Object Type

This type represents kinds of objects that can exist in the game world. It is roughly analogous to "base forms" in Skyrim.

All types (unsorted)

spartan (Spartan Biped)
A Spartan biped. Use a variant ID to control the armor permutation.
elite (Elite Biped)
An Elite biped. Use a variant ID to control the armor permutation.
monitor (Monitor Biped)
A Monitor biped. It spawns with a default weapon that behaves exactly like a Focus Rifle, but is invisible.
flag (Flag)
A flag. It can be picked up by a player, carried, and used as a melee weapon.
bomb (Bomb)
A UNSC bomb. It can be picked up by a player, carried, and used as a melee weapon.
skull (Skull)
A skull. It can be picked up by a player, carried, and used as a melee weapon.
hill_marker (Hill Marker)
An invisible hill marker, of the same variety as those placeable in Forge.
flag_stand (Flag Stand)
A flag stand. It is not solid.
capture_plate (Capture Plate)
A thick, olive drab plate of metal. It is not solid. It is typically used as a spawn or arming point for bombs.
frag_grenade (Frag Grenade)
A fragmentation grenade that detonates shortly after bouncing off of a single surface.
plasma_grenade (Plasma Grenade)
A plasma grenade that sticks to targets.
spike_grenade (Spike Grenade)
This value is not used by the engine and will not spawn or match any object. A development leftover from Halo 3: a spike grenade similar in design to a Stielhandgranate, which sticks to targets when thrown and unleashes a hail of spikes when detonating.
firebomb_grenade (Firebomb Grenade)
This value is not used by the engine and will not spawn or match any object. A development leftover from Halo 3: a firebomb which shatters upon impact and ignites the ground at the impact site.
dmr (DMR)
A designated marksman rifle: the main precision weapon in Halo: Reach. Headshot-capable, with a scope for long-range combat and a fire rate appropriate for medium-range combat. It can also damage vehicles, though at the cost of a large amount of ammo.
assault_rifle (Assault Rifle)
A fully-automatic assault rifle.
plasma_pistol (Plasma Pistol)
A small Covenant pistol that fires green plasma bolts. It can be charged up to fire a very large plasma bolt accompanied by an EMP that disables vehicles and drains player shields.
spiker (Spiker)
An automatic weapon introduced in Halo 3, created by the Brutes. It fires spikes that arc over a short distance due to gravity.
smg (SMG)
This value is not used by the engine and will not spawn or match any object. A development leftover from Halo 2: a fully-automatic submachine gun with a high fire rate and very low accuracy.
needle_rifle (Needle Rifle)
The Covenant counterpart to the DMR. Needle Rifles are capable of triggering deadly "supercombine" explosions if three shots hit an unshielded target. Unlike the DMR, however, they do effectively no damage to vehicles.
plasma_repeater (Plasma Repeater)
The Covenant counterpart to the Assault Rifle. Unlike most Covenant weapons, the Plasma Repeater's cooldown can be initiated manually, akin to early reloading when using a human weapon.
energy_sword (Energy Sword)
A Covenant melee weapon which generates a blade made of plasma. If Title Update 1 settings are enabled, then the only thing that can block a blow from an Energy Sword is another Energy Sword; if the relevant settings are not enabled, then any melee attack can block a sword swing.
magnum (Magnum)
A large pistol designed for use by Spartans. It has a relatively fast fire rate compared to its Halo 3 counterpart, and it has a scope.
needler (Needler)
A Covenant weapon which fires a series of needles that home in on their target. If enough needles enter an unshielded target, they will produce a deadly "supercombine" explosion.
plasma_rifle (Plasma Rifle)
A fully-automatic Covenant weapon which fires plasma bolts.
rocket_launcher (Rocket Launcher)
A rocket launcher. It can load up to two rockets at a time.
shotgun (Shotgun)
A shotgun.
sniper_rifle (Sniper Rifle)
A human sniper rifle. It has two levels of zoom, and can load four rounds at a time.
brute_shot
This value is not used by the engine and will not spawn or match any object. A development leftover from Halo 3: a weapon of Brute design, which fires large explosive shells.
beam_rifle (Beam Focus Rifle)
This value seems to have been intended for Beam Rifles, but now it refers to Focus Rifles.
spartan_laser (Spartan Laser)
A human weapon: a massive particle beam cannon which can fire four rounds. It has a long charge-up time, and its laser sight can give away its user's position and intent.
gravity_hammer (Gravity Hammer)
A Covenant melee weapon which generates a powerful physics impuolse when swung.
