Difference between revisions of "ObjectTagger"
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| Terrain || Real terrain used for higher quality settings. Doesn't render in cam stick. | | Terrain || Real terrain used for higher quality settings. Doesn't render in cam stick. | ||
|- | |- | ||
− | | Terrain 2 || Lower res terrain for low quality settings. Makes the terrain render | + | | Terrain 2 || Lower res terrain for low quality settings. Makes the terrain render far away. |
|- | |- | ||
| OnlyHitLevel || Colliders with everything else in the level expect itself. Used for bullet casings. | | OnlyHitLevel || Colliders with everything else in the level expect itself. Used for bullet casings. |
Revision as of 20:43, 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. Makes the terrain render far away. |
OnlyHitLevel | Colliders with everything else in the level expect itself. Used for bullet casings. |
IgnoreViewCast | Unknown. |
IgnoreMeshMerge | Unknown. |