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ActionSequence

Overview

ActionSequence is OVERDARE’s core direction system that allows you to compose animation, effects, cameras, and more into a single action in an integrated timeline. Frequently used in-game effects and script execution timing can be visually structured within a timeline-based editing environment.

Within a single sequence, you can control the following elements together:

  • Play hit effects in sync with attack animations

  • Play sounds at specific timings

  • Apply camera shake at the moment of impact

  • Apply damage to targets within the attack range

  • Trigger script events at specific frames

  • Set movement restrictions or parry windows during attacks

ActionSequence provides an editing environment where these effects and script execution timings can be precisely controlled over time. This allows you to, for example, play an effect after a delay following an attack, or add camera direction afterward—all without relying on scripts, but instead directly reviewing and editing them on the timeline.

This approach enables you to build action direction intuitively and instantly verify the results, providing an efficient production workflow.

Key Features

Timeline-based visual editing

ActionSequence provides a timeline-based editing environment where animations, effects, sounds, and camera directions can be visually arranged and adjusted in chronological order.

This allows you to edit direction timing intuitively without using scripts.

Support for various direction elements

ActionSequence supports not only animations, sounds, camera direction, and effects, but also collision shapes for attack detection, allowing both direction and gameplay logic to be composed within a single timeline.

Integration with gameplay logic

ActionSequence provides event tracks and trigger tracks, enabling script logic to be executed at specific points on the timeline. This allows direction and gameplay logic to be naturally connected.

Optimized for multiplayer environments

ActionSequence is designed to operate reliably in networked environments.

Sequence execution begins on the server, while the actual direction is played on each client. The server synchronizes the overall progression based on the sequence execution timing, and any time differences between clients are automatically corrected.

Additionally, to ensure gameplay consistency, core logic such as attack collision detection is processed on the server.

ActionSequence Creation Workflow

Step
Process
Image

1

Create an ActionSequence instance

2

Open the ActionSequence editor

3

Add tracks

4

Edit the timeline

5

Preview the direction

7

Connect script events

8

Run in-game

Get Started

Creating ActionSequences

Learn More

InterfacePresetPrinciple of OperationTrack TypesRunning ActionSequences

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