mauler
This value is not used by the engine and will not spawn or match any object. A development leftover from Halo 3: a cross between a pistol and a shotgun, with a drum magazine.
flamethrower
This value is not used by the engine and will not spawn or match any object. A development leftover from Halo 3: a large flamethrower. In that game, it functioned like a detachable turret.
missile_pod
This value is not used by the engine and will not spawn or match any object. A development leftover from Halo 3: a large cannon capable of firing homing missiles at vehicles.
warthog (Warthog)
A Warthog. Use a variant ID to select a specific variety of Warthog to spawn.
ghost (Ghost)
A single-occupant Covenant vehicle capable of strafing and rapid boosting. It has two mounted plasma cannons.
scorpion (Scorpion)
A tank, with a main cannon operable by the driver and an anti-infantry chaingun operable by a second occupant. I hear it beats everything.
wraith (Wraith)
A Covenant tank, with a mortar launcher operable by the driver and an anti-infantry plasma turret operable by a second occupant.
banshee (Banshee)
A single-occupant Covenant air vehicle equipped with a plasma cannon and a fuel rod bomb launcher.
mongoose (Mongoose)
A two-seater ATV with no weapons.
chopper
This value is not used by the engine and will not spawn or match any object. A development leftover from Halo 3: a single-occupant Covenant vehicle armed with two cannons that fire explosive shells. The front of the vehicle was equipped with a large bladed wheel; boosting into enemy vehicles with it will usually destroy them instantly.
prowler
This value is not used by the engine and will not spawn or match any object. A development leftover from Halo 3: a four-seater Covenant vehicle analogous to the Warthog.
hornet
This value is not used by the engine and will not spawn or match any object. A development leftover from Halo 3: a single-occupant human air vehicle, sometimes equipped with rails allowing two passengers to ride on the sides.
stingray
This value is not used by the engine and will not spawn or match any object. A development leftover.
heavy_wraith
This value is not used by the engine and will not spawn or match any object. A development leftover.
falcon (Falcon)
A human air vehicle with two door guns operable by passengers.
sabre
An UNSC space vehicle capable of housing a single occupant. Sabres are armed with a chaingun and lock-on missiles, and can perform evasive maneuvers similarly to a Banshee. In addition, they can rotate about the roll axis, allowing them to turn sideways or upside-down mid-flight. This maneuverability comes at a cost, however: like Banshees, Sabres have a constant forward thrust, but a Sabre moves faster and takes damage upon any impact with the environment.
sprint (Sprint)
An Armor Ability that allows its user to sprint forward for short periods of time.
jetpack (Jetpack)
An Armor Ability that allows its user to hover upwards for short periods of time.
armor_lock (Armor Lock)
An Armor Ability that allows players to become completely invincible to all damage, reflect incoming projectiles including actual rockets fired from an actual rocket launcher directly back at the person firing them, for several seconds, while also releasing an EMP upon deactivation which disables vehicles and strips shields, all at the minor cost of immobilizing the user (but not their teammates) while activated.
power_fist
This value is not used by the engine and will not spawn or match any object. A development leftover: a scrapped Armor Ability.
active_camo_aa (Active Camo (Armor Ability))
An Armor Ability that allows its user to become invisible for short periods of time. The camouflage effect becomes significantly weaker if the user moves, and the ability also emits a radar jamming effect that can alert enemies to its use.
ammo_pack
This value is not used by the engine and will not spawn or match any object. A development leftover: a scrapped Armor Ability.
sensor_pack
This value is not used by the engine and will not spawn or match any object. A development leftover: a scrapped Armor Ability.
revenant (Revenant)
A Covenant vehicle that can move like a Ghost, but has a miniaturized mortar launcher akin to a Wraith and a passenger seat akin to a Mongoose.
pickup_truck (Pickup Truck)
A truck with two front seats and a large truck bed. This is the first land vehicle seen in Reach's campaign, in the Winter Contingency mission.
focus_rifle (Focus Rifle)
A Covenant weapon that fires a weak particle beam.
territory_static
A leftover from some point in development before Forge labels were designed and implemented. In Halo 3, a tag with this name was equivalent to a marker with Halo: Reach's TERR_OBJECT label. Curiously enough, it's defined on Powerhouse, and it reuses the Flag Stand model.
ctf_flag_return_area
A leftover from some point in development before Forge labels were designed and implemented. In Halo 3, a tag with this name marked where flags needed to be delivered; Halo: Reach's Capture the Flag combines both the flag spawn point and the flag return point into a single CTF_FLAG_RETURN label. Curiously enough, this object is defined on Powerhouse, and it reuses the Capture Plate model.
