🚧 This article is a stub. You can help expand it by submitting content in pull requests or issues in this wiki's source repo.

Machines are used for objects like doors, elevators, light bridges, and the engine covers in The Maw. These objects have open and closed states and the unique capability of conveying bipeds which stand upon them while they move, like vehicles and other bipeds in later Halo games.

The state of machines are not synchronized over Halo's multiplayer netcode, so it is not adviseable to include them in multiplayer maps. However, because biped deaths are synchronized, some map makers have resorted to scripted "biped crushers" rooms as a workaround, where a biped's living/dead state determines if a door is open or closed.

Structure and fields #

This tag inherits fields from device which are not shown here. See the parent's page for more information. The following information is unique to the device_machine tag.

Field Type Comments
machine type enum
Option Value Comments
door 0x0
platform 0x1
gear 0x2
machine flags bitfield(16)
Flag Mask Comments
pathfinding obstacle 0x1
but not when open 0x2
elevator 0x4
door open time f32 (seconds)
collision response enum
Option Value Comments
pause until crushed 0x0
reverse directions 0x1
elevator node Index: u16
door open time ticks u32 (little endian?)
  • Only set when the tag is compiled into a map cache.

This information was partially generated using Invader tag definitions.


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

  • Kavawuvi (Invader tag definitions)
  • MosesOfEgypt (Tag structure research)