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.