BIRD_models

BIRD Systems

This explains the systems in BIRD that mods can use.

Bird Interaction

Whenever a Bird grabs or releases a prop that has a BindableEvent named “GrabUpdate”, the BindableEvent will be fired. See the script inside the balloon for how a grab triggers popping the balloon. The arguments passed to the event are 1) the Player grabbing the object (use Player.Character to get the bird Model) and 2) a bool whether the object is being grabbed (true) or released (false).

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Whenever a Bird squawks while holding a prop with a BindableEvent named “SquawkEvent”, the BindableEvent will be fired. See the script inside the flashlight for how a squawk turns the flashlight on and off. If the SquawkEvent has a child BoolValue named “MuteSquawk” whose Value is true, the BIRD will activate the prop without squawking.

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Both of these BindableEvents can be parented to the grabbed Part (like in the balloon) or to the Parent of a grabbed Part (like in the flashlight).

Respawning

Any Part or Model with the Cleanup Tag will be destroyed after staying still for a couple minutes. Anything with the Respawn Tag will respawn when removed. Important props should have both tags so they respawn if they get lost and abandoned in a hole.

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Fire

Ignite a part by calling game.ServerScriptService.Fire.ManuallyIgnite:Fire(part).

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When a part ignites, two things happen:

  1. A StringValue named “FireTag” gets inserted into the part. When the fire extinguishes, it is removed.
  2. Any BindableEvent named “FireUpdate” in the part or the part’s Parent will fire with a true argument. When the fire extinguishes, it will fire with false.

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InsertedBy

Every inserted Model has an InsertedBy Attribute set to the string name of the user who inserted the Model.

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