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{{Ratings}}
{{Status|Canon}}
{{Era|TF|FS|H1|H2|H3|RVB}}
[[File:HR SpecOpsElites.jpg|thumb|350px|Multiple SpecOps Sangheili using active camouflage, with one also possessing [[overshield]].]]
{{Cleanup}}
{{Quote|One of those [[Sangheili|things]] is inside, and it is ''invisible!''|Cadet [[Thomas Lasky]]{{Ref/Film|Id=H4FUD|H4FUD|Episode=4}}}}
<center>''Were you also looking for [[Camouflage]], the UNSC equivalent?''</center>
'''Active camouflage''', often shortened as '''active camo''' or '''av-cam''',{{Ref/Anthology|Id=HH|HE|Story=Headhunters}} refers to a broad range of optical [[camouflage]] technologies that conceal its user or an object from visual perception by rapidly adapting to its surroundings.{{Ref/Book|Id=enc11|Enc11|Page=355}}{{Ref/Book|Id=h4evg|H4EVG|Page=136}} Although active camouflage originated from the [[Covenant]]—also inherited and adopted by [[Covenant remnants|its remnants]]—similar technology was employed by the [[United Nations Space Command]], with personal active camouflage being directly reverse-engineered from its Covenant counterpart.{{Ref/Reuse|enc11}}
[[Image:1221018765 Invisible2.png|thumb|A [[Halo: Combat Evolved]] Active Camouflage pickup, still in its casing.]]


The ''Active Camouflage'' power-up is light-bending energy stored in a small, glass-like pyramid in ''[[Halo: Combat Evolved]]'' and ''[[Halo 2]]''. In ''[[Halo 3]]'' that is suspended in a spherical force-field. Its usage is similar to the way a [[Covenant]] [[Overshield]] functions. When the player breaks the active camouflage container (done by simply walking over it), the energy envelops the wearer and bends light around the skin, [[armor]], or [[shielding]], conforming to its user's form and rendering them almost invisible. This effect wears off as the energy dissipates and the user slowly becomes more visible. It is a Covenant device and as such is most commonly used by [[Special Operations Elites]] and [[Stealth Elites]]. However, all varieties of [[MJOLNIR]] armor after and including the [[Mark V]] can also use the technology.
==Overview==
{{Quote|Trust me, because I heard... uhhh... from a friend, that if you have active camouflage on and do a cries, it makes a big sizzle sound and everybody can see me hidin' in the corner.|[[Dimkee Hotay]] shares his bad experience with active camo.{{Ref/Level|Id=Alliance|H5|Alliance}}}}
Covenant active camouflage conceals by bending and refracting light around the surface of the camouflaged object,{{Ref/Reuse|HH}}{{Ref/Reuse|h4evg}}{{Ref/Novel|Id=FS7|FS|Chapter=7|Quote=An Elite in jet-black armor materialized from the wall display, its light-bending camouflage dissolving.}}{{Ref/Site|Id=universe|URL=https://www.halowaypoint.com/en-us/universe/weapons/active-camouflage|Site=Halo Waypoint|Page=Active Camouflage|D=27|M=10|Y=2015}}{{Ref/Novel|Id=ET5|ET|Chapter=5|Quote=Bending light around his armor could make him virtually invisible, but limitations with the tech meant that he would have to calibrate when and how it was used. It could not be employed indefinitely, and it tended to falter with increased mobility.}} masking its presence through advanced pattern realignment.{{Ref/Site|Id=guide|URL=http://www.halowaypoint.com/en-us/intel/inteldetail/9124e677-3732-467e-a84f-448ee7a31e5a/active-camouflage|Site=Halo Waypoint|Page=Halo 4 Interactive Guide - Armor Abilities: Active Camouflage|D=25|M=04|Y=2013|LocalArchive=Halo 4 Interactive Guide#Armor Abilities}} The camouflage effect only reduces chances of visual detection; those using active camouflage can be observed by other means, including the [[motion tracker]],{{Ref/Reuse|HH}} noise,{{Ref/Reuse|H4FUD}}{{Ref/Reuse|Alliance}} and environmental disturbances such as dust or footprints on soft terrain.{{Ref/Novel|Id=FS20|FS|Chapter=20|Quote=Had it picked up a camouflaged Elite? No, the dust in the air would have certainly given it away.}}


==Function==
In addition to having reverse-engineered the Covenant active camouflage, the UNSC has developed several pieces of adjacent technology. One notable form of human-developed active camouflage operates on a different principle than the Covenant counterpart, using [[photoreactive panel]]s to impersonate the surrounding environment like a chameleon. The UNSC uses photoreactive panels on its [[Semi-Powered Infiltration armor]] for optical camouflage, adapting to the object's background to account for movement.{{Ref/Novel|Id=GOOPro|GOO|Prologue|Quote=The armor's camouflaging textures sputtered and stabilized, however; and once again blended into the rocky terrain.}} They conceal the wearer's infrared signature and to blend in with the surrounding environment.{{Ref/Novel|Id=GOO10|GOO|10|Quote=Their armor, along with the rest of Gamma Company's Semi-Powered Infiltration suits, was being refitted with new photo-reactive coatings to boost their camouflaging properties.}} When combined with a [[SPARTAN-III program|Spartan-III]]'s natural talent and training for stealth, it can be a very effective tool.{{Ref/Novel|Id=GOO28|GOO|28|Quote=If it was Olivia, she could be anywhere. She was eerily proficient at camouflage and stealth.}}
[[Image:Hidden Dragon.jpg|thumb|left|170px|A [[Spartan-II|Spartan]] using active camouflage.]]
The Active Camouflage activates by contact. The Camouflage covers the entire body, but it does not extend to the entirety of the user's equipment. [[Human]] weapons won't give away the user's location, although Covenant [[weapons]], mainly glowing because of plasma, will be seen. The [[Energy Sword]] in ''Halo 2'' is visible even while you are invisible and also visible on stealth elites in Halo:CE though this problem is fixed in ''Halo 3''. Also, if close enough, the character's outline is seen faintly and looks like a moving silhouette; however, it is hard to see the outline and the ''ghost'' from a far angle. Even on a scoped weapon, like the [[Sniper Rifle]] or [[Battle Rifle]], it can be difficult to see a camouflaged opponent. When any projectiles pass through the shielding (whether by firing a weapon or being shot), it is temporarily deactivated, making the user partly visible. Also, the camouflage's effect deteriorates with the firing of weapons. As you fire continuously you slowly become more visible. If you stop firing, you will quickly become invisible again.


The technology can be utilized on [[Human]] armor systems, such as the [[MJOLNIR]] armor, but the [[UNSC]] has only developed a rough equivalent, the [[Camouflage Cloak]].<ref>''[[Halo: The Fall of Reach]]''</ref>
==Development history==
[[File:HINF Illusion ActiveCamo 1.png|thumb|300px|The Covenant active camouflage being studied at the [[ONI Ilex Facility]].]]
In ''Halo 2'', it is noted that the [[Arbiter (Character)|Arbiter]]'s armor, while possessing a built-in active camouflage generator, is not permanent, unlike the more modern generators used by Special Operations Elites. There is a circle on the player's [[HUD]] that shows the amount of time left for both the usage of the active camouflage and the recharging sequence. The [[Master Chief]], can gain this ability with the [[Halo 2 Skulls#Envy|Envy Skull]] on [[Legendary]] only; however, his screen will lack the meter, forcing you to remember the time allowed for use.
{{Quote|no=two|q1=If we were to meet in battle as warriors—true warriors, you would fall, just as so many of your kind have fallen—to our [[Energy sword|swords]] and fire; under the weight of our boots. But you—you are not warriors. You are [[Headhunters|assassins]]. Weak and timid, you hide in the shadows—|q2=Says the alien shit-heel who invented active camo.|1=Silent Shadow operative|2=Jonah-B283|3=A Sangheili in the [[Silent Shadow]] and [[Jonah-B283]] during [[Mission to an unidentified moon|a confrontation]].{{Ref/Reuse|HH}}}}
Even before they pooled their knowledge of sensor masking and optical camouflage techniques with the establishment of the [[Writ of Union]] in [[852 BCE]], the [[Sangheili]] and the [[San'Shyuum]] experimented with various active camouflage systems. Modern active camouflage devices incorporated some reverse-engineered [[Forerunner]] technology, with Covenant devices utilizing a distinct branch of "[[baffler]]" systems from the Forerunners.{{Ref/Reuse|universe}}{{Ref/Site|Id=CryptumGlossary|URL=http://halo.xbox.com/en-us/intel/related/text/cryptum-glossary/62e29c59-a3f9-4b63-af76-def71fda5459|Site=Halo Waypoint|Page=Cryptum Glossary|D=14|M=03|Y=2014|LocalArchive=Halo: Cryptum/Glossary}} Whereas the Covenan't conventional active camouflage technology was reverse-engineered from Forerunner technology by the [[Huragok]], the [[Jiralhanae]] developed the [[Cloaking]] module which similarly conceal its user by bending light rays around their position.{{Ref/Book|Id=Enc09Stalkers|Enc09|Page=340-341}}{{Ref/Book|Id=Enc11p357|Enc11|Page=357}}
When playing as the Arbiter, using any attack besides melee will cause the active camouflage to deactivate, and the player must wait for it to recharge before using it again.<ref>''[[Halo 2]]'', All levels playable as the Arbiter</ref>


==Science==
Acquired early on during the [[Human-Covenant War]],{{Ref/Reuse|guide}} the [[Type-3 active camouflage|T-3 Refraction Dissonance Modifier/Camouflage]] module was deemed an essential piece of Covenant technology; thus, it was extensively researched by the [[Office of Naval Intelligence]].{{Ref/Reuse|universe}} Although it was officially reported that all UNSC efforts to prototype a working active camouflage unit had been met with failure,{{Ref/Reuse|HH}} ONI's research eventually produced multiple reverse-engineered modules,{{Ref/Reuse|HH}}{{Ref/Reuse|enc11}}{{Ref/Book|Id=EVG15|EVG|Page=15}}{{Ref/Game|Id=H4|H4|active camouflage in-game model}} which were compatible with particular armor and BDU types.{{Ref/Reuse|universe}} Efforts at [[ONI Ilex Facility]] also resulted in the creation of the Multifunctional Emitter Prototype, a large device that could emit a field projecting the effects of active camouflage, as well as those of the [[overshield]].{{Ref/Site|Id=overview|URL=https://www.halowaypoint.com/news/map-overview-halo-infinite-cu29|Site=Halo Waypoint|Page=Map Overview - Halo Infinite CU29|D=24|M=1|Y=2024}}{{Ref/Site|Id=CFFire|URL=https://www.halowaypoint.com/news/canon-fodder-covering-fire|Site=Halo Waypoint|Page=Canon Fodder - Covering Fire|D=31|M=01|Y=2024}}
[[Image:1218738155 Invisible.jpg|thumb|left|The Active Camouflage in Halo 2.]]
Technically, '''Active Camouflage''' is not quite invisibility, though it is very similar. Rather, is the term that is used to describe a broad range of [[technology|technologies]] that a wearer or object with its terrain, mimicking the environment around it perfectly, though in two dimensions. There are a variety of ways to do this, though the [[UNSC]] uses photo-reactive panels on its [[SPI|Semi-Powered Armor]] and [[UNSC Prowler|Prowler]] warships for optical camouflage, adapting to account for movement.