ctf_flag_spawn_point
A leftover from some point in development before Forge labels were designed and implemented. In Halo 3, a tag with this name marked where flags spawned; Halo: Reach's Capture the Flag combines both the flag spawn point and the flag return point into a single CTF_FLAG_RETURN label. Curiously enough, this object is defined on Powerhouse, and fittingly enough, it reuses the Flag Stand model.
respawn_zone (Respawn Zone)
A respawn zone marker, of the same variety as those placeable in Forge.
invasion_elite_buy
This value is not used by the engine and will not spawn or match any object. A development leftover. This may be from development work on Invasion that was done before the Forge label system was implemented, and it may also be connected to "requisitions," a scrapped development concept that seems to have been scaled down to make Invasion Slayer.
invasion_elite_drop
This value is not used by the engine and will not spawn or match any object. A development leftover. This may be from development work on Invasion that was done before the Forge label system was implemented, and it may also be connected to "requisitions," a scrapped development concept that seems to have been scaled down to make Invasion Slayer.
invasion_slayer
This value is not used by the engine and will not spawn or match any object. A development leftover. This may be from development work on Invasion that was done before the Forge label system was implemented.
invasion_spartan_buy
This value is not used by the engine and will not spawn or match any object. A development leftover. This may be from development work on Invasion that was done before the Forge label system was implemented, and it may also be connected to "requisitions," a scrapped development concept that seems to have been scaled down to make Invasion Slayer.
invasion_spartan_drop
This value is not used by the engine and will not spawn or match any object. A development leftover. This may be from development work on Invasion that was done before the Forge label system was implemented, and it may also be connected to "requisitions," a scrapped development concept that seems to have been scaled down to make Invasion Slayer.
invasion_spawn_controller
This value is not used by the engine and will not spawn or match any object. A development leftover. This may be from development work on Invasion that was done before the Forge label system was implemented.
oddball_ball_spawn_point
A leftover from some point in development before Forge labels were designed and implemented. In Halo 3, a tag with this name was equivalent to a marker with Halo: Reach's ODDBALL_BALL label. Curiously enough, this object is defined on Powerhouse, and looks identical to a Capture Plate.
plasma_launcher (Plasma Launcher)
A Covenant weapon which can lock onto targets and fire up to four armed plasma grenades after charging up. These grenades home in on targets.
fusion_coil (Fusion Coil)
A small human power source, shaped like a rectangular prism, sized 0.25 x 0.25 x 0.5 Forge units. It is explosive and will detonate when it receives too much damage.
unsc_shield_generator
This value is not used by the engine and will not spawn or match any object. Unknown. This is not a Generator Defense generator; those use the internal name "generator_x_large".
cov_shield_generator
This value is not used by the engine and will not spawn or match any object.
initial_spawn_point (Initial Spawn Point)
A respawn point that is only used to spawn players in for the first time, at the start of a round.
invasion_vehicle_req
This value is not used by the engine and will not spawn or match any object. A development leftover. This may be from development work on Invasion that was done before the Forge label system was implemented, and it may also be connected to "requisitions," a scrapped development concept that seems to have been scaled down to make Invasion Slayer.
vehicle_req_floor
This value is not used by the engine and will not spawn or match any object. A development leftover. Based on the name, it's connected to "requisitions," a scrapped development concept that seems to have been scaled down to make Invasion Slayer.
wall_switch
This value is not used by the engine and will not spawn or match any object. This value does not correspond to any object defined in any existing map files, but based on its type, it was meant to be an interactable object of some kind.
health_pack (Health Pack)
A health pack.
req_unsc_laser
This value is not used by the engine and will not spawn or match any object. A development leftover. Based on the name, it's connected to "requisitions," a scrapped development concept that seems to have been scaled down to make Invasion Slayer.
req_unsc_dmr
This value is not used by the engine and will not spawn or match any object. A development leftover. Based on the name, it's connected to "requisitions," a scrapped development concept that seems to have been scaled down to make Invasion Slayer.
req_unsc_rocket
This value is not used by the engine and will not spawn or match any object. A development leftover. Based on the name, it's connected to "requisitions," a scrapped development concept that seems to have been scaled down to make Invasion Slayer.
req_unsc_shotgun
This value is not used by the engine and will not spawn or match any object. A development leftover. Based on the name, it's connected to "requisitions," a scrapped development concept that seems to have been scaled down to make Invasion Slayer.
