Sahelanthropus, also known as “Sally” is the Metal Gear present on Metal Gear Solid V.
Sahelanthropus contains a vast arsenal, composed by 2 Vulcan guns, multiple guided small missiles, search missiles, a flamethrower, Archaea grenades capable of disabling any vehicle on the nearby area, 2 Archaea blades with different functions, a pile bunker used for precise melee attacks, a Railgun capable of firing nuclear shells and for last, an armor composed of depleted uranium that can be enriched with parasites during self destruction for an powerful nuclear explosion.
Each attack varies with the AI being used on it, for example, using hellbound AI, search missiles will act as an independent drone looking for the player and warning Sahelanthropus if they detect the player but on Dominion AI, search missiles will act as guided missiles, unlike small guided missiles they don’t follow the player movement, they only fly towards the player location on the moment they lift off.
In the game, the guns that Sahelanthropus can use is controled by AI and Battle sequence, for example, the Railgun, Archaea blades and Archaea grenades are not used by Hellbound AI and the weapons that Dominion AI can use is controled by battle sequences
There is also an shield that is disabled by default, this shield was meant to be used on “Kingdom of the Flies” but since we never got that, we never got a working shield.
The shield is present on Sahelanthropus Main and Static models, there is also colision files for it but the mesh and colision are disabled by the .exe, unlike the Railgun and the Railgun Loader that are disabled only on Hellbound AI, the shield is fully disabled all the time.
Sahelanthropus does have colision with the player, animals, soldiers and vehicles but can only deal damage to animals, vehicles and the player, and no, Sahelanthropus isn’t coded to attack anything else besides the player and Huey(?) on Hellbound episode.
Funnily enough, if you use soldiers as a human shield while it attacks you with the vulcan guns, it will damage the soldiers and they will fall to the ground heavily wounded but no blood will be present.
More Information
/Assets/tpp/mecha/mgs/Scenes/mgs0_main0_def.fmdl
/Assets/tpp/mecha/mgs/Scenes/mgs0_main0_obj.fmdl
/Assets/tpp/mecha/mgs/Scenes/mgs0_main0_snd.fmdl
MISSION_COMMON_PACK.SAHELAN
/Assets/tpp/pack/mission2/common/mis_com_sahelan.fpk
/Assets/tpp/sound/se_e_mgs.sdf
TppMantis2
TppSearchMissilePointData
TppHidePointData
7
TppSahelan2
TppSahelan2LocatorParameter
/Assets/tpp/level_asset/chara/mecha/sahelan_afgn_1st.fox2
/Assets/tpp/level_asset/chara/mecha/sahelan_afgn.fox2
TppSahelan2
TppSahelan2Parameter
/Assets/tpp/mecha/mgs/Scenes/mgs0_main0_def.fcnp
/Assets/tpp/rig/frig/tpp_sahelan_all.frig
/Assets/tpp/mecha/mgs/Scenes/mgs0_main0_def.frdv
/Assets/tpp/mecha/mgs/Scenes/mgs0_main0_def.gskl
/Assets/tpp/parts/mecha/mgs/SahelanTargetDefense.tgt
/Assets/tpp/parts/mecha/mgs/SahelanTargetDefenseEx.tgt
/Assets/tpp/parts/mecha/mgs/SahelanTargetDefenseExShield.tgt
/Assets/tpp/parts/mecha/mgs/SahelanTargetDefensePTLF.tgt
/Assets/tpp/parts/mecha/mgs/SahelanTargetDefensePTRF.tgt
/Assets/tpp/parts/mecha/mgs/SahelanTargetDefensePTLB.tgt
/Assets/tpp/parts/mecha/mgs/SahelanTargetDefensePTRB.tgt
/Assets/tpp/motion/motion_graph/sahelan2/TppSahelan2for1st_layers.mog
/Assets/tpp/motion/motion_graph/sahelan2/TppSahelan2_layers.mog
/Assets/tpp/motion/mtar/sahelan2/TppSahelan2for1st_layers.mtar
/Assets/tpp/motion/mtar/sahelan2/TppSahelan2_layers.mtar
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgsatk02_s5.vfx
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/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgsdmgsmk01_s5.vfx
/Assets/tpp/effect/vfx_data/smoke/fx_tpp_smkmchbrk02_m2LG.vfx
/Assets/tpp/effect/vfx_data/explosion/fx_tpp_expmch02_m1LG.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchatkfir01_m2.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgsatk03_s5.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgsmslmzf01_s1.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgmstncrg01_s3.vfx
/Assets/tpp/effect/vfx_data/chara/fx_tpp_chamntsmk01_s0LD.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgsatk01c_s5.vfx
/Assets/tpp/effect/vfx_data/weapon/fx_tpp_wepbltrgn01_m1.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgssrc01_m5.vfx
/Assets/tpp/effect/vfx_data/explosion/fx_tpp_expmch03_m2.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgsatk01s_s5.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgsfotsmk03b_m2.vfx
/Assets/tpp/effect/vfx_data/explosion/fx_tpp_expgrnd01_s2LG.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgsatk02_s5.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgsatk01_s5.vfx