Though it has never been elaborated on in detail, it is suspected that [[Covenant]] versions of the concept use [[Wikipedia:Phased array optics|phased array optics]] to project a three-dimensional [[hologram]] of background scenery around the wearer of the system, a task well within the [[Covenant]]'s technological level.
==Usage==
===Personal active camouflage===
{{Quote|Show yourselves, assassins! The scent of your cloak is faint, but it still fouls the air.|[[Atriox]] smelling active camouflage.{{Ref/Comic|Id=HP|HTFS|Story=Hunting Party}}}}
In the [[Covenant military]], although personal active camouflage was a default component of [[Sangheili harness]],{{Ref/Reuse|enc11}} it was most commonly used by members of the [[Covenant Special Operations]] (including both [[Special Operations Unggoy]] and [[Special Operations Officer|Sangheili SpecOps Officers]]),{{Ref/Level|Id=H2TheArbiter|H2|The Arbiter}} [[Stealth Sangheili]],{{Ref/Level|H2|Regret (Halo 2 level)|Regret}} and [[Sangheili Zealot|zealots]].{{Ref/Reuse|universe}}{{Ref/Level|Id=Requiem|H4|Requiem (level)|Requiem}}{{Ref/Game|H2A|Terminal (Halo 2: Anniversary)|Terminals|Detail=Terminal 2}} [[Arbiter]] [[Thel 'Vadam]]ee's [[Arbiter body armor|body armor]] was equipped with an older version of active camouflage, which has a limited duration compared to the newer version used by SpecOps troops.{{Ref/Reuse|H2TheArbiter}} [[Covenant remnants]] have largely inherited the same pattern of usage among its troops;{{Ref/Reuse|Requiem}} in the [[Banished]], Sangheili under special operations and the [[Evocati]] order,{{Ref/Book|Enc22|Page=429}} as well as [[Sangheili Warlord|Warlords]], often employ active camouflage in combat.{{Ref/Game|Id=HI|HI|gameplay}}


Talc powder and other atmospheric particles can disrupt the systems, causing the technology to overload and fail. <ref>''[[Halo: First Strike]]''</ref> The device also generates a considerable amount of heat, causing its user to be clearly visible on [[Human]] thermal goggles and some variations of the [[Sniper Rifle]]. <ref>''[[Halo: The Flood]]''</ref> The humans of Alpha Base on Alpha Halo used this advantage when their base was infiltrated by stealth [[Elites]], equipping their [[Fire Team]]s with infrared goggles allowing them to easily see the attackers. In addition, William and Kelly employed smoke in order to overload the camouflage on [[Reach]] in order to find them <ref>[[Halo: First Strike]]</ref>.
[[File:Headhunters Roland camo.jpg|left|thumb|250px|[[Roland-B210]] employing his personal active camouflage.]]
SPARTAN-III [[Headhunters]] had access to a prototype active camouflage unit that was almost identical to the Covenant version, rendering the operator's SPI armor almost invisible, except that it only lasted three-to-four minutes and other systems have their power drained while it recharged. Produced by the [[Beta-5 Division]], this experimental version of the active camouflage had its existence kept as a secret.{{Ref/Reuse|HH}} By [[2552]], the UNSC has developed an active camouflage unit as one of many [[Armor abilities|enhancement modules]] on the [[MJOLNIR Powered Assault Armor/Mark V|MJOLNIR Mark V armor]], similar to those carried by Covenant [[Sangheili]] and [[Jiralhanae]].{{Ref/Reuse|EVG15}} However, its effect quickly dissipates with excessive motion or when taking weapons fire; thus, users integrated its usage alongside traditional stealth tactics rather than in lieu of them.{{Ref/Reuse|enc11}}


==Use in Campaign==
In contrast to the MJOLNIR Mark V armor which used an armor enhancement module manufactured by UNSC, the [[MJOLNIR Powered Assault Armor (GEN2)|MJOLNIR [GEN2] armor]] system was capable of incorporating Covenant T-3 active camouflage modules into its system.{{Ref/Reuse|Requiem}} While it has seen extensive use among Spartans of all classes,{{Ref/Reuse|guide}} Spartans assigned to the "Disruptive" tactical roles under [[Spartan Operations]] undergo additional training exercises to learn to effectively use active camouflage to ambush enemies.{{Ref/Book|OSFM|Page=31|Quote=For Spartans, this can mean additional training in the use of optical cloaking technologies such as active camouflage, qualification with sensor jammers and holographic decoys, and deploying unmanned drones to strike enemies when they least expect it.}} The UNSC counterpart in [[2553]] was considerably bulkier, being a large vertical container with a glowing green vertical panel,{{Ref/Reuse|H4}} though by [[2559]], the UNSC module has drastically reduced in size into a palm-sized circular device.{{Ref/Game|Id=HImodel|HI|active camouflage in-game model}}
If the active camouflage is active during [[campaign]], you are completely invisible to the AI enemies unless you fire your weapon, which will deactivate the camouflage for a short amount of time. Active camouflage is only usable in campaign when you are playing as the [[Arbiter (Character)|Arbiter]] in ''[[Halo 2]]'', or pick up [[Cloaking]] in ''[[Halo 3]]''. It is also available as a powerup in five levels during ''[[Halo: Combat Evolved]]'': [[Truth and Reconciliation (Level)|Truth and Reconciliation]], [[Silent Cartographer (Level)|Silent Cartographer]], [[343 Guilty Spark (Level)|343 Guilty Spark]], [[Keyes (Level)|Keyes]], and [[Assault on the Control Room (Level)|Assault on the Control Room]]. An interesting fact about Active Camouflage is that although you can see the [[Energy Sword|Sword]]-wielding Active Camo Elites in Halo: Combat Evolved due to the sword, the [[Marine]]s cannot see them. This is removed in Halo 2 as the Elites now activate them only before they're about to kill you. In ''Halo 3'', Active Camouflage is replaced by Cloaking, a piece of [[Equipment]] that can be picked up much like the [[Bubble Shield]] or any other item. What makes this beneficial then, is that the item can be used when needed, not just when available. The user can hold on to it until it is required in a situation when he or she drastically outnumbered. Activating the Cloaking can even the odds, or avoid contact all together. It is recommended that the user move quickly and relentlessly so that they don't waste the time that the powerup is activated for, as well as the fact they also might be spotted a lot easier when stationary. This is also recommended in multiplayer.


==Active Camouflage and Shielding==
For personnel not equipped with built-in active camouflage, it could be provided by a variety of devices, all of which vary is shape and sizes.{{Ref/Book|Id=H4EVG|H4EVG|Page=136}} Typically, the energy granting the cloaking effect is suspended inside a small, transparent pyramidal container,{{Ref/Game|Id=HCE|HCE|active camouflage in-game model}}{{Ref/Game|Id=H2|H2|active camouflage in-game model}}{{Ref/Map|Id=Illusion|HI|Illusion}} or a larger spherical force-field.{{Ref/Game|Id=H3|H3|active camouflage in-game model}}{{Ref/Game|Id=HR|HR|active camouflage in-game model}} Upon deployment, the energy previously contained inside the module envelops the user's armor, rendering the armor nearly invisible.{{Ref/Generic|McFarlane Toys|Detail=[[McFarlane Toys/Miscellaneous#Spartan EVA 2|Active Camouflage Spartan EVA]]}} [[Jiralhanae Stalker]]s employed Cloaking, a piece of single-use equipment with adjacent technology developed by the Jiralhanae.{{Ref/Reuse|Enc09Stalkers}}{{Ref/Reuse|Enc11p357}} After the death of [[Gek 'Lhar]], his corpse was looted by [[Fireteam Majestic]]. Spartan [[Gabriel Thorne]] took Gek's active camouflage module,{{Ref/SpOps|Expendable}}{{Ref/Reuse|H4EVG}} which he subsequently used during the attempted rescue of Dr. [[Catherine Halsey]].{{Ref/SpOps|Key}} As an example of similar technology employed by the [[Precursor]]s, the [[Defenders of the Sanctum]] were able to manipulate Precursor [[nanotechnology]] on [[Netherop]] to form [[Sanctum's Hide|armor]] on their bodies; the armors replicated the effects of active camouflage through the wearer's will.{{Ref/Novel|Out|19|Quote='Think of it as enhanced active camouflage.' As 'Ra'ashai spoke, he vanished from sight. 'If I wish to remain unseen, all I need do is think it, and the Sanctum’s Hide bends light around me.'}}
[[Image:Activecamoflauge.jpg|180px|thumb|right|[[Stealth Elite]] using active camouflage.]]
An odd discrepancy is present in the difference between ''Halo: Combat Evolved'' and ''Halo 2'' active camouflage. In ''Halo: Combat Evolved'', [[Stealth Elites]] using active camouflage had no shielding whatsoever; furthermore, Elites were the only Covenant enemies to possess it. However, in the last level, several Elite [[Flood]] [[Combat Form]]s that made their way into the [[Armory]] were seen with Active Camouflage generators, but these were presumably infected [[Stealth Elite]]s.
In ''Halo 2'' active camouflage was seen in use by both [[Elites]] and [[Grunts]], during [[The Arbiter (Level)|The Arbiter]] and part of [[Regret (Level)|Regret]].  


