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.
This page is under development
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{| class="wikitable"
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! colspan="2" | Object Tag List
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|-
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! Tag !! Description
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|-
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| Untagged
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| Default option, no effect is applied
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|-
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| PrefabPools
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| -
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|-
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| Enemy
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| -
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|-
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| Door
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| -
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|-
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| Elevator
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| -
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|-
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| Glass
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| -<br />
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|-
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| Slope
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| -
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|-
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| Stairs
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| -
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|-
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| Metal
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| Produces different sound effects when walked on and emits sparks, randomly, when shot.
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|-
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| AiPath
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| -
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|-
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| Slippery
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| A surface that is slippery but can be walked on while being prone.
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|-
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| SuperSlippery
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| A surface that is slippery no matter what, the player will always ragdoll.
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|-
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| Water
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| -
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|-
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| Dirt
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| Produces different walking sound effects
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|-
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| Carpet
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| ProProduces different walking sound effects
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|-
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| Movable
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| -
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|-
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| Tire
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| -
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|-
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| ThickMetal
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| -
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|-
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| Deathzone
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| Kills the player when entering the volume
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|-
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| Mainlevel
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| -
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|-
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| Destructible
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| -
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|-
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| Ladder
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| Allow the player to climb when inside the volume
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|-
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| Mover
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| -
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|-
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| SteepSlope
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| Makes the player move in the direction of the slope
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|-
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! colspan="2" | Object Layer List
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|-
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! Layer !! Description
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|-
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| IgnoreRaycast || Ignores all raycasts
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|-
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| Water || Might have some visual effects. Made by Unity.
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|-
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| UI || Used for UI.
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|-
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| Doors || Used for door collisions.
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|-
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| DoorTrigger || Should not be visible.
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|-
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| OPFPGraphics || Other Player's First Person Graphics. Used to hide other player's first person visuals.
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|-
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| CharControllers || Used for the character controllers.
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|-
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| MyFPGraphics || Things you can only see in First Person.
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|-
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| MyCharGraphics || Things you can't see in First Person.
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|-
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| Glass || Used for breakable glass. Doesn't work in MM though.
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|-
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| Screen || Used for security cameras visibility. "Probably not super important anymore".
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|-
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| MyStandHitbox || Usef for your Character Controller.
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|-
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| Ignore Player || Ignores player collision. Still gun tucks on enter.
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|-
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| Ignore Bullet || Ignores throwables, bullets and mirror cam can go through.
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|-
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| Lights || Old layer. Unused.
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|-
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| Rooms || Old layer. Unused.
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|-
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| Special || Old layer. Unused. Blocks cam stick. Only visible in cam stick.
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|-
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| Projectile || Used on bullets and pickups.
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|-
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| Plants || Will be used for AI so they know they can't see through it.
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|-
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| Terrain || Real terrain used for higher quality settings. Doesn't render in cam stick.
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|-
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| Terrain 2 || Lower res terrain for low quality settings.
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|-
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| OnlyHitLevel || Colliders with everything else in the level expect itself. Used for bullet casings.
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|-
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| IgnoreViewCast || Unknown.
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|-
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| IgnoreMeshMerge || Unknown.
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|-
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|}
  
 
{{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.
IntruderMM Assets
Items Name
Prefabs BriefcaseProxy - CustomDoorProxy - DoorProxy - EquipmentManager - GlassProxy - GoalPointProxy - Keypad - Ladder - LockedObject - MortarProxy - Mover Parent - NoteProxy - ObserveCamProxy - Pickup - RandomGunPickup - RandomItemPickup - SecuritySetup - SlidingDoor - SpawnA - SpawnB - WaterLevel - WindProxy - ZipLine - Limits
Scripts ActivateActivator - Activator - AdvancedMaterial - AnimateColor - BriefcaseProxy (Script) - CustomDoorProxy - CustomLevelSettings - CustomMapSkins - DestructibleProxy - DoorProxy - EquipmentManager - GlassProxy - GoalPointProxy - GravityProxy - HideOnStart - IgnoreSticky - KeypadProxy - LayerProxy - LockedObject - MaterialManager - MortarProxy - Mover - NoteProxy - ObjectiveTabSettings - ObjectTagger - ObserveCamProxy - PickupProxy - PlayAudio - ReplaceAll - ResetProxy - ScrollingUVs - SecurityRoom - SecurityScreen - SetTagsAndLayers - SoundSettings - TimedObjectDestroyer - TuningProxy - WindProxy - World Screen Object - ZiplineProxy
Level/Maps Target - SniperRange - Demo