/Assets/tpp/effect/vfx_data/weapon/fx_tpp_wepexprpg01_s2LG.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgsdmgsmk01_s5.vfx
/Assets/tpp/effect/vfx_data/smoke/fx_tpp_smkmchbrk02_m2LG.vfx
/Assets/tpp/effect/vfx_data/explosion/fx_tpp_expmch02_m1LG.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchatkfir01_m2.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgsatk03_s5.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgsmslmzf01_s1.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgmstncrg01_s3.vfx
/Assets/tpp/effect/vfx_data/chara/fx_tpp_chamntsmk01_s0LD.vfx
/Assets/tpp/effect/vfx_data/weapon/fx_tpp_wepbltrgn01_m1.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgsatk01c_s5.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgssrc01_m5.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgswep03_m2.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgswep06_m2.vfx
/Assets/tpp/effect/vfx_data/fire/fx_tpp_firvol04b_s1.vfx
/Assets/tpp/effect/vfx_data/explosion/fx_tpp_expmch03_m2.vfx
/Assets/tpp/effect/vfx_data/chara/fx_tpp_chrmntrip02_s5.vfx
/Assets/tpp/effect/vfx_data/dust/fx_tpp_dstsndstmviw01s_m1.vfx
/Assets/tpp/effect/vfx_data/explosion/fx_tpp_expmch01_m1LG.vfx
/Assets/tpp/effect/vfx_data/explosion/fx_tpp_expgrnd01_s2LG.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgsfotsmk01_s5.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgsfotsmk02_m1.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgsfotsmk03_m2.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgsfotsmk04_m1.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgslgtldm01_m1.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgswep02_m1.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgswep02_m1.vfx
/Assets/tpp/effect/vfx_data/weapon/fx_tpp_wepltb04_s0.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgsbrk01_s5.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgsbrk01_s5.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgsbrk01_s5.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgsbrk01_s5.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgsbrk01_s5.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgsbrk01_s5.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgsbrk01_s5.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgsbrk01_s5.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgsbrk01_s5.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgsbrk01_s5.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgsbrk01_s5.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgsbrk01_s5.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgslgtwst01_s6.vfx
/Assets/tpp/effect/vfx_data/flare/fx_tpp_flrcom00_s0LG.vfx
/Assets/tpp/effect/vfx_data/flare/fx_tpp_flrcom00_s0LG.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgslgtmzf01_s0.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgslgthed01_s2.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgslgthed01_s2.vfx
/Assets/tpp/effect/vfx_data/flare/fx_tpp_flrlgt20evs_m1LD.vfx
/Assets/tpp/effect/vfx_data/muzzle/fx_tpp_mzfhli_s0FG.vfx
/Assets/tpp/effect/vfx_data/muzzle/fx_tpp_mzfhli_s0FG.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgsfotsmk09_m1.vfx
/Assets/tpp/effect/vfx_data/weapon/fx_tpp_wepltbrgn01_m1.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgsdmgsmk01_s5.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgslgtwst01_s6.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgswep02_m1.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgswep02_m1.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgslgtldm02_m1.vfx
/Assets/tpp/effect/vfx_data/mecha/fx_tpp_mchmgsdmgspk01_s5.vfx
GEO_COL_A_MISSILE2
ATK_Sahelan_FootStamp
ATK_Sahelan_RodAttack
ATK_Sahelan_RodAttackImpact
ATK_Sahelan_JumpImpact
ATK_Sahelan_HeadVulcan
ATK_Sahelan_ParasiteSword
ATK_Sahelan_SmallMissile
ATK_Sahelan_MidleMissile
ATK_Sahelan_AirMine
ATK_Sahelan_Grenade
ATK_Sahelan_Flame
ATK_Sahelan_RailGun
ATK_Sahelan_PileBunker
ATK_Sahelan_Stomp
ATK_Sahelan_RockExplosion
ATK_Sahelan_TowerBreak
SAHELAN2_PARTS_BODY
SAHELAN2_PARTS_BP
SAHELAN2_PARTS_HEAD
SAHELAN2_PARTS_ARMR
SAHELAN2_PARTS_ARML
SAHELAN2_PARTS_THIGHR
SAHELAN2_PARTS_THIGHL
SAHELAN2_PARTS_LEGR
SAHELAN2_PARTS_LEGL
SAHELAN2_PARTS_RGUN
SAHELAN2_PARTS_LDR
SAHELAN2_PARTS_TNK
SAHELAN2_PARTS_SHIELD
SAHELAN2_PARTS_PT_LF
SAHELAN2_PARTS_PT_RF
SAHELAN2_PARTS_PT_LB
SAHELAN2_PARTS_PT_RB
All
Run Walk
Walk Only
Run Only
Jump Only
Jump Walk
Stand Search
Search Missile
Stand Idle
On The Hill
Pile Bunker
4257632892 (Break Steel Tower)
Sahelanthropus Health Points are managed on the enemy subscript. There is on total 17 parts for Sahelanthropus.