In "A Day At the Beach," a supposed [[Elite Minor]] is seen engaging his own active camouflage at the expense of his [[shields]] (though when the camouflage seems to be shorted out by the [[plasma grenade]] explosion his shields are reactivated). It is possible that he is an [[Ossoona]], which would explain why such a seemingly low ranked [[Elite]] has the system, although this is not likely as Minors are not allowed to be an Ossoona due to their experience. <ref>"Extra" cutscene included in retail version of [[Multiplayer Map Pack]]</ref>
<gallery class=center>
File:HCE_Campaign_ActiveCamo_Pickup.jpg|The pyramidal module for active camouflage.
File:H4-ActiveCamo-ModuleDevice.png|The Type-3 active camouflage armor enhancement module.
File:H4SO ActiveCamo Module Concept.jpg|Gek 'Lhar's active camouflage module.
</gallery>


It can be conjectured from this evidence that perhaps all [[Elite]]s have active camouflage systems installed, but in all but the highest echelons of Elite rankings the power drain deactivates the shield in favor of the camouflage. Only ''Halo 2'' era [[Stealth Elites]], [[Ultra Elites]] and [[Special Operations Elites]] seem to have enough power in their armor to run both systems at the same time.
===Vehicle active camouflage===
[[File:ONIPRO 01.png|thumb|300px|[[PRO-49776]] disengaging its advanced cloaking field, an outlier in UNSC camouflaging technology during the [[Covenant War]].]]
Aircraft or ships could also be equipped with active camouflage systems, such as the {{Pattern|Ru'swum|Phantom}}, which has its own active camouflage generators onboard.{{Ref/Level|H3|The Covenant (level)|The Covenant}} Larger vessels such as [[Covenant supercarrier|supercarriers]], or entire armies, can be effectively hidden from both plain sight and sensors by using external stealth systems that project a cloaking field, such as [[deployment spire]]s and [[stealth pylon]]s.{{Ref/Level|Id=ToTS|HR|Tip of the Spear}}{{Ref/Level|Id=LNoS|HR|Long Night of Solace (level)|Long Night of Solace}}{{Ref/Book|Id=Enc22|Enc22|Page=225}} The [[Banished]] similarly use [[cloaking generator]]s, which were reverse-engineered from stealth pylons;{{Ref/Game|Id=PLCloakGen|HW2|Phoenix Logs|Detail=Cloaking Generator}} similar technology is also on the considerably more mobile [[Klavbrig Workshop Shroud]], which can project a cloaking field on surrounding infantry, vehicles, fortifications.{{Ref/Game|Id=PLShroud|HW2|Phoenix Logs|Detail=Shroud}} [[Let 'Volir]] has also [[Prowling Marauder|incorporated cloaking]] into the [[Eklon'Dal Workshop Marauder]]'s capabilities, allowing it to conduct stealth operations when necessary.{{Ref/Book|Enc22|Page=464}}


==Halo 3 Active Camouflage==
UNSC [[Prowler]] stealth ships employ a variety of [[Prowler#Active stealth systems|active stealth systems]], including [[stealth ablative coating]] and [[texture buffer]],{{Ref/Novel|Id=GOO32|GOO|32|Quote='Active camouflage online,' Waters said. 'Texture buffer full. Four minutes on the clock.' The normally matte-black ablative coating on her dorsal surfaces flickered with patterns of cirrostratus and lapis ocean and glowing orange sunset.}} which ultimately replicate the effects of active camouflage. This camouflage is not perfect, however, and cannot keep up with a constantly changing background such as a gas giant's atmosphere.{{Ref/Anthology|Id=Cole|HE|Story=The Impossible Life and the Possible Death of Preston J. Cole|Quote=The UNSC prowler Wink of an Eye, having been in system for seven days waiting for this moment, moved into its proper position and reappeared, only visible because its active camouflage skin could not keep pace with the churning red and orange surface of Viperidae behind it...}} More advanced stealth ships were developed, such as [[PRO-49776]] using a form of cloak "bubble" similar to the light-bending energy fields used by the Covenant. This technology has not been observed in widespread use.{{Ref/Film|HLeg|Episode=[[The Package (animated short)|The Package]]}}
[[Image:ActiveCamo.jpg|150px|thumb|right|The Active Camouflage in ''Halo 3''.]]
The Active Camo is no longer contained inside a pyramid construct. Instead it appears as a large, glowing sphere with what appears to be containment devices around it, enclosing the powerup in ''[[Halo 3]]'' [[multiplayer]]; but unlike past Halo games however, active camo is ''not'' found in campaign. In campaign, Active Camouflage is replaced by the [[Cloaking]] [[equipment]], which functions in the same way as active camouflage once used. Melee attacks, shooting, throwing grenades and using equipment will negate the effect of the power-up. Also, wearing the [[Armor Permutations#Spartan Armor Permutations|Flaming Helmet]] is an obvious give-away to the opponent because the fire is still visible. A popular video on YouTube is that of a Bungie worker with the Flaming Helmet grabbing Active Camo and then being sniped due to the fire.


It is best to use the shotgun or other one hit kill weapons with the camo.
===Other applications===
During the [[Requiem Campaign]], active camouflage was used to shield the [[seven]] [[HAVOK tactical nuclear weapon]]s smuggled aboard the {{UNSCShip|Infinity}} from detection by the ship's AI [[Roland]]. After [[Fireteam Crimson]] took out a Sangheili holding a cloaking remote, Roland realized this tactic. By tracking the energy signature from the cloaking generator, Roland was able to locate the warheads in the Engine Room and direct Crimson where to go to disarm them before they could be used to destroy the ''Infinity''. Unlike conventional active camouflage, this type shielded the warheads from sensors but they could be physically seen by nearby persons without any issue.{{Ref/SpOps|Invasion (Spartan Ops)|Engine of Destruction}} Later, in the [[Warrens]], the [[Jul 'Mdama's Covenant|Covenant]] hooked up active camouflage to their shield generators to prevent the human forces from finding and destroying them. Spartan [[Jared Miller]] was eventually able to identify the Sangheili who controlled the active camouflage and after Crimson took him out, the active camouflage dropped, revealing the generators.{{Ref/SpOps|Expendable|Lancer}}


The quality of camouflage in custom games may be set to two different settings<ref>http://www.gametrailers.com/player/20131.html</ref>:
==Countermeasures==
*Poor Camo: The player has camouflage that might fool a [[Grunt]].
[[File:HINF Threat Sensor Jega.png|thumb|250px|[[Jega 'Rdomnai]]'s active camouflage rendered ineffective by a threat sensor.]]
**This makes the player appear ghostly.
{{Quote|[[Chak 'Lok]]'s cloaked. Hard to see. Use the [[Threat Sensor]].|[[The Weapon]] advises [[John-117]] on countering [[Chak 'Lok]]'s active camouflage.{{Ref/Quest|Id=Tower|HI|Connections|The Tower}}}}
*Good Camo: The player has camouflage that will fool an attentive [[Elite]].
Personal active camouflage does not hide its user perfectly; the user's motion may leave behind a shimmering effect that is detectable by eyesight.{{Ref/Reuse|universe}}{{Ref/Reuse|ET5}}{{Ref/Novel|Id=TF1|TF|Chapter=1|Quote=Keyes turned to look at the data scrolling across the nav screen and detected motion out of the corner of his eye. He looked, saw the primary weapons control station shimmer like a mirage in the desert, and rubbed his eyes.}} [[Atriox]] was able to detect the use of active camouflage through smell.{{Ref/Reuse|HP}} However, it is possible he was just smelling the users themselves rather than the cloaking field, and was calling them out for its use.
**This makes the player appear like glass; invisible, but the light is distorted within the player's shape.


==[[Spartan-III]]==
Active camouflage could be countered through unconventional means. Talcum powder and other atmospheric particles can disrupt the systems, causing the technology to overload and fail; [[SPARTAN-II program|SPARTAN-IIs]] [[William-043]] and [[Kelly-087]] notably threw talcum powder at their enemies to overload their camouflage generators on [[Reach]] in [[2552]].{{Ref/Novel|Id=FS14|FS|Chapter=14|Quote=Image enhancement showed the wavering outlines of four Covenant Elites—their light-bending camouflage fluttering and overloading as the talc powder coated them.}} The device also generates a considerable amount of heat,{{Ref/Novel|Id=Out6|Out|6|Quote=...an infrared scanner could notice a slight temperature anomaly around the cloaking umbrella. Or an optical analyzer might alert on a minuscule Doppler shift of bending light...}} leaving its user visible on human thermal goggles and some variations of the [[SRS99C-S2 AM sniper rifle]].{{Ref/Novel|Out|19|Quote=Under ordinary circumstances, thermal imaging performed better against active camouflage than human eyesight, and Vale hoped that would be the case against the tel inhabitants' strange nanotech armor too.}} The humans of [[Alpha Base (Installation 04)|Alpha Base]] on [[Installation 04]] used this advantage when their base was infiltrated by cloaked Sangheili, equipping their [[fireteam]]s with infrared goggles allowing them to easily see the attackers.{{Ref/Novel|Id=TF8|TF|Chapter=8}}
The Spartan-IIIs use a mimicry version of Active Camouflage, using panels to impersonate the surrounding environment like a Human Chameleon. Though when combined with their natural talent and training for stealth, it is a very effective tool, rendering them almost invisible. (Spartan-III [[Olivia]] was noted for having a natural talent for stealth and scouting). This feature was tested by [[ODST]]s and saw very limited use in [[2552]].


