Tags are especially useful for scripters who need to keep their scenario organized, enhancing workflow efficiency. You can use tags to quickly find entities, add entities from one tag to another, and more. These options provide flexible ways to organize and manage elements within your scenario.

Improved Script Logic: Using tags in conditional statements helps make your code cleaner, more organized, and flexible for future changes.

There’s also an action to set tags to entities. However, keep in mind that it doesn’t create a new tag it only assigns an existing one. So, if you want to use your own custom tag, you’ll need to create it first and then assign it using the action.

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To access the tags menu, click on this button.

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Then, click the + button and enter a name for your new tag.

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To delete a tag, select the tag you want to remove and press the - button.

Here’s an example of how tags are used in an actual scene:

  1. Quest Setup: I created a quest where the player needs to kill Marauders, as shown below. I also created a tag named "Marauders".

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  1. Setting Tags for Entities: You can assign tags to each entity manually in Overrides. Alternatively, you can assign tags to all entities of a specific blueprint using the Find Entities with Set Scenario Tag action. However, if you plan to place more entities of the same blueprint on the map, I highly recommend using Find Entities in Region with Set Scenario Tag. This method ensures that only entities within a defined region are tagged, offering more precision. In my case, I assigned the tags manually.

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  1. Trigger Bundle and Variable: I created a Trigger Bundle and added a Bundle Variable of type Entity List, naming it Marauders List.

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  1. Tag Assignment: I set up a trigger to find entities with the tag I created (tag: Marauders) and stored them in the Marauders List variable during the Map Initialize event. Optional Behavior: I added a For Each Entity Loop to automatically disable the Can Wander behavior in the overrides. This step is optional, but for this showcase, I didn’t want the Marauders to move.

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  1. Quest Completion Trigger: I created another trigger using a Time Event to check if all entities in the Marauders List are dead. If they are, the quest task is marked as complete.

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