req_unsc_sniper
This value is not used by the engine and will not spawn or match any object. A development leftover. Based on the name, it's connected to "requisitions," a scrapped development concept that seems to have been scaled down to make Invasion Slayer.
req_covy_launcher
This value is not used by the engine and will not spawn or match any object. A development leftover. Based on the name, it's connected to "requisitions," a scrapped development concept that seems to have been scaled down to make Invasion Slayer.
req_covy_needler
This value is not used by the engine and will not spawn or match any object. A development leftover. Based on the name, it's connected to "requisitions," a scrapped development concept that seems to have been scaled down to make Invasion Slayer.
req_covy_sniper
This value is not used by the engine and will not spawn or match any object. A development leftover. Based on the name, it's connected to "requisitions," a scrapped development concept that seems to have been scaled down to make Invasion Slayer.
req_covy_sword
This value is not used by the engine and will not spawn or match any object. A development leftover. Based on the name, it's connected to "requisitions," a scrapped development concept that seems to have been scaled down to make Invasion Slayer.
shock_loadout
This value is not used by the engine and will not spawn or match any object. This value is not used by the engine and will not spawn or match any object. Apparently a development leftover from an older implementation of loadouts.
specialist_loadout
This value is not used by the engine and will not spawn or match any object. This value is not used by the engine and will not spawn or match any object. Apparently a development leftover from an older implementation of loadouts.
assassin_loadout
This value is not used by the engine and will not spawn or match any object. This value is not used by the engine and will not spawn or match any object. Apparently a development leftover from an older implementation of loadouts.
infiltrator_loadout
This value is not used by the engine and will not spawn or match any object. Apparently a development leftover from an older implementation of loadouts.
warrior_loadout
This value is not used by the engine and will not spawn or match any object. Apparently a development leftover from an older implementation of loadouts.
combatant_loadout
This value is not used by the engine and will not spawn or match any object. Apparently a development leftover from an older implementation of loadouts.
engineer_loadout
This value is not used by the engine and will not spawn or match any object. Apparently a development leftover from an older implementation of loadouts.
infantry_loadout
This value is not used by the engine and will not spawn or match any object. Apparently a development leftover from an older implementation of loadouts.
operator_loadout
This value is not used by the engine and will not spawn or match any object. Apparently a development leftover from an older implementation of loadouts.
recon_loadout
This value is not used by the engine and will not spawn or match any object. Apparently a development leftover from an older implementation of loadouts.
scout_loadout
This value is not used by the engine and will not spawn or match any object. Apparently a development leftover from an older implementation of loadouts.
seeker_loadout
This value is not used by the engine and will not spawn or match any object. Apparently a development leftover from an older implementation of loadouts.
airborne_loadout
This value is not used by the engine and will not spawn or match any object. Apparently a development leftover from an older implementation of loadouts.
ranger_loadout
This value is not used by the engine and will not spawn or match any object. Apparently a development leftover from an older implementation of loadouts.
req_buy_banshee
This value is not used by the engine and will not spawn or match any object. A development leftover. Based on the name, it's connected to "requisitions," a scrapped development concept that seems to have been scaled down to make Invasion Slayer. Based on the tag type, you would have interacted with this object to make a purchase.
req_buy_falcon
This value is not used by the engine and will not spawn or match any object. A development leftover. Based on the name, it's connected to "requisitions," a scrapped development concept that seems to have been scaled down to make Invasion Slayer. Based on the tag type, you would have interacted with this object to make a purchase.
req_buy_ghost
This value is not used by the engine and will not spawn or match any object. A development leftover. Based on the name, it's connected to "requisitions," a scrapped development concept that seems to have been scaled down to make Invasion Slayer. Based on the tag type, you would have interacted with this object to make a purchase.
req_buy_mongoose
This value is not used by the engine and will not spawn or match any object. A development leftover. Based on the name, it's connected to "requisitions," a scrapped development concept that seems to have been scaled down to make Invasion Slayer. Based on the tag type, you would have interacted with this object to make a purchase.
req_buy_revenant
This value is not used by the engine and will not spawn or match any object. A development leftover. Based on the name, it's connected to "requisitions," a scrapped development concept that seems to have been scaled down to make Invasion Slayer. Based on the tag type, you would have interacted with this object to make a purchase.
req_buy_scorpion
This value is not used by the engine and will not spawn or match any object. A development leftover. Based on the name, it's connected to "requisitions," a scrapped development concept that seems to have been scaled down to make Invasion Slayer. Based on the tag type, you would have interacted with this object to make a purchase.
