Incident

This type represents events that can occur in a match. You can "send" incidents to the game engine in order to award medals, play announceover voiceovers, and more. Note that while many of these incidents correspond to medals and some correspond to Achievements, sending them won't necessarily award those medals or Achievements; among other things, incident responses can be configured on a per-game-mode basis, with distinctions between Matchmaking and Custom Games.

Halo: The Master Chief Collection may respond to incidents in its own ways, which may not be evident through examination of Halo: Reach's game files. 343 Industries seems to be mindful of this; for example, when a Freeze Tag round begins its Neutral Flag phase, 343i imitates the effect of the announce_ctf_start incident (by manually writing a message to the kill feed and playing the announcer sound) instead of sending it directly. In general, if an incident that seems purely cosmetic also seems to have been intended for a particular purpose, it may be best to use it primarily for that purpose.

Under the hood

Internally, incidents and their effects are defined within each *.MAP file, in the incident_globals_definition (ingd) tags; each tag is a list of incident definitions. Each incident in that list defines a name and a variety of other properties, including the game modes, lobby types, and Campaign/Firefight difficulties the incident is disallowed from. The actual behaviors of the incidents, however, are defined elsewhere. Incidents can define any number of responses, and each response can specify the internal name of a "game engine event," medal, achievement, or Haloscript file; responses can also limit what game/lobby/difficulties they're allowed in (so incidents blacklist, and responses can optionally whitelist).

When a response specifies a game engine event name, the event itself is defined in the gegl tag. Each event can specify a variety of properties including kill feed messages and announcer voiceovers to play. Medals, in turn, are defined in the gmeg tag.

The ingd (incident globals definition) tags define the incidents themselves. When an incident has an event name listed, that name is one of the "Engine Events" listed in the map's gegl (game engine globals) tag. Some incidents only exist to facilitate "spree" medals; for example, the wingman_spawn incident doesn't do anything in and of itself, but the wingman_5x, wingman_10x, and wingman_15x incidents all trigger automatically when wingman_spawn has occurred a certain number of times.

Incidents can be set to trigger automatically in response to other incidents occurring a given number of times. For example, multikill_x5 is set to occur if kill occurs five times, resetting the count if four seconds (the standard multi-kill delay) pass without a kill. In turn, multikill_x5 is set to send the multikill_x5 game engine event (which shows kill feed messages and announcer voiceovers) and award the medal_multikill_5 medal (which is basically just a medal graphic and associated stat-tracking in the Post-Game Carnage Report).

Firefight incidents

There are two ingd lists: one for Multiplayer and one for Firefight. When you refer to an incident in Megalo, what gets compiled into the gametype is the index of an incident in the Multiplayer list. If a gametype specifies an index that extends past the end of the Multiplayer list, then the gametype will index into the Firefight list. To give an example: as of this writing, the highest defined Multiplayer incident is 391, so "incident 392" is actually Firefight's "incident 0."

This means that you can use Firefight-exclusive incidents in Megalo. However, the vast majority of these incidents were configured to only have any effect in Firefight. The two known exceptions are survival_5_ai_remaining and survival_2_ai_remaining, which play the "Five enemies remaining" and "Two enemies remaining!" announcer lines. These work in Custom Games.

There is one problem with using Firefight incidents: Bungie and 343 Industries treat the game's two incident lists as separate, even if the underlying game engine doesn't. During Halo: Reach's development, Bungie added incidents onto the end of the multiplayer incident list, displacing the Firefight incidents. 343 Industries have done the same in the Master Chief Collection build of the game, adding two incidents (unused and apparently intended for the "pre-game" play session in the Custom Game Browser) to the end of the multiplayer list. If 343i ever adds more multiplayer incidents, then any gametypes that try to access Firefight incidents will, in effect, have the Firefight list shifted out from under them, and they'll access Firefight incidents other than the ones they meant to access.

