CrimsonTeams · Lesson 6 of 6

Verify in the Dev Tools & Recap

Intermediate3 minToolingOverview

Before you start

  • Completed: the previous lessons
Video coming soon

Chapters

The Dev Tools window

Open it from Tools → Crimson Teams → Teams Dev Tools, or type Crimson.Teams.DevTools in the console. It's editor-only and inert outside PIE.

TabWhat it does
AgentsEvery team agent with its tags + authority badge; Join / Leave / +Host / -Host any authoritative agent
Attitude MatrixAn N×N grid of every agent pair, colour-coded friendly / neutral / hostile
TeamsThe subsystem registry: each declared team, its display asset, and live member counts
ReplicationServer-vs-client compare of every agent's tags, listing only differences, plus a desync log
Event LogA live, coalesced feed of team/hostile tag changes in the selected context
Edits are server-authoritative
Team state has no client→server RPC, so the Agents tab's edit buttons enable only on authoritative agents. Switch the Net Context to Server to edit, then watch the change reach clients in the Replication tab. (On a client context the buttons are disabled — that's expected.)

Verify dynamic re-aggro

  1. Run PIE as Client with 2+ players (and an AI that perceives by affiliation).
  2. In the Agents tab, with Net Context on Server, add or remove a hostility tag on a player.
  3. Watch the Attitude Matrix flip that pairing, the Event Log record it, and the Replication tab stay green as it reaches the client.
  4. Confirm a nearby AI re-evaluates (aggros or de-aggros) without the target leaving and re-entering its perception.
Console cheats
CycleTeam moves the local player to the next registered team, SetTeam <index> jumps to one by index (both server/host), and ListTeams prints all registered team tags.

Recap

  • Two actors with the right tags read the correct attitude (Hostile / Friendly / Neutral).
  • Damage is gated by attitude and AoE targets are filtered for clean friendly fire.
  • Your AI forwards GetTeamAttitudeTowards and re-aggros when teams change.
  • Declared teams auto-assign players and apply per-team colors.
  • The Dev Tools confirm state replicates with zero mismatches.

You now have a replicated, dynamic team system wired to AI, GAS, and UI — change a tag and the whole game agrees in real time.