continuous_damage_effect

Continuous damage effects create camera shake and controller vibration for players within a radius of a sound_looping. They are similar to a damage_effect but more limited in what they can do. This tag is unused by any of the stock game's maps and may have been leftover from earlier in development.

Known issues

Although this tag contains fields related to damage and damage modifiers, these fields are unused by the game. The camera shake also only applies while a non-firing damage damage_effect is playing, such as when near a rocket explosion. This is likely a bug.

Controller vibration cannot be felt in H1CE. It is unknown if the vibration works in H1A.

Structure and fields

Field Type Comments
radius Bounds
  • Unit: world units

The minimum radius (falloff start) maximum (cutoff) fade the scale of the effect's camera shake linearly by distance from the sound_looping source which references this tag class.

Field Type Comments
min float
max float
cutoff scale float
  • Unused
  • Min: 0
  • Max: 1

This value does not affect the cutoff radius or effect scale.

low frequency float
  • Min: 0
  • Max: 1

Power of the low frequency controller vibration. This is scaled by distance but not the wobble function.

high frequency float
  • Min: 0
  • Max: 1

Power of the high frequency controller vibration. This is scaled by distance but not the wobble function.

random translation float
  • Unit: world units

The maximum distance that the player view can move for camera shake. It is scaled by distance and wobble.

random rotation float
  • Unit: degrees

The maximum angle that the player view can rotate for camera shake. It is scaled by distance and wobble.

wobble function enum
Option Value Comments
one 0x0
zero 0x1
cosine 0x2
cosine variable period 0x3
diagonal wave 0x4
diagonal wave variable period 0x5
slide 0x6
slide variable period 0x7
noise 0x8
jitter 0x9
wander 0xA
spark 0xB
wobble function period float
  • Unit: seconds

Controls the repeating duration of a periodic wobble function.

wobble weight float
  • Min: 0
  • Max: 1

Sets the influence of the wobble function in dynamically scaling translational and rotational camera shake. A value of 0.0 signifies that the wobble function has no effect and the shake strength is based purely on distance; a value of 1.0 signifies that the shake strength is scaled by both the wobble function and distance equally.

damage side effect enum
  • Unused
Option Value Comments
none 0x0
harmless 0x1
lethal to the unsuspecting 0x2
emp 0x3

Completely depletes target units' energy shields, no matter their amount.

damage category enum
  • Unused
Option Value Comments
none 0x0
falling 0x1
bullet 0x2
grenade 0x3
high explosive 0x4
sniper 0x5
melee 0x6
flame 0x7
mounted weapon 0x8
vehicle 0x9
plasma 0xA
needle 0xB
shotgun 0xC
damage flags bitfield
  • Unused
Flag Mask Comments
does not hurt owner 0x1
can cause headshots 0x2

If enabled, any headshot against an unshielded enemy will kill it regardless of the amount of damage inflicted. Even a 1-damage pistol still instantly kills a Hunter because of this flag. It is an instant kill even if the shield threshold is met with a headshot (after shields have been reduced to 0 by the damage effect but health is full). For example, even though the pistol deals 25 damage and players have 75 shield vitality, if the final shot is a headshot the player dies. Although there is also a can cause multiplayer headshots flag, it has a separate meaning and this flag applies to both SP and MP. A model's headshot area is determined by its head region.

pings resistant units 0x4
does not hurt friends 0x8
does not ping units 0x10
detonates explosives 0x20

If enabled, causes the effect to trigger the explosion of dropped grenades within its radius, used for explosion chaining. This only applies to maps loaded in singleplayer mode. Note that the item receiving damage (e.g. the grenade equipment) must also have its destroyed by explosions flag enabled. If the grenade has been placed within the scenario in Sapien, the does accelerate flag will also need to be checked in the properties window.

only hurts shields 0x40
causes flaming death 0x80
damage indicators always point down 0x100
skips shields 0x200
only hurts one infection form 0x400
can cause multiplayer headshots 0x800

Applies a 2x damage multiplier to headshots in multiplayer (based on how the map was loaded, not scenario type). This multiplier stacks with material modifiers below, so for example a cyborg armor modifier of 2 with this flag enabled results in a 4x headshot damage modifier. A model's headshot area is determined by its head region.

infection form pop 0x1000
damage lower bound float
  • Unused
damage upper bound Bounds?
  • Unused
damage vehicle passthrough penalty float
  • Unused
damage stun float
  • Unused
  • Min: 0
  • Max: 1
damage maximum stun float
  • Unused
  • Min: 0
  • Max: 1
damage stun time float
  • Unused
  • Unit: seconds
damage instantaneous acceleration float
  • Unused
dirt float
  • Unused
sand float
  • Unused
stone float
  • Unused
snow float
  • Unused
wood float
  • Unused
metal hollow float
  • Unused
metal thin float
  • Unused
metal thick float
  • Unused
rubber float
  • Unused
glass float
  • Unused
force field float
  • Unused
grunt float
  • Unused
hunter armor float
  • Unused
hunter skin float
  • Unused
elite float
  • Unused
jackal float
  • Unused
jackal energy shield float
  • Unused
engineer skin float
  • Unused
engineer force field float
  • Unused
flood combat form float
  • Unused
flood carrier form float
  • Unused
cyborg armor float
  • Unused
cyborg energy shield float
  • Unused
human armor float
  • Unused
human skin float
  • Unused
sentinel float
  • Unused
monitor float
  • Unused
plastic float
  • Unused
water float
  • Unused
leaves float
  • Unused
elite energy shield float
  • Unused
ice float
  • Unused
hunter shield float
  • Unused

Acknowledgements

Thanks to the following individuals for their research or contributions to this topic:

  • Kavawuvi (Invader tag definitions)
  • MosesOfEgypt (Tag structure research)
  • Sparky (Reversing this tag structure)