[Xbox PC]Halo Campaign Evolved Weapon Lab

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huqi
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[Xbox PC]Halo Campaign Evolved Weapon Lab

Post by huqi »

================================================================

Halo Weapon Lab - Public Edition 1.0.2

Game : Halo Campaign Evolved
Target : HaloCampaignEvolved.exe
Known build : Meteorite+Rel-i343-Meteorite-2607-CU3 (5.5.4-1112544)
Mode : Single-player only
OCT ID : huqi

Purpose


This is a focused weapon-systems laboratory, not a conventional
all-purpose trainer. Standard god mode / ammo / movement / checkpoint
/ skull toggles from the original table were intentionally removed.

Public modules


  • Instant Plasma Pistol MAX charge
  • Fire-rate scaling, volley count, weapon-type scope and magazine auto-fill
  • Semi-auto / heavy-weapon cooldown unlock
  • Non-invasive energy-weapon runtime monitor
  • Projectile Ballistics editor (range, velocity, shotgun spread/pellet grid)
  • Projectile Armory with three persistent source -> target presets
  • Mission-safe re-resolution of projectile IDs
  • Vehicle Lab (Covenant boost energy + boost power)
  • Explosion Radius editor using the shipped Boom configuration

Projectile Ballistics

Projectile Ballistics exposes the actual projectile parameters loaded by the current mission instead of applying a generic weapon cheat.

For most supported projectiles, the table exposes Maximum Travel Distance and projectile velocity parameters. Shotguns receive additional controls because their firing behavior is defined by a pellet grid and spread data.

Shotgun customization

A shotgun can be changed far beyond its stock behavior:

  • Maximum Travel Distance — extends or shortens the effective projectile travel range.
  • Spread Angle — choose anything from an extremely tight grouping to a very wide spread. Presets include Tight (0.57°), the stock value (), and Wide.
  • Logical Pellet Count — controls the actual pellet grid used by the weapon. Presets include the stock configuration as well as 1, 25, 100 and 400 pellets.

This means the shotgun can be turned into anything from a tight long-range precision weapon to an extreme close-range multi-projectile weapon without replacing it with another gun.

Note: 100- and especially 400-pellet settings are experimental and can significantly increase engine load. Visual effects may also be limited by the engine even when the additional logical projectiles are active.

Ballistics data is scanned from the projectiles loaded in the current mission. After changing missions, disable and re-enable the Projectile Ballistics parent entry to rescan the new mission's projectile data.

Scope note: Projectile Ballistics currently edits the loaded projectile Tag Meta directly, so these parameter changes are global for that projectile type rather than P1-only.

Projectile Armory - mission behavior


Every mission loads a different projectile armory. The table remembers
your three presets by projectile path/name rather than keeping stale
mission-local runtime IDs.

Example:
Prologue: Magnum -> Seraph Quad Bomb Launcher
Mission 1: if the Seraph Quad Bomb Launcher projectile is not loaded in that
mission, clicking "Re-resolve & Enable" keeps Magnum as the source but
automatically falls back to Rocket Launcher as the target.

This fallback is intentional: a missing preferred TARGET becomes Rocket
Launcher instead of leaving a stale target ID that could crash the game.
If a preferred SOURCE itself is not present in the current mission, that
preset is disabled until the source exists again.

After entering a new mission, weapons may temporarily return to stock
behavior. Click "Re-resolve & Enable" once. The table rescans the current
mission, matches the saved source/target paths to the new runtime IDs,
and restores the same presets automatically.

Projectile Armory - scope


P1 only (recommended): replacements are filtered to Player 1's weapon.

All: the source-projectile rule is applied globally. Friendly and enemy
NPCs using a matched source weapon can therefore fire the replacement
projectile as well. Use this mode deliberately, because one preset can
change the behavior of every matching weapon currently in the mission.

Explosion Radius notes


Very large values are intentionally experimental. 50x can create
map-scale blast radii, but in tight/enclosed spaces it may sometimes
produce 0 damage. Treat 50x as an extreme test value rather than a
universally reliable combat setting.

Credits / provenance


huqi (OCT): Halo Weapon Lab public edition, Weapon Lab systems,
Projectile Armory, projectile/ballistics mappings and experimental
parameter editors in this release.

khuong: original Halo Campaign Evolved table. This public edition does
not redistribute the original table's conventional trainer features.
Selected low-level logic/code-site references were adapted with credit:

  • P1 filtering logic at the Projectile Armory hook site

  • skull-state capture used by the Explosion Radius editor

  • the energy-weapon code site used by the runtime monitor

    Single-player only.
    ================================================================

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