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], speciesname:[id]. |
| Tag | Identifier | ”” | The tag to apply to the target. |
| SubmarineType | SubType | Any | The type of submarine the target needs to be in. |
| Team | CharacterTeam | Any | The team the target needs to be on. |
| 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? |
| ChooseRandomExcludingTag | Identifier | ”” | If choosing a random target, targets with this tag can optionally be excluded. |
| 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. |