How-To: Tune Reach and Standoff
Goal: control how far an attack may stretch, where it stops relative to the target, and what happens when the target is out of range.
1. Set the reach band
Scale Band is a multiplier of whatever the montage's warp window was authored to travel, not a distance in centimetres. The default (0.30, 1.30) lets an attack compress to 30 percent of its authored travel and stretch to 130 percent.
Only the upper bound clamps. The lower bound is diagnostic: a target nearer than it is still warped to exactly, because travelling the authored distance toward a closer target would sail straight past it. The outcome simply reports CompressedTooClose so a combo selector can prefer a shorter attack next time.
| You want | Set |
|---|---|
| A tighter, more honest attack | Lower the upper bound toward 1.0 |
| A forgiving gap-closer | Raise the upper bound to 1.6 or beyond |
| To know when an attack is being squashed | Raise the lower bound and watch for CompressedTooClose |
| A hard cap in centimetres regardless of animation | Tick b Use Explicit Reach Override and set Min Reach / Max Reach |
Crimson.MotionWarping.Debug 1 and attack. The amber ring is the upper bound. A target outside it produces an orange path that stops on the ring, with a red segment labelled short by N cm.2. Set the standoff
The character stops short of the target by both capsule radii plus Contact Offset. Because the radii are read at runtime, one profile serves a rat and a boss with no per-enemy data - a 200cm-wide boss is approached from further out automatically.
| Setting | Effect |
|---|---|
Contact Offset | Added on top of both radii. Positive stops further out - a spear wants more than a dagger |
b Use Target Capsule Radius | Untick to ignore the target's size and stand off by your own radius plus the offset only |
Arrival Tolerance | A remaining gap smaller than this counts as already arrived: no translation, rotation only |
3. Choose what happens when the target is too far
Too Far Policy | Behaviour |
|---|---|
Clamp To Max Reach (default) | Warp as far as the band allows and fall short. The attack whiffs readably |
Play Unwarped | Play the montage exactly as authored - the animation's own distance, direction and facing. The attack does not steer toward the target at all |
Block Activation | Plant nothing and report Blocked, so the ability can end and something else be chosen |
Report Only | Warp the whole way with no clamp, exactly like stock Motion Warping, and just report it |
Clamp To Max Reach activates the ability anyway and simply falls short, which is why the outcome is worth reading. A graph that ignores On Resolved's Result will produce real misses at long range - branch on ClampedTooFar if you would rather substitute a gap-closer.Clamp To Max Reach stops on the ring; Play Unwarped runs the animation along its own path without turning toward the target; Block Activation fires On Failed and plants nothing.See also
- Concept: How Reach Is Derived
- How-To: Override Values Per Attack
- How-To: Diagnose a Warp