Tags

Tags are the way that Halo registers objects to a map. In this instance, "object" refers to more than just physical objects you can interact with - for example, there are tags for enemy AI, screen effects, and UI elements. Tags are broken into categories, referred to by a string of 3-4 letters. Each Tag refers to a different type of object - for example, the vehi tag tells the game that an object is a vehicle. Every map has a different set of Tags (though many tags you will find on every map).

To do:

~~What are tags?~~

How are they used?

What is tag injection?

NOTE: I just learned on the discord that bloc, scen, weap, vehi, and biped are tags that can easily be attached as objects to other objects without crashing the game.

## Tag List

This list is incomplete!

* achi - achievements
* adlg - ai\_dialogue\_globals
* aigl - ai\_globals
* ant! - antenna
* atgf - atmosphere\_globals
* avat - avatar\_awards
* bdpd - death\_program\_selector
* beam - beam\_system
* bipd - biped
* bitm - bitmap
* bloc - crate
* bsdt - breakable\_surface
* cddf - collision\_damage
* cfxs - camera\_fx\_settings
* chad - chud\_animation\_definition
* char - character
* chdg - challenge\_globals\_definition
* chdt - chud\_definition
* chgd - chud\_globals\_definition
* chmt - chocolate\_mountain\_new
* citr - cinematic\_transition
* clwd - cloth
* cmoe - camo
* cmps - compute\_shader
* cntl - contrail\_system
* coll - collision\_model
* colo - color\_table
* comg - commendations\_globals\_definition
* coms - communication\_sounds
* coop - coop\_spawning\_globals\_definition
* cpem - cheap\_particle\_emitter
* cpgd - cookie\_purchase\_globals
* cptl - cheap\_particle\_type\_library
* csdt - camera\_shake
* ctrl - device\_control
* cusc - cui\_screen
* cust - cui\_static\_data
* dctr - decorator\_set
* decs - decal\_system
* draw - rasterizer\_cache\_file\_globals
* drdf - damage\_response\_definition
* effe - effect
* effg - effect\_globals
* efsc - effect\_scenery
* eqip - equipment
* fogg - atmosphere\_fog
* foot - material\_effects
* form - formation
* frms - frame\_event\_list
* gcrg - game\_completion\_rewards\_globals
* gegl - game\_engine\_globals
* gldf - cheap\_light
* glps - global\_pixel\_shader
* glvs - global\_vertex\_shader
* gmeg - game\_medal\_globals
* gpix - global\_cache\_file\_pixel\_shaders
* gptd - game\_performance\_throttle
* grfr - grounded\_friction
* hcfd - havok\_collision\_filter
* Hlmt - model
* igpd - incident\_global\_properties\_definition
* iimz - instance\_imposter\_definition
* impo - imposter\_model
* ingd - incident\_globals\_definition
* jmad - model\_animation\_graph
* jpt! - damage\_effect
* Lbsp - scenario\_lightmap\_bsp\_data
* lens - lens\_flare
* lgtd - loadout\_globals\_definition
* ligh - light
* locs - location\_name\_globals\_definition
* lsnd - sound\_looping
* ltvl - light\_volume\_system
* mach - device\_machine
* matg - globals
* mgls - megalogamengine\_sounds
* mlib - emblem\_library
* mode - render\_model
* motl - multiplater\_object\_type\_list
* msit - megalo\_string\_id\_table
* mulg - multiplayer\_globals
* pecp - particle\_emitter\_custom\_points
* perf - perfomance\_throttles
* pfmc - performance\_template
* pggd - player\_grade\_globals\_definition
* phmo - physics\_model
* pixl - pixel\_shader
* play - cache\_file\_resource\_layout\_table
* pmcg - player\_model\_customization\_globals
* pmdf - particle\_model
* pmov - particle\_physics
* pphy - point\_physics
* proj - projectile
* prt3 - particle
* rain - rain\_definition
* rasg - rasterizer\_globals
* rmbl - rumble
* rmcs - shader\_custom
* rmd - shader\_decal
* rmdf - render\_method\_definition
* rmfl - shader\_foliage
* rmgl - shader\_glass
* rmhg - shader\_halogram
* rmop - render\_method\_option
* rmsh - shader
* rmss - shader\_screen
* rmt2 - render\_method\_template
* rmtr - shader\_terrain
* rmw - shader\_water
* rwrd - render\_water\_ripple
* sadt - spring\_acceleration
* sbsp - scenario\_structure\_bsp
* scen - scenery
* scmb - sound\_combiner
* scnr - scenario
* sddt - structure\_design
* sdzg - scenario\_required\_resource
* sefc - area\_screen\_effect
* sfx+ - sound\_effect\_collection
* sgp! - sound\_global\_propogation
* shit - shield\_impact
* sidt - simulated\_input
* siin - simulation\_interpolation
* sirp - scenario\_interpolator
* sLdT - scenario\_lightmap
* sncl - sound\_classes
* snd! - sound
* snde - sound \_environment
* snmm - sound\_mix\_mastering
* snmx - sound\_mix
* spk! - sound\_dialogue\_constants
* sqtm - squad\_template
* srad - sound\_radio\_settings
* ssao - ssao\_definitions
* ssce - sound\_scenery
* stli - scenario\_structure\_lighting\_info
* styl - style
* trak - camera\_track
* udlg - dialogue
* ugh! - sound\_cache\_file\_gestalt
* uise - user\_interface\_sounds\_definition
* unic - multilingual\_unicode\_string\_list
* vehi - vehicle
* vtsh - vertex\_shader
* wadt - chud\_widget\_animation\_data\_template
* weap - weapon
* wezr - game\_engine\_settings\_definition
* wigl - user\_interface\_shared\_globals\_definition
* wind - wind
* wpdp - water\_physics\_drag\_properties
* wpdt - chud\_widget\_placement\_data\_template
* wrdt - chud\_widget\_render\_data\_template
* wsdt - chud\_widget\_state\_data\_template
* wxcg - weather\_globals
* zone - cahce\_file\_resource\_gestalt