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InfiniteSabotage

Third Person Mod

The first Halo Infinite Campaign mod that requires nothing more than a simple text editor.

Installation

  • Download the latest release, or download the files in the build directory.
  • Navigate to your Halo Infinite installation directory (Steam or the Xbox PC app).
  • Open /subgames/CampaignS1/__cms__/managed/OlympusCampaign.
  • Make a backup of the existing files.
  • Copy Easy.bin and sabotage.cfg into this folder.
  • Launch the Halo Infinite Campaign in Easy mode (more difficulties to come).

Usage

Open sabotage.cfg with any text editor (Notepad or your preferred editor) and edit the values to enable or disable the available options. Changes are applied in real time, so there's no need to restart the game.

Available Options

All options live in sabotage.cfg as a single Lua table. Below is every field, grouped by category, along with its type, default, and any behavior worth knowing about.

Global

Option Type Default Description
sabotage_isEnabled boolean false Master switch. Must be true for any other setting in the file to take effect. If this is false (or the file fails to load/parse), everything falls back to safe defaults.

Cheats

No Clip Mod

Option Type Default Description
cheat_deathless boolean false Makes players immune to death and damage.
cheat_noClip boolean false Disables player physics/collision, letting you fly through geometry.
cheat_activeCamo boolean false Toggles active camouflage on players.
cheat_infiniteAmmo boolean false Grants infinite ammo reserves.
cheat_bottomlessClip boolean false Removes the need to reload.

Edge case: cheat_noClip and several other systems (hologram color, creature attachment) touch physics state directly. If NoClip is on, those systems respect it rather than fighting it — you shouldn't get your physics silently re-enabled by an unrelated setting.

Edge case — active camo + creature transformation: while skirmish_creatureGameplay has attached a creature to you, active camo is controlled by the creature system (to hide your body under the creature model). Toggling cheat_activeCamo while a creature is attached has no effect until the creature is removed.

Narrative

Legendary Ending

Option Type Default Description
narrative_playScene string "" Jumps to a specific narrative scene. Valid values: "SilentAuditorium_LegendaryEnding", "SilentAuditorium_MidCredits". Leave empty for normal gameplay.
narrative_stopCinematics boolean false Skips/stops any currently running cinematic and releases player control.

Requirement: both of the available narrative_playScene values are tied to the Silent Auditorium mission — you need to be playing that level for either scene to load correctly. Setting this outside of Silent Auditorium won't work as expected.

Edge case: while any cinematic is running (including ones you didn't trigger yourself, like story beats), several settings are deliberately deferred rather than applied instantly — see Cinematics & timing below.

Customization

Laurette Agryna Samurai - Grunt Birthday Party Death FX
Option Type Default Description
customization_armorVariant string "" Applies an armor variant. See the list of valid keys below. Leave empty for default armor.
customization_hologramColor string "" Applies a hologram preview color. Valid values: "Red", "Blue", "Gold". Leave empty to disable.
customization_deathFX string "" Applies a custom visual effect on death. See the list of valid keys below. Leave empty to disable.

Valid customization_armorVariant keys: LauretteAgryna, Spartan01, Spartan02, Spartan03, Spartan04, Spartan05, Spartan06, Samurai.

Valid customization_deathFX keys: GruntBirthdayParty.

Edge case — hologram color and invulnerability: enabling customization_hologramColor makes the player effectively deathless while active, as a side effect of the hologram preview state itself — this isn't a separate toggle, it's inherent to how the hologram effect works. Keep this in mind if you're relying on cheat_deathless being false for a specific setup.

Scale

Small boi Big boi
Option Type Default Description
scale_player number 1 Player model scale. Values below 0.01 are clamped up to 0.01.

Edge case — movement speed: as your scale moves away from 1, movement speed and jump height scale proportionally with it — a bigger player moves faster and jumps a bit higher, a smaller player moves slower, relative to how far the scale is from the default.

Camera

Third Person Mod

Option Type Default Description
camera_thirdPerson boolean false Switches to a third-person camera.
camera_firstPersonFOV number 120 First-person field of view. Clamped between 1 and 170. Only applied while in first person.

Edge case — zoom & vehicles: third person is automatically and temporarily suppressed (switched back to the normal gameplay camera) whenever a player zooms in, drives, rides, or gunners in a vehicle. It's restored automatically the moment that condition ends — this is intentional, not a bug, and prevents third person from fighting the game's own zoom/vehicle camera.

Edge case — cinematics: toggling third person on/off during a cinematic doesn't fight the cinematic's camera. The setting is remembered and applied the moment the cinematic ends.

