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Animation Attack Properties
Sleys edited this page Jul 31, 2026
·
2 revisions
Animation Attack Properties define behavior that applies to the entire Attack Animation, rather than an individual attack phase.
These properties affect how the animation interacts with attack speed, movement, collision, and attack reach.
Unlike Attack Phase Properties, these settings are shared across every phase of the animation.
This property can be applied through any animation operation that supports Attack Properties, including Registry, Virtualization, and Configuration.
| Field | Type | Description |
|---|---|---|
fixed_move_distance |
Boolean | Uses a fixed movement distance during the attack animation. |
attack_speed_factor |
Float | Multiplier applied to the weapon's attack speed. |
basic_attack_speed |
Float | Base attack speed used by the animation. |
extra_colliders |
Integer | Adds additional colliders during attack processing. |
reach |
Float | Overrides the attack reach used by the animation. |
💡 These properties correspond directly to Epic Fight's AttackAnimationProperty values.
📄 Full Example
{
"type": "combo_attack",
"transition_time": 0.2,
"animation": "biped/combat/greatsword_dual_auto_2",
"armature": "epicfight:entity/biped",
"basis_attack_speed": 0.75,
"cancellable_movement": false,
"phases": [
{
"antic": 0.0,
"pre_delay": 0.4,
"contact": 0.6,
"recovery": 1.4,
"hand": "off_hand",
"properties": {
"damage": 1.35
},
"colliders": [
{ "joint": "Tool_L" },
{ "joint": "Tool_R" }
]
}
],
"in_time_events": [
{
"type": "fracture_ground",
"side": "client",
"start": 0.7,
"params": {
"edge": [-3.5, -0.2, -1.5],
"joint": "Root",
"radius": 1.4,
"pose_time": 1.2
}
}
]
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