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 has passed

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

BitStream Serialization

[u32] - behavior handle