Delay Action/Condition Nodes #242
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RedstoneParadox
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I am wondering if this could be achieved via a decorator node - this then allows to wrap any node with a "DelayDecorator" and it does what you describe there. |
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Implemented through #276 |
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A lot of times in games, enemies/npcs have actions that either have a cooldown or warmup time. These could be accomplished via new Delay Action and Condition nodes, which will each start a time when they are first ticked, return
SUCCESS
when they are ticked and the timer is done, and then restart the time the next time they are ticked. The difference between the Action and Condition nodes is that the Action returnsRUNNING
while the timer is still counting down while the condition returnsFAILURE
instead. The former would be used for actions that have a warmup and the latter for actions that have a cooldown.Beta Was this translation helpful? Give feedback.
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