This explains the systems in BIRD that mods can use.
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).
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.
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).
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.
Ignite a part by calling game.ServerScriptService.Fire.ManuallyIgnite:Fire(part).
When a part ignites, two things happen:
true argument. When the fire extinguishes, it will fire with false.Every inserted Model has an InsertedBy Attribute set to the string name of the user who inserted the Model.