req_buy_warthog
This value is not used by the engine and will not spawn or match any object. A development leftover. Based on the name, it's connected to "requisitions," a scrapped development concept that seems to have been scaled down to make Invasion Slayer. Based on the tag type, you would have interacted with this object to make a purchase.
req_buy_wraith
This value is not used by the engine and will not spawn or match any object. A development leftover. Based on the name, it's connected to "requisitions," a scrapped development concept that seems to have been scaled down to make Invasion Slayer. Based on the tag type, you would have interacted with this object to make a purchase.
fireteam_1_respawn_zone (Respawn Zone, Fireteam 1)
A special type of Respawn Zone defined on Boneyard. It can be seen in Forge on maps like Boneyard, but not edited.
fireteam_2_respawn_zone (Respawn Zone, Fireteam 2)
A special type of Respawn Zone defined on Boneyard. It can be seen in Forge on maps like Boneyard, but not edited.
fireteam_3_respawn_zone (Respawn Zone, Fireteam 3)
A special type of Respawn Zone defined on Boneyard. It can be seen in Forge on maps like Boneyard, but not edited.
fireteam_4_respawn_zone (Respawn Zone, Fireteam 4)
This value is not used by the engine and will not spawn or match any object. As of this writing, no multiplayer maps define this tag; fireteam-specific respawn zones only go up to 3.
semi_truck (Semi Truck)
A semi truck with no trailer attached. The ones placeable in Forge with the Thorage update have a truck bed attached, but the ones spawned in Megalo don't by default; as of this writing, 343 Industries would have to add a new variant ID for Megalo in order to make the truck bed available to scripts.
soccer_ball (Soccer Ball)
A giant soccer ball, of the same variety as those placeable in Forge.
golf_ball (Golf Ball)
A giant golf ball, of the same variety as those placeable in Forge.
golf_ball_blue (Golf Ball, Blue)
This value is not used by the engine and will not spawn or match any object.
golf_ball_red (Golf Ball, Red)
This value is not used by the engine and will not spawn or match any object.
golf_club (Golf Club)
A reskinned Gravity Hammer which looks like a gigantic golf club.
golf_cup (Golf Cup)
A golf cup with a holographic blue flag, surrounded by a circular patch of astroturf. The object has peculiar physics, with a magnetism effect near the cup; this is intended to help pull golf balls into the cup, but it also affects some other objects, including Mongooses.
golf_tee
This value is not used by the engine and will not spawn or match any object.
dice (Dice)
A giant six-sided die, of the same variety as those placeable in Forge. It is a muted green with white dots. The pivot point is on the "six" face, but is slightly off-center.
covenant_crate (Covenant Crate)
This value is not used by the engine and will not spawn or match any object. Defined on some Firefight maps, including Overlook. It is a Covenant weapon crate. This same crate is available on some Multiplayer maps, including Forge World, but it uses a different tag, and Megalo is not set up to make that tag available to scripts.
eradicator_loadout
This value is not used by the engine and will not spawn or match any object. Apparently a development leftover from an older implementation of loadouts.
saboteur_loadout
This value is not used by the engine and will not spawn or match any object. Apparently a development leftover from an older implementation of loadouts.
grenadier_loadout
This value is not used by the engine and will not spawn or match any object. Apparently a development leftover from an older implementation of loadouts.
marksman_loadout
This value is not used by the engine and will not spawn or match any object. Apparently a development leftover from an older implementation of loadouts.
flare (Flare)
This value is not used by the engine and will not spawn or match any object. An unused scenery item; it is not a leftover of the Flare equipment item from Halo 3.
glow_stick (Glowstick)
This value is not used by the engine and will not spawn or match any object. Defined on some Firefight maps, but doesn't appear to be defined in any Multiplayer maps.
concussion_rifle (Concussion Rifle)
A Covenant weapon similar to the Brute Shot; it does less damage but has a greater physics impulse.
grenade_launcher (Grenade Launcher)
A grenade launcher. Holding down the trigger delays the detonation of a fired grenade, and causes the grenade to release an EMP when it detonates.
phantom_approach (phantom_approach)
A device machine with the Phantom model, suitable for scripted animation.
hologram (Hologram)
An Armor Ability that sends out an illusory copy of the user. The copy "dies" after a short delay or if it takes too much damage.
evade (Evade)
An Armor Ability that allows the user to perform high-speed dodge rolls.
unsc_data_core (UNSC Data Core)
A UNSC data core, used as the "capture the flag" objective in Invasion: Boneyard. It can be picked up and carried by a player, reducing their speed and preventing them from attacking.
danger_zone (Danger Zone)
Analysis of this object's map tag is inconclusive but suggests that it influences spawning when a shape is set on it.
