Gameplay Tags - EmbersGames/MurkyDiversMod GitHub Wiki
Simplified Tag Reference
Below is a detailed look at some of the most important tags in Murky Divers, focusing on submarine state switching, player connection/readiness, health management, loading states, and how abilities track their active status.
If you're note familiar with Gameplay Tags, please check Epic's official documentation about them.
Submarine State & Navigation
When the Game State has the tag Submarine.State.IsInNavigationMode
, it means the game is currently in “Navigation” mode—players are piloting the submarine. If it does not have that tag, the game is in “Expedition” mode.
Submarine.State.EnterInNavigationState_Event
: Triggered on the Game State whenever the game transitions into Navigation mode (e.g., leaving an expedition). This is a good time to initialize any submarine-related UI or logic.Submarine.State.LeaveInNavigationState_Event
: Triggered on the Game State whenever the submarine leaves Navigation mode, meaning the players have arrived in an expedition area.Submarine.State.Expedition.IsInExpedition
: Essentially the counterpart toIsInNavigationMode
. When this tag is present, the submarine and players are in an expedition zone.
Player Connection & Ready Events
These events focus on players joining the game, leaving, or declaring that they’re fully ready.
Game.Lobby.NewPlayerJoin_Event
: Sent on the Game State when a new player joins. This can be used to update a lobby UI or synchronize game data for the newcomer.Game.Lobby.PlayerLeave_Event
: Broadcast on the Game State when a player disconnects or leaves the lobby.Game.Progression.PlayerIsReady_Event
: The most important readiness event. Fired on the Game State when a player confirms they are fully loaded, set up, and ready to start or continue gameplay.
Loading State (Expedition Transition)
While preparing or transitioning to an expedition, these tags and events appear on both the Game State and each Player:
Game.Stage.StartLoadingState_Event
: Broadcast when the expedition loading process begins. Often used to display loading screens or lock player input.Game.Stage.IsInLoadingState
: A tag present during the loading process. As long as it remains, you know the expedition’s content is still being prepared.Game.Stage.StopLoadingState_Event
: Fired once loading is complete, indicating the expedition is fully ready. This is the best moment to spawn or modify expedition elements (e.g., place objects in a newly loaded environment).
Health & Healing
Health tags and events are used to manage player or creature health.
System.Health.IsAlive
: Indicates an actor (player or creature) is currently alive. Often removed when health drops to zero.System.Health.NewDamage_Event
: Sent to apply damage to an actor. A Damage float is typically included in the payload.System.Health.RefillHealth_Event
: Used to restore health. A HealthToRefill float may be included, specifying how much to add back.
Abilities & the “Doing” Tag
When a player or creature activates an ability, it often uses a Doing
suffix to indicate the action is running.
For example:
Creature.ChameleonGobbler.Action.Grab.Doing
: This tag is added when the “Grab” ability is actively in progress. Once the ability ends or is interrupted, the tag is removed.
These examples cover some of the most commonly used or crucial tags/events in Murky Divers.
Full Tag Reference
Below is the exhaustive list of Gameplay Tags and events used in Murky Divers. We usually use two primary suffixes:
_Event
: Identifies a gameplay event. It can optionally include a variable container in its payload._Object
: Specifies an object reference, which can be a variable container.
Action.Attack.System.GameplayCollisionAddEvent
Action.Attack.System.SendDamage_Event
Audio.GrabStation.Costume.ButtonDownSFX_Event
Audio.GrabStation.Costume.ButtonUpSFX_Event
Audio.GrabStation.Costume.CantEquipCostumeSFX_Event
Audio.Player.Grab.GrabItemSFX_Event
Audio.Player.Module.BPDetector.ActivationSFX_Event
Audio.Player.Module.CooldownNotReadySFX_Event
Audio.Player.Module.Grappling.DeploySFX_Event
Audio.Player.Module.Grappling.HitTargetSFX_Event
Audio.Player.Module.Grappling.PlayEffect_Event
Audio.Player.Module.Grappling.StopUseGrapplingSFX_Event
Cheat.SetPlayerInvisible
Cheat.StunAllCretures
Cheat.TogglePlayerInvisible_Event
Costume.BlackMarket.IsEquipped
Costume.BlackMarket.IsUnlocked
Costume.Cleaner.IsEquipped
Costume.Cleaner.IsUnlocked
Costume.Eggtastic.IsEquipped
Costume.Eggtastic.IsUnlocked
Costume.EliteEmployee.IsEquipped
Costume.EliteEmployee.IsUnlocked
Costume.Flusher.IsEquipped
Costume.Flusher.IsUnlocked
Costume.MadScientist.IsEquipped //Tag added to the player when they have the Mad Scientist costume equipped//
Costume.MadScientist.IsUnlocked //Tag added to the player when they unlock the Mad Scientist costume at the Costume Station//
Costume.Pumpking.IsEquipped
Costume.Pumpking.IsUnlocked
Costume.SantaClaus.IsEquipped
Costume.SantaClaus.IsUnlocked
Costume.Skeleton.IsEquipped
Costume.Skeleton.IsUnlocked
Costume.Standard.IsEquipped
Costume.Standard.IsUnlocked
