Difference between revisions of "ObjectTagger"
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− | { | + | The ObjectTagger is an IntruderMM script that is used to add an Object Tag List and/or an Object Layer List to an object. |
− | + | ||
+ | |||
+ | |||
+ | |||
+ | {| class="wikitable" | ||
+ | ! colspan="2" | Object Tag List | ||
+ | |- | ||
+ | ! Tag !! Description | ||
+ | |- | ||
+ | | Untagged | ||
+ | | Default option, no effect is applied | ||
+ | |- | ||
+ | | PrefabPools | ||
+ | | - | ||
+ | |- | ||
+ | | Enemy | ||
+ | | - | ||
+ | |- | ||
+ | | Door | ||
+ | | - | ||
+ | |- | ||
+ | | Elevator | ||
+ | | - | ||
+ | |- | ||
+ | | Glass | ||
+ | | -<br /> | ||
+ | |- | ||
+ | | Slope | ||
+ | | - | ||
+ | |- | ||
+ | | Stairs | ||
+ | | - | ||
+ | |- | ||
+ | | Metal | ||
+ | | Produces different sound effects when walked on and emits sparks, randomly, when shot. | ||
+ | |- | ||
+ | | AiPath | ||
+ | | - | ||
+ | |- | ||
+ | | Slippery | ||
+ | | A surface that is slippery but can be walked on while being prone. | ||
+ | |- | ||
+ | | SuperSlippery | ||
+ | | A surface that is slippery no matter what, the player will always ragdoll. | ||
+ | |- | ||
+ | | Water | ||
+ | | - | ||
+ | |- | ||
+ | | Dirt | ||
+ | | Produces different walking sound effects | ||
+ | |- | ||
+ | | Carpet | ||
+ | | ProProduces different walking sound effects | ||
+ | |- | ||
+ | | Movable | ||
+ | | - | ||
+ | |- | ||
+ | | Tire | ||
+ | | - | ||
+ | |- | ||
+ | | ThickMetal | ||
+ | | - | ||
+ | |- | ||
+ | | Deathzone | ||
+ | | Kills the player when entering the volume | ||
+ | |- | ||
+ | | Mainlevel | ||
+ | | - | ||
+ | |- | ||
+ | | Destructible | ||
+ | | - | ||
+ | |- | ||
+ | | Ladder | ||
+ | | Allow the player to climb when inside the volume | ||
+ | |- | ||
+ | | Mover | ||
+ | | - | ||
+ | |- | ||
+ | | SteepSlope | ||
+ | | Makes the player move in the direction of the slope | ||
+ | |- | ||
+ | ! colspan="2" | Object Layer List | ||
+ | |- | ||
+ | ! Layer !! Description | ||
+ | |- | ||
+ | | IgnoreRaycast || Ignores all raycasts | ||
+ | |- | ||
+ | | Water || Might have some visual effects. Made by Unity. | ||
+ | |- | ||
+ | | UI || Used for UI. | ||
+ | |- | ||
+ | | Doors || Used for door collisions. | ||
+ | |- | ||
+ | | DoorTrigger || Should not be visible. | ||
+ | |- | ||
+ | | OPFPGraphics || Other Player's First Person Graphics. Used to hide other player's first person visuals. | ||
+ | |- | ||
+ | | CharControllers || Used for the character controllers. | ||
+ | |- | ||
+ | | MyFPGraphics || Things you can only see in First Person. | ||
+ | |- | ||
+ | | MyCharGraphics || Things you can't see in First Person. | ||
+ | |- | ||
+ | | Glass || Used for breakable glass. Doesn't work in MM though. | ||
+ | |- | ||
+ | | Screen || Used for security cameras visibility. "Probably not super important anymore". | ||
+ | |- | ||
+ | | MyStandHitbox || Usef for your Character Controller. | ||
+ | |- | ||
+ | | Ignore Player || Ignores player collision. Still gun tucks on enter. | ||
+ | |- | ||
+ | | Ignore Bullet || Ignores throwables, bullets and mirror cam can go through. | ||
+ | |- | ||
+ | | Lights || Old layer. Unused. | ||
+ | |- | ||
+ | | Rooms || Old layer. Unused. | ||
+ | |- | ||
+ | | Special || Old layer. Unused. Blocks cam stick. Only visible in cam stick. | ||
+ | |- | ||
+ | | Projectile || Used on bullets and pickups. | ||
+ | |- | ||
+ | | Plants || Will be used for AI so they know they can't see through it. | ||
+ | |- | ||
+ | | Terrain || Real terrain used for higher quality settings. Doesn't render in cam stick. | ||
+ | |- | ||
+ | | Terrain 2 || Lower res terrain for low quality settings. | ||
+ | |- | ||
+ | | OnlyHitLevel || Colliders with everything else in the level expect itself. Used for bullet casings. | ||
+ | |- | ||
+ | | IgnoreViewCast || Unknown. | ||
+ | |- | ||
+ | | IgnoreMeshMerge || Unknown. | ||
+ | |- | ||
+ | |} | ||
{{Template:IntruderMM Assets}} | {{Template:IntruderMM Assets}} | ||
[[Category: IntruderMM]] | [[Category: IntruderMM]] |
Revision as of 20:36, 9 December 2022
The ObjectTagger is an IntruderMM script that is used to add an Object Tag List and/or an Object Layer List to an object.
Object Tag List | |
---|---|
Tag | Description |
Untagged | Default option, no effect is applied |
PrefabPools | - |
Enemy | - |
Door | - |
Elevator | - |
Glass | - |
Slope | - |
Stairs | - |
Metal | Produces different sound effects when walked on and emits sparks, randomly, when shot. |
AiPath | - |
Slippery | A surface that is slippery but can be walked on while being prone. |
SuperSlippery | A surface that is slippery no matter what, the player will always ragdoll. |
Water | - |
Dirt | Produces different walking sound effects |
Carpet | ProProduces different walking sound effects |
Movable | - |
Tire | - |
ThickMetal | - |
Deathzone | Kills the player when entering the volume |
Mainlevel | - |
Destructible | - |
Ladder | Allow the player to climb when inside the volume |
Mover | - |
SteepSlope | Makes the player move in the direction of the slope |
Object Layer List | |
Layer | Description |
IgnoreRaycast | Ignores all raycasts |
Water | Might have some visual effects. Made by Unity. |
UI | Used for UI. |
Doors | Used for door collisions. |
DoorTrigger | Should not be visible. |
OPFPGraphics | Other Player's First Person Graphics. Used to hide other player's first person visuals. |
CharControllers | Used for the character controllers. |
MyFPGraphics | Things you can only see in First Person. |
MyCharGraphics | Things you can't see in First Person. |
Glass | Used for breakable glass. Doesn't work in MM though. |
Screen | Used for security cameras visibility. "Probably not super important anymore". |
MyStandHitbox | Usef for your Character Controller. |
Ignore Player | Ignores player collision. Still gun tucks on enter. |
Ignore Bullet | Ignores throwables, bullets and mirror cam can go through. |
Lights | Old layer. Unused. |
Rooms | Old layer. Unused. |
Special | Old layer. Unused. Blocks cam stick. Only visible in cam stick. |
Projectile | Used on bullets and pickups. |
Plants | Will be used for AI so they know they can't see through it. |
Terrain | Real terrain used for higher quality settings. Doesn't render in cam stick. |
Terrain 2 | Lower res terrain for low quality settings. |
OnlyHitLevel | Colliders with everything else in the level expect itself. Used for bullet casings. |
IgnoreViewCast | Unknown. |
IgnoreMeshMerge | Unknown. |