Jpt!

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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
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