All multiplayer incidents

kill
The cause player has killed the target player.
grenade_kill
The cause player has killed the target player with a grenade.
guardian_kill
The target player was killed by the Guardians.
death
The target player has died at the cause player's hands.
assist
Seems to indicate that the cause player assisted in killing some other player. It's not known whether the target player is meaningful.
suicide
The cause player has committed suicide.
fell_to_death
The cause player has fallen to their death. Unlike the "suicide" incident, this incident has unique kill feed text and no announcer voiceover.
kill_betrayal
The cause player has betrayed the target player.
melee_kill
The cause player has melee'd the target player to death, earning a Pummel medal.
assassination_kill
The cause player has melee'd the target player in the back, killing them instantly and earning a Beatdown medal.
finishing_move_kill
The cause player has assassinated the target player (i.e. a special assassination animation was played), earning an Assassination medal.
terminal_velocity_assassination
Yet to be determined.
recharge_health
Yet to be determined. Examination of the incident definition in the game files suggests that the incident is sent by the game engine when a player restores health with a Health Pack, and that the incident itself triggers the "Doctor, Doctor" Achievement.
wildlife_kill
A Campaign-exclusive incident which presumably awards the H. Ryan Memorial medal.
headshot_kill
The cause player has killed the target player with a headshot.
sniper_headshot_kill
The cause player has sniped the target player with a headshot.
emp_assist
The cause player assisted in the killing of some other player by draining the victim's shields with an EMP. It's not known whether the target player is meaningful.
supercombine_kill
The cause player has killed the target player with a supercombine explosion from a Needler or Needle Rifle.
sniper_kill
The cause player has killed the target player with a body shot from a Sniper Rifle.
laser_kill
The cause player has killed the target player with a Spartan Laser.
rocket_kill
The cause player has killed the target player with a Rocket Launcher.
shotgun_kill
The cause player has killed the target player with a Shotgun.
hammer_kill
The cause player has killed the target player with a Gravity Hammer.
small_arms_kill
The cause player has killed the target player with a Magnum or a Plasma Pistol.
auto_kill
The cause player has killed the target player with an Assault Rifle, Needler, Plasma Repeater, Plasma Rifle, or Spiker.
precision_kill
The cause player has killed the target player with a DMR, Focus Rifle, Needle Rifle, or Sniper Rifle.
launcher_kill
The cause player has killed the target with a Grenade Launcher.
pistol_kill
The cause player has killed the target player with a Magnum.
blamite_kill
The cause player has killed the target player with a Needler or Needle Rifle.
dmr_kill
The cause player has killed the target player with a DMR.
enemy_vehicle_kill
Exclusive to Campaign. Indicates that the cause player has killed a vehicle occupied by an enemy. There are no medals tied to this incident, but it appears that in Halo: Reach's original Xbox 360 release, these kills could contribute to daily challenges for killing enemies.
sword_kill
The cause player has killed the target player with an Energy Sword.
airstrike_kill
The cause player has killed the target player with a Target Locator.
airstrike_vehicle_kill
Exclusive to Campaign. This incident fires when enemy_vehicle_kill is triggered using a Target Locator.
sticky_grenade_kill
The cause player has killed the target player with a stuck grenade, earning a Grenade Stick medal.
splatter_kill
The cause player has killed the target player with a splatter, earning a Splatter medal.
zombie_kill_kill
Sending this incident awards a Zombie Kill medal: the cause player is a survivor and has killed the target player, a zombie.
infection_kill
Sending this incident awards an Infection medal: the cause player is a zombie and has killed and infected the target player, a survivor.
kill_elite
Exclusive to Campaign and Firefight. This incident fires when a player kills an AI-controlled Elite.
kill_grunt
Exclusive to Campaign and Firefight. This incident fires when a player kills an AI-controlled Grunt.
kill_elite_bob
Exclusive to Campaign and Firefight. This incident fires when a player kills an AI-controlled BOB Elite.
kill_enemy_leader
Exclusive to Campaign and Firefight. This incident fires when a player kills an AI-controlled Elite.
kill_enemy_infantry
Exclusive to Campaign and Firefight. This incident fires when a player kills an AI-controlled Grunt, Drone, or "Mule."
kill_enemy_specialist
Exclusive to Campaign and Firefight. This incident fires when a player kills an AI-controlled Brute, Engineer, Hunter, Jackal, or Skirmisher.
kill_from_the_grave
The cause player killed the target player while dead.
ordnance_kill
The cause player has killed the target player with a Concussion Rifle, Fuel Rod Gun, Grenade Launcher, Plasma Launcher, Rocket Launcher, Spartan Laser, or Target Locator.
vehicle_kill
The cause player has killed the target player with a Banshee, Falcon, Ghost, Machine Gun Turret, Missile Pod, Mongoose, Plasma Cannon, Revenant, Sabre, Scorpion, Shade, Trip Mine, Warthog, or Wraith.
