# ActionSequence

## Overview

<figure><img src="/files/W7ylL35jFgu72GR3G9oA" alt=""><figcaption></figcaption></figure>

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

<figure><img src="/files/JXqgf5Vv6SL1CjpHdlqf" alt=""><figcaption></figcaption></figure>

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

<figure><img src="/files/CNvXsP9K1R1gxCL3htTj" alt=""><figcaption></figcaption></figure>

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

<figure><img src="/files/5ggoG5tNBSYv2i92pBCU" alt=""><figcaption></figcaption></figure>

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

<figure><img src="/files/AY6dy4x2MdhlWaD41deE" alt=""><figcaption></figcaption></figure>

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

<table><thead><tr><th width="82.3333740234375">Step</th><th width="336.6666259765625">Process</th><th>Image</th></tr></thead><tbody><tr><td>1</td><td>Create an ActionSequence instance</td><td><img src="/files/mYGVl0rSg9MY67IMEogC" alt="" data-size="original"></td></tr><tr><td>2</td><td>Open the ActionSequence editor</td><td><img src="/files/6PRWeISuzlnxjU5Gukia" alt="" data-size="original"></td></tr><tr><td>3</td><td>Add tracks</td><td><img src="/files/iCkB7V1RhAQiVhbi1b0J" alt="" data-size="original"></td></tr><tr><td>4</td><td>Edit the timeline</td><td><img src="/files/Li20F2bV3TkrguhuDwQe" alt="" data-size="original"></td></tr><tr><td>5</td><td>Preview the direction</td><td><img src="/files/RzNJq0XON0M3j1qqgNVp" alt="" data-size="original"></td></tr><tr><td>7</td><td>Connect script events</td><td><img src="/files/5ggoG5tNBSYv2i92pBCU" alt="" data-size="original"></td></tr><tr><td>8</td><td>Run in-game</td><td><img src="/files/vG2WjZQRw19CmjBAWGyn" alt=""></td></tr></tbody></table>

## Get Started

{% content-ref url="/pages/kjBNUL1BzxE9UzHmmynu" %}
[Creating ActionSequences](/manual/studio-manual/game-development/actionsequence/creating-actionsequences.md)
{% endcontent-ref %}

## Learn More

{% content-ref url="/pages/3qMWSU0xlVP6sJtvhNNE" %}
[Interface](/manual/studio-manual/game-development/actionsequence/actionsequence-interface.md)
{% endcontent-ref %}

{% content-ref url="/pages/JmG0yyoruaZcroZ2XWRC" %}
[Preset](/manual/studio-manual/game-development/actionsequence/actionsequence-preset.md)
{% endcontent-ref %}

{% content-ref url="/pages/RPRPR3s5FTaz7vkVpbsV" %}
[Principle of Operation](/manual/studio-manual/game-development/actionsequence/actionsequence-mechanism.md)
{% endcontent-ref %}

{% content-ref url="/pages/6dU7S750HQmRZYGyP8Rz" %}
[Track Types](/manual/studio-manual/game-development/actionsequence/actionsequence-track-types.md)
{% endcontent-ref %}

{% content-ref url="/pages/gnogIOuaAA9t0jRSmVYE" %}
[Running ActionSequences](/manual/studio-manual/game-development/actionsequence/running-actionsequences.md)
{% endcontent-ref %}


---

# Agent Instructions: Querying This Documentation

If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question.

Perform an HTTP GET request on the current page URL with the `ask` query parameter:

```
GET https://docs.overdare.com/manual/studio-manual/game-development/actionsequence.md?ask=<question>
```

The question should be specific, self-contained, and written in natural language.
The response will contain a direct answer to the question and relevant excerpts and sources from the documentation.

Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
