Halo 5 Scripting Reference
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ABCDEFGHIJKLMNOPQRSTUVWXYZAAAB
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LINKS
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Spawned
WHEN... THIS object is 'Spawned'.
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Destroyed/Despawned
WHEN... THIS object is 'Destroyed' or 'Despawned' (result of object cleanup).
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Health: Below
WHEN... Object's health falls below the 'Health' value.
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Message: Recieved
WHEN... A 'Message: Send' Action with the specified Channel is valid. Condition uses 'Message: Send' Transfer object as its ACTIVATOR object.
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Power: Check
WHEN... A 'Power: Set' Action with the specified Channel and State are valid. Condition uses 'Power: Set' Transfer object as its ACTIVATOR object.
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Timer: Check
WHEN... THIS object's Initial delay time expires and then continuously after the Repeat Timer.
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Interacted
WHEN... A player interacts with THIS object (switch or pickup). Uses ACTIVATOR as the player that interacted with the object.
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Match: Start
WHEN... A game 'Match' begins (start of map). This Condition triggers when all expected players have joined and gameplay is about to begin.
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Round: Event
WHEN... Each time a 'Round' event triggers. Start when players can move or at the End when the round has concluded.
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Message/Power: Multi
WHEN... Multiple 'Message' and/or 'Power' state Conditions are valid; useful for and/or type logic.
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Number: Check
WHEN... 'Number: Check" meets criteria set by the 'Number: Change' Action. Uses EXTRA to only transfer objects with modified variables that pass the condition.
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Score: Check
WHEN... THIS object's Team 'Score: Check' criteria is met. THIS object's 'Team' property should be set to the 'Team' you are checking.
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Round: Time
WHEN... The active 'Round' time is equal to the desired Time value.
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Boundary: Check
WHEN... Objects intersect with THIS object's 'Boundary' (trigger volume). Uses ACTIVATOR as object that intersected the boundary; EXTRA as all objects inside the boundary.
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14 Conditions Total
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Spawned
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WHEN... THIS object is 'Spawned'.
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Destroyed/Despawned
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WHEN... THIS object is 'Destroyed' or 'Despawned' (result of object cleanup).
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Health: Below
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WHEN... Object's health falls below the 'Health' value.
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Health
Health is the % of total health 0-100%
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Min/Max/Inc:
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0.00
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100.00
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1.00
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Message: Recieved
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WHEN... A 'Message: Send' Action with the specified Channel is valid. Condition uses 'Message: Send' Transfer object as its ACTIVATOR object.
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Channel
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LIST:
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alpha-zulu
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Power: Check
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WHEN... A 'Power: Set' Action with the specified Channel and State are valid. Condition uses 'Power: Set' Transfer object as its ACTIVATOR object.
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ChannelState
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LIST:LIST:
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alpha-zuluOn/Off
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Timer: Check
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WHEN... THIS object's Initial delay time expires and then continuously after the Repeat Timer.
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InitialRepeat
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Min/Max/Inc:Min/Max/Inc:
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0.000.00
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720.00720.00
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0.050.05
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Interacted
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WHEN... A player interacts with THIS object (switch or pickup). Uses ACTIVATOR as the player that interacted with the object.
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Match: Start
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WHEN... A game 'Match' begins (start of map). This Condition triggers when all expected players have joined and gameplay is about to begin.
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Round: Event
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WHEN... Each time a 'Round' event triggers. Start when players can move or at the End when the round has concluded.
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Event
NOTE (need to test this more): End can only be used to set info saved between rounds: numbers & power states. Scripts stop working after this so any changes won't be seen and the map will be reset for the next round.
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LIST:
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Start/End
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Message/Power: Multi
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WHEN... Multiple 'Message' and/or 'Power' state Conditions are valid; useful for and/or type logic.
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Trigger CountCondition 1Condition 2Condition 3Condition 4
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Min/Max/Inc:LIST:LIST:LIST:LIST:
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1<none><none><none><none>
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4
Message: Recieved
Channel
Message: Recieved
Channel
Message: Recieved
Channel
Message: Recieved
Channel
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1LIST:LIST:LIST:LIST:
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alpha-zulualpha-zulualpha-zulualpha-zulu
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Power: CheckChannelStatePower: CheckChannelStatePower: CheckChannelStatePower: CheckChannelState
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LIST:LIST:LIST:LIST:LIST:LIST:LIST:LIST:
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alpha-zuluOn/Off/Togglealpha-zuluOn/Off/Togglealpha-zuluOn/Off/Togglealpha-zuluOn/Off/Toggle
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Number: Check
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WHEN... 'Number: Check" meets criteria set by the 'Number: Change' Action. Uses EXTRA to only transfer objects with modified variables that pass the condition.
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NOTE: When Number: Check is the condition and Number/Score/Spawn-Order: Change the action, the Object setting becomes available when Source=Number+Scope=Object or when Scope=Game-Value and the options are THIS and ACTIVATOR. ACTIVATOR represents the object whose Number changed. That can include Objects or Players. No object is returned as ACTIVATOR for Team Numbers.
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VARIABLEScopeOffsetOperatorCHECKScope
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GROUP:LIST:Min/Max/Inc:LIST:GROUP:LIST:
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TeamTeamChannel-10000EqualsTeamTeamChannel
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LIST:LIST:10000Not EqualsLIST:LIST:
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Neutral/Team 1-8alpha-zulu1Greater Than
Neutral/Team 1-8
alpha-zulu
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GlobalChannel
Greater Than or Equal To
GlobalChannel
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LIST:Less ThanLIST:
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alpha-zuluLess Than or Equal Toalpha-zulu
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PlayerChannel
NOTE: can't filter players by team in Number Check, but can filter in actions
PlayerChannel
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LIST:LIST:
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alpha-zulualpha-zulu
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ObjectObject
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ConstantValue
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Min/Max/Inc:
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-10000
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10000
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1
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Score: Check
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WHEN... THIS object's Team 'Score: Check' criteria is met. THIS object's 'Team' property should be set to the 'Team' you are checking.
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ScorePeriodic
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Min/Max/Inc:CHECKBOX:
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