shade_aa_kill
The cause player has destroyed a Shade turret.
driver_assist_gunner
The cause player was driving a vehicle while an allied player in another seat killed an enemy, earning the driver a Wheelman medal.
highjack
The cause player hijacked the target player's land vehicle, booting the target player out and stealing the vehicle, and earning a Hijack medal.
skyjack
The cause player hijacked the target player's air vehicle, booting the target player out and stealing the vehicle, and earning a Skyjack medal.
bulltrue
The cause player used a Shotgun to kill an enemy player while the victim was in the middle of an Energy Sword lunge, earning a Bulltrue medal. Triggering this incident in Matchmaking on the Xbox 360 would also unlock Emile's helmet as an Xbox Avatar Award.
killjoy
The cause player ended an enemy's spree, earning the Killjoy medal.
survival_wave_completed_deathless
A Firefight incident which signals the completion of a wave without any defenders dying.
survival_wave_completed
A Firefight incident which signals the completion of a wave.
survival_set_completed
A Firefight incident which signals the completion of a set.
survival_set_completed_deathless
A Firefight incident which signals the completion of a set without any defenders dying.
survival_full_round_completed
A Firefight incident which signals the completion of a round.
survival_full_round_completed_deathless
A Firefight incident which signals the completion of a round without any defenders dying.
campaign_level_completed
A Campaign-exclusive incident which signals the completion of a level. It appears to also be responsible for awarding the "We're Just Getting Started" Achievement.
flagcarrier_kill
Sending this incident awards a Flag Carrier Kill medal: the cause player has killed the target player, who was a Flag Carrier.
kill_with_oddball
Sending this incident awards an Oddball Kill medal to the cause player for killing the target player.
bomb_carrier_kill
Sending this incident awards a Bomb Carrier Kill medal to the cause player for killing the target player, who was a Bomb Carrier.
juggernaut_game_start
Sending this incident signals the start of a round in a Juggernaut match. An appropriate announcer voiceover will play for the cause player.
kill_as_juggernaut
Sending this incident signals that the cause player, a Juggernaut, has killed an enemy.
juggernaut_new
Sending this incident announces the selection of a new Juggernaut.
juggernaut_kill
Sending this incident signals that the cause player has killed the target player, a Juggernaut.
vip_kill
Sending this incident awards a VIP Kill medal to the cause player for killing the target player, an enemy VIP.
koth_game_start
Sending this incident signals the start of a round in a King of the Hill match. An appropriate announcer voiceover will play for the cause player.
hill_controlled
Sending this incident triggers an announcer voiceover and kill feed message telling players that a hill is now controlled by the cause player.
hill_contested
Sending this incident triggers an announcer voiceover and kill feed message telling players that a hill is now contested. It seems that this incident may be meant for FFA games.
hill_controlled_team
Sending this incident triggers an announcer voiceover and kill feed message telling players that a hill is now controlled by the cause team.
hill_contested_team
Sending this incident triggers an announcer voiceover and kill feed message telling players that a hill is now contested. It seems that this incident may be meant for team games.
hill_moved
Sending this incident triggers an announcer voiceover telling players that a hill has moved.
kill_within_hill
No description available.
ball_game_start
Sending this incident signals the start of a round in an Oddball match. An appropriate announcer voiceover will play for the cause player.
ball_taken
Sending this incident triggers an announcer voiceover and kill feed message telling players that a ball has been taken by the cause player.
ball_dropped
Sending this incident triggers an announcer voiceover and kill feed message telling players that a ball has been dropped by the cause player.
ball_taken_team
Sending this incident triggers an announcer voiceover and kill feed message telling players that a ball has been taken by the cause team.
ball_dropped_team
Sending this incident triggers an announcer voiceover and kill feed message telling players that a ball has been dropped by the cause team.
ball_spawned
Sending this incident triggers an announcer voiceover and kill feed message telling players that a ball has spawned.
ball_reset
Sending this incident triggers an announcer voiceover and kill feed message telling players that a ball has been reset.
ball_carrier_kill
Sending this incident signals that the cause player has killed the target player, a Ball Carrier.
assault_game_start
Sending this incident signals the start of a round in an Assault match. An appropriate announcer voiceover will play for the cause player.
bomb_planted
The cause player has planted a bomb.
bomb_taken
The cause player has picked up a bomb.
bomb_dropped
The cause player has dropped a bomb.
bomb_armed
The cause player has armed a bomb. The target is irrelevant; the official Assault variant passes all_players.
bomb_reset_neutral
A neutral bomb was reset.
bomb_returned

