not hurt owner can cause headshots pings resistant units does not hurt friends does not ping units detonates explosives only hurts shields causes flaming death damage indicators always point downwards skips shields only hurts one infection form can cause multiplayer headshots infection form pop AOE core radius damage lower bound damage upper bound vehicle passthrough penalty active camouflage damage stun maximum stun stun time instantaneous acceleration <h2>damage modifiers</h2> dirt sand stone snow wood metal (hollow) metal (thin) metal (thick) rubber glass force field grunt hunter armor hunter skin elite jackal jackal energy shield engineer engineer force field flood combat form flood carrier form cyborg cyborg energy shield armored human human sentinel monitor plastic water leaves elite energy shield ice hunter shield