Costume.Superstar.IsEquipped
Costume.Superstar.IsUnlocked
Costume.Sweeper.IsEquipped
Costume.Sweeper.IsUnlocked
Costume.TimeDiver.IsEquipped
Costume.TimeDiver.IsUnlocked
Costume.Trickster.IsEquipped
Costume.Trickster.IsUnlock
Costume.Virus.IsEquipped
Costume.Virus.IsUnlocked
Costume.WhiteLady.IsEquipped
Costume.WhiteLady.IsUnlocked
Costume.Zombie.IsEquipped
Costume.Zombie.IsUnlocked
Creature.Abomination.Action.Attack
Creature.Abomination.Action.Attack.Doing //Tag added to the creature when the Abomination attack ability is activated//
Creature.Abomination.Action.Attack.InCooldown //Tag added to the creature when the Abomination attack ability is in cooldown//
Creature.Abomination.Action.Attack.ResetOverlappedActors_Event
Creature.Abomination.Action.Attack.SetDestination_Event
Creature.Abomination.Action.Attack.StartRM_Event
Creature.Abomination.Identify //Tag added to the creature at BeginPlay for identification//
Creature.AgentNuts
Creature.AgentNuts.Action.Despawn
Creature.AgentNuts.Action.Despawn.Doing
Creature.AgentNuts.Action.Despawn.Trigger_Event
Creature.AgentNuts.Action.InitialActing
Creature.AgentNuts.Action.InitialActing.Doing
Creature.AgentNuts.Action.InitialActing.IsInCooldown
Creature.AgentNuts.Action.MoveToSubMarine
Creature.AgentNuts.Action.MoveToSubMarine.Doing
Creature.Assassin.Action.Attack
Creature.Assassin.Action.Attack.Doing
Creature.Assassin.Identify
Creature.Assassin.State.IsKeepingDistanceWithPlayer
Creature.Assassin.State.PlayerFlash_Event
Creature.Assassin.State.PlayerFlashReceived
Creature.Assassin.State.PlayerInAttackProximityDistance
Creature.Assassin.State.PlayerInProximity
Creature.Assassin.State.Snatch_Object
Creature.Assassin.State.TargetIsAlone
Creature.BabyPuker.Anim.SpawnObject_Event
Creature.Base.Action.Death.Destroy_Event
Creature.Base.Action.InfiniteStun
Creature.Base.Action.InfiniteStun.Doing
Creature.Base.Action.Stun.Doing
Creature.Base.Action.Stun.SendStunCreature_Event //Gameplay event sent to the creature to stun it//
Creature.Base.Action.StunElectrified.Doing
Creature.Base.State.Aggro.ForceRefreshAggro_Event //Gameplay event sent to the creature to refresh its targeting system//
Creature.Base.State.Aggro.IsAggro //Tag added to the creature when it is in an aggro state//
Creature.Base.State.Aggro.LooseAllAggroAndRefresh_Event //Gameplay event sent to the creature to reset its targeting system//
Creature.Base.State.Aggro.TargetLocation_Object
Creature.Base.State.Deactivation.IsCompletelyDisabled.Death
Creature.Base.State.Deactivation.IsCompletelyDisabled.Optimization
Creature.Base.State.Deactivation.IsInactive
Creature.Base.State.Deactivation.PreventDeactivateBySphereActivation
Creature.Base.State.IsActivated //Tag on creature when it is activate//
Creature.Base.State.IsEnemy
Creature.Base.State.Move.HardStuckForceTP_Event
Creature.Base.State.Move.MoveToService_Object
Creature.Base.State.Name_Object
Creature.Base.State.NoWorldStaticInProximity
Creature.ChameleonGobbler.Action.Grab.Doing
Creature.ChameleonGobbler.Action.Grab.Fire_Event
Creature.ChameleonGobbler.Action.Grab.GrabPosition_Object
Creature.ChameleonGobbler.Action.Grab.InCoolDown
Creature.ChameleonGobbler.Action.Grab.UpdateGrabPos_Event
Creature.ChameleonGobbler.Action.Grab.UpdatePlayerPos_Event
Creature.ChameleonGobbler.Identify
Creature.Chaser.Action.InitialActing.Doing
Creature.Chaser.Action.InitialActing.IsInCooldown
Creature.Chaser.Action.MoveToPlayer
Creature.Chaser.Action.MoveToPlayer.Doing
Creature.Chaser.Identity
Creature.Chaser.State.CloseToPlayer
Creature.Chaser.State.PlayAttackAnim_Event
Creature.Chaser.State.StartChaseActor_Event
Creature.Chaser.State.StopChaseActor_Event
Creature.Chinken.Action.Attack.Spit.Doing
Creature.Chinken.Action.Attack.Spit.InCooldown
Creature.Chinken.Action.Attack.Spit.WindUpEnd_Event
Creature.Chinken.Action.Idle.Frighten.Doing
Creature.Chinken.Action.Idle.Frighten.InCooldown
Creature.Chinken.Identify
Creature.Chinken.State.IsRunningAwayFromPlayer
Creature.Copycat.Action.Attack.AnimEndSectionEnded_Event
Creature.Copycat.Action.Attack.AnimStartEnded_Event
Creature.Copycat.Action.Attack.CallStartEndAnimSection_Event
Creature.Copycat.Action.Attack.CallTakeHitSection_Event
Creature.Copycat.Action.Attack.Doing
Creature.Copycat.Action.Attack.PlayerTapReceived_Event
Creature.Copycat.Action.Attack.SetTargetedPlayerControlRotation_Event
Creature.Copycat.Action.Emote.Doing
Creature.Copycat.Action.RunAwayActing.Doing
Creature.Copycat.Action.RunAwayActing.FinishAnim_Event
Creature.Copycat.Action.Stun.FinishAnim_Event
Creature.Copycat.Action.StunElectrified.FinishAnim_Event
Creature.Copycat.Action.UsePlayerVoice.Doing
Creature.Copycat.Identify
Creature.Copycat.State.Anim.TailTransform_Object
Creature.Copycat.State.HaveToRunAway
Creature.Copycat.State.IsInBaitState
Creature.Copycat.State.IsInFleeState
Creature.Copycat.State.IsRevealed
Creature.Copycat.State.PlayerIsClose
Creature.Crocsaw.Action.Attack.Doing
Creature.Crocsaw.Action.Attack.InCooldown
Creature.Crocsaw.Action.Attack.SetDestination_Event
Creature.Crocsaw.Action.Attack.StartRM_Event
Creature.Crocsaw.Action.Attack.StopMove_Event