The cause player has returned the target team's bomb.

This incident doesn't seem to be used in the official Assault variant, and inspection in Assembly suggests that it may be incomplete. The related "Engine Events" use incorrect string names, so kill feed messages wouldn't appear as intended.

bomb_disarmed
A bomb has been disarmed. This incident triggers an announcer voiceover and kill feed message for all players. The cause and target are irrelevant; the official Assault variant passes all_players for both.
bomb_arming
The cause player has begun arming the bomb. This incident triggers a kill feed message for all players. The official Assault variant does not use this incident.
bomb_detonated
The cause team has detonated a bomb, to the detriment of the target team.
bomb_reset
The cause team's bomb was reset.
[unused]
This incident ID is unused.
[unused]
This incident ID is unused.
terr_game_start
Sending this incident signals the start of a round in a Territories match. An appropriate announcer voiceover will play for the cause player.
terr_captured
The cause player has captured a territory originally belonging to the target team.
terr_contested
A territory is contested. The cause and target are irrelevant; the official Territories variant passes all_players for both.
teleporter_used
Sending this incident plays a sound for the cause player. It is the same sound that plays when entering a teleporter normally.
race_game_start
Sending this incident signals the start of a round in a Race match. An appropriate announcer voiceover will play for the cause player.
rally_game_start
Sending this incident signals the start of a round in a Rally match. An appropriate announcer voiceover will play for the cause player.
checkpoint_reached
Sending this incident triggers the "Checkpoint reached!" announcer voiceover and kill feed message for the cause player.
checkpoint_reached_team
Sending this incident triggers the "Checkpoint reached!" announcer voiceover and kill feed message for the cause team.
lap_complete
Sending this incident triggers the "Lap complete!" announcer voiceover and kill feed message for the cause player.
final_lap
Sending this incident triggers the "Final lap!" announcer voiceover for the cause player, and a kill feed message for all players.
final_lap_team
Sending this incident triggers the "Final lap!" announcer voiceover for the cause team, and a kill feed message for all players.
rocket_race_game_start
Sending this incident signals the start of a round in a Rocket Race match. An appropriate announcer voiceover will play for the cause player.
ctf_game_start
Sending this incident signals the start of a round in a Capture the Flag match. An appropriate announcer voiceover will play for the cause player.
ctf_team
No description available.
flag_grabbed
The cause player has taken the target team's flag.
flag_dropped_neutral
The cause player has dropped the neutral flag.
flag_dropped
The cause player has dropped the target team's flag.
flag_grabbed_neutral
The cause player has taken the neutral flag.
[unused]
This incident ID is unused.
[unused]
This incident ID is unused.
flag_scored
The cause player has successfully captured a flag.
flag_reset_neutral
The neutral flag has been reset. The cause and target are irrelevant; the official Capture the Flag variant passes the flag's last carrier player as the cause, and the flag's owning team (i.e. neutral team) as the target.
flag_reset
A flag has been reset. The cause and target are irrelevant; the official Capture the Flag variant passes the flag's owning team for both.
flag_recovered
The target team's flag has been recovered. The cause is irrelevant; the official Capture the Flag variant passes the flag's owning team.
kill_with_flag
Sending this incident awards the Flag Kill medal.
team_offense
Sending this incident triggers an announcer voiceover and kill feed message indicating that the cause player is on Offense. It is usually sent at the start of the round during asymmetric team games, immediately after the incident to announce the start of a gametype round.
team_defense
Sending this incident triggers an announcer voiceover and kill feed message indicating that the cause player is on Defense. It is usually sent at the start of the round during asymmetric team games, immediately after the incident to announce the start of a gametype round.
headhunter_game_start
Sending this incident signals the start of a round in a Headhunter match. An appropriate announcer voiceover will play for the cause player.
skulls_taken
The cause player has picked up one or more skulls.
skulls_scored
The cause player has scored skulls.
skulls_dropped
This incident was presumably intended to be sent when a player drops skulls, but it isn't hooked up to anything in the game files, and has no effect.
skullamanjaro
Sending this incident awards a Skullamanjaro medal to the cause player.
[unused]
This incident ID is unused.
infection_game_start
Sending this incident signals the start of a round in an Infection match. An appropriate announcer voiceover will play for the cause player.
inf_new_alpha
Sending this incident displays a kill feed message for the cause player telling them that they are an Alpha Zombie.
inf_new_infection
Sending this incident displays a kill feed message to all players informing them that the cause player infected the target player.
inf_new_zombie
Sending this incident triggers an announcer voiceover and kill feed message for the cause player telling them that they are a new zombie.
inf_last_man
Sending this incident awards the Last Man Standing medal to the cause player. The cause player hears an announceover voiceover, and all players see a kill feed message identifying the cause player as the last man standing.
infection_survivor_win
Sending this incident triggers a kill feed message for all players informing them that the survivors have won.
infection_zombie_win
ending this incident triggers a kill feed message for all players informing them that the zombies have won.
stockpile_game_start
Sending this incident signals the start of a round in a Stockpile match. An appropriate announcer voiceover will play for the cause player.
stock_flags_collected
Sending this incident triggers an announcer voiceover and kill feed message telling all players that flags have been collected.
stock_flag_reset
Sending this incident triggers an announcer voiceover and kill feed message telling all players that a flag has been reset.
swat_game_start
Sending this incident signals the start of a round in a SWAT match. An appropriate announcer voiceover will play for the cause player.
action_sack_game_start
Sending this incident signals the start of a round. An announcer voiceover will play for the cause player, saying, "Action Sack."
bumper_cars_game_start
Sending this incident signals the start of a round. An announcer voiceover will play for the cause player, saying, "Bumper Cars."
custom_game_start
Sending this incident signals the start of a round. An announcer voiceover will play for the cause player, saying, "Custom."
dogfight_game_start
No description available.
fiesta_game_start
Sending this incident signals the start of a round. An announcer voiceover will play for the cause player, saying, "Fiesta."
golf_game_start
No description available.
grifball_game_start
Sending this incident signals the start of a round in a Grifball match. An appropriate announcer voiceover will play for the cause player.