AI

Friendly Elite

Option Type Default Description
ai_killAll boolean false Continuously kills all AI in the zone while set to true — this runs on every tick, not just once, so leaving it enabled will also kill any AI that spawns or enters afterward. Set back to false once you're done.
ai_eraseAll boolean false Continuously erases (removes without a kill event) all AI in the zone while set to true. Same continuous behavior as ai_killAll.
ai_pauseAll boolean false Freezes all AI currently detected in the zone in place. Newly spawned AI may take a few seconds to be caught by the pause.
ai_friendlyEnemies boolean false Makes enemy factions (Brutes, Forerunners, Covenant) friendly toward the player.

Teleport

Machinima Mode

Option Type Default Description
teleport_toLocation boolean false Teleports the player(s) to teleport_locationVector when set to true. One-shot — set back to false if you don't want it re-triggering.
teleport_locationVector table {x, y, z} {0, 0, 0} The destination coordinates for the teleport above.

Finding coordinates: use Flycam (see the FAQ below) to fly to the spot you want, then hold X and press D-Pad Right to display the camera's current coordinate vector on screen. Copy those values into teleport_locationVector.

Checkpoint

Option Type Default Description
checkpoint_saveTrigger number 0 Forces a checkpoint save. Change this number to any new value to trigger a save — the number itself doesn't matter, only that it's different from before.
checkpoint_loadTrigger number 0 Reverts to the last checkpoint. Same trigger behavior as above: change the number to fire it.

Vehicle

Pelican

Option Type Default Description
vehicle_teleportIntoVehicle string "" Spawns the specified vehicle and teleports you directly into it. See the list of valid keys below. Leave empty for none.

Valid vehicle_teleportIntoVehicle keys: Pelican, Phantom.

Edge case — switching or clearing a vehicle: changing this to a different vehicle (or back to empty) destroys your currently spawned vehicle first, then spawns the new one if applicable — you won't end up with two vehicles at once.

Edge case — vehicle unavailable: if the vehicle can't be created for some reason, the mod keeps retrying automatically every tick until it succeeds, the same way skirmish_creatureGameplay does below — no need to toggle it off and on again.

Skirmish

Judgment Ray Gun Creature Mod
Option Type Default Description
skirmish_replaceSentinelBeamWithJudgmentRayGun boolean false The next time you pick up a Sentinel Beam, it's swapped for the Judgment Ray Gun instead.
skirmish_creatureGameplay boolean false Transforms the player into a random creature currently detected in the active zone, with a matching third-person camera.
skirmish_creatureScale number 1 Scale applied to the transformed creature. Clamped to a minimum floor internally to avoid degenerate sizes.

Edge case — no creature available: if no creature is present in the zone (or one can't be spawned) when skirmish_creatureGameplay is set to true, the mod keeps retrying automatically every tick until a creature becomes available, rather than failing silently or permanently. You don't need to toggle it off and on again — just wait for a valid creature to be nearby.

Cinematics & timing

A few settings are intentionally deferred rather than applied the instant you edit the file, to avoid fighting the game's own cinematic camera and transitions:

  • Camera changes (camera_thirdPerson, third-person framing) made while a cinematic is playing are held and applied automatically once the cinematic ends.
  • Armor variant and hologram color are re-applied as soon as a cinematic starts, since the game itself can reset these when a cinematic takes over — you may still briefly see them revert or flicker if the game reasserts its own state after the mod re-applies yours.
  • Once a cinematic ends, the mod does a full re-sync of your settings, so nothing gets left stale — but this happens shortly after the cinematic finishes rather than instantaneously, to give the game time to fully hand control back to the player.
  • All of the above is scoped to sabotage_isEnabled — the game's own cinematics (including its opening/intro) are left completely alone while the mod is disabled.

FAQ

How does InfiniteSabotage work?

InfiniteSabotage leverages Halo Infinite's shared game variants to dynamically read the sabotage.cfg file and apply your selected settings at runtime.

The mod is limited to the functionality exposed by the game's configuration system. For your own safety, avoid modifying the configuration beyond the documented options unless you know exactly what you're doing.

You are solely responsible for how you use this mod.

Can I get banned for using InfiniteSabotage?

While there's never a zero-risk guarantee, Halo Infinite's Campaign does not require an internet connection or Easy Anti-Cheat. As a result, the risk of being banned is considered extremely low.

That said, you are solely responsible for your use of this mod.

Does InfiniteSabotage support a flycam?

Yes! Machinima controls are enabled in all game variants.

Using a controller, hold X and press D-Pad Up to enable Flycam. Hold X and press D-Pad Right to toggle the camera's coordinate vector display.

Does InfiniteSabotage support a third-person mode?

Yes! Set camera_thirdPerson to true in sabotage.cfg. See the Camera section above for details and edge cases (zoom/vehicle suppression, cinematic handling).

Where can I share feedback or suggestions?

Feel free to open an issue on this GitHub repository or reach out on X: https://x.com/gruntdotapi.

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The first Halo Infinite Campaign mod that requires nothing more than a simple text editor.

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