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