==Character compatibility==
Generally, optical analyzers could detect minuscule [[Wikipedia:Doppler effect|Doppler shift]] of bending light around the camouflaged object.{{Ref/Reuse|Out6}} Users of personal active camouflage could also be detected on the motion tracker.{{Ref/Reuse|HH}} The low-light vision mode on the UNSC's [[Visual Intelligence System, Reconnaissance|VISR]] can detect users of active camouflage on the [[heads-up display]],{{Ref/Site|URL=http://halo.bungie.net/projects/odst/guide.aspx|Site=Bungie.net|Page=Halo 3 ODST : Field Guide - VISR Mode|D=25|M=05|Y=2013|LocalArchive=Archive:Bungie.net/Halo 3: ODST: Field Guide#Ordnance}} though they are outlined in the orange coloration—denoting the cloaked entity as a static object or structure—rather than the standard green or red outlines, which denote allies or enemies respectively.{{Ref/Game|H3ODST|gameplay}}{{Ref/Site|URL=http://halo.xbox.com/en-us/Universe/Detail/visr/46e787cc-207e-4590-9553-51efa66f425d|Site=Halo Waypoint|Page=VISR|D=18|M=07|Y=2012}} The [[Threat Sensor]], a piece of wrist-mounted equipment compatible with the [[MJOLNIR Powered Assault Armor (GEN3)|MJOLNIR [GEN3] armor]],{{Ref/Site|URL=https://www.halowaypoint.com/en-us/news/inside-infinite-july-2021|Site=Halo Waypoint|Page=Inside Infinite - July 2021|D=23|M=7|Y=2021}} highlights the silhouette of cloaked enemies on the user's heads-up display.{{Ref/Reuse|Tower}}
[[Image:AC flame head.jpg|thumb|Flaming Head armor and Active Camo in Halo 3.|180px|right]]
*[[Elites]] (All Games)
*[[Spartans]] (All Games)
*[[Flood Combat Form]] ([[Halo 1]] and Halo 2 only)
*[[Grunts]] ([[Halo 2]] Only)


Note: All enemies are capable of using active camo in Halo 2 if the [[Assassins]] skull is active. Even enemies such as Hunters, Jackals and Flood forms are affected.
==In-game information==
[[File:HaloCE-ActiveCamouflage.jpg|thumb|200px|A cloaked Stealth Sangheili exposed by his uncloaked energy sword in ''Halo: Combat Evolved''.]]
The active camouflage is an equipment available to players and [[non-playable character]]s across the ''Halo'' games. It turns the character model near-invisible for a limited time, leaving behind a shimmering effect that distorts whatever is behind the character. Firing a weapon, throwing a grenade, using equipment, meleeing, and taking damage will reveal the player character for a short duration, and then return them to a hidden state. The effect persists even when the player is inside a vehicle.  


==Trivia==
The cloaked effect can be rendered ineffective by other elements, however. When used in association with an [[overshield]], the active camouflage becomes completely useless due to the additional shielding effect over the character's body (except in ''[[Halo: Combat Evolved]]''). In ''Halo: Combat Evolved'' (and [[Halo: Combat Evolved Anniversary|its ''Anniversary'' release]]) and ''[[Halo 2]]'', a cloaked character's [[energy sword]] remains visible.
*There is a glitch that can be performed in [[Halo 3]] that will give you infinite Invisibility in multiplayer matches, even when one respawns.
*By changing the graphics card settings on [[Halo PC]], active camouflage users appear as a big, gray colored figure and are quite obvious to spot.
*If you pick up Camo and oversheilds, the oversheilds glow and make you visible.
*When invisible and switching to a depleted energy sword, in ''[[Halo 2]]'' and ''[[Halo 3]]'', the outline of the sword's plasma blade will still shimmer even though it is depleted.
*Active Camouflage covers the [[Energy Sword]] in ''[[Halo 3]]'', unlike in the previous games where it remains fully visible.
*On [[343 Guilty Spark (Level)|343 Guilty Spark]], if you go right off of the fallen tree towards a small indention in the hill, you will find an Active Camouflage next to the pipeline.
*Active camouflage generates heat,<ref>''[[Halo:The Flood]]''</ref> which can be taken advantage of by the use of infrared equipment by [[UNSC]] forces.
*The [[Separatist Phantom]] in ''Halo 3'', has its own Active Camouflage generators on board for various stealth missions.
*Even though you will be invisible in multiplayer you can still be tracked by the motion tracker unless moving while crouching.
*Oddly enough, a group of Major and Minor Grunts in the Halo 2 level [[Delta Halo]] used Active Camouflage as they fought alongside a group of [[Stealth Elites]]. This suggests that at least some lower ranked Grunts have this equipment.
*When you shoot or melee with Active Camo on, you will start to become visible, the more you shoot or melee, the more visible you will become, then you gradually turn invisible after the shooting or meleeing stops.
*After being under fire for a while an active camo in ''[[Halo: Combat Evolved]]'' will generate purple sparks (best seen with the shotgun).
*When using cloaking in ''Halo 3'', it's suggested that you don't use a [[Gravity Hammer]] because the lights emitted by the hammer will still be visible. However, an Energy Sword can be unsheathed without a sound and held without a light giving you away.
*As stated in the [[Halo 2]] Piggyback Offical Guide, when used in association with an [[Overshield]], the Active Camo becomes completely useless due to the charges of the overshield washing over the player's body (except in ''Halo: Combat Evolved''). In [[Halo 3]], the same effect occurs when Active Camouflage and Overshields are both working.
*The Active Camouflage has no effect on the flames on the [[Bungie Employee]] flaming helmet, allowing enemies to more easily locate the user of the helmet.
*Active Camouflage is less effective with plasma weapons because the barrel glows and makes you easier to spot, which is ironic as the covenant developed it.
*With the [[Envy]] skull on in [[Halo 2]] the [[Master Chief]]'s flashlight will be replaced with active camouflage. This can also be combined with a glitch which allows you to reload from a checkpoint, after saving and quitting, and turning off your console, with infinite active camouflage. This makes the Campaign on Halo 2 considerably easier, even on Legendary difficulty.
**The above glitch can be achieved in Halo: CE for PC. See [[Permanent invisibility]].
* Freelancer Tex (in [[Red vs Blue]]) had a special 'built in' cloaking device, much like the Arbiter's.
*The Active Camouflage can also be used for defensive purposes in [[Halo 3]], acting like a floating shield. Crouching behind one will shield the bulk of your character from enemy fire, giving your shields time to recharge. This is also possible with the [[Overshield]] and [[Custom Powerup]]
* The Halo 2 Assasin's skull that is found in [[Regret (level)|Regret]] makes all opposition invisible permanently.
*In Halo 3 if you throw grenades at it they will bounce off.
*In [[Halo 3]], if in [[Forge]], if you go in monitor mode then go inside an active camo, you will hear a sharp pitched noise.
*In Halo 3, if a player is wielding a [[Gravity Hammer]] and Active Camo simultaneously, they can be seen by the glowing 'head' of the Gravity Hammer.
*In Halo 3, the energy sword takes slightly longer than other weapons to become invisible with the player while using the active camouflage.


== Related Links ==
=== ''Halo: Combat Evolved'' ===
*[[Overshield]]
In ''Halo: Combat Evolved'', the active camouflage is a [[power-up]] that appears as a glowing blue orb of energy encased in a clear glass pyramid. The player picks up the active camouflage by making contact with the object; after picking up an active camouflage, the player's model is near transparent for 45 seconds. In this state, the player is completely invisible to the non-playable characters unless they fire their weapon or take damage from weaponsfire. It is available in five levels during ''Halo: Combat Evolved'' campaign: [[The Truth and Reconciliation]], [[Silent Cartographer]], [[Assault on the Control Room]], [[343 Guilty Spark (level)|343 Guilty Spark]], and [[Keyes]].


== References ==
===''Halo 2''===
<references/>
In ''Halo 2'', the active camouflage is available in two forms. It is a power-up in multiplayer and functions like it did ''Halo: Combat Evolved'', lasting for 45 seconds. In [[campaign]], it is readily available while playing as the Arbiter, replacing the Master Chief's [[flashlight]]. Using any attack will cause the active camouflage to deactivate, and the player must wait for it to recharge before using it again. The active camouflage's duration varies depending on the difficulty, though the recharge sequence always takes 10 seconds. On [[Easy]] and [[Normal]], it lasts for [[seven]] seconds; on [[Heroic]], it lasts for six seconds; on [[Legendary]], it lasts for four seconds. There is a circle on the player's HUD that shows the amount of time left for both the usage of the active camouflage and the recharging sequence. The active camouflage is available to the Master Chief with the [[Halo 2 skulls#Envy|Envy Skull]] enabled; however, the Master Chief's HUD lacks the meter. This can also be combined with a glitch which allows the player to reload from a checkpoint, after saving and quitting, and turning off the console, with infinite active camouflage.


===''Halo 3''===
{{Main|Cloaking}}
In ''[[Halo 3]]'' [[multiplayer]], the active camouflage power-up is no longer contained inside a pyramid construct; instead, it appears as a large, glowing blue energy enclosed by a spherical construct. Its duration was reduced to 30 seconds. Its effects do not always extend to particle effects on the character model. Wearing the [[Bungie Armor]], which adds a flaming effect around the helmet, is an obvious giveaway, because the fire is still visible while under the effects of active camouflage. The lights on a [[gravity hammer]] can also be seen when camouflaged.


[[Category:Technology]]
[[File:H3 Orbital Ossoona Screenshot 1.png|left|thumb|200px|An Elite with Poor Camo in ''[[Halo: The Master Chief Collection]]''.]]
[[Category:The Covenant]]
''Halo 3'' also introduced two options for the quality of camouflage under the custom game settings:
*'''Poor Camo''': The player has camouflage that might fool a Grunt.
**The player is still somewhat visible.
*'''Good Camo''': The player has camouflage that will fool an attentive Elite.
**This makes the player almost invisible, but the light is distorted within the player's shape.
 
The active camouflage is not available in campaign; instead, it is replaced by the [[Cloaking]] [[equipment]]. Cloaking functions in the same way as active camouflage once did, though, being an [[equipment]], it can carried by the player until they deploy it; this is offset by its 12-second duration. Melee attacks, shooting, throwing grenades and using equipment will negate the effect of the power-up. As an NPC, the Arbiter uses active camouflage at certain points of campaign; furthermore, if the Arbiter is unintentionally removed from the playable area, he respawns with an additional effect that implies he is deactivating his active camouflage.
 
===''Halo Wars''===
In ''[[Halo Wars]]'', active camouflage can be granted to [[The Arbiter (leader)|The Arbiter]] Hero unit and the [[Sangheili Honor Guardsman/Gameplay|Elite Honor Guard]] unit through their respective upgrades, Ghastly Vision and Cloak.
 
