A stagger is cut short or skipped because animation messages arrive out of order
Several things can happen to a body at once: a hit, a swing, a roll. On the screen of a remote player the messages arrive in their own order, so a stagger can vanish under an attack, or a very old message restarts something. Here are the rules that make every screen agree.
Why this works
Messages cross the network in any order, so each screen needs rules that do not depend on arrival. A running number discards old news, a priority decides who may interrupt, and one waiting place with an expiry time stops a pile of old swings replaying after a stagger.
When not to use it
Overkill for a body that only ever does one thing at a time, or where a single machine decides everything. Also wrong when the order of actions matters exactly, like a combo that must be replayed in full: keep a proper list for that.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 46 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "A stagger is cut short or skipped because animation messages arrive out of order" (read_entry hit-reaction-must-not-be-cut-by-the-next-attack-message) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP