Interactive Studio
back to documentation

Interactive Studio

Build no-code gameplay with tasks, triggers, effects, values, and player feedback.

Attack Player

What it does

Asks the selected Enemy NPC to enter its chase-and-attack behavior. The effect has no target picker: the enemy AI decides who to pursue using its own runtime targeting behavior.

Use it to begin a scripted encounter after another task state is reached.

Required item compatibility

This effect is available only from an Enemy NPC. It is not a general NPC, Trigger Zone, or building-item effect.

Setup

  1. Select the Enemy NPC that should attack.
  2. Add Attack Player to the task state that should start the encounter.
  3. Use another task transition or an enemy reset path to end or restart the encounter when needed.
  4. Test with a player in the intended play area.

Settings

There are no settings for this effect.

Tiny example

A player enters an arena, which moves a task to Active. The Enemy NPC's Active state runs Attack Player to begin the encounter.

Test and troubleshoot

  • The effect does not choose a named player or guarantee the nearest player; test the enemy's actual targeting behavior with more than one player.
  • Make sure the Enemy NPC can move in the intended area before relying on the encounter.
  • Use Reset Enemy when a round needs to clear the enemy's current chase state.

Related pages