- summary: An entity has started using an interactive element: the element, the skill, how long it takes, and whether it can still move.
- area: Game.Interactive
- confidence: 0.94
An entity has started using an interactive element: the element, the skill, how long it takes, and whether it can still move.
- Kind event
- Area Game.Interactive
- Named by beta, gamemapping
Announces the BEGINNING of an interaction - chopping a tree, mining an ore, opening a door, taking a zaap - not its result. Nothing here says whether the harvest succeeded or what it yielded.
THE INTERACTION IS NOT INSTANT AND THIS IS WHERE YOU LEARN HOW LONG IT TAKES.
duration is the run time the client scales into its animation clock. A script
that fires its next action immediately is acting during an interaction the
server still considers in progress.
CHECK entity_id AGAINST YOUR OWN. It is broadcast for characters, monsters
and NPCs alike, so most arrivals are other people harvesting.
can_move FALSE LOCKS THE ACTOR IN PLACE for the duration. Sending a movement
request during that window is not something the real client does.
element_id joins this to InteractiveElement and to StatedElement, so
it is how you tell WHICH node someone just started on.
When you may send it
- Requires
context_readyinferred
Related messages
- Unsolicited - nothing you send causes this it is broadcast for every actor that starts an interaction, yourself included
Fields
| # | Field | Type | Meaning | You set it |
|---|---|---|---|---|
| 1 | duration | int32 | How long the interaction will run. The client scales this into its animation clock; the exact unit is not proven here, so measure it against a capture before timing on it. | never |
| 2 | element_id | int32 | The interactive element being used. (interactive element id) The same id as InteractiveElement.element_id and StatedElement.element_id. | never |
| 3 | entity_id | int64 | The entity that started the interaction: a character, a monster or an NPC. (entity id) Compare against your own id before treating the interaction as yours. | never |
| 4 | skill_id | int32 | Which action is being performed - what distinguishes cutting from mining from opening. (skill id) The same id space as InteractiveElementSkill.skill_id. | never |
| 5 | can_move | bool | Whether the actor may still move while the interaction runs. False locks the actor in place for the duration. | never |
Recovered with score 379, confidence 0.94, margin 379 over the runner-up. A margin close to the score means nothing else came near; a thin margin means a decoy nearly won. Members recovered: 5 of 5.
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