hogpile_game_start
No description available.
pinata_game_start
No description available.
soccer_game_start
No description available.
[unused]
This incident ID is unused.
new_juggernaut
The cause player has become the Juggernaut. An announcer voiceover and kill feed message will play.
[unused]
This incident ID is unused.
[unused]
This incident ID is unused.
revenge_kill
The cause player has killed the target player, who was responsible for the cause player's last death. In so doing, the cause player has earned the Revenge medal. The target player will also see a kill feed message.
close_call
The incident for the "Close Call" medal.
opportunist_kill
The incident for the "Reload This!" medal.
first_blood
The incident for the "First Strike" medal.
wingman_spawn
Examination of the incident definition in the game files suggests that this incident "powers" the various Wingman spree medals.
sprinting_kill
The incident for the "Headcase" medal.
pull_kill
The incident for the "Pull" medal.
perfection
The incident for the "Perfection" medal.
showstopper
No description available.
yoink
No description available.
second_wind
No description available.
avenged
No description available.
avenger
No description available.
life_saved
No description available.
lifesaver
No description available.
firebird
No description available.
[unused]
This incident ID is unused.
[unused]
This incident ID is unused.
[unused]
This incident ID is unused.
extermination
No description available.
multikill_x2
No description available.
multikill_x3
No description available.
multikill_x4
No description available.
multikill_x5
No description available.
multikill_x6
No description available.
multikill_x7
No description available.
multikill_x8
No description available.
multikill_x9
No description available.
multikill_x10
No description available.
5_in_a_row
No description available.
10_in_a_row
No description available.
15_in_a_row
No description available.
20_in_a_row
No description available.
25_in_a_row
No description available.
30_in_a_row
No description available.
35_in_a_row
No description available.
40_in_a_row
No description available.
[unused]
This incident ID is unused.
assist_5x
The incident for the "Assist Spree" medal.
assist_10x
The incident for the "Sidekick" medal.
assist_15x
The incident for the "Second Gunman" medal.
wheelman_5x
No description available.
wheelman_10x
No description available.
wheelman_15x
No description available.
shotgun_5x
No description available.
shotgun_10x
No description available.
shotgun_15x
No description available.
sniper_5x
No description available.
sniper_10x
No description available.
sniper_15x
No description available.
sword_5x
No description available.
sword_10x
No description available.
sword_15x
No description available.
sticky_grenade_5x
No description available.
sticky_grenade_10x
No description available.
sticky_grenade_15x
No description available.
laser_5x
No description available.
laser_10x
No description available.
laser_15x
No description available.
gravity_hammer_5x
No description available.
gravity_hammer_10x
No description available.
gravity_hammer_15x
No description available.
splatter_5x
No description available.
splatter_10x
No description available.
splatter_15x
No description available.
juggernaut_5x
No description available.
juggernaut_10x
No description available.
juggernaut_15x
No description available.
infection_5x
The incident for the "Infection Spree" medal. Infection scripts do not send this incident manually; the game seems to automatically detect it based on the number of single infection incidents sent.
infection_10x
The incident for the "Mmmm... Brains" medal. Infection scripts do not send this incident manually; the game seems to automatically detect it based on the number of single infection incidents sent.
infection_15x
The incident for the "Thriller" medal. Infection scripts do not send this incident manually; the game seems to automatically detect it based on the number of single infection incidents sent.
zombie_kill_5x
The incident for the "Zombie Killing Spree" medal. Infection scripts do not send this incident manually; the game seems to automatically detect it based on the number of single zombie kill incidents sent.
zombie_kill_10x
The incident for the "Hell's Janitor" medal. Infection scripts do not send this incident manually; the game seems to automatically detect it based on the number of single zombie kill incidents sent.
zombie_kill_15x
The incident for the "Hell's Jerome" medal. Infection scripts do not send this incident manually; the game seems to automatically detect it based on the number of single zombie kill incidents sent.
infection_survive
Awards the cause player a medal for surviving an Infection round.
koth_spree
No description available.
wingman_5x
No description available.
wingman_10x
No description available.
wingman_15x
No description available.
invasion_game_start
No description available.
invasion_game_start_c
No description available.
inv_spartan_win
No description available.
inv_spartans_win_rd1
No description available.
inv_spartans_win_rd2
No description available.
inv_elite_win
No description available.
inv_elites_win_rd1
No description available.
invasion_elites_win_rd2
No description available.
inv_core_grabbed
No description available.
inv_core_stolen
No description available.
inv_core_dropped
No description available.
inv_core_captured
No description available.
inv_core_reset
No description available.
bone_cv_defeat
No description available.
bone_cv_ph1_defeat
No description available.
bone_cv_ph1_intro
No description available.
bone_cv_ph1_victory
No description available.
bone_cv_ph2_defeat
No description available.
bone_cv_ph2_victory
No description available.
bone_cv_ph3_victory
No description available.
bone_cv_victory
No description available.
bone_sp_defeat
No description available.
bone_sp_ph1_intro
No description available.
bone_sp_ph1_victory
No description available.
bone_sp_ph2_intro
No description available.
bone_sp_ph2_victory
No description available.
bone_sp_ph3_defeat
No description available.
bone_sp_ph3_intro
No description available.
bone_sp_ph3_victory
No description available.
isle_cv_defeat
No description available.
isle_cv_ph1_intro
No description available.
isle_cv_ph1_victory
No description available.
isle_cv_ph2_intro
No description available.
isle_cv_ph2_victory
No description available.
isle_cv_ph3_defeat
No description available.
isle_cv_ph3_intro
No description available.
isle_cv_ph3_victory
No description available.
isle_sp_defeat
No description available.
isle_sp_ph1_defeat
No description available.
isle_sp_ph1_extra
No description available.
isle_sp_ph1_intro
No description available.
isle_sp_ph1_victory
No description available.
isle_sp_ph2_defeat
No description available.
isle_sp_ph2_victory
No description available.
isle_sp_ph3_victory
No description available.
isle_sp_victory
No description available.
invasion_slayer_start
Sending this incident signals the start of a round in an Invasion Slayer match. An appropriate announcer voiceover will play for the cause player.
[unused]
This incident ID is unused.
game_start_slayer
Sending this incident signals the start of a round in a Slayer match. An appropriate announcer voiceover will play for the cause player.
team_game_start