Example of sahelanLifeTable
from Episode 30:
Body = 12000,-- Body
Bp = 840, -- ???
Head = 3000, -- Head
ArmR = 840, -- Right Arm
ArmL = 840, -- Left Arm
ThighR = 840, -- Right Thigh
ThighL = 840, -- Left Thigh
LegR = 840, -- Right Leg
LegL = 840, -- Left Leg
RGun = 1200, -- RailGun
Ldr = 840, -- RailGun Loader
Tnk = 840, -- Flame thrower
Shield = 0, -- Shield
PTLF = 96, -- Left Front Parasite/Propane? Tank
PTRF = 96, -- Right Front Parasite/Propane? Tank
PTLB = 96, -- Left Back Parasite/Propane? Tank
PTRB = 96, -- Right Back Parasite/Propane? Tank
Parts with pictures
Shield Value Does not matter since the shield is disabled on the .exe
Only use integer values for Health Points
Parts names might be case sensitive
The Stage type controls what AI is used, if Sahelanthropus is used without an stage type set, it will remain idle, same happens if the user sets an Stage Type that does not exist.
There is 3 types of Stages available to be used:
0
–> HellBound AI – Used on Episode 12 - HELLBOUND
1
–> Dominion AI (Normal) – Used on Episode 31 - SAHELANTHROPUS
2
–> Dominion AI (Extreme) – Used on Episode 50 - (EXTREME) SAHELANTHROPUS
Note: Hellbound AI and Dominion AI are names given by me (retali8), they are not official names for the AIs. There is an 4th type of AI for Sahelanthropus with index
3
, unfortunately nothing happens when we use it, could have been created for “Kingdom of the Flies”.
The stage type can be changed with the next lua code:
this.SetSahelanType = function()
local gameObjectId = {type="TppSahelan2", group=0, index=0}
local command = {id="SetStageType", index = 0, }
GameObject.SendCommand(gameObjectId, command)
end
The index value Inside the command variable will determine the stage type
Setting Sahelanthropus to Index
2
will not change its color to black, that is done by the .exe.
This command must be used onsequence
subscript.
Edge event: All
Used on base routes for Hellbound AI, allows it to run, walk and jump?
Edge event: Run Walk
Used on Caution and Sneak routes for Hellbound AI, allows both walk and run. Its also used on routes for Dominion AI but its unclear what it does since Dominion AI uses navmesh to move around.
Edge event: Walk Only
Can be used on Caution and Sneak routes, allows Sahelanthropus to only walk.
Edge event: Run Only
Only allows Sahelanthropus to run.
Edge event: Jump Only
Only allows Sahelanthropus to jump to the next node.
Edge event: Jump Walk
Allows Sahelanthropus to either jump to the next node or walk to it.
Sahelanthropus will only run if the player is far away, even if the event is set to
Run Only
Hellbound AI cant jump, if you useJump only
as an event, it will walk and not jump
On Dominion AI, routes are only used to Mantis Jump Attacks, Dominion AI uses navmesh to walk, run and jump
Node event: Stand Search
Triggers an animations where Sahelanthropus searches for the player with an spotlight.
Stand Search Example
Node event: Search Missile
TODO
Node event: Stand Idle
TODO
Node event: On The Hill
Nothing?
Node event: Pile Bunker
Triggers an attack, Sahelanthropus will attack with the pile bunker, it can affect rock gimmicks if its set up properly.
Pile Bunker Example
Node event: 4257632892 (Break Steel Tower)
Triggers an attack, Sahelanthropus will attack an antenna if the route node and antenna are set up properly.
4257632892 (Break Steel Tower) Example
Hellbound Debug Functions
Hellbound route assignment
Hellbound Search Missiles
Hellbound Heli attack sequence
Navmesh Params and Flags
sahelan Navworld
Dominion route assignment
Dominion REX mode