Attack Delay (18)
When this node is reached in a behavior tree, the current traversal through this behavior branch is halted
and will SyncSkill after a delay
num_intervals
times. The server is expected to keep track
of what behavior is waiting for a sync so the sync can be done at a later time.
The server is then expected to EchoStartSkill to all connected clients.
The attack is then continued later with a SyncSkill message from the client.
See the diagram in Skill / Behavior System for a diagram on how this interaction looks.
For skills cast by a client, it is not advised to predict whether or not the player was actually able to cast a skill in real time. This is because you will get desync in what a client expects to happen vs what actually happened which will cause invisible enemies, mis-match health bars and further issues.
Parameters
Name |
Value |
Description |
---|---|---|
action |
int32 |
The action to take when |
delay |
float |
The delay between intervals |
ignore_interrupts |
bool |
Whether or not to ignore interrupts |
num_intervals |
int32 |
The number of times to sync this behavior |
Deprecated parameters
There is 1 singular behavior that has two extra parameters, Behavior 1
and Behavior 2
.
This Behavior 25652, whose root is this Behavior 25607, does not appear to be used by and scripts, has no entry in the SkillBehavior