Proj
From HaloDemoMods
proj = Projectile
Contents |
Editing the Tag
You can use Eschaton to edit the tag's metadata and references.
Meta Editor
Starter Plugins: Proj.ent
Bitmask32s
- Flags
- Does not cast shadow
- Transparent self-occlusion
- Brighter than it should be
- Not a path-finding obstacle
- SPS - flags
- Oriented along velocity
- AI must use ballistic aiming
- Detonation max time if attached
- Has super combining explosion
- Combine initial velocity with the parent velocity
- Random attached detonation time
- Minimum unattached detonation time
Dependencies
- Model
- Animation Graph
- Collision Model
- Physics
- Modifier Shader
- Creation Effect
- SPS - Super Detonation
- D - Effect
- P - Detonation Started
- P - Flyby Sound
- P - Attached Detonation Damage
- P - Impact Damage
Floats
- Bounding Radius
- Bounding Offset - x
- Bounding Offset - y
- Bounding Offset - z
- Origin Offset - x
- Origin Offset - y
- Origin Offset - z
- Acceleration Scale
- Render Bounding Radius
- SPS - AI Perception Radius
- SPS - Collision Radius
- D - Arming Time
- D - Danger Radius
- D - Timer - from
- D - Timer - to
- D - Minimum Velocity
- D - Maximum Range ~ The maximum distance a projectile will travel before detonating.
- P - Air Gravity Scale
- P - Air Damage Range - from
- P - Air Damage Range - to
- P - Water Gravity Scale
- P - Water Damage Range - from
- P - Water Damage Range - to
- P - Initial Velocity
- P - Final Velocity
- P - Guided Angular Velocity
Enum16s
- ETF - A in ~ Menu options for ETF values A - D:
- ETF - B in None, Body Vitality, Shield Vitality, Recent Body Damage, Recent Shield Damage,
- ETF - C in Random Constant, Umbrella Shield Vitality, Shield Stun, Recent Umbrella Shield Vitality,
- ETF - D in Umbrella Shield Stun, Regions 00 - 07 Damage, Alive or Compass.
- SPS - Detonation Timer Starts ~ Immediately, After first bounce or When at rest.
- SPS - Impact Noise ~ Silent, Medium, Loud, Shout or Quiet. If detonation upon impact, use P - Detonation Noise instead.
- SPS - A in ~ Menu options for SPS values A - D:
- SPS - B in ~ None, Range Remaining, Time Remaining or Tracer.
- SPS - C in
- SPS - D in
- P - Detonation Noise ~ Silent, Medium, Loud, Shout or Quiet. Used for AI interaction.
Int16s
- ETF - HUD Text Message Index
- ETF - Forced Shader Permutation Index
Reflexives
- Attachments
- Attachments 1
- Dependencies
- Type ~ Contrail (swappable)
- Enum16s
- Primary Scale ~ Primary and Secondary Scale options:
- Secondary Scale A out, B out, C out or D out.
- Change Color ~ A, B, C or D.
- String32s
- Marker
- Dependencies
- Attachments 1
- Attachments
- Attachments 1
- Dependencies
- Reference ~ Mgs2 (swappable)
- Dependencies
- Attachments 1
- Material Responses
- Material Responses 01
- Bitmask32s
- Flags
- Cannot be over-penetrated
- PR - Flags
- Only against units
- Flags
- Dependencies
- DR - Effect
- PR - Effect
- M - Detonation Effect
- Floats
- PR - Skip Fraction
- PR - Between - from
- PR - Between - to
- PR - And - from
- PR - And - to
- M - Angular Noise
- M - Velocity Noise
- P - Initial Friction
- P - Maximum Distance
- R - Parallel Friction
- R - Perpendicular Friction
- Enum16s
- DR - Response ~ DR (first) and PR (second) material response options:
- PR - Response Disappear, Detonate, Overpenetrate, Reflect or Attach.
- M - Scale Effects By ~ Damage or Angle
- Bitmask32s
- Material Responses 02 - 33
- (etc.)
- Material Responses 01
Reference Swapper
(coming soon)
Comments
Ok. Projectiles 101:
If you want to change the amount of time it takes before the projectile detonates after it has come in contact with an object, edit D - timer - to (in floats). To edit how long it takes until the projectile detonates without hitting an object, edit D - maximum range. To edit what happens when the projectile hits something, edit material responses (in reflexives). Edit 1,2,3,4,5,30,33 for environment (rocks, cliffs, bases, etc), 6,7,8,9,10 for vehicles, and 22,33 for bipeds. To change projectile speed, edit P - initial velocity and P - final velocity. For reference, .1 is about as fast as a needle, 1 is about as fast as a plasma bolt, 10 is about as fast as an AR round, and 30 is virtually instantaneous.
Those are the basics of projectile editing. Have fun.