Creature.Crocsaw.Action.EndEnrage
Creature.Crocsaw.Action.EndEnrage.Doing
Creature.Crocsaw.Action.MoveToTarget
Creature.Crocsaw.Action.MoveToTarget.Doing
Creature.Crocsaw.Action.StartEnrage
Creature.Crocsaw.Action.StartEnrage.Doing
Creature.Crocsaw.Identify
Creature.Crocsaw.State.IsEnrage
Creature.Crocsaw.State.OverlapLaserTrap_event
Creature.Crocsaw.State.SawIsActive
Creature.Giant.Identify
Creature.Giant.Initialized_Event
Creature.Giant.TentaclesData_Object
Creature.Giant.TimeUpdate_Object
Creature.Gobbler.Action.Attack.Doing
Creature.Gobbler.Action.Attack.StartRM_Event
Creature.Gobbler.Action.Vomit
Creature.Gobbler.Action.Vomit.Doing
Creature.Gobbler.Action.Vomit.ReleasePlayer_Event
Creature.Gobbler.Identify
Creature.Gobbler.State.HasPlayerBeenEaten
Creature.Gobbler.State.NeedToVomit
Creature.Gobbler.State.PlayerBeenEaten_Object
Creature.Gobbler.State.ReceiveHitForReleasingPlayer_Event
Creature.Identify
Creature.Kamikaze.Action.Explode.AnimExplode_Event
Creature.Kamikaze.Action.Explode.Doing
Creature.Kamikaze.Action.StartSpotSound.doing
Creature.Kamikaze.Action.StopSpotSound.Doing
Creature.Kamikaze.Identify
Creature.Kamikaze.State.HaveAlreadyStopSpotingSound
Creature.Kamikaze.State.IsAboutToExplode
Creature.Leech.Action.Death
Creature.Leech.Action.Stun.Doing
Creature.Leech.Action.WakeUp
Creature.Leech.Action.WakeUp.Doing
Creature.Leech.Identify
Creature.Leech.State.ForceReturnToOrigin
Creature.Leech.State.IsAttachedToPlayer
Creature.Mastodont.NearEnd.CriticityLevel.1
Creature.Mastodont.NearEnd.CriticityLevel.2
Creature.Murderer.Action.Attack.IsInCooldown
Creature.Murderer.Action.Scared.Doing
Creature.Murderer.Identify
Creature.Murderer.State.IsRunningAway
Creature.Murderer.State.IsScared
Creature.Police
Creature.Police.Action.Attack.Aiming
Creature.Police.Action.Attack.Doing
Creature.Police.Action.Attack.Fire_Event
Creature.Police.Action.Attack.FireWithData_Event
Creature.Police.Action.Attack.IsInCooldown
Creature.Police.Action.Attack.UpdateAimingData_Event
Creature.Police.Identify
Creature.Police.State.Aggro.HasTargetPositionToCheck
Creature.Police.State.Aggro.NewTargetFound_Event
Creature.PoliceDrone
Creature.PoliceDrone.Action.CastStar.Doing
Creature.PoliceDrone.Action.CastStar.StartCastTime_Event
Creature.PoliceDrone.Action.Detection.DetectPlayerAnim_Event
Creature.PoliceDrone.Action.Detection.Doing
Creature.PoliceDrone.Action.DetectsPlayer.Doing
Creature.PoliceDrone.Action.MoveToStarCastPoint
Creature.PoliceDrone.Action.MoveToStarCastPoint.Doing
Creature.PoliceDrone.Identify
Creature.PoliceDrone.State.IsOnCastPoint
Creature.PoliceDrone.State.PlayerIsDetected
Creature.SeaMonkey.Action.Attack
Creature.SeaMonkey.Action.Attack.Doing
Creature.SeaMonkey.Action.Attack.IsInCooldown
Creature.SeaMonkey.Action.EscapeWithItem
Creature.SeaMonkey.Action.EscapeWithItem.Doing
Creature.SeaMonkey.Identify
Creature.SeaMonkey.State.HasReceivePlayerHit
Creature.SeaMonkey.State.HasStolenItem
Creature.SeaMonkey.State.TargetHaveItemInHand
Creature.SelfishSun.Action.Attack.ApplyDamageToPlayer_Event
Creature.SelfishSun.Action.Attack.Doing
Creature.SelfishSun.Action.Attack.IsInCooldown
Creature.SelfishSun.Action.Attack.ResetOverlappedActors_Event
Creature.SelfishSun.Action.Attack.SetDestination_Event
Creature.SelfishSun.Action.Attack.StartRM_Event
Creature.SelfishSun.Action.LightSnatch.Doing
Creature.SelfishSun.Action.LightSnatch.FXSnatchBegin_Event
Creature.SelfishSun.Action.LightSnatch.FXSnatchEnd_Event
Creature.SelfishSun.Action.LightSnatch.IsInCooldown
Creature.SelfishSun.Action.LightSnatch.Snatch_Event
Creature.SelfishSun.Action.PlayerLightSnatch.Doing
Creature.SelfishSun.Action.PlayerLightSnatch.IsInCooldown
Creature.SelfishSun.Action.ReleaseLights.Doing
Creature.SelfishSun.Action.ReleaseLights.ReleaseAnim_Event
Creature.SelfishSun.Action.SnatchAnim_Event
Creature.SelfishSun.Identify
Creature.SelfishSun.State.ChasingLight
Creature.SelfishSun.State.EnrageToRelax.Doing
Creature.SelfishSun.State.FreeLights_Event
Creature.SelfishSun.State.IsEnrage
Creature.SelfishSun.State.RelaxToEnrage
Creature.SelfishSun.State.RelaxToEnrage.Doing
Creature.SelfishSun.State.RelaxToEnrage.EnrageStateAnim_Event
Creature.SelfishSun.State.SnatchLightInCooldown
Creature.SelfishSun.State.TargetIsPlayer
Creature.Sharkai.Identify
Creature.Sharkai.SetFinalDamage_Event
Creature.SWAT.Identify
Creature.Trader.Action.Sleep
Creature.Trader.Action.Sleep.Doing
Creature.Trader.Action.Sleep.IsAttacking
Creature.Trader.Action.Trade
Creature.Trader.Action.Trade.AcceptOffer_Event
Creature.Trader.Action.Trade.CatchHostile_Event
Creature.Trader.Action.Trade.CatchThief_Event
Creature.Trader.Action.Trade.ConsumeDuck_Event
Creature.Trader.Action.Trade.Doing
Creature.Trader.Action.Trade.EndOfAttackHostile_Event
Creature.Trader.Action.Trade.EndOfTrade_Event
Creature.Trader.Action.Trade.ForceRefreshItemPositionData_Event
Creature.Trader.Action.Trade.IsTradeDone
Creature.Trader.Action.Trade.IsWaitingForDuck
Creature.Trader.Action.Trade.KillHostile_Event
Creature.Trader.Action.Trade.KillThief_Event
Creature.Trader.Action.Trade.PlayerAttackDuck_Event
Creature.Trader.Action.Trade.ReceiveA-Duck_Event