Examination of the incident definition in the game files indicates that this incident does absolutely nothing.
one_minute_win
Sending this incident triggers an announcer voiceover telling the player that they are one minute from winning. It is typically used in modes that award points over time, such as King of the Hill.
one_minute_team_win
No description available.
half_minute_win
Sending this incident triggers an announcer voiceover telling the player that they are thirty seconds from winning. It is typically used in modes that award points over time, such as King of the Hill.
half_minute_team_win
No description available.
30_minutes_remaining
No official gametypes send this incident.
15_minutes_remaining
No official gametypes send this incident.
5_minutes_remaining
No official gametypes send this incident.
1_minute_remaining
No official gametypes send this incident.
30_seconds_remaining
No official gametypes send this incident.
10_seconds_remaining
No official gametypes send this incident.
round_over
No official gametypes send this incident.
sudden_death
Sending this incident triggers an announcer voiceover telling players that Sudden Death time has begun. Official gametypes only send it when Sudden Death begins; if Sudden Death pauses and later resumes, the incident is not sent again.
game_over
No official gametypes send this incident.
gained_lead
No official gametypes send this incident.
gained_team_lead
No official gametypes send this incident.
lost_lead
No official gametypes send this incident.
lost_team_lead
No official gametypes send this incident.
tied_leader
No official gametypes send this incident.
tied_team_leader
No official gametypes send this incident.
player_joined
No official gametypes send this incident.
player_switched_team
No official gametypes send this incident.
player_rejoined
No official gametypes send this incident.
player_quit
No official gametypes send this incident.
player_booted_player
No official gametypes send this incident.
respawn_tick
Sending this incident plays a sound for the cause player: one of the beeps in the respawn countdown.
respawn_tick_final
Sending this incident plays a sound for the cause player: one of the final beep in the respawn countdown.
[unused]
This incident ID is unused.
[unused]
This incident ID is unused.
multikill_comm
A Campaign- and Matchmaking-exclusive incident tied to the Commendations system in the game's original Xbox 360 release.
headshot_comm
A Campaign- and Matchmaking-exclusive incident tied to the Commendations system in the game's original Xbox 360 release.
spree_comm
A Campaign- and Matchmaking-exclusive incident tied to the Commendations system in the game's original Xbox 360 release.
assist_comm
A Campaign- and Matchmaking-exclusive incident tied to the Commendations system in the game's original Xbox 360 release.
technician_comm
A Campaign- and Matchmaking-exclusive incident tied to the Commendations system in the game's original Xbox 360 release.
wheelman_comm
A Campaign- and Matchmaking-exclusive incident tied to the Commendations system in the game's original Xbox 360 release.
auto_comm
A Campaign- and Matchmaking-exclusive incident tied to the Commendations system in the game's original Xbox 360 release.
small_arms_comm
A Campaign- and Matchmaking-exclusive incident tied to the Commendations system in the game's original Xbox 360 release.
ordnance_comm
A Campaign- and Matchmaking-exclusive incident tied to the Commendations system in the game's original Xbox 360 release.
vehicle_comm
A Campaign- and Matchmaking-exclusive incident tied to the Commendations system in the game's original Xbox 360 release.
grenades_comm
A Campaign- and Matchmaking-exclusive incident tied to the Commendations system in the game's original Xbox 360 release.
precision_comm
A Campaign- and Matchmaking-exclusive incident tied to the Commendations system in the game's original Xbox 360 release.
finishing_move_comm
A Campaign- and Matchmaking-exclusive incident tied to the Commendations system in the game's original Xbox 360 release.
cqc_comm
A Campaign- and Matchmaking-exclusive incident tied to the Commendations system in the game's original Xbox 360 release.
set_clear_comm
A Firefight Matchmaking-exclusive incident tied to the Commendations system in the game's original Xbox 360 release.
deathless_round_comm
A Firefight Matchmaking-exclusive incident tied to the Commendations system in the game's original Xbox 360 release.
kill_leader_comm
A Campaign- and Firefight Matchmaking-exclusive incident tied to the Commendations system in the game's original Xbox 360 release.
kill_infantry_comm
A Campaign- and Firefight Matchmaking-exclusive incident tied to the Commendations system in the game's original Xbox 360 release.
kill_specialist_comm
A Campaign- and Firefight Matchmaking-exclusive incident tied to the Commendations system in the game's original Xbox 360 release.
destroy_vehicle_comm
A Campaign- and Firefight Matchmaking-exclusive incident tied to the Commendations system in the game's original Xbox 360 release.
clear_a_mission_comm
A Campaign-exclusive incident tied to the Commendations system in the game's original Xbox 360 release.
campaign_level_completed_deathless
A Campaign-exclusive incident tied to the Commendations system in the game's original Xbox 360 release.
player_kills_spartan
Examination of the game's incident definitions suggests that this incident triggers automatically when an Elite player kills a Spartan player. If this incident fires five times in a row, it automatically triggers the player_kill_spartan_achieve incident.
player_kill_spartan_achieve
Examination of the game's incident definitions suggests that this incident is responsible for the "Knife to a Gun Fight" Achievement, awarded for playing Firefight as an Elite and killing five Spartans. The Achievement could theoretically be earned in Multiplayer, but it is Matchmaking-only, and it's not known whether the player_kills_spartan incident is a requirement or merely a trigger.
core_killed_achieve
No description available.
m45_elite_pod
No description available.
dmr_acheive
No description available.
supercombine_achieve
No description available.
pistol_achieve
No description available.
wingman_achieve
No description available.
3kiva_clear
No description available.
leg_set_achieve
No description available.
2_for_1_achieve
No description available.
cruiser_fast_achieve
No description available.
firebird_achieve
No description available.
tank_survive_achieve
No description available.
race_m20
No description available.
race_m20_fast
No description available.
terminal_vel_achieve
No description available.
wildlife_achieve
No description available.
skunked_achieve
Sending this achievement awards the Skunked Achievement to the cause player. It is intended to be awarded for winning an Invasion round in the first phase, i.e. playing defense and preventing offense from ever winning a phase. The incident is sent individually for each player on the defending team.
m52_aa_kill
No description available.
zealot_achieve
No description available.
[unused]
This incident ID is unused.
[unused]
This incident ID is unused.
dlc_achieve_1
Sending this achievement awards the Return to Sender Achievement (from the Defiant Map Pack) to the cause player if they are also the target player. It is intended to be awarded for returning two flags during a Capture the Flag match (even if on different rounds).
dlc_achieve_2

