Semi-automatically generated modding documentation for Barotrauma

TagAction

Tags a specific entity. Tags are used by other actions to refer to specific entities. The tags are event-specific, i.e. you cannot use a tag that was added by another event to refer to an entity.

Attributes

Attribute Type Default value Description
Criteria string ”” What criteria to use to select the entities to target. Valid values are players, player, traitor, nontraitor, nontraitorplayer, bot, crew, humanprefabidentifier:[id], jobidentifier:[id], structureidentifier:[id], structurespecialtag:[tag], itemidentifier:[id], itemtag:[tag], hull, hullname:[name], submarine:[type], eventtag:[tag].
Tag Identifier ”” The tag to apply to the target.
SubmarineType SubType Any The type of submarine the target needs to be in.
RequiredModuleTag Identifier ”” If set, the target must be in an outpost module that has this tag.
IgnoreIncapacitatedCharacters bool true Should incapacitated (e.g. dead, paralyzed, unconscious) characters be ignored, i.e. not considered valid targets?
AllowHiddenItems bool false Can items that have been set to be hidden in-game be tagged?
ChooseRandom bool false If there are multiple matching targets, should all of them be tagged or one chosen randomly?
ContinueIfNoTargetsFound bool false Should the event continue if the TagAction can’t find any valid targets?
ChoosePercentage float 0 If larger than 0, the specified percentage of the matching targets are tagged. Between 0-100.