teleporter_sender
This is a Halo 3 sender-node teleporter, available as a development leftover and only defined on Boardwalk. Its default shape is a cylinder with radius 0.4, top 1, bottom 0.25. These teleporters spawn on channel Alpha and are interoperable with Halo: Reach-style teleporters placed in Forge, but there is no way to change the channel via script.
teleporter_receiver
This is a Halo 3 receiver-node teleporter, available as a development leftover and only defined on Boardwalk. Its default shape is a cylinder with radius 0.4, top 1, bottom 0.25. These teleporters spawn on channel Alpha and are interoperable with Halo: Reach-style teleporters placed in Forge, but there is no way to change the channel via script.
teleporter_2way
This value is not used by the engine and will not spawn or match any object. This would've been similar to teleporter_sender and teleporter_receiver — there is a leftover Halo 3 two-way-node teleporter in the game, available on Boardwalk — but Bungie mistyped the name when entering it into the Megalo object type list, so it isn't spawnable.
data_core_beam
A device machine.
phantom_overwatch (Phantom, Overwatch)
This value is not used by the engine and will not spawn or match any object.
longsword (Longsword)
A relatively low-detail static model of a Longsword bomber. The tag is defined on Boneyard.
particle_emitter_fire (Particle Emitter, Fire)
An invisible object which emits fire particles. This is purely a graphical effect and does no damage on its own.
phantom_scenery (Phantom, Scenery)
A non-animated Phantom.
pelican_scenery (Pelican, Scenery)
A non-animated Pelican.
phantom (Phantom, Vehicle)
A Phantom. It's meant to be drivable, but only the Plasma Cannons on the side doors are operable by players, even with the "force into vehicle" script action.
pelican (Pelican, Device)
A device machine with the Pelican model, suitable for scripted animation. It is used on Spire.
armory_shelf
This value is not used by the engine and will not spawn or match any object. The object is defined on the "The Package" campaign level.
covenant_resupply_capsule
This value is not used by the engine and will not spawn or match any object.
covenant_drop_pod
An unfinished asset available on Boneyard. It is a small, untextured (i.e. flat grey) cylinder with an upward taper, about the diameter of a player model. It has no collision and no apparent function.
invisible_marker
Defined on Penance, Powerhouse, Reflection, Sword Base, and Zealot. It resembles a flag stand when viewed in the HREK, but is defined to be invisible outside of Forge.
respawn_zone_weak (Respawn Zone, Weak)
A respawn zone with a weak influence, of the same variety as those placeable in Forge.
respawn_zone_weak_anti (Respawn Zone, Weak, Anti)
A respawn zone with a weak negative influence, of the same variety as those placeable in Forge.
phantom_device (Phantom, Device)
A device machine with the Phantom model, suitable for scripted animation. It is used on Boneyard and Breakpoint.
resupply_capsule
A drop pod for a single weapon, like those seen in Firefight; as of this writing, the object is only available on Anchor 9. Unfortunately, the pod is sealed, and there doesn't seem to be any way to open it. Its tag data suggests that it opens when it reaches 0% health, implying that Firefight opens it by using scripts to "kill" it; however, attempting to do the same with Megalo scripts produces no result.
resupply_capsule_open
This value is not used by the engine and will not spawn or match any object. This tag is not defined even in Firefight maps, which define the "closed" variant. Examination of the "closed" variant's tags suggest that an explicit "open" variant shouldn't even be necessary.
weapon_box
This value is not used by the engine and will not spawn or match any object. Defined on some Firefight maps, including Courtyard. It is a flat olive drab metal panel with UNSC branding that in Firefight can spawn with power weapons attached to it.
tech_console_stationary
This value is not used by the engine and will not spawn or match any object.
tech_console_wall
This value is not used by the engine and will not spawn or match any object.
initial_loadout_camera (Initial Loadout Camera)
An object which defines a camera view that can be used during the initial loadout selection period at the start of a round. Note that the game doesn't anchor the camera to one of these markers when using it; it simply moves the camera to it. The distinction being made is that using scripts to move an Initial Loadout Camera marker will not animate the camera view being displayed.
invisible_covenant_resupply_capsule (invis_cov_resupply_capsule)
This tag is defined on Boneyard, and inspection with third-party tools indicates that it takes the form of an invisible cube. Its function has yet to be tested in-game.
covenant_power_core (Covenant Power Core)
A Covenant power core, used as the "capture the flag" objective in Invasion: Spire. It can be picked up and carried by a player, reducing their speed and preventing them from attacking.
