# Attack Behaviour Task

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## Overview

The **Attack Behaviour Task** contains one property, four functions / events and no event dispatchers. This section of the page contains detailed information about each of these elements, presented in tables for easier understanding.

<table data-view="cards"><thead><tr><th></th><th></th><th data-hidden data-type="files"></th><th data-hidden data-type="content-ref"></th></tr></thead><tbody><tr><td><h4><i class="fa-box">:box:</i></h4></td><td><strong>1</strong> <strong>Property</strong></td><td><a href="https://1488146403-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7JGRiWoN5i6OI3ipS2Qr%2Fuploads%2F73gNMgyHFkqr3gqkjaxu%2FDemo.zip?alt=media&#x26;token=175cd1e4-9e56-4853-9b19-108b4e003518">Demo.zip</a></td><td></td></tr><tr><td><h4><i class="fa-function">:function:</i></h4></td><td><strong>4 Functions &#x26; Events</strong></td><td><a href="https://1488146403-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7JGRiWoN5i6OI3ipS2Qr%2Fuploads%2F73gNMgyHFkqr3gqkjaxu%2FDemo.zip?alt=media&#x26;token=175cd1e4-9e56-4853-9b19-108b4e003518">Demo.zip</a></td><td></td></tr><tr><td><h4><i class="fa-arrow-right-arrow-left">:arrow-right-arrow-left:</i></h4></td><td><strong>0</strong> <strong>Event Dispatcher</strong></td><td></td><td><a href="https://www.youtube.com/watch?v=6gic0uK_TiI">https://www.youtube.com/watch?v=6gic0uK_TiI</a></td></tr></tbody></table>

### Properties

The **Attack Behaviour Task** comes with a selection of properties that are used throughout the system. Below, you will find a table containing all the properties and some general information.

<table><thead><tr><th>Name</th><th width="261">Type<select><option value="FayNKWzgcgmT" label="BPI Combat System" color="blue"></option><option value="yuGiA4BnknW1" label="Actor" color="blue"></option></select></th><th>Description</th></tr></thead><tbody><tr><td>Combat System Interface</td><td><span data-option="FayNKWzgcgmT">BPI Combat System</span></td><td>Interface handling all combat actions.</td></tr></tbody></table>

### Functions & Events

The **Attack Behaviour Task** comes with a range of private functions & events that are used to perform attacks based on behaviour tree decision making. Below, you will find a table containing details of all the systems functions and some general information.

<table><thead><tr><th>Name</th><th>Access<select><option value="mLNuUCujXShW" label="private" color="blue"></option><option value="2baFhu0Lewon" label="event" color="blue"></option></select></th><th>Description</th></tr></thead><tbody><tr><td>Get Combat System</td><td><span data-option="mLNuUCujXShW">private</span></td><td>Tries to access the combat system trough the controlled pawn of the AI Controller managing the Behaviour Tree that contains the task.</td></tr><tr><td>Receive Execute AI</td><td><span data-option="2baFhu0Lewon">event</span></td><td>Called when the node is executed. Handles interaction with the combat system to perform attack.</td></tr><tr><td>Receive Abort</td><td><span data-option="2baFhu0Lewon">event</span></td><td>Unbinds all connections to combat system and shuts down task. </td></tr><tr><td>Attack Finished</td><td><span data-option="2baFhu0Lewon">event</span></td><td>Unbinds all connections to combat system and lets the task succeed.</td></tr></tbody></table>
