A common way to work around the 1 bar maximum is by creating a 99-beat bar at the very end of the level.
Note: Currently, tagged Play Sound events are not well-supported. When running the tag, the Play Sound event will be triggered slightly later than expected (approximately 300ms). There are 2 workarounds (not recommended):
- Moving the Play Sound event earlier relative to other tagged events.
- You may need to create a useless event to act as an anchor if there are no other tagged events.
- Running the tag with the custom method and changing the execution time to OnPreBar.
- This will cause other tagged VFX events will be executed at a different relative time.
Note: When scrubbing, tagged VFX events are currently bugged and will be played when the playhead passes over them . Playing the level from bar 1 does not have this issue.
Note: Do not have an event call its own tag at any point. Upon scrubbing at any point other than bar 1, the game will crash.
Run All Tags Containing Textaction from the dropdown, and provide the tag’s name. The tag will be executed as soon as the playhead passes over the Tag Action event, unless the Tag Action event itself is tagged (see the section on layering tags below).
RunEventsWithTag()do the same thing, and need to be provided the tag name prepended with
tagNamewith your tag’s name)
[rowX]event, X is a 0-indexed number. For example, the tag
[onHit][row0]will run every time a beat on row 1 is hit. If the row does not exist, it will apply to all rows (i.e. the tag will be ignored).