Sending this incident awards a DLC Achievement to the player if they are specified as both the cause and the target. The incident must be sent with an integer whose value determines which achievement is awarded:

59: Don't Touch That!
Prevent the attacking team from touching the flag in any round during a One Flag CTF match.
60: Paper Beats Rock
Assassinate an enemy player no more than three seconds after they stop using Armor Lock.
61: All Alone
In Infection, become the Last Man Standing.
62: Top Shot
Score three headshot kills in a row without dying.
63: Emergency Room
In Infection, infect three players in a single round.
64: Stick It To The Man!
Kill a flag carrier with a stuck plasma grenade.
65: Dive Bomber
Assassinate an enemy player while using a Jetpack.
66: License to Kill
Splatter five enemy players during a single match.
68: From Hell's Heart
After being stuck with a plasma grenade, make sure that the player who stuck you dies in the blast with you.
dlc_achieve_3
No description available.
dlc_achieve_4
No description available.
dlc_achieve_5
Sending this incident awards the Cross-Mappin' Achievement (from the Noble Map Pack) to the cause player. It is intended to be awarded for killing the target player at long range with a DMR.
dlc_achieve_6
Sending this achievement awards the You Ate All The Chips Achievement (from the Noble Map Pack) to the cause player. It is intended to be awarded for collecting all of the flags on the map at once during a Stockpile match. The incident is sent for each player on the relevant team individually.
dlc_achieve_7
No description available.
dlc_achieve_8
Sending this incident awards the You Blew It Up! Achievement (from the Noble Map Pack) to the cause player. It is intended to be awarded for blowing up the research facility in Invasion: Breakpoint. The incident is sent for each player on the attacking team individually.
dlc_achieve_9
No description available.
dlc_achieve_10
Sending this achievement awards the Offensive Driver Achievement (from the Noble Map Pack) to the cause player for killing the target player. It is intended to be awarded for earning a kill in a Rocket (Hog) Race match.
[unused]
This incident ID is unused.
dlc_achieve_11
No description available.
dlc_achieve_12
No description available.
dlc_achieve_13
No description available.
dlc_achieve_14
No description available.
dlc_achieve_15
No description available.
dlc_achieve_16
No description available.
dlc_achieve_17
No description available.
dlc_achieve_18
No description available.
dlc_achieve_19
No description available.
dlc_achieve_20
No description available.
dlc_achieve_21
No description available.
[unused]
This incident ID is unused.
racer_achieve
No description available.
dj_achieve
No description available.
madrigal_achieve
No description available.
pelican_phantom_achieve
No description available.
errera_achieve
No description available.
moa_burgers_achieve
No description available.
secret_balcony_achieve
No description available.
teddy_bear_achieve
No description available.
hidden_banshees_achieve
No description available.
tribute_room_achieve
No description available.
bxr_mining_achieve
No description available.
pre_game_start
Added in the Halo: The Master Chief Collection build of Halo: Reach. Apparently unused. Plays a "Training" announcer voiceover in the style of other gametype intro voice lines. Based on its name, it may have been intended for the Custom Game Browser.
pre_game_over
Added in the Halo: The Master Chief Collection build of Halo: Reach. Apparently unused. Based on its name, it may have been intended for the Custom Game Browser.