===''Halo: Reach''===
The active camouflage in ''[[Halo: Reach]]'' has undergone many major changes. It is now available as an [[Armor abilities|armor ability]] to both Spartan and Elite players, lasting up to 45 seconds with a recharge time of 15 seconds when fully depleted. As a secondary effect, when used, it doubles as a [[Radar Jammer]], scrambling the [[motion tracker]] of the user and all enemies within 25 meters, making the user harder for enemies to detect on their motion trackers. This function can be both beneficial and detrimental to the player; on the one hand, it can make enemies easier to ambush, however, it also informs the enemy team that someone is using active camo nearby. This can backfire on the player by making the enemy team more perceptive to possible ambushes. The active camo also greatly reduces the volume of all sounds for its user, making it more difficult to notice a grenade being thrown or a nearby enemy firing a weapon.
 
The strength or effectiveness of the active camo also varies depending on whether/how fast the user is moving. When standing still, the player is rendered almost completely invisible. Moving slowly or crouch-walking will slightly decrease the quality of cloaking, although the user is still hard to spot. Enemies in campaign and [[Firefight]] will detect the user after a while. As such, it is far less effective than previous iterations. When moving faster than crouch-walking speed, the active camobecomes much less effective, cloaking the user only partially (similar to the Poor Camo from ''Halo 3''{{'}} custom game settings). The player's movement speed does not affect the rate at which the armor ability meter drains.
 
The freedom for the player to control when they activate their camouflage makes it much more effective, as it allows for use in the most opportune situations, instead of restricting the player to activate it on pickup. However, the reduced hearing and radar jamming effects require the player to be more aware of his surroundings than usual, and must also take care not to move too fast.{{Ref/Site|URL=http://halo.bungie.net/News/content.aspx?type=topnews&cid=26366|Site=Bungie.net|Page=Halo: Reach Beta Survival Guide|D=12|M=10|Y=2014}}
 
Though left out of the base game's multiplayer, the active camouflage power-up appears in ''Halo: Reach''{{'}}s [[Anniversary Map Pack]] in "Anniversary" gametypes; its physical appearance is similar to that in ''Halo 3''. It once again cloaks the player for 30 seconds.
 
===''Halo 4''===
In ''[[Halo 4]]'', the active camouflage armor ability lasts up to 18 seconds with a recharge time of 16 seconds when fully depleted. Additionally, the jammer no longer makes false hostile contacts appear on the motion sensor, rather it makes neutral contacts appear and in a much tighter grouping than before. Therefore, it not only prevents the user from using it to trick enemies, but possibly gives away their location. Despite this, it still is an effective tool for hiding outside of cover and ambushing enemies.
 
===''Halo 2: Anniversary'' multiplayer===
In ''[[Halo 2: Anniversary]]'' multiplayer, the active camouflage power-up once again takes on the appearance of a pyramidal container as a pickup item. It lasts for 45 seconds.
 
===''Halo 5: Guardians''===
In ''[[Halo 5: Guardians]]'', active camouflage is a power-up that can be picked up in Arena or requisitioned in [[Warzone]]. While active, the user is invisible to the motion tracker of enemies as long as they are not [[sprint]]ing. Moving while crouched no longer deteriorates the quality of camouflage, though moving faster would. It now displays a meter on the HUD that shows the remaining duration of the power up, and shortly before it runs out, the player will be notified via a quiet beeping sound.
 
In Warzone's [[Requisition system]], there are three REQ cards for active camouflage.
 
{| class="wikitable" style="margin:2px auto; text-align:center; background:#FFFFFF"
|-
!Image
!Name
!Rarity
!Sale Price
!Energy Cost
!Description
|-
|[[File:REQ Card - Active Camo I.png|120px]]
|'''Active Camo I'''
|Uncommon
|{{RP|75}}
|{{Energy|4}}
|style="text-align:left;" |''Active Camo creates a refractive field that provides optical masking. Quick movements and offensive actions destabilize the effect. Short duration.''
|-
|[[File:Activecamo2.png|120px]]
|'''Active Camo II'''
|Rare
|{{RP|100}}
|{{Energy|4}}
|style="text-align:left;" |''Active Camo creates a refractive field that provides optical masking. Quick movements and offensive actions destabilize the effect. Medium duration.''
|-
|[[File:Activecamo3.png|120px]]
|'''Active Camo III'''
|Ultra Rare
|{{RP|150}}
|{{Energy|5}}
|style="text-align:left;" |''Active Camo creates a refractive field that provides optical masking. Quick movements and offensive actions destabilize the effect. Long duration.''
|}
 
===''Halo Wars 2''===
In ''[[Halo Wars 2]]'', the active camouflage is available to a number of UNSC and Banished units, such as the UNSC [[Sniper#Halo Wars 2|Sniper]] and the [[Sangheili Honor Guardsman/Gameplay|Elite Honor Guard]]. [[Klavbrig Workshop Shroud|Shrouds]] and [[cloaking generator]] project an area-of-effect that cloak nearby units or buildings. [[Let 'Volir]] and [[The Arbiter (leader)|The Arbiter]] have [[Leader]] powers that can cloak units temporarily. Cloaked units cannot be targeted by enemies unless there they are revealed by units that can detect cloaked enemies (such as the [[EV-44 Nightingale|Nightingale]] or [[Huragok|Engineers]]).
 
===''Halo Infinite''===
In ''[[Halo Infinite]]''{{'}}s multiplayer, the active camouflage is activated via a 2-second animation similarly to ''Halo 5: Guardians'', rendering the player invisible for 30 seconds. With power-up items now functioning like equipment, it can now be used at will, similar to the Cloaking in ''Halo 3''. As such, if the player is killed before they can use it, or while in the process of activating it, they will drop the equipment, which can now be picked up by another player. Active camouflage in ''Halo Infinite'' behaves like a hybrid of the active camouflage seen in the original trilogy, and the active camo seen in all the games since ''Halo: Reach''. If the player is simply moving and strafing, the camouflage remains consistent, but the camo fades out if they sprint, make any attacks, or use an equipment.{{Ref/Site|Id=Support|URL=https://support.halowaypoint.com/hc/en-us/articles/6882880281364-Halo-Infinite-Weapon-Equipment-and-Vehicle-Inventory-|Site=Halo Support|Page=Halo Infinite Weapon, Equipment, and Vehicle Inventory|D=23|M=03|Y=2023}}{{Ref/Site|URL=https://support.halowaypoint.com/hc/en-us/articles/26608497528596-Equipment-in-Halo-Infinite|Site=Halo Support|Page=Equipment in Halo Infinite|D=12|M=06|Y=2024}}
 
Active camouflage is used by a number of Elite enemy types. SpecOps Elites tend to always have their active camouflage activated, while Ultra and Warlords will active their active camouflage once their energy shields have depleted. Its effects can be negated through the use of the [[Threat Sensor]].
 
==Non-canon and dubious canon appearances==
===Silver Timeline===
{{Main|Silver Timeline}}
Active camouflage is used by Covenant Sangheili.{{Ref/Film|[[Halo: The Television Series Season One]], [[Contact]]}}
==Production notes==
* The active camouflage, as well as overshield, were requested by Hardy LeBel as a feature for ''Halo: Combat Evolved''{{'}}s multiplayer. After seeing their inclusion in multiplayer, the designers for the campaign added both pickups to the campaign.{{Ref/YouTube|OheqVrMGPv0|The Act Man|Interview With The Man Who Created Halo's Multiplayer|Time=1977|D=22|M=6|Y=2024}}
* Changing the graphics card settings on [[Halo: Combat Evolved (PC port)|''Halo: Combat Evolved'' for PC]] (lowering the quality and effects) makes active camouflage users appear as an easily-seen gray, opaque silhouette.
* During the ''Halo: Reach'' [[Halo: Reach Multiplayer Beta|Multiplayer Beta]], the active camo module had "UNSC" printed on it even when being used by Elites; this was corrected in the final release.
 
==Gallery==
<gallery>
File:HCE_MP_ActiveCamo_Pickup.png|The active camo power-up in ''Halo: Combat Evolved'' multiplayer.
File:HCE Camo Sniper.jpg|A [[Spartan-II|Spartan]] using active camouflage  in ''Halo: Combat Evolved'' multiplayer.
File:HCEPC ActiveCamoflage.png|A Spartan using active camouflage on ''[[Halo: Combat Evolved (PC port)|''Halo: Combat Evolved'' for PC]]''.
File:H2 Active Camouflage.png|The active camouflage power-up in ''Halo 2''.
File:HCE Stealth Elite in AC.png|A camouflaged [[Stealth Sangheili]] aboard ''[[Cairo Station (station)|Cairo Station]]'' in ''Halo 2''.
File:H3_ActiveCamo.jpg|The active camouflage power-up in ''Halo 3''.
File:H3_Bungie_Camo.jpg|Bungie Armor and active camouflage in ''Halo 3''.
File:HReach Active Camouflage.jpg|The active camouflage power-up in ''Halo: Reach''.
File:HR Beta Powerhouse ActiveCamo.jpg|The active camouflage being used in ''Halo: Reach'' Beta.
File:HR Spire Camo.jpg|The active camouflage being used in ''Halo: Reach'' multiplayer.
File:HTMCC-HCEA Campaign ActiveCamo Pickup.png|The active camouflage power-up in ''Halo: Combat Evolved Anniversary''.
File:HTMCC-HCEA StealthEliteSword.png|A Stealth Sangheili using active camouflage in ''Halo: Combat Evolved Anniversary''.
File:H4 ActiveCamo_Spartan.jpg|Active camouflage in use in ''[[Halo 4]]''.
File:H2A-ActiveCamo.png|Active camouflage in ''[[Halo 2: Anniversary]]'' multiplayer.
File:H2A-CloakedSpartan.png|A Spartan using active camouflage in ''Halo 2: Anniversary'' multiplayer.
File:H5G-Camo.png|A Spartan-IV using active camouflage in ''Halo 5: Guardians''.
File:HINF ActiveCamouflage Icon.png|HUD icon for the active camouflage in ''[[Halo Infinite]]''.
File:HINF EliteWarlordCloaking.png|A Sangheili Warlord fading away with active camo in ''Halo Infinite''.
File:HINF-CamoOrko.png|[[Okro 'Vagaduun]] using active camo in ''Halo Infinite''.
File:HINF-Deadlockcamo.jpg|A Spartan-IV carrying an active camo module in ''Halo Infinite''.
File:HINF-Camo1.png|A Spartan-IV activating an active camo module in ''Halo Infinite''.
File:HINF-CamodSpartan.png|A Spartan-IV with active camo in ''Halo Infinite''.
File:HTV-Contact-ActiveCamomodule.jpg|A Sangheili with an active camo module in ''[[Halo: The Television Series]]''.
File:HTV-Contact-ActiveCamo.jpg|The same Sangheili activating the active camo in ''Halo: The Television Series''.
</gallery>
 