Creature.Trader.Action.Trade.RecoverOffer_Event
Creature.Trader.Action.Trade.SpawnOffer_Event
Creature.Trader.Action.Trade.WaitDuckAfterConsume_Event
Creature.Trader.Identify
Creature.Trader.State.IsSleeping
Game.Ended //Tag on game State when players have lose the game//
Game.GlobalGameplayEffect.Altar.IncreaseBodyPartAndTrap.Identify
Game.GlobalGameplayEffect.Altar.IncreaseMoneyEarned.Identify
Game.GlobalGameplayEffect.Altar.MaxSpeedBoost.Identify
Game.GlobalGameplayEffect.Altar.NewAltarEfect_Event
Game.GlobalGameplayEffect.Altar.ReduceMaxHealth.Identify
Game.GlobalGameplayEffect.Altar.RefreshAltarEffectsOnHUD_Event
Game.GlobalGameplayEffect.Altar.RemoveAltarEfect_Event
Game.GlobalGameplayEffect.Altar.SpeedBonusAndReduceHealth.Identify
Game.GlobalGameplayEffect.Mummy.Identify
Game.GlobalGameplayEffect.Mummy.IsActivate
Game.Loading.StartNewLoadingHandle_Event
Game.Lobby.NewPlayerJoin_Event //gameplay event sent on game state when new player has join the lobby. (variables : PlayerName, string)//
Game.Lobby.PlayerLeave_Event //Gameplay event sent on game state, on clients, when a player has left the lobby. (variables: PlayerName, string)//
Game.MugShotScene.TryTakePicture_Event
Game.NetEmulationIsActivate
Game.Progression.CheatActivateDepthSystem_Event
Game.Progression.CheckHaveSurviveToExplosion_Event
Game.Progression.DissolveEffect_Event
Game.Progression.DissolveTrashItem_Event
Game.Progression.GiveGift_Event
Game.Progression.PlayerExploredAtlantisRoom_Event
Game.Progression.PlayerHitPlayerWithVirus_Event
Game.Progression.PlayerIsReady_Event
Game.Progression.PlayerResponsibleForGobblerVomit_Event
Game.Progression.PlayersShreddedBlackMarketCostume_Event
Game.Progression.PlayerSurviveExpedition_Event
Game.Progression.PlayerTakeDamage_Event
Game.Progression.PlayerUseToilets_Event
Game.Progression.ResetPlayerProgression_Event
Game.Progression.ShredPumpkin_Event
Game.Progression.Tuto.DepthSystem.IsDone
Game.Progression.Tuto.DepthSystem.IsTuturialNeeded
Game.Progression.Tuto.FindExped.IsDone
Game.Progression.Tuto.FindExped.IsTutorialNeeded
Game.Progression.Tuto.StartEngine.IsDone
Game.Progression.Tuto.StartEngine.IsTutorialNeeded
Game.Progression.UpdateTrashInSub_Event
Game.Progression.UseGrapplingOnPlayer_Event
Game.Progression.UseLaserCutterOnPlayer_Event
Game.Progression.UseTaserOnPlayer_Event
Game.Save.HasLoadDepthValues //State on game state when depth system values are loaded//
Game.Save.HasLoadSave_Event //Event sent on game state when the save is loaded//
Game.Sequence.PlayEndSequenceSpecialExpedition_Event
Game.Sequence.PlayGameStateSequenceForPlayer_Event
Game.Sequence.SaveEndGameStateSequenceForPlayer_Event
Game.Stage.ClientEndLoadingLD_State_OnServer_Event
Game.Stage.End_Event //Event sent on game state when game is over (variables :Sucess, bool)//
Game.Stage.EndOfServerTravel_Event //Event sent on game state when server travel has ended//
Game.Stage.ForceRestart_Event
Game.Stage.HasServerTravelIncomming
Game.Stage.IsInLoadingState //State on game state when the game is on loading state//
Game.Stage.LoadProceduralLD-OnServer_Event
Game.Stage.LoadProceduralLD_Event
Game.Stage.NearEnd //State on game state when only 2 min left in expedition//
Game.Stage.NearEnd_Event //event sent on game state when only 2 min left in expedition//
Game.Stage.NewPlayerReady_Event //event sent on game state when a player is initialized after join the lobby (instigator = player)//
Game.Stage.PlayerDeath_Event //event sent on game state when a player is death (instigator tag = tag deathReason)//
Game.Stage.PlayerDestroyed_Event
Game.Stage.PlayerLeaveGame_Event //event sent on game state when a player has left the lobby//
Game.Stage.PrepareServerTravelMulticast_Event
Game.Stage.QuitStage_Event //Event sent on game state, multicast, when players are quitting the expedition zone//
Game.Stage.RefreshLoadingLD_State_Event
Game.Stage.RespawnPlayers_Event //Event sent on game state for respawn all players in sub//
Game.Stage.SetOnIgnoreQuota_Event //Event to send on game state to ignore stage quota for the next summary (is reset before the next stage)//
Game.Stage.StarScore.PoliceKillPlayer_Event
Game.Stage.StarScore.StarCastedByDrone_Event
Game.Stage.Started //State on game state when stage (expedition) is started//
Game.Stage.StartLoadingState_Event //Event sent on players when game start loading state//
Game.Stage.StopLoadingState_Event //Event sent on players when game stop loading state//
Game.Stage.Trap.LabIsAboutToExplode
Game.Stage.Trap.LabsCode_Object
Game.Stage.Trap.LabsExplode_Event
Game.Stage.Trap.LabsPreExposion_Event
Game.Stage.Trap.LabsSpawnPlayerFX_Event
Game.Stage.Trap.LabsStartCountDown_Event
Game.State.Is2PlayersGames //state on game state when game is in 2 players submarine//
Game.State.Is4PlayersGames //state on game state when game is in 4 players submarine//
Game.State.Is8PlayersGames //state on game state when game is in 8 players submarine//
Game.State.IsInChallengeMode
Game.ToggleNetEmulation_Event
Mod.Load.SpawnAllInitModActors_Event
Player.Action.BeenEaten.Attach_Event
