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Point physics control how particles, particle systems, weather, flags, contrails, and antenna interact with the environment. This includes wind, water, density, and collisions with the BSP. Essentially anything that can be suspended in the atmosphere or water is simulated this way.

Related HaloScript

The following are related functions that you can use in your scenario scripts and/or debug globals that you can enter into the developer console for troubleshooting.

Function/global

Type

(debug_point_physics [boolean])

Renders green or red markers wherever point_physics are being simulated, except for the weather_particle_system. This includes flags, antenna, contrails, particles, and particle_systems. It can help to enable framerate_throttle for these markers to render consistently.

Red markers indicate point_physics with the collides with structures flag, which are more computationally expensive.

Global

Structure and fields

FieldTypeComments
flagsbitfield
FlagMaskComments
flamethrower particle collision0x1
collides with structures0x2

The points will collide with scenario_structure_bsp and model_collision_geometry.

collides with water surface0x4
uses simple wind0x8
uses damped wind0x10
no gravity0x20

The points will be unaffected by gravity.

unknown constantfloat
  • Cache only
water gravity scalefloat
  • Cache only
air gravity scalefloat
  • Cache only
densityfloat
  • Unit: grams per milliliter
air frictionfloat
water frictionfloat
surface frictionfloat
elasticityfloat

Acknowledgements

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

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