==List of appearances==
{{Col-begin}}
{{Col-2}}
*''[[Halo: Combat Evolved]]'' {{1st}}
*''[[Halo: The Flood]]''
*''[[Halo: First Strike]]''
*''[[Halo 2]]''
*''[[Halo: Ghosts of Onyx]]''
*''[[Halo 3]]''
*''[[Halo: The Cole Protocol]]''
*''[[Halo Wars]]''
*''[[Halo 3: ODST]]''
*''[[Halo Legends]]''
**''[[The Package (animated short)|The Package]]''
*''[[Halo Evolutions - Essential Tales of the Halo Universe]]''
**''[[Headhunters (short story)|Headhunters]]''
**''[[The Impossible Life and the Possible Death of Preston J. Cole]]''
*''[[Halo: Reach]]''
*''[[Halo: Combat Evolved Anniversary]]''
*''[[Halo 4: Forward Unto Dawn]]''
*''[[Halo 4]]''
**''[[Spartan Ops]]''
*''[[Halo: Spartan Assault]]''
*''[[Halo 2: Anniversary]]''
**''[[Terminal (Halo 2: Anniversary)|Terminals]]''
{{Col-2}}
*''[[Halo: New Blood]]'' {{Mo}}
*''[[Halo: Last Light]]''
*''[[Halo 5: Guardians]]''
*''[[Halo: Fractures]]''
**''[[Oasis]]''
*''[[Halo: Smoke and Shadow]]''
*''[[Halo: Tales from Slipspace]]
**''[[Hunting Party]]''
*''[[Halo Wars 2]]''
*''[[Halo: Envoy]]''
*''[[Halo: Collateral Damage]]''
*''[[Halo: Official Spartan Field Manual]]'' {{Mo}}
*''[[Halo: Shadows of Reach]]''
*''[[Halo: Divine Wind]]''
*''[[Halo Infinite]]''
*''[[Halo: The Television Series Season One]]''
**''[[Contact]]''
*''[[Halo: The Rubicon Protocol]]''
*''[[Halo: Outcasts]]''
*''[[Halo: The Television Series Season Two]]''
**''[[Sanctuary (TV Series)|Sanctuary]]''
*''[[Halo: Empty Throne]]''
{{Col-end}}
==Sources==
{{Ref/Sources}}
 
{{Navbox/Pickups/Gameplay}}
 
[[Category:Camouflage]]
[[Category:Armor abilities]]
[[Category:Power ups]]

Latest revision as of 08:58, February 27, 2025

A team of SpecOps Sangheili, one with overshields and two firing Okarda'phaa-pattern plasma rifles, in the atrium of SWORD Base during Operation: WHITE GLOVE. From Halo: Reach campaign level The Package.
Multiple SpecOps Sangheili using active camouflage, with one also possessing overshield.

"One of those things is inside, and it is invisible!'"
— Cadet Thomas Lasky[1]

Active camouflage, often shortened as active camo or av-cam,[2] refers to a broad range of optical camouflage technologies that conceal its user or an object from visual perception by rapidly adapting to its surroundings.[3][4] Although active camouflage originated from the Covenant—also inherited and adopted by its remnants—similar technology was employed by the United Nations Space Command, with personal active camouflage being directly reverse-engineered from its Covenant counterpart.[3]

Overview[edit]

"Trust me, because I heard... uhhh... from a friend, that if you have active camouflage on and do a cries, it makes a big sizzle sound and everybody can see me hidin' in the corner."
Dimkee Hotay shares his bad experience with active camo.[5]

Covenant active camouflage conceals by bending and refracting light around the surface of the camouflaged object,[2][4][6][7][8] masking its presence through advanced pattern realignment.[9] The camouflage effect only reduces chances of visual detection; those using active camouflage can be observed by other means, including the motion tracker,[2] noise,[1][5] and environmental disturbances such as dust or footprints on soft terrain.[10]

In addition to having reverse-engineered the Covenant active camouflage, the UNSC has developed several pieces of adjacent technology. One notable form of human-developed active camouflage operates on a different principle than the Covenant counterpart, using photoreactive panels to impersonate the surrounding environment like a chameleon. The UNSC uses photoreactive panels on its Semi-Powered Infiltration armor for optical camouflage, adapting to the object's background to account for movement.[11] They conceal the wearer's infrared signature and to blend in with the surrounding environment.[12] When combined with a Spartan-III's natural talent and training for stealth, it can be a very effective tool.[13]

Development history[edit]

Covenant active camouflage being studied at ONI Ilex Facility in Halo Infinite multiplayer map Illusion.
The Covenant active camouflage being studied at the ONI Ilex Facility.

Silent Shadow operative: "If we were to meet in battle as warriors—true warriors, you would fall, just as so many of your kind have fallen—to our swords and fire; under the weight of our boots. But you—you are not warriors. You are assassins. Weak and timid, you hide in the shadows—"
Jonah-B283: "Says the alien shit-heel who invented active camo."
— A Sangheili in the Silent Shadow and Jonah-B283 during a confrontation.[2]

Even before they pooled their knowledge of sensor masking and optical camouflage techniques with the establishment of the Writ of Union in 852 BCE, the Sangheili and the San'Shyuum experimented with various active camouflage systems. Modern active camouflage devices incorporated some reverse-engineered Forerunner technology, with Covenant devices utilizing a distinct branch of "baffler" systems from the Forerunners.[7][14] Whereas the Covenan't conventional active camouflage technology was reverse-engineered from Forerunner technology by the Huragok, the Jiralhanae developed the Cloaking module which similarly conceal its user by bending light rays around their position.[15][16]

Acquired early on during the Human-Covenant War,[9] the T-3 Refraction Dissonance Modifier/Camouflage module was deemed an essential piece of Covenant technology; thus, it was extensively researched by the Office of Naval Intelligence.[7] Although it was officially reported that all UNSC efforts to prototype a working active camouflage unit had been met with failure,[2] ONI's research eventually produced multiple reverse-engineered modules,[2][3][17][18] which were compatible with particular armor and BDU types.[7] Efforts at ONI Ilex Facility also resulted in the creation of the Multifunctional Emitter Prototype, a large device that could emit a field projecting the effects of active camouflage, as well as those of the overshield.[19][20]

Usage[edit]

Personal active camouflage[edit]

"Show yourselves, assassins! The scent of your cloak is faint, but it still fouls the air."
Atriox smelling active camouflage.[21]

In the Covenant military, although personal active camouflage was a default component of Sangheili harness,[3] it was most commonly used by members of the Covenant Special Operations (including both Special Operations Unggoy and Sangheili SpecOps Officers),[22] Stealth Sangheili,[23] and zealots.[7][24][25] Arbiter Thel 'Vadamee's body armor was equipped with an older version of active camouflage, which has a limited duration compared to the newer version used by SpecOps troops.[22] Covenant remnants have largely inherited the same pattern of usage among its troops;[24] in the Banished, Sangheili under special operations and the Evocati order,[26] as well as Warlords, often employ active camouflage in combat.[27]

Roland-B210 employing his personal active camouflage.

SPARTAN-III Headhunters had access to a prototype active camouflage unit that was almost identical to the Covenant version, rendering the operator's SPI armor almost invisible, except that it only lasted three-to-four minutes and other systems have their power drained while it recharged. Produced by the Beta-5 Division, this experimental version of the active camouflage had its existence kept as a secret.[2] By 2552, the UNSC has developed an active camouflage unit as one of many enhancement modules on the MJOLNIR Mark V armor, similar to those carried by Covenant Sangheili and Jiralhanae.[17] However, its effect quickly dissipates with excessive motion or when taking weapons fire; thus, users integrated its usage alongside traditional stealth tactics rather than in lieu of them.[3]

In contrast to the MJOLNIR Mark V armor which used an armor enhancement module manufactured by UNSC, the MJOLNIR [GEN2] armor system was capable of incorporating Covenant T-3 active camouflage modules into its system.[24] While it has seen extensive use among Spartans of all classes,[9] Spartans assigned to the "Disruptive" tactical roles under Spartan Operations undergo additional training exercises to learn to effectively use active camouflage to ambush enemies.[28] The UNSC counterpart in 2553 was considerably bulkier, being a large vertical container with a glowing green vertical panel,[18] though by 2559, the UNSC module has drastically reduced in size into a palm-sized circular device.[29]

For personnel not equipped with built-in active camouflage, it could be provided by a variety of devices, all of which vary is shape and sizes.[30] Typically, the energy granting the cloaking effect is suspended inside a small, transparent pyramidal container,[31][32][33] or a larger spherical force-field.[34][35] Upon deployment, the energy previously contained inside the module envelops the user's armor, rendering the armor nearly invisible.[36] Jiralhanae Stalkers employed Cloaking, a piece of single-use equipment with adjacent technology developed by the Jiralhanae.[15][16] After the death of Gek 'Lhar, his corpse was looted by Fireteam Majestic. Spartan Gabriel Thorne took Gek's active camouflage module,[37][30] which he subsequently used during the attempted rescue of Dr. Catherine Halsey.[38] As an example of similar technology employed by the Precursors, the Defenders of the Sanctum were able to manipulate Precursor nanotechnology on Netherop to form armor on their bodies; the armors replicated the effects of active camouflage through the wearer's will.[39]

Vehicle active camouflage[edit]

Image of PRO-49776 disengaging its camouflage.
PRO-49776 disengaging its advanced cloaking field, an outlier in UNSC camouflaging technology during the Covenant War.