fuel_rod_gun (Fuel Rod Gun)
A Covenant heavy weapon that fires explosive fuel rods, which may bounce once depending on the angle at which they hit a surface.
dropzone_boundary (dropzone_boundary)
This value is not used by the engine and will not spawn or match any object.
shield_door_small (Shield Door, Small)
This value is not used by the engine and will not spawn or match any object. Defined on some Firefight maps, including Courtyard.
shield_door_medium (Shield Door, Medium)
This value is not used by the engine and will not spawn or match any object. Defined on some Firefight maps, including Courtyard.
shield_door_large (Shield Door, Large)
This value is not used by the engine and will not spawn or match any object. Defined on some Firefight maps, including Courtyard.
drop_shield (Drop Shield)
An Armor Ability which allows the user to place a small bubble shield at their location.
detached_machine_gun_turret (Machine Gun Turret, Detached)
An infantry-operable turret that has been detached from its stand. It has a finite ammo supply and cannot be refilled. It can be carried in addition to a primary and secondary weapon, but will slow its user's movement.
machine_gun_turret (Machine Gun Turret)
An infantry-operable turret mounted on a stand. While mounted, the turret has unlimited ammo but cannot be moved; if the stand is broken, the turret can be carried but will have a finite ammo supply.
detached_plasma_cannon (Plasma Cannon, Detached)
An infantry-operable turret that has been detached from its stand. It has a finite ammo supply and cannot be refilled. It can be carried in addition to a primary and secondary weapon, but will slow its user's movement.
plasma_cannon (Plasma Cannon)
An infantry-operable turret mounted on a stand. While mounted, the turret has unlimited ammo but cannot be moved; if the stand is broken, the turret can be carried but will have a finite ammo supply.
shade (Shade Turret)
A Covenant turret emplacement.
cargo_truck (Cargo Truck)
This value is not used by the engine and will not spawn or match any object.
electric_cart (Electric Cart)
An electric cart with no armaments.
forklift (Forklift)
A drivable forklift.
military_truck
This value is not used by the engine and will not spawn or match any object.
oni_van (ONI Van)
A huge black van with a driver and passenger seat. It is fairly slow.
warthog_turret (Warthog Turret, Normal)
A Warthog rear chaingun, separate from the Warthog itself.
warthog_turret_gauss (Warthog Turret, Gauss)
A Warthog rear gauss turret, separate from the Warthog itself.
warthog_turret_rocket (Warthog Turret, Rocket)
A Warthog rear rocket turret, separate from the Warthog itself.
scorpion_turret_anti_infantry (Scorpion Turret, Chaingun)
A Scorpion's anti-infantry chaingun, separate from the Scorpion itself.
falcon_turret_grenade_left (Falcon Turret, Grenade Left)
A Falcon's left-side door-gun grenade launcher, separate from the Falcon itself.
falcon_turret_grenade_right (Falcon Turret, Grenade Right)
A Falcon's right-side door-gun grenade launcher, separate from the Falcon itself.
wraith_turret_anti_infantry (Wraith Turret, Anti-Infantry)
A Wraith's anti-infantry plasma turret, separate from the Wraith itself.
landmine (Land Mine)
A landmine.
target_locator (Target Locator)
A Target Locator capable of calling down a devastating air strike. This weapon will only spawn on maps that define its tag.
kill_boundary_3d_model
This value is not used by the engine and will not spawn or match any object. Internally, a tag named "ff_kill_zone" is used for the (Soft) Kill Boundary's 3D model, but not for the actual object.
block_1x1_flat (Block 1x1 Flat)
A Block 1x1 Flat, of the same variety as those placeable in Forge.
shade_gun_anti_air (Shade Turret Gun, Anti-Air)
The "gun" part of a Shade turret; the base is not included. This variant fires devastatingly powerful shots at a high rate. Shields protect its operator.
shade_gun_fuel_rod (Shade Turret Gun, Fuel Rod)
The "gun" part of a Shade turret; the base is not included. This variant fires fuel rods.
shade_gun_plasma (Shade Turret Gun, Plasma)
The "gun" part of a Shade turret; the base is not included.
kill_ball (Kill Ball)
A Kill Ball, of the same variety as those placeable in Forge.
light_red (Forge Light (Red))
A light emitter, of the same variety as those placeable in Forge. Scaling this object will resize the visible "ball" of light, but will not change the brightness or radius of the emitted light.
light_blue (Forge Light (Blue))
A light emitter, of the same variety as those placeable in Forge. Scaling this object will resize the visible "ball" of light, but will not change the brightness or radius of the emitted light.