Player.Action.BeenEaten.Creature_Object
Player.Action.BeenEaten.Doing
Player.Action.BeenEaten.Trigger_Event
Player.Action.BeenGrabbed.Attach_Event
Player.Action.BeenGrabbed.Creature_Object
Player.Action.BeenGrabbed.Doing
Player.Action.BeenGrabbed.IsAttached
Player.Action.BeenGrabbed.Release_Event
Player.Action.BeenGrabbed.Trigger_Event
Player.Action.BodyPartDetector.Doing
Player.Action.BodyPartDetector.IsDetecting
Player.Action.BodyPartDetector.UpdateClosestBodyPart_Event
Player.Action.Cheat.CheckIfIsValidPath_Event
Player.Action.Cheat.CloseCheatMenu_Event
Player.Action.Cheat.Enabled
Player.Action.Cheat.InTestingPathState
Player.Action.Cheat.NoClip
Player.Action.Cheat.SendPathResultToOwner_Event
Player.Action.Cheat.SpawnObject_Event
Player.Action.Death
Player.Action.Death.Doing
Player.Action.Death.IsTriggeringDeath
Player.Action.Death.PlayDeathEffects_Event
Player.Action.Death.ReceiveShred_Event
Player.Action.Death.Trigger_Event
Player.Action.GrapplingHook.Doing
Player.Action.Interact.Belt.ItemInBelt_Object //Object store on player, contain item in item belt of player (object = item)//
Player.Action.Interact.Belt.SetItemInBelt_Event //Event sent on player, for set item in item belt (variables : Item, Object = item)//
Player.Action.Interact.Belt.SetToolInBelt_Event //Event sent on player, for set item in tool belt (variables : Item, Object = item)//
Player.Action.Interact.Belt.ToolInBelt_Object //Object store on player, contain item in tool belt of player (object = item)//
Player.Action.Interact.Belt.UpdateBelt_Event //Event sent on player to update item and tool belt HUD//
Player.Action.Interact.GrabItem
Player.Action.Interact.GrabItem.Activate_Event
Player.Action.Interact.GrabItem.BestGrabbableItem_Object //Object stored on the player, containing the item that can be grabbed by the player (object = item)//
Player.Action.Interact.GrabItem.Doing
Player.Action.Interact.GrabItem.ForcePlayHoldAnim_Event
Player.Action.Interact.GrabItem.ForceStopGrabItem_Event
Player.Action.Interact.GrabItem.ForceStopGrabItemMontage_Event
Player.Action.Interact.GrabItem.ForceStopGrabStation_Event //Event to send to the player to force them to stop grabbing a station in the submarine//
Player.Action.Interact.GrabItem.GrabCartDoing
Player.Action.Interact.GrabItem.HeavyGrabDoing // State on player when he grabbed a heavy item //
Player.Action.Interact.GrabItem.ItemInHand_Object //Object store on player, contain item in player hands (object = item)//
Player.Action.Interact.GrabItem.ItemInHandFromClient_Object
Player.Action.Interact.GrabItem.SetVelocityOnItem_Event
Player.Action.Interact.GrabItem.StationInHand_Object //Object store on player, contain station in player hands (object = station)//
Player.Action.Interact.GrabStation.Activate_Event
Player.Action.Interact.GrabStation.ClearHandIK_Event
Player.Action.Interact.GrabStation.CostumeStation.Doing
Player.Action.Interact.GrabStation.DamageSpot.Doing
Player.Action.Interact.GrabStation.Dispenser.Cancel_Event
Player.Action.Interact.GrabStation.Dispenser.ChangePageDown_Event
Player.Action.Interact.GrabStation.Dispenser.ChangePageUp_Event
Player.Action.Interact.GrabStation.Dispenser.Confirm_Event
Player.Action.Interact.GrabStation.Dispenser.NumberInput_Event
Player.Action.Interact.GrabStation.Dispenser.UpdatePadNavigation_Event
Player.Action.Interact.GrabStation.Dispenser.UsingDispenserGrabStation
Player.Action.Interact.GrabStation.Doing //State on player when he grabs a station//
Player.Action.Interact.GrabStation.EndGrab_Event
Player.Action.Interact.GrabStation.FakeCursor_Object
Player.Action.Interact.GrabStation.FakeCursorChange_Event
Player.Action.Interact.GrabStation.ForceEndGrabStateOnServer_Event
Player.Action.Interact.GrabStation.HandIK_Object
Player.Action.Interact.GrabStation.InGrabEndState
Player.Action.Interact.GrabStation.JumpSection_Event
Player.Action.Interact.GrabStation.LocalBackward.Stopped_Event
Player.Action.Interact.GrabStation.LocalBackward_Event
Player.Action.Interact.GrabStation.LocalClick_Event
Player.Action.Interact.GrabStation.LocalForward.Stopped_Event
Player.Action.Interact.GrabStation.LocalForward_Event
Player.Action.Interact.GrabStation.LocalLeft.Stopped_Event
Player.Action.Interact.GrabStation.LocalLeft_Event
Player.Action.Interact.GrabStation.LocalRight.Stopped_Event
Player.Action.Interact.GrabStation.LocalRight_Event
Player.Action.Interact.GrabStation.LocaModule1.Stopped_Event
Player.Action.Interact.GrabStation.LocaModule1_Event
Player.Action.Interact.GrabStation.LocaModule2.Stopped_Event
Player.Action.Interact.GrabStation.LocaModule2_Event
Player.Action.Interact.GrabStation.LookAt_Object
Player.Action.Interact.GrabStation.NarrowBandNameList_Object
Player.Action.Interact.GrabStation.NarrowBandNameListChange_Event
Player.Action.Interact.GrabStation.ReplicatedClick_Event
Player.Action.Interact.GrabStation.SetLookAtPosition_Event
Player.Action.Interact.GrabStation.SetNarrowBandDataOnServer_Event
Player.Action.Interact.GrabStation.StartGrabStationMulticast_Event
Player.Action.Interact.GrabStation.StopGrabStationMulticast_Event
Player.Action.Interact.GrabStation.SwitchNarrowBandLineOnServer_Event
