// Remove "Deprecated" tag from all old weaponsconst oldWeapons = get_tagged("Deprecated");oldWeapons.forEach(weaponPath => { remove_tag(weaponPath, "Deprecated");});
-- Lua script listening for tag removallocal CollectionService = game:GetService("CollectionService")CollectionService:GetInstanceRemovedSignal("Enemy"):Connect(function(instance) print("Enemy tag removed from:", instance.Name) -- Clean up enemy behaviorend)
// Switch unit from Red Team to Blue Teamconst unitPath = "game.Workspace.Soldier";// Remove old team tagremove_tag(unitPath, "RedTeam");// Add new team tagadd_tag(unitPath, "BlueTeam");// Update team color attributeset_attribute(unitPath, "TeamColor", {R: 0, G: 0, B: 1});
// Migrate from old tag system to new tag systemconst instances = get_tagged("OldWeaponTag");instances.forEach(instancePath => { // Get current tags const currentTags = get_tags(instancePath); // Remove old tag remove_tag(instancePath, "OldWeaponTag"); // Add new standardized tags if (currentTags.tags.includes("OldWeaponTag")) { add_tag(instancePath, "Weapon"); add_tag(instancePath, "Combat"); }});
// Update tags based on attribute changesconst enemy = "game.Workspace.Zombie";const health = get_attribute(enemy, "Health");if (health <= 0) { // Remove alive state tags remove_tag(enemy, "Aggressive"); remove_tag(enemy, "Patrolling"); // Add dead state tag add_tag(enemy, "Dead");}
Removing a non-existent tag does NOT throw an error:
// Remove tag that doesn't existremove_tag("game.Workspace.Part", "NonExistentTag"); // No error// Part's tags remain unchangedget_tags("game.Workspace.Part");// Returns existing tags, "NonExistentTag" not present