light_green (Forge Light (Green))
A light emitter, of the same variety as those placeable in Forge. Scaling this object will resize the visible "ball" of light, but will not change the brightness or radius of the emitted light.
light_orange (Forge Light (Orange))
A light emitter, of the same variety as those placeable in Forge. Scaling this object will resize the visible "ball" of light, but will not change the brightness or radius of the emitted light.
light_purple (Forge Light (Purple))
A light emitter, of the same variety as those placeable in Forge. Scaling this object will resize the visible "ball" of light, but will not change the brightness or radius of the emitted light.
light_yellow (Forge Light (Yellow))
A light emitter, of the same variety as those placeable in Forge. Scaling this object will resize the visible "ball" of light, but will not change the brightness or radius of the emitted light.
light_white (Forge Light (White))
A light emitter, of the same variety as those placeable in Forge. Scaling this object will resize the visible "ball" of light, but will not change the brightness or radius of the emitted light.
light_red_flashing (Forge Light (Flashing Red))
A flashing light emitter, of the same variety as those placeable in Forge.
light_yellow_flashing (Forge Light (Flashing Yellow))
A flashing light emitter, of the same variety as those placeable in Forge.
fx_colorblind (FX (Colorblind))
A screen FX object, of the same variety as those placeable in Forge.
fx_gloomy (FX (Gloomy))
A screen FX object, of the same variety as those placeable in Forge.
fx_juicy (FX (Juicy))
A screen FX object, of the same variety as those placeable in Forge.
fx_nova (FX (Nova))
A screen FX object, of the same variety as those placeable in Forge.
fx_olde_timey (FX (Olde Timey))
A screen FX object, of the same variety as those placeable in Forge.
fx_pen_and_ink (FX (Pen And Ink))
A screen FX object, of the same variety as those placeable in Forge.
fx_purple (FX (Purple))
A Forge filter that covers the screen in a deep purple overlay, similar to the lighting in the Nightfall mission.
fx_orange (FX (Orange))
A screen FX object, of the same variety as those placeable in Forge.
fx_green (FX (Green))
A Forge filter that covers the screen in a grimy, green overlay, with small visual distortions away from the center. This filter affects the UI, and it can stack; spawning too many of it will blind all players.
grid (Grid)
A glowing blue platform with a grid texture, of the same variety as those placeable in Forge. The platform is square, and each side is 30 Forge units long; on Tempest, a single grid placed at the center of the map can reach from one base's frontmost man cannon to the other base's frontmost man cannon.
sound_emitter_alarm_1 (Invisible Cube of Alarming 1)
An invisible object which emits an alarm sound. The emitter may be silent by default; call set_scenario_interpolator_state(1, 1) to make it audible, and set_scenario_interpolator_state(1, 0) to silence it again.
sound_emitter_alarm_2 (Invisible Cube of Alarming 2)
An invisible object which emits an alarm sound. The emitter may be silent by default; call set_scenario_interpolator_state(2, 1) to make it audible, and set_scenario_interpolator_state(2, 0) to silence it again.
safe_boundary (Safe Boundary)
A Safe Boundary, of the same variety as those placeable in Forge. Players who remain outside of all extant Safe Boundaries will be killed.
soft_safe_boundary (Soft Safe Boundary)
A Soft Safe Boundary, of the same variety as those placeable in Forge. Players who remain outside of all extant Soft Safe Boundaries for longer than ten seconds will be killed.
kill_boundary (Kill Boundary)
A Kill Boundary, of the same variety as those placeable in Forge. Players who enter its shape will be killed instantly.
soft_kill_boundary (Soft Kill Boundary)
A Soft Kill Boundary, of the same variety as those placeable in Forge. Players who remain inside of its shape for longer than ten seconds will be killed.
unsc_data_core_holder (UNSC Data Core Holder)
The Invasion: Boneyard prop which holds the UNSC Data Core used as an objective in Phase 3.
covenant_power_module_stand (Covenant Power Module Stand)
The Invasion: Spire prop linked to the Phase 1 territories.
covenant_bomb (Covenant Bomb)
The Covenant bomb used in Invasion: Breakpoint. Like the UNSC bomb, it can be picked up and carried.
heavy_barrier (Heavy Barrier)
A massive steel barricade. This object was originally only available on Breakpoint, but the Thorage update has made it usable on Forge World.
breakpoint_bomb_door (dlc_invasion_bomb_door)
A massive metal wall. It is usable on Forge World, but as of this writing I'm not sure yet whether it will be included in Thorage.