Proj

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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
Attachments
Attachments 1
Dependencies
Reference ~ Mgs2 (swappable)
Material Responses
Material Responses 01
Bitmask32s
Flags
Cannot be over-penetrated
PR - Flags
Only against units
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
Material Responses 02 - 33
(etc.)

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.

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