Firefight incidents

survival_welcome
No description available.
survival_new_set
No description available.
survival_end_set
No description available.
survival_new_round
No description available.
survival_end_round
No description available.
survival_new_wave
No description available.
survival_end_wave
No description available.
survival_bonus_round
No description available.
survival_bonus_lives_awarded
No description available.
survival_bonus_round_over
No description available.
survival_awarded_lives
No description available.
survival_awarded_weapon
No description available.
survival_awarded_equipment
No description available.
sur_cla_unsc_start
No description available.
sur_cla_unsc_fail
No description available.
sur_gen_unsc_start
No description available.
sur_gen_unsc_fail
No description available.
sur_gen_unsc_win
No description available.
sur_unsc_timeout
No description available.
sur_cla_cov_start
No description available.
sur_cla_cov_fail
No description available.
sur_gen_cov_start
No description available.
sur_gen_cov_fail
No description available.
sur_cov_win
No description available.
sur_cov_timeout
No description available.
gen_alpha_locked
Triggers the kill feed messages and announcer voiceovers for when Generator A is locked down by the defenders.
gen_bravo_locked
Triggers the kill feed messages and announcer voiceovers for when Generator B is locked down by the defenders.
gen_charlie_locked
Triggers the kill feed messages and announcer voiceovers for when Generator C is locked down by the defenders.
survival_generator_destroyed
No description available.
survival_round_over
No description available.
survival_obj_complete
No description available.
survival_obj_failed
No description available.
survival_out_of_lives
No description available.
survival_generator_lost
No description available.
survival_alpha_under_attack
No description available.
survival_bravo_under_attack
No description available.
survival_charlie_under_attack
No description available.
survival_spartans_win
No description available.
survival_elites_win
No description available.
survival_sudden_death_over
No description available.
[unused]
This incident ID is unused.
hero
Incident for the Hero medal.
survival_last_man_standing
Plays the Firefight "Last man standing" voiceover (not to be confused with the Infection one) and shows the associated kill feed message, for the cause team.
survival_skull_thunderstorm
Used to announce activation of the Thunderstorm skull.
survival_skull_famine
Used to announce activation of the Famine skull.
survival_skull_tilt
Used to announce activation of the Tilt skull.
survival_skull_mythic
Used to announce activation of the Mythic skull.
survival_skull_catch
Used to announce activation of the Catch skull.
survival_skull_black_eye
Used to announce activation of the Black Eye skull.
survival_skull_tough_luck
Used to announce activation of the Tough Luck skull.
survival_skull_iron
Used to announce activation of the Iron skull.
survival_skull_assassin
No description available.
survival_skull_fog
Used to announce activation of the Fog skull.
survival_skull_blind
No description available.
survival_skull_superman
Intended to announce the activation of a skull (Cowbell?), but there's no kill feed message or announcer voiceover hooked up to the incident response.
survival_skull_grunt_birthday_party
Used to announce activation of the Grunt Birthday Party skull. There is a kill feed message, but no voiceover.
survival_skull_iwhbyd
Intended to announce the activation of the IWHBYD skull, but there's no kill feed message or announcer voiceover hooked up to the incident response.
survival_skull_blue
Used to announce activation of the Blue skull defined by a custom Firefight game variant.
survival_skull_yellow
Used to announce activation of the Yellow skull defined by a custom Firefight game variant.
survival_skull_red
Used to announce activation of the Red skull defined by a custom Firefight game variant.
survival_skulls_multiple
Plays the "Skulls on" announcer voiceover.
survival_skull_single
Plays the "Skull on" announcer voiceover.
survival_5_lives_left
Displays a kill feed message and plays an announcer voiceover telling the cause team that they have five lives left.
survival_1_life_left
Displays a kill feed message and plays an announcer voiceover telling the cause team that they have one life left.
survival_0_lives_left
Displays a kill feed message and plays an announcer voiceover telling the cause team that they have no lives left.
survival_game_over
No description available.
survival_5_ai_remaining
Displays a kill feed message and plays the "Five enemies remaining" voiceover for the cause team.
survival_2_ai_remaining
Displays a kill feed message and plays the "Two enemies remaining" voiceover for the cause team.
survival_1_ai_remaining
Displays a kill feed message and plays the "Last enemy" voiceover for the cause team.
survival_reinforcements
Triggers the "Reinforcements" announcer voiceover.
survival_skull_all
Unknown. This may have been meant to play a voiceover along the lines of, "All skulls on," but it specifies a non-existent game engine event (survival_skull_all).
survival_skull_activation_finished
Bungie experimented with recording "bunched" announceover voiceovers for skull combinations, e.g. "Tilt and Famine on," but they quickly abandoned this idea, leaving only a few such voiceovers in the game files. They eventually settled for having the announcer read out the skulls one by one in separate voice lines, and then say, "on." This incident is responsible for triggering the "on" voiceover.
survival_incredible_round
Unknown. The incident specifies a non-existent game engine event (survival_incredible_round).
survival_superb_set
Unknown. The incident specifies a non-existent game engine event (survival_superb_set).
survival_bonus_information
Unknown. The incident's game engine event specifies the cause team as its audience, but there's no kill feed text, sound, or anything else for the cause team to be an audience to.
survival_next_round_timer
No description available.
survival_next_set_timer
No description available.
survival_bonus_skull_all
No description available.
survival_10_in_a_row
No description available.
survival_20_in_a_row
No description available.
survival_30_in_a_row
No description available.
survival_40_in_a_row
No description available.
survival_50_in_a_row
No description available.
survival_100_in_a_row
No description available.
survival_500_in_a_row
No description available.
survival_1000_in_a_row
No description available.
survival_10_aura
Unknown. The incident is set to trigger automatically when a player causes 11 or more kill incidents without dying, but the incident doesn't define any responses.
survival_20_aura
Unknown. The incident is set to trigger automatically when a player causes 21 or more kill incidents without dying, but the incident doesn't define any responses.
survival_30_aura
Unknown. The incident is set to trigger automatically when a player causes 31 or more kill incidents without dying, but the incident doesn't define any responses.
survival_40_aura
Unknown. The incident is set to trigger automatically when a player causes 41 or more kill incidents without dying, but the incident doesn't define any responses.
survival_50_aura
Unknown. The incident is set to trigger automatically when a player causes 51 or more kill incidents without dying, but the incident doesn't define any responses.
survival_100_aura
Unknown. The incident is set to trigger automatically when a player causes 101 or more kill incidents without dying, but the incident doesn't define any responses.
survival_500_aura
Unknown. The incident is set to trigger automatically when a player causes 501 or more kill incidents without dying, but the incident doesn't define any responses.
survival_1000_aura
Unknown. The incident is set to trigger automatically when a player causes 1001 or more kill incidents without dying, but the incident doesn't define any responses.
team_generator_kill
Unknown. The incident has no data: it isn't automatically triggered, has no restrictions, and defines no responses.
sur_airstrike_refill
Based on inspection of the incident data, this would play a Target Locator "ready" sound effect for the cause team.
[unused]
This incident ID is unused.
[unused]
This incident ID is unused.
survival_mm_game_complete
The incident's response is limited to matchmade Firefight games, but the response doesn't do anything visible. The incident may be used internally.
score_silver
Apparently linked to the Firestarter achievement, for getting 50,000 points in a Firefight game.
score_gold
Apparently linked to the Blaze of Glory achievement, for getting 100,000 points in a Firefight game.
score_onyx
Apparently linked to the Heat in the Pipe achievement, for getting 1,000,000 points in a Firefight game.
mm_score_achieve
Apparently linked to the Score Attack achievement, for getting 15,000 points in Firefight Matchmaking.