Player.Action.Interact.GrabStation.UsingSwitchGrabStation
Player.Action.Interact.Other.DestroyEvidence_Event
Player.Action.Interact.SimpleInteract.Doing
Player.Action.Interact.Tap.TapMontage_Event
Player.Action.Interact.Tap.TapOnServer_Event
Player.Action.Interact.UseItem.Doing
Player.Action.Item.Crowbar.InstigateCrowbarHit_Event
Player.Action.Item.Crowbar.ReceiveCrowbarHit_Event
Player.Action.Item.LaserCutter
Player.Action.Item.LaserCutter.Doing
Player.Action.Item.LaserCutter.UseItem_Event
Player.Action.Item.Scooter.Doing
Player.Action.Item.Scooter.PressInputValue_Object
Player.Action.Item.Scooter.UpdatePressInputValue_EventMulticast
Player.Action.Item.SprayPaint
Player.Action.Item.SprayPaint.ClearAllDrawing_Event
Player.Action.Item.SprayPaint.Doing
Player.Action.Item.SprayPaint.SpawnDot_Event
Player.Action.Item.SprayPaint.StopPainting_Event
Player.Action.Item.TaserStick.Doing
Player.Action.Item.TaserStick.IsInCooldown
Player.Action.Item.TaserStick.ReceiveTaserStickHit_Event
Player.Action.Item.TaserStick.Trigger_Event
Player.Action.Item.TaserStick.UseItem_Event
Player.Action.Item.Wrench.UseItem_Event
Player.Action.Support.Emote.Abort
Player.Action.Support.Emote.Abort.Doing
Player.Action.Support.Emote.Abort.PlayMontage_Event
Player.Action.Support.Emote.Abort.StopMontage_Event
Player.Action.Support.Emote.ComeAtMe.Doing
Player.Action.Support.Emote.ComeAtMe.PlayMontage_Event
Player.Action.Support.Emote.ComeAtMe.StopMontage_Event
Player.Action.Support.Emote.Dance.Doing
Player.Action.Support.Emote.Dance.PlayMontage_Event
Player.Action.Support.Emote.Dance.StopMontage_Event
Player.Action.Support.Emote.Ok.Doing
Player.Action.Support.Emote.Ok.PlayMontage_Event
Player.Action.Support.Emote.Ok.StopMontage_Event
Player.Action.Support.Emote.Pointing.Doing
Player.Action.Support.Emote.Pointing.PlayMontage_Event
Player.Action.Support.Emote.Pointing.StopMontage_Event
Player.Action.Support.ToggleLight.LightIsOn
Player.Action.Support.ToggleLight.SetLightOn_Event
Player.Action.Tap.Doing //State on player when he use a tap//
Player.Action.UseBelt.Doing
Player.Action.UseBelt.TryToActivate_Event
Player.Action.UseToolBelt.Doing
Player.Action.UseToolBelt.TryToActivate_Event
Player.Action.Xray.Activate_Event
Player.Action.Xray.Doing
Player.Camera.LockAll //Tag to add on player for lock his camera movement//
Player.Camera.LockForEmotesWheel
Player.Camera.LockOnStation
Player.Identify //Tag on players to identify them//
Player.Move.LockAll //Tag to add on player for lock his movement//
Player.Moveset.Dash.Doing
Player.Moveset.Dash.InBufferTime
Player.Moveset.Dash.PlayMontage_Event
Player.Moveset.Dash.StopMontage_Event
Player.Moveset.LockAll //Tag to add on player for lock his movesets (exemple : dash)//
Player.State.Altar.HasMummyEffect
Player.State.Chaser.IsTargetedByChaser
Player.State.Chinken.HasInkOnHead
Player.State.Collision.DisableCollision
Player.State.Collision.PreventEnemyCollision
Player.State.Collision.PreventEnemyCollision.BeenEaten
Player.State.Collision.PreventEnemyCollision.BeenGrabbed
Player.State.Collision.PreventEnemyCollision.GodMode
Player.State.Copycat.IsDrained
Player.State.Copycat.IsDrained.ActivateAbility_Event
Player.State.Copycat.IsDrained.CancelAbility_Event
Player.State.Copycat.IsDrained.Copycat_Object
Player.State.Copycat.IsDrained.Doing
Player.State.Copycat.IsDrained.TryActivateOnAMC_Event
Player.State.Game.IsReady
Player.State.Game.Player1 //tag on player to identify his ID //
Player.State.Game.Player2
Player.State.Game.Player3
Player.State.Game.Player4
Player.State.Game.Player5
Player.State.Game.Player6
Player.State.Game.Player7
Player.State.Game.Player8
Player.State.Game.Player9
Player.State.Game.Player10
Player.State.Game.Player11
Player.State.Game.Player12
Player.State.Game.Player13
Player.State.Game.Player14
Player.State.Game.Player15
Player.State.Game.Player16
Player.State.Game.PlayerIndexChange_Event
Player.State.Grappling.CantBeAttract
Player.State.Grappling.IsPulling //State on actor when it’s pulling by grappling hook//
Player.State.Interact.BestActor_Object
Player.State.Interact.BestHeavyActor_Object
Player.State.Interact.CanHook
Player.State.Interact.ItemInRange_Objects
Player.State.IsSpectator //State on player when he is in spectator mode//
Player.State.IsSpectator.SpectatingSelf
Player.State.IsSpectator.Waiting
Player.State.IsTransferingFile
Player.State.Lab.IsInLabAbility.Doing
Player.State.Lab.IsInLabTrigger
Player.State.Leech.IsAttachToPlayer
Player.State.Move.ForceRefreshMeshRotate_Event
Player.State.Move.ForceServerRefreshMeshRotate_Event
Player.State.Move.MoveUpDownValue_Object
Player.State.Move.PreventUseControllerYaw
Player.State.Replication.SetVariableContainerOnOwningClient_Event
Player.State.Security.ZipMeshIssue_Event
Player.State.SelfishSun.Flashbanged
Player.State.SelfishSun.Flashbanged.Doing
Player.State.SelfishSun.LightIsSnatched
Player.State.StargateStun.Doing
Player.State.Stun
Player.State.Stun.Doing //State on player when he is stun//
Player.State.Stun.ReleasedByGobbler_Event
Player.State.StunElectrified
Player.State.StunElectrified.Doing
Player.State.Vocal.VoiceLevel_Object