Aircraft or ships could also be equipped with active camouflage systems, such as the Ru'swum-pattern Phantom, which has its own active camouflage generators onboard.[40] Larger vessels such as supercarriers, or entire armies, can be effectively hidden from both plain sight and sensors by using external stealth systems that project a cloaking field, such as deployment spires and stealth pylons.[41][42][43] The Banished similarly use cloaking generators, which were reverse-engineered from stealth pylons;[44] similar technology is also on the considerably more mobile Klavbrig Workshop Shroud, which can project a cloaking field on surrounding infantry, vehicles, fortifications.[45] Let 'Volir has also incorporated cloaking into the Eklon'Dal Workshop Marauder's capabilities, allowing it to conduct stealth operations when necessary.[46]

UNSC Prowler stealth ships employ a variety of active stealth systems, including stealth ablative coating and texture buffer,[47] which ultimately replicate the effects of active camouflage. This camouflage is not perfect, however, and cannot keep up with a constantly changing background such as a gas giant's atmosphere.[48] More advanced stealth ships were developed, such as PRO-49776 using a form of cloak "bubble" similar to the light-bending energy fields used by the Covenant. This technology has not been observed in widespread use.[49]

Other applications[edit]

During the Requiem Campaign, active camouflage was used to shield the seven HAVOK tactical nuclear weapons smuggled aboard the UNSC Infinity from detection by the ship's AI Roland. After Fireteam Crimson took out a Sangheili holding a cloaking remote, Roland realized this tactic. By tracking the energy signature from the cloaking generator, Roland was able to locate the warheads in the Engine Room and direct Crimson where to go to disarm them before they could be used to destroy the Infinity. Unlike conventional active camouflage, this type shielded the warheads from sensors but they could be physically seen by nearby persons without any issue.[50] Later, in the Warrens, the Covenant hooked up active camouflage to their shield generators to prevent the human forces from finding and destroying them. Spartan Jared Miller was eventually able to identify the Sangheili who controlled the active camouflage and after Crimson took him out, the active camouflage dropped, revealing the generators.[51]

Countermeasures[edit]

A cloaked Jega 'Rdomnai exposed by the Threat Sensor in the House of Reckoning. From Halo Infinite campaign level House of Reckoning.
Jega 'Rdomnai's active camouflage rendered ineffective by a threat sensor.

"Chak 'Lok's cloaked. Hard to see. Use the Threat Sensor."
The Weapon advises John-117 on countering Chak 'Lok's active camouflage.[52]

Personal active camouflage does not hide its user perfectly; the user's motion may leave behind a shimmering effect that is detectable by eyesight.[7][8][53] Atriox was able to detect the use of active camouflage through smell.[21] However, it is possible he was just smelling the users themselves rather than the cloaking field, and was calling them out for its use.

Active camouflage could be countered through unconventional means. Talcum powder and other atmospheric particles can disrupt the systems, causing the technology to overload and fail; SPARTAN-IIs William-043 and Kelly-087 notably threw talcum powder at their enemies to overload their camouflage generators on Reach in 2552.[54] The device also generates a considerable amount of heat,[55] leaving its user visible on human thermal goggles and some variations of the SRS99C-S2 AM sniper rifle.[56] The humans of Alpha Base on Installation 04 used this advantage when their base was infiltrated by cloaked Sangheili, equipping their fireteams with infrared goggles allowing them to easily see the attackers.[57]

Generally, optical analyzers could detect minuscule Doppler shift of bending light around the camouflaged object.[55] Users of personal active camouflage could also be detected on the motion tracker.[2] The low-light vision mode on the UNSC's VISR can detect users of active camouflage on the heads-up display,[58] though they are outlined in the orange coloration—denoting the cloaked entity as a static object or structure—rather than the standard green or red outlines, which denote allies or enemies respectively.[59][60] The Threat Sensor, a piece of wrist-mounted equipment compatible with the MJOLNIR [GEN3] armor,[61] highlights the silhouette of cloaked enemies on the user's heads-up display.[52]

In-game information[edit]

A cloaked Stealth Sangheili exposed by his uncloaked energy sword in Halo: Combat Evolved.

The active camouflage is an equipment available to players and non-playable characters across the Halo games. It turns the character model near-invisible for a limited time, leaving behind a shimmering effect that distorts whatever is behind the character. Firing a weapon, throwing a grenade, using equipment, meleeing, and taking damage will reveal the player character for a short duration, and then return them to a hidden state. The effect persists even when the player is inside a vehicle.

The cloaked effect can be rendered ineffective by other elements, however. When used in association with an overshield, the active camouflage becomes completely useless due to the additional shielding effect over the character's body (except in Halo: Combat Evolved). In Halo: Combat Evolved (and its Anniversary release) and Halo 2, a cloaked character's energy sword remains visible.

Halo: Combat Evolved[edit]

In Halo: Combat Evolved, the active camouflage is a power-up that appears as a glowing blue orb of energy encased in a clear glass pyramid. The player picks up the active camouflage by making contact with the object; after picking up an active camouflage, the player's model is near transparent for 45 seconds. In this state, the player is completely invisible to the non-playable characters unless they fire their weapon or take damage from weaponsfire. It is available in five levels during Halo: Combat Evolved campaign: The Truth and Reconciliation, Silent Cartographer, Assault on the Control Room, 343 Guilty Spark, and Keyes.

Halo 2[edit]

In Halo 2, the active camouflage is available in two forms. It is a power-up in multiplayer and functions like it did Halo: Combat Evolved, lasting for 45 seconds. In campaign, it is readily available while playing as the Arbiter, replacing the Master Chief's flashlight. Using any attack will cause the active camouflage to deactivate, and the player must wait for it to recharge before using it again. The active camouflage's duration varies depending on the difficulty, though the recharge sequence always takes 10 seconds. On Easy and Normal, it lasts for seven seconds; on Heroic, it lasts for six seconds; on Legendary, it lasts for four seconds. There is a circle on the player's HUD that shows the amount of time left for both the usage of the active camouflage and the recharging sequence. The active camouflage is available to the Master Chief with the Envy Skull enabled; however, the Master Chief's HUD lacks the meter. This can also be combined with a glitch which allows the player to reload from a checkpoint, after saving and quitting, and turning off the console, with infinite active camouflage.

Halo 3[edit]

Main article: Cloaking

In Halo 3 multiplayer, the active camouflage power-up is no longer contained inside a pyramid construct; instead, it appears as a large, glowing blue energy enclosed by a spherical construct. Its duration was reduced to 30 seconds. Its effects do not always extend to particle effects on the character model. Wearing the Bungie Armor, which adds a flaming effect around the helmet, is an obvious giveaway, because the fire is still visible while under the effects of active camouflage. The lights on a gravity hammer can also be seen when camouflaged.

An Ossoona-clad Sangheili partially-hidden by active camouflage and wielding a Type-25 plasma pistol on Orbital. Screenshot taken by User:JackVibe.
An Elite with Poor Camo in Halo: The Master Chief Collection.

Halo 3 also introduced two options for the quality of camouflage under the custom game settings:

  • Poor Camo: The player has camouflage that might fool a Grunt.
    • The player is still somewhat visible.
  • Good Camo: The player has camouflage that will fool an attentive Elite.
    • This makes the player almost invisible, but the light is distorted within the player's shape.

The active camouflage is not available in campaign; instead, it is replaced by the Cloaking equipment. Cloaking functions in the same way as active camouflage once did, though, being an equipment, it can carried by the player until they deploy it; this is offset by its 12-second duration. Melee attacks, shooting, throwing grenades and using equipment will negate the effect of the power-up. As an NPC, the Arbiter uses active camouflage at certain points of campaign; furthermore, if the Arbiter is unintentionally removed from the playable area, he respawns with an additional effect that implies he is deactivating his active camouflage.

Halo Wars[edit]

In Halo Wars, active camouflage can be granted to The Arbiter Hero unit and the Elite Honor Guard unit through their respective upgrades, Ghastly Vision and Cloak.

Halo: Reach[edit]

The active camouflage in Halo: Reach has undergone many major changes. It is now available as an armor ability to both Spartan and Elite players, lasting up to 45 seconds with a recharge time of 15 seconds when fully depleted. As a secondary effect, when used, it doubles as a Radar Jammer, scrambling the motion tracker of the user and all enemies within 25 meters, making the user harder for enemies to detect on their motion trackers. This function can be both beneficial and detrimental to the player; on the one hand, it can make enemies easier to ambush, however, it also informs the enemy team that someone is using active camo nearby. This can backfire on the player by making the enemy team more perceptive to possible ambushes. The active camo also greatly reduces the volume of all sounds for its user, making it more difficult to notice a grenade being thrown or a nearby enemy firing a weapon.

The strength or effectiveness of the active camo also varies depending on whether/how fast the user is moving. When standing still, the player is rendered almost completely invisible. Moving slowly or crouch-walking will slightly decrease the quality of cloaking, although the user is still hard to spot. Enemies in campaign and Firefight will detect the user after a while. As such, it is far less effective than previous iterations. When moving faster than crouch-walking speed, the active camobecomes much less effective, cloaking the user only partially (similar to the Poor Camo from Halo 3' custom game settings). The player's movement speed does not affect the rate at which the armor ability meter drains.

The freedom for the player to control when they activate their camouflage makes it much more effective, as it allows for use in the most opportune situations, instead of restricting the player to activate it on pickup. However, the reduced hearing and radar jamming effects require the player to be more aware of his surroundings than usual, and must also take care not to move too fast.[62]

Though left out of the base game's multiplayer, the active camouflage power-up appears in Halo: Reach's Anniversary Map Pack in "Anniversary" gametypes; its physical appearance is similar to that in Halo 3. It once again cloaks the player for 30 seconds.

Halo 4[edit]

In Halo 4, the active camouflage armor ability lasts up to 18 seconds with a recharge time of 16 seconds when fully depleted. Additionally, the jammer no longer makes false hostile contacts appear on the motion sensor, rather it makes neutral contacts appear and in a much tighter grouping than before. Therefore, it not only prevents the user from using it to trick enemies, but possibly gives away their location. Despite this, it still is an effective tool for hiding outside of cover and ambushing enemies.

Halo 2: Anniversary multiplayer[edit]

In Halo 2: Anniversary multiplayer, the active camouflage power-up once again takes on the appearance of a pyramidal container as a pickup item. It lasts for 45 seconds.

Halo 5: Guardians[edit]

In Halo 5: Guardians, active camouflage is a power-up that can be picked up in Arena or requisitioned in Warzone. While active, the user is invisible to the motion tracker of enemies as long as they are not sprinting. Moving while crouched no longer deteriorates the quality of camouflage, though moving faster would. It now displays a meter on the HUD that shows the remaining duration of the power up, and shortly before it runs out, the player will be notified via a quiet beeping sound.

In Warzone's Requisition system, there are three REQ cards for active camouflage.

