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

FieldTypeComments
radiusBounds
  • 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.

FieldTypeComments
minfloat
maxfloat
cutoff scalefloat
  • Unused
  • Min: 0
  • Max: 1

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

low frequencyfloat
  • Min: 0
  • Max: 1

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

high frequencyfloat
  • Min: 0
  • Max: 1

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

random translationfloat
  • Unit: world units

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

random rotationfloat
  • Unit: degrees

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

wobble functionenum
OptionValueComments
one0x0
zero0x1
cosine0x2
cosine variable period0x3
diagonal wave0x4
diagonal wave variable period0x5
slide0x6
slide variable period0x7
noise0x8
jitter0x9
wander0xA
spark0xB
wobble function periodfloat
  • Unit: seconds

Controls the repeating duration of a periodic wobble function.

wobble weightfloat
  • 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 effectenum
  • Unused
damage categoryenum
  • Unused
damage flagsbitfield
  • Unused
damage lower boundfloat
  • Unused
damage upper boundBounds
  • Unused
damage vehicle passthrough penaltyfloat
  • Unused
damage stunfloat
  • Unused
  • Min: 0
  • Max: 1
damage maximum stunfloat
  • Unused
  • Min: 0
  • Max: 1
damage stun timefloat
  • Unused
  • Unit: seconds
damage instantaneous accelerationfloat
  • Unused
dirtfloat
  • Unused
sandfloat
  • Unused
stonefloat
  • Unused
snowfloat
  • Unused
woodfloat
  • Unused
metal hollowfloat
  • Unused
metal thinfloat
  • Unused
metal thickfloat
  • Unused
rubberfloat
  • Unused
glassfloat
  • Unused
force fieldfloat
  • Unused
gruntfloat
  • Unused
hunter armorfloat
  • Unused
hunter skinfloat
  • Unused
elitefloat
  • Unused
jackalfloat
  • Unused
jackal energy shieldfloat
  • Unused
engineer skinfloat
  • Unused
engineer force fieldfloat
  • Unused
flood combat formfloat
  • Unused
flood carrier formfloat
  • Unused
cyborg armorfloat
  • Unused
cyborg energy shieldfloat
  • Unused
human armorfloat
  • Unused
human skinfloat
  • Unused
sentinelfloat
  • Unused
monitorfloat
  • Unused
plasticfloat
  • Unused
waterfloat
  • Unused
leavesfloat
  • Unused
elite energy shieldfloat
  • Unused
icefloat
  • Unused
hunter shieldfloat
  • 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)