Player.Support.Emote.LockAll
Submarine.Action.BoostSpeed.Boost_Event
Submarine.Action.BoostSpeed.Cooldown_Object
Submarine.Action.BoostSpeed.IsInBoost
Submarine.Action.BoostSpeed.IsInCooldown
Submarine.Action.BoostSpeed.IsTriggeringBoost
Submarine.Action.BoostSpeed.TryTriggerOnServer_Event
Submarine.Action.CannonStation.CannonIsCharged_Event
Submarine.Action.CannonStation.Fire_Event
Submarine.Action.CannonStation.IsCharged
Submarine.Action.CannonStation.PressButton_Event
Submarine.Action.CannonStation.SpawnDestructionEffect_Event
Submarine.Action.Navigation.IsMoving
Submarine.Action.Talkie.InUse
Submarine.Action.Talkie.TryTriggerOnServer_Event
Submarine.Biome.Atlantis
Submarine.Biome.Caves
Submarine.Biome.ChallengeMode
Submarine.Biome.Laboratory
Submarine.Biome.Wreck
Submarine.Improvement.CanonStation.Identify
Submarine.Improvement.CanonStation.IsEquipped //State on game state when torpedo station is unlock//
Submarine.Improvement.ImprovedDepth.Identify
Submarine.Improvement.ImprovedDepth.IsEquipped
Submarine.Improvement.ImprovedDepth.Level2-1.IsEquipped
Submarine.Improvement.ImprovedDepth.Level2-2.IsEquipped
Submarine.Improvement.ImprovedDepth.Level3-1.IsEquipped
Submarine.Improvement.ImprovedDepth.Level3-2.IsEquipped
Submarine.Improvement.ImprovedDepth.Level3-3.IsEquipped
Submarine.Improvement.ImprovedDepth.Level4-1.IsEquipped
Submarine.Improvement.ImprovedDepth.Level4-2.IsEquipped
Submarine.Improvement.ImprovedDepth.Level4-3.IsEquipped
Submarine.Improvement.ImprovedDepth.Level4-4.IsEquipped
Submarine.Improvement.ImproveNet.Identify
Submarine.Improvement.ImproveNet.IsEquipped
Submarine.Improvement.MicroRear.Identify
Submarine.Improvement.MicroRear.IsEquipped
Submarine.Improvement.ReduceEngineNoiseLevel.Identify
Submarine.Improvement.ReduceEngineNoiseLevel.IsEquipped
Submarine.Improvement.RudderSpeed.Identify
Submarine.Improvement.RudderSpeed.IsEquipped
Submarine.Improvement.SpeedBoost.Identify
Submarine.Improvement.SpeedBoost.IsEquipped
Submarine.SAS.DoorStateIsSet_Event
Submarine.SAS.FeedbackToResturn_Event
Submarine.SAS.SwitchDoorState_Event
Submarine.Skin.Christmas //State on game state of submarine theme//
Submarine.Skin.IsChineseNewYear
Submarine.Skin.IsHalloween
Submarine.Skin.Standard
Submarine.State.BodyPartsDestroyedRatioChange_Event //State on game state of submarine theme//
Submarine.State.Depth.CanChangingDepth //State on game state when a choice is available in depth system//
Submarine.State.Depth.IsActivate //State on game state when depth system is activate//
Submarine.State.Depth.IsChangingDepth
Submarine.State.Depth.IsInPoliceControlledZone
Submarine.State.Depth.IsInPoliceInfluenceZone
Submarine.State.Depth.PlayerChooseNextBiome_Event
Submarine.State.Depth.ResetEnergyReceptacle_Event
Submarine.State.Depth.UpdateDisplayCurrentDepth_Event
Submarine.State.Depth.UpdatePoliceDepth_Event
Submarine.State.EnterInNavigationState_Event //State on game state when players enter in navigation//
Submarine.State.Expedition.IsInExpedition //State on game state when game is in Expedition//
Submarine.State.HitByMarinePawn_Event //Event sent on game state when sub is hit by a marine pawn (variables : Pawn, object = marine pawn)//
Submarine.State.HitTreasure_Event // not used//
Submarine.State.IsCloseToIsland //State on game state when sub is in expedition area//
Submarine.State.IsInNavigationMode //State on game state when players is in navigation//
Submarine.State.IslandCloseToSubMarine_Object //Object store in game state, containing island close to sub (object = Island)//
Submarine.State.IsSwitchingToExpedition
Submarine.State.LeaveInNavigationState_Event
Submarine.State.MaxLayerVisibilityChange_Event
Submarine.State.PolicePawnHitMonsterPawn_Event
Submarine.State.PreventChangeNavigationMode
Submarine.State.Shredding_Event //Event sent on game state when a player has shredded a body part//
Submarine.State.SpecialExpedition.IsInAltarExpedition //State on game state indicating that the game iis in an altar expedition//
Submarine.State.SpecialExpedition.IsInSpecialExpedition //State on game state indicatingthat the game is in a special expedition (altar or trader)//
Submarine.State.SpecialExpedition.IsInTraderExpedition //State indicating that the game is in a trader expedition (black market)//
Submarine.State.UpdatedDamagesCount_Event //Event sent on game state when the active damages on the submarine have changed//
System..Players.UpdateScore_Event //Event sent on game state when the score ($) is update//
System.Anim.IsOnCartAnim
System.Anim.IsOnCrowbarAnim
System.Anim.IsOnFootAnim
System.Anim.JumpToMontage_Event
System.Area.Vent.IsInVent
System.Collision.IgnorePlayerCollision
System.Collision.IgnorePlayerCollision.Death
System.Collision.IgnorePlayerCollision.GobblerHasPlayerBeenEaten
System.Costume.ChangeEquippedTag_Event
System.Costume.SaveNewUnlockTag_Event
System.Costume.SendUnlockData_Event
System.FileTransfer.ClientReadyToSendVoiceFiles_Event
System.FileTransfer.OnClientTransferToServerCompleted_Event
System.Health.DamageEffect
System.Health.DamageEffect.HardHit-01
System.Health.DamageEffect.HardHit-02