Image Name Rarity Sale Price Energy Cost Description
REQ Card - Active Camo I.png Active Camo I Uncommon REQ Points 75 4 energy Active Camo creates a refractive field that provides optical masking. Quick movements and offensive actions destabilize the effect. Short duration.
Activecamo2.png Active Camo II Rare REQ Points 100 4 energy Active Camo creates a refractive field that provides optical masking. Quick movements and offensive actions destabilize the effect. Medium duration.
Activecamo3.png Active Camo III Ultra Rare REQ Points 150 5 energy Active Camo creates a refractive field that provides optical masking. Quick movements and offensive actions destabilize the effect. Long duration.

Halo Wars 2[edit]

In Halo Wars 2, the active camouflage is available to a number of UNSC and Banished units, such as the UNSC Sniper and the Elite Honor Guard. Shrouds and cloaking generator project an area-of-effect that cloak nearby units or buildings. Let 'Volir and The Arbiter have Leader powers that can cloak units temporarily. Cloaked units cannot be targeted by enemies unless there they are revealed by units that can detect cloaked enemies (such as the Nightingale or Engineers).

Halo Infinite[edit]

In Halo Infinite's multiplayer, the active camouflage is activated via a 2-second animation similarly to Halo 5: Guardians, rendering the player invisible for 30 seconds. With power-up items now functioning like equipment, it can now be used at will, similar to the Cloaking in Halo 3. As such, if the player is killed before they can use it, or while in the process of activating it, they will drop the equipment, which can now be picked up by another player. Active camouflage in Halo Infinite behaves like a hybrid of the active camouflage seen in the original trilogy, and the active camo seen in all the games since Halo: Reach. If the player is simply moving and strafing, the camouflage remains consistent, but the camo fades out if they sprint, make any attacks, or use an equipment.[63][64]

Active camouflage is used by a number of Elite enemy types. SpecOps Elites tend to always have their active camouflage activated, while Ultra and Warlords will active their active camouflage once their energy shields have depleted. Its effects can be negated through the use of the Threat Sensor.

Non-canon and dubious canon appearances[edit]

Silver Timeline[edit]

Main article: Silver Timeline

Active camouflage is used by Covenant Sangheili.[65]

Production notes[edit]

  • The active camouflage, as well as overshield, were requested by Hardy LeBel as a feature for Halo: Combat Evolved's multiplayer. After seeing their inclusion in multiplayer, the designers for the campaign added both pickups to the campaign.[66]
  • Changing the graphics card settings on Halo: Combat Evolved for PC (lowering the quality and effects) makes active camouflage users appear as an easily-seen gray, opaque silhouette.
  • During the Halo: Reach Multiplayer Beta, the active camo module had "UNSC" printed on it even when being used by Elites; this was corrected in the final release.

Gallery[edit]

List of appearances[edit]

Sources[edit]

  1. ^ Jump up to: a b Halo 4: Forward Unto Dawn, episode 4
  2. ^ Jump up to: a b c d e f g h Halo: Evolutions - Headhunters
  3. ^ Jump up to: a b c d e Halo Encyclopedia (2011 edition), page 355
  4. ^ Jump up to: a b Halo 4: The Essential Visual Guide, page 136
  5. ^ Jump up to: a b Halo 5: Guardians, campaign level Alliance
  6. ^ Halo: First Strike, chapter 7: "An Elite in jet-black armor materialized from the wall display, its light-bending camouflage dissolving."
  7. ^ Jump up to: a b c d e f Halo Waypoint, Active Camouflage (Retrieved on Oct 27, 2015) [archive]
  8. ^ Jump up to: a b Halo: Empty Throne, chapter 5: "Bending light around his armor could make him virtually invisible, but limitations with the tech meant that he would have to calibrate when and how it was used. It could not be employed indefinitely, and it tended to falter with increased mobility."
  9. ^ Jump up to: a b c Halo Waypoint, Halo 4 Interactive Guide - Armor Abilities: Active Camouflage (Retrieved on Apr 25, 2013) [local archive] [external archive]
  10. ^ Halo: First Strike, chapter 20: "Had it picked up a camouflaged Elite? No, the dust in the air would have certainly given it away."
  11. ^ Halo: Ghosts of Onyx, Prologue: "The armor's camouflaging textures sputtered and stabilized, however; and once again blended into the rocky terrain."
  12. ^ Halo: Ghosts of Onyx, chapter 10: "Their armor, along with the rest of Gamma Company's Semi-Powered Infiltration suits, was being refitted with new photo-reactive coatings to boost their camouflaging properties."
  13. ^ Halo: Ghosts of Onyx, chapter 28: "If it was Olivia, she could be anywhere. She was eerily proficient at camouflage and stealth."
  14. ^ Halo Waypoint, Cryptum Glossary (Retrieved on Mar 14, 2014) [local archive] [external archive]
  15. ^ Jump up to: a b Halo Encyclopedia (2009 edition), page 340-341
  16. ^ Jump up to: a b Halo Encyclopedia (2011 edition), page 357
  17. ^ Jump up to: a b Halo: The Essential Visual Guide, page 15
  18. ^ Jump up to: a b Halo 4, active camouflage in-game model
  19. ^ Halo Waypoint, Map Overview - Halo Infinite CU29 (Retrieved on Jan 24, 2024) [archive]
  20. ^ Halo Waypoint, Canon Fodder - Covering Fire (Retrieved on Jan 31, 2024) [archive]
  21. ^ Jump up to: a b Halo: Tales from Slipspace - Hunting Party
  22. ^ Jump up to: a b Halo 2, campaign level The Arbiter
  23. ^ Halo 2, campaign level Regret
  24. ^ Jump up to: a b c Halo 4, campaign level Requiem
  25. ^ Halo 2: Anniversary, Terminals: Terminal 2
  26. ^ Halo Encyclopedia (2022 edition), page 429
  27. ^ Halo Infinite, gameplay
  28. ^ Halo: Official Spartan Field Manual, page 31: "For Spartans, this can mean additional training in the use of optical cloaking technologies such as active camouflage, qualification with sensor jammers and holographic decoys, and deploying unmanned drones to strike enemies when they least expect it."
  29. ^ Halo Infinite, active camouflage in-game model
  30. ^ Jump up to: a b Halo 4: The Essential Visual Guide, page 136
  31. ^ Halo: Combat Evolved, active camouflage in-game model
  32. ^ Halo 2, active camouflage in-game model
  33. ^ Halo Infinite, multiplayer map Illusion
  34. ^ Halo 3, active camouflage in-game model
  35. ^ Halo: Reach, active camouflage in-game model
  36. ^ McFarlane Toys: Active Camouflage Spartan EVA
  37. ^ Halo 4 - Spartan Ops, episode Expendable
  38. ^ Halo 4 - Spartan Ops, episode Key
  39. ^ Halo: Outcasts, chapter 19: "'Think of it as enhanced active camouflage.' As 'Ra'ashai spoke, he vanished from sight. 'If I wish to remain unseen, all I need do is think it, and the Sanctum’s Hide bends light around me.'"
  40. ^ Halo 3, campaign level The Covenant
  41. ^ Halo: Reach, campaign level Tip of the Spear
  42. ^ Halo: Reach, campaign level Long Night of Solace
  43. ^ Halo Encyclopedia (2022 edition), page 225
  44. ^ Halo Wars 2, Phoenix Logs: Cloaking Generator
  45. ^ Halo Wars 2, Phoenix Logs: Shroud
  46. ^ Halo Encyclopedia (2022 edition), page 464
  47. ^ Halo: Ghosts of Onyx, chapter 32: "'Active camouflage online,' Waters said. 'Texture buffer full. Four minutes on the clock.' The normally matte-black ablative coating on her dorsal surfaces flickered with patterns of cirrostratus and lapis ocean and glowing orange sunset."
  48. ^ Halo: Evolutions - The Impossible Life and the Possible Death of Preston J. Cole: "The UNSC prowler Wink of an Eye, having been in system for seven days waiting for this moment, moved into its proper position and reappeared, only visible because its active camouflage skin could not keep pace with the churning red and orange surface of Viperidae behind it..."
  49. ^ Halo Legends, episode The Package
  50. ^ Halo 4 - Spartan Ops, episode Invasion (Spartan Ops), level Engine of Destruction
  51. ^ Halo 4 - Spartan Ops, episode Expendable, level Lancer
  52. ^ Jump up to: a b Halo Infinite, campaign mission Connections: The Tower
  53. ^ Halo: The Flood, chapter 1: "Keyes turned to look at the data scrolling across the nav screen and detected motion out of the corner of his eye. He looked, saw the primary weapons control station shimmer like a mirage in the desert, and rubbed his eyes."
  54. ^ Halo: First Strike, chapter 14: "Image enhancement showed the wavering outlines of four Covenant Elites—their light-bending camouflage fluttering and overloading as the talc powder coated them."
  55. ^ Jump up to: a b Halo: Outcasts, chapter 6: "...an infrared scanner could notice a slight temperature anomaly around the cloaking umbrella. Or an optical analyzer might alert on a minuscule Doppler shift of bending light..."
  56. ^ Halo: Outcasts, chapter 19: "Under ordinary circumstances, thermal imaging performed better against active camouflage than human eyesight, and Vale hoped that would be the case against the tel inhabitants' strange nanotech armor too."
  57. ^ Halo: The Flood, chapter 8
  58. ^ Bungie.net, Halo 3 ODST : Field Guide - VISR Mode (Retrieved on May 25, 2013) [local archive] [external archive]
  59. ^ Halo 3: ODST, gameplay
  60. ^ Halo Waypoint, VISR (Retrieved on Jul 18, 2012) [archive]
  61. ^ Halo Waypoint, Inside Infinite - July 2021 (Retrieved on Jul 23, 2021) [archive]
  62. ^ Bungie.net, Halo: Reach Beta Survival Guide (Retrieved on Oct 12, 2014) [archive]
  63. ^ Halo Support, Halo Infinite Weapon, Equipment, and Vehicle Inventory (Retrieved on Mar 23, 2023) [archive]
  64. ^ Halo Support, Equipment in Halo Infinite (Retrieved on Jun 12, 2024) [archive]
  65. ^ Halo: The Television Series Season One, Contact
  66. ^ YouTube - The Act Man, Interview With The Man Who Created Halo's Multiplayer (Retrieved on Jun 22, 2024)