Welcome back.
So we know that there are these things called gameplay tags and that they're supposedly really useful,
but how do we make them?
How do we create gameplay tags?
Well, gameplay tags are project wide.
As I mentioned, they're registered with the gameplay tag manager and to create them, we have several
options and we're going to go over how to create them in the editor in this video.
And to do that we go to project settings.
So edit and project settings under project there's a gameplay tags section and we have the option to
make gameplay tags or add them to our project here.
Now, by default there's already a gameplay queue gameplay tag that's reserved for gameplay queues.
We also see tests with generic tag here, but aside from those we have no gameplay tags.
Now, as you can see, we have add new gameplay tag and add new tag source.
If we expand add new tag source, you'll see that we can specify a dot Ini which seems to suggest that
gameplay tags are associated with AI and AIS and Ini is a config file.
And here's a config path.
So as you can see there's config slash tags specified as a config path.
So that's one way to add them.
Another is to simply expand add new gameplay tag and this is how we can add them here in the editor.
So we can add a gameplay tag by specifying the name and we can optionally add a comment for the tag.
And you'll see that under source there's default gameplay tags dot I and I.
And because we haven't used this add new tag source, well that's the only option we have.
That's the default option.
Now we'd like to add a tag.
And tags are used to represent any number of things, including our attributes.
So I'd like to create a gameplay tag for our health attribute.
Now I've made the decision to call my health attribute a vital attribute that's kind of a project convention
that I'm creating, and I'd like to keep every single tag that I make under a hierarchical, organized
structure.
So if I'm going to make a tag to represent my health attribute, I'm going to organize it in a hierarchy
such as attributes, dot vital dot health.
And that way I can have other gameplay tags for other attributes that I may wish to categorize differently,
which is what I will be doing throughout this project.
Vital attributes will be things like health and mana, which are kind of tied to the life of the character.
If you want to think of it that way.
But later we're going to have other types of attributes such as primary attributes, things that an
RPG game would use, like strength, intelligence, things like that.
Those will get a different subcategory in the hierarchy.
So for now, I'm going to make a new attribute called health, and it's going to be attributes dot vital
health.
And if we want, we can put a comment here and say amount of damage a player can take before death.
And I hit enter and now the text boxes are blank.
But down here we see an attributes with a dropdown and I can expand it and there's vital there's a dropdown
here and there's health.
So now we've created this hierarchy and we have one gameplay tag called Health.
Now take a look at this.
We see add sub tag, right?
We can add a sub tag by clicking on plus and that automatically populates name with attributes dot vital
dot health dot and it's expecting me to name that sub tag.
I'm not going to use that.
I'm going to delete that, but we can add another sub tag to Vital by clicking add sub tag and we can
create a tag for the mana for example.
So I'm going to type mana enter.
And now expanding the dropdowns here is health and mana.
So this is a shorthand for typing out all those things.
It kind of helps by filling in part of it for us so we can have health mana, we can do the max version.
So next to Vital, I can click add sub tag and add a max health tag.
I can do the same thing for Max Mana.
So let's click the plus and add Max Mana.
And this is how we add gameplay tags from here in the editor using this menu.
Now we know that tags are defined in an I and I somewhere, so why don't we take a look at that?
Because what this menu is doing is just making it easy for us to make the tags, but they really exist
in a config file.
Let's take a look at our config folder and here's that default gameplay tags ini.
Now I'm going to go ahead and open it.
I'll just open it with notepad.
Here it is.
And here in default tags dot ini.
Take a look at this.
We have health and we have mana max health and max mana.
And check it out.
This is how you really add tags as you add them to this dot ini.
Now of course you can have other Ini files as well as we've seen.
We can add a tag source, but this is where our tags can go.
Now you don't have to add a new tag source for each subcategory of tags or anything.
You can keep them all in the same.
Ini.
That's totally fine.
It's only if you're really concerned about organizing into sub config files that you want to do this
kind of thing, but you can also come in here and edit this directly.
For example Mana, we can say a resource used to cast spells and Ctrl s to save and close that out and
we can come back into our project settings and hover over Mana and we're not going to see anything,
but we can close out of the editor and we can launch the editor again.
And back in the project settings into gameplay tags, we can hover over mana and now we see in the pop
up that little comment there.
So the comment is not really functional, but it serves as a way to kind of see what an attribute is
supposed to do.
So that's how we add attributes from within the editor and it's a perfectly fine way to do it.
They now exist in the Ini file, which is great.
Now it's not the only way.
And in the next video, we're going to learn another way.
So great job and I'll see you in the next video.