System.Health.DamageReallyApplied_Event
System.Health.Death_Event
System.Health.DeathReason.AbominationAttack //Tag for give context when you send damage to a player (in instigator tags)//
System.Health.DeathReason.AssassinAttack
System.Health.DeathReason.ChaserDamage
System.Health.DeathReason.CrocsawAttack
System.Health.DeathReason.CrocsawDamage
System.Health.DeathReason.DeathCheatCode
System.Health.DeathReason.ElectricalArea
System.Health.DeathReason.EnrageCrocsawAttack
System.Health.DeathReason.FloatingMine
System.Health.DeathReason.GiantCollision
System.Health.DeathReason.GobblerChameleonEat
System.Health.DeathReason.GobblerEat
System.Health.DeathReason.KamikazeExplode
System.Health.DeathReason.LaserCutterOnLeech
System.Health.DeathReason.LaserTrap
System.Health.DeathReason.LeechAttack
System.Health.DeathReason.PlayerLogout
System.Health.DeathReason.PlayerOutsideSubmarine
System.Health.DeathReason.PlayerSpawnDuringExpedition
System.Health.DeathReason.PlayerSpawnDurringNavigation
System.Health.DeathReason.PoliceAttack
System.Health.DeathReason.PressurePlateDamage
System.Health.DeathReason.ProximityTrap
System.Health.DeathReason.SelfishSunAttack
System.Health.DeathReason.SharkaiAttack
System.Health.DeathReason.TraderKillHostile
System.Health.DeathReason.TraderKillThief
System.Health.DeathReason.ZeroOxygen
System.Health.IsAlive //state for a player or creature when the actor is alive//
System.Health.IsDying //state for a player or creature when the actor is dying//
System.Health.IsInvincible //state for a player or creature when the actor is invisible//
System.Health.NewDamage_Event //Event to send on player or creature for give damage (variables : Damage, float)//
System.Health.OneShotDamage_Event //Event to send on player or creature for one shot//
System.Health.RefillHealth_Event //Event to send on player or creature for refill health (variables : HealthToRefill, float)//
System.Health.Respawn_Event
System.Health.RespawnOnOwningClient_Event
System.Health.TakeDamageEffect_Event
System.Health.ZeroHealthTriggerDeath_Event
System.Module.AgentNuts.Character_Object
System.Module.AgentNuts.Doing
System.Module.AgentNuts.IsEquipped
System.Module.AgentNuts.IsInCooldown
System.Module.AgentNuts.NotUsable
System.Module.AgentNuts.SetCharacter_Event
System.Module.AgentNuts.SpawnLocationEffect_Event
System.Module.BodypartDetector.IsEquipped
System.Module.CantSwitchDoorState_Event
System.Module.Concord.Cooldown_Object
System.Module.Concord.Doing
System.Module.Concord.Energy_Object
System.Module.Concord.IsEquipped
System.Module.Concord.IsInCooldown
System.Module.DoorOpenStateChange_Event
System.Module.EMP.ApplyEMP-VoiceMultiplayer
System.Module.EMP.Cooldown_Object
System.Module.EMP.Doing
System.Module.EMP.EMP-VoiceMultiplayer_Object
System.Module.EMP.IsEquipped
System.Module.EMP.IsInCooldown
System.Module.EMP.PlayEffect_Event
System.Module.EquipModule_Event
System.Module.Flashlight.IsEquipped
System.Module.GeigerCounter.IsEquipped
System.Module.HarpoonGrapplingHook.IsEquipped
System.Module.HarpoonGrapplingHook.TryActivate_Event
System.Module.HarpoonGrapplingHook.UpdateStoreObject_Event
System.Module.PlayerInModuleStationChange_Event
System.Module.RefreshEqupedModuleAfterSave_Event
System.Module.Shell.Doing
System.Module.Shell.HaveBonusHP
System.Module.Shell.IsEquipped
System.Module.Shell.IsNotUsable
System.Module.SwitchDoorState_Event
System.Module.TryCloseDoor_Event
System.Module.TryOpenDoor_Event
System.Module.UnequipModule_Event
System.Module.UpdateModule_Event
System.Module.UpdateReserveModule_Event
System.Module.XRay.IsEquipped
System.Move.Deactivate.ByDeath
System.Move.Deactivate.ForceStatic
System.Move.MoveTo.NeedToMove
System.Move.StopReplicate
System.Oxygen.Increase_Event //Event to send on player for give oxygen (variables : Oxygen, float)//
System.Oxygen.IsInOxygenVolume
System.Oxygen.Reduce_Event //Event to send on player for reduce oxygen (variables : Oxygen, float)//
System.Players.DestroyBeltItemsOnLoadSave_Event
System.Players.EndExpeditionGamesContinues_Event
System.Players.EndOfSpecialExpedition_Event
System.Players.EndOfStandardExpedition_Event
System.Players.GameSaveCompleted_Event
System.Players.PlayerInitialysed_Event
System.Players.ReceiveSumaryEndExpedition_Event
System.Players.SavePlayerProgression_Event
System.Players.UpdateLevelLayer_Event
System.Players.UpdateStarOnHUD_Event
System.Players.UpdateStarScore_Event
System.SubMarine.IsInSAS //State on player when he is in SAS //
System.SubMarine.IsInSubmarine //State on player when he is in submarine //
System.Targeting.CreatureMayBeStuck_Event
System.Targeting.IsNotTargetable.BeenEaten
System.Targeting.OverrideTarget_Object
System.Targeting.PreventChangeTarget
System.Targeting.TargetIsReachable
System.Targeting.Target //Object store on creature, contained its current target (object = target)//
System.Targeting.TargetIsValid
System.Teleport.FinishData_Object
System.Teleport.IsTeleporting
System.Teleport.WasTeleported_Event
System.Teleport.WillBeTeleported_Event
UI.Action.Back
UI.Layer.Game
UI.Layer.GameMenu
UI.Layer.Menu
UI.Layer.Modal