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Telegraph System

The telegraph system provides visual warnings before titan attacks, giving players time to react and dodge. Ground markers appear showing attack zones before damage applies.

  1. Define OBB - Create hitbox shape
  2. Telegraph OBB - Show warning markers on ground
  3. Damage OBB - Apply damage after warning
{
"timeline": [
{"type": "define_obb", "name": "fireball", "shape": "SPHERE", ...},
{"type": "telegraph_obb", "name": "fireball", "telegraphType": "DANGER"},
// Telegraph appears for ~2 seconds
{"type": "damage_obb", "name": "fireball", "damage": "20.0"}
]
}

Ground Markers:

  • Appear at base of OBB hitbox
  • Match OBB shape projection
  • Fade in, pulse, fade out
  • Color-coded by danger level

Player Experience:

  1. Sees colored markers on ground
  2. Has time to dodge out of zone
  3. Damage applies when markers disappear

Color: Bright Yellow (#FFD700) Use Case: Basic attacks, frequent moves Typical Duration: 1.0-1.5 seconds

{"type": "telegraph_obb", "name": "slash", "telegraphType": "WARNING"}

When to Use:

  • Fast attacks (2-4s cooldown)
  • Low-medium damage (8-15 damage)
  • Small-medium OBBs
  • Phase 1 attacks

Examples:

  • Basic melee slashes
  • Quick fire bursts
  • Standard projectiles

Color: Orange-Red (#FF4500) Use Case: Powerful attacks, moderate rarity Typical Duration: 1.5-2.5 seconds

{"type": "telegraph_obb", "name": "explosion", "telegraphType": "DANGER"}

When to Use:

  • Medium attacks (6-10s cooldown)
  • High damage (15-25 damage)
  • Medium-large OBBs
  • Phase 2-3 attacks

Examples:

  • Charged explosions
  • Lightning strikes
  • Beam attacks
  • AOE fields

Color: Deep Red (#8B0000) Use Case: Ultimate attacks, rare occurrences Typical Duration: 2.5-4.0 seconds

{"type": "telegraph_obb", "name": "ultimate", "telegraphType": "CRITICAL"}

When to Use:

  • Ultimate attacks (20-30s cooldown)
  • Massive damage (25-50 damage)
  • Huge OBBs (10+ block radius)
  • Phase 3 or enrage attacks
  • Low HP desperation moves

Examples:

  • Ultimate explosions
  • Full-arena attacks
  • Enrage mechanics
  • One-shot attacks

Telegraph duration is automatically calculated based on OBB size:

duration = 1.0 + (obbSize / 10.0)

Where:

  • obbSize = Largest dimension of OBB
  • Result clamped to 1.0-4.0 seconds

Small OBB (3 block radius):

{"halfExtents": {"x": "3.0", ...}}
// duration = 1.0 + (3 / 10) = 1.3 seconds

Medium OBB (6 block radius):

{"halfExtents": {"x": "6.0", ...}}
// duration = 1.0 + (6 / 10) = 1.6 seconds

Large OBB (10 block radius):

{"halfExtents": {"x": "10.0", ...}}
// duration = 1.0 + (10 / 10) = 2.0 seconds

Massive OBB (15 block radius):

{"halfExtents": {"x": "15.0", ...}}
// duration = 1.0 + (15 / 10) = 2.5 seconds

Balance by Size:

  • Small attacks = fast telegraphs (hard to dodge, less punishing)
  • Large attacks = long telegraphs (easier to see, more punishing)

Design Intent:

  • Massive AOE attacks give more warning
  • Point-blank attacks are quick but dodgeable
  • Consistent player experience

Telegraph markers project OBB shape onto ground:

SPHERE:

  • Circular ground marker
  • Radius matches OBB radius

CONE:

  • Triangular/fan-shaped marker
  • Points in attack direction
  • Base width matches cone base

CYLINDER:

  • Rectangular marker
  • Length matches cylinder length
  • Width matches radius

ARC:

  • Half-circle marker
  • 180° arc in front of titan
  • Radius matches arc radius

BOX:

  • Rectangular marker
  • Dimensions match box dimensions

CAPSULE:

  • Rounded rectangle marker
  • Length matches capsule length
  • Width matches radius

1. Fade In (20% of duration):

Opacity: 0% → 100%
Scale: 90% → 100%

2. Pulse (60% of duration):

Opacity: 100% → 80% → 100% (repeating)
Brightness: 100% → 120% → 100% (repeating)

3. Fade Out (20% of duration):

Opacity: 100% → 0%
Scale: 100% → 110%

Total: Smooth, attention-grabbing sequence

WARNING (Yellow):

  • Light particle density
  • Gentle pulse rhythm
  • Minimal distraction

DANGER (Orange):

  • Medium particle density
  • Faster pulse rhythm
  • Noticeable presence

CRITICAL (Red):

  • High particle density
  • Rapid pulse rhythm
  • Flashing warning effect
  • Screen shake (slight)

Force specific telegraph duration:

{
"type": "telegraph_obb",
"name": "custom_attack",
"telegraphType": "DANGER",
"duration": "3.0" // Force 3 second warning
}

When to Override:

  • Balancing specific attacks
  • Creating unique timing challenges
  • Syncing with music/phases
  • Special mechanics

Not yet supported, but planned:

{
"type": "telegraph_obb",
"name": "ice_attack",
"telegraphType": "DANGER",
"color": "#00CED1" // Cyan for ice attacks
}

Fast Melee (2-4s cooldown):

  • Telegraph: WARNING
  • Duration: 1.0-1.3s
  • OBB Size: Small (2-4 blocks)

Charged Attack (6-10s cooldown):

  • Telegraph: DANGER
  • Duration: 1.5-2.0s
  • OBB Size: Medium (5-8 blocks)

Ultimate (20-30s cooldown):

  • Telegraph: CRITICAL
  • Duration: 2.5-3.5s
  • OBB Size: Large (10-15 blocks)

Casual Players:

  • Use WARNING for most attacks
  • 1.5-2.0s minimum duration
  • Clear visual distinction

Experienced Players:

  • Mix WARNING/DANGER
  • 1.0-1.5s duration acceptable
  • Require positioning skill

Hardcore Players:

  • Frequent DANGER/CRITICAL
  • 1.0s duration for some attacks
  • Punish poor positioning

Phase 1 (100% HP):

  • 80% WARNING telegraphs
  • 20% DANGER telegraphs
  • 0% CRITICAL telegraphs
  • Longer durations

Phase 2 (66% HP):

  • 60% WARNING telegraphs
  • 35% DANGER telegraphs
  • 5% CRITICAL telegraphs
  • Standard durations

Phase 3 (33% HP):

  • 40% WARNING telegraphs
  • 45% DANGER telegraphs
  • 15% CRITICAL telegraphs
  • Shorter durations
{
"type": "telegraph_obb",
"name": "jab",
"telegraphType": "WARNING"
// Auto-duration: ~1.0s for small OBB
}

Design:

  • Fast attack, easy to dodge
  • Minimal warning needed
  • Spam-safe
{
"timeline": [
{"type": "pause", "pause": 1.0}, // Charge time
{"type": "define_obb", "name": "blast", "shape": "SPHERE", "halfExtents": {"x": "7.0", ...}},
{"type": "telegraph_obb", "name": "blast", "telegraphType": "DANGER"},
// Auto-duration: ~1.7s
{"type": "damage_obb", "name": "blast", "damage": "22.0"}
]
}

Design:

  • Charge time + telegraph = total warning
  • Medium difficulty dodge
  • Moderate punishment
{
"timeline": [
{"type": "pause", "pause": 2.0}, // Dramatic windup
{"type": "define_obb", "name": "ultimate", "shape": "SPHERE", "halfExtents": {"x": "12.0", ...}},
{"type": "telegraph_obb", "name": "ultimate", "telegraphType": "CRITICAL"},
// Auto-duration: ~3.2s
{"type": "damage_obb", "name": "ultimate", "damage": "45.0"}
]
}

Design:

  • Long buildup + long telegraph = very dodgeable
  • Massive punishment if hit
  • Spectacle attack
{
"timeline": [
{"type": "define_obb", "name": "instant", ...},
// Skip telegraph_obb entirely
{"type": "damage_obb", "name": "instant", "damage": "5.0"}
]
}

When to Use:

  • Very low damage (<8 damage)
  • Extremely short range
  • Combo finishers
  • Use sparingly - telegraphs are core mechanic

Visual Cues:

  1. Color - Danger level
  2. Size - Attack range
  3. Shape - Attack direction/type
  4. Pulse Speed - Urgency

Audio Cues:

  • Titan animations/sounds during windup
  • Environmental sounds (rumbling, charging)

For Small Telegraphs:

  • Sidestep perpendicular to attack
  • Roll through if invulnerable
  • Short-range repositioning

For Medium Telegraphs:

  • Run to edge of zone
  • Use mobility skills
  • Plan escape route

For Large Telegraphs:

  • Sprint away early
  • Use terrain/obstacles
  • Coordinate with team

Bait and Punish:

  1. Stand in telegraph zone
  2. Dodge at last moment
  3. Counter-attack during recovery

Telegraphs as Timers:

  • Track when damage will apply
  • Plan burst damage windows
  • Coordinate team abilities

High Contrast:

  • Increase particle density
  • Brighter colors
  • Thicker ground markers

Color Blind Support:

  • WARNING: Yellow + stripes
  • DANGER: Orange + dots
  • CRITICAL: Red + crosses

Reduced Effects:

  • Lower particle count
  • Less screen shake
  • Simpler animations

Note: Some options require client-side mods or resource packs.

Recommended Additions:

  • Play sound on telegraph start
  • Pitch increase as damage approaches
  • Distinct sound per telegraph type

Example:

{
"timeline": [
{"type": "telegraph_obb", "name": "blast", "telegraphType": "DANGER"},
{"type": "sound", "sound": "block.note_block.bass", "pitch": "0.5"},
{"type": "pause", "pause": 0.5},
{"type": "sound", "sound": "block.note_block.bass", "pitch": "0.7"},
{"type": "pause", "pause": 0.5},
{"type": "sound", "sound": "block.note_block.bass", "pitch": "1.0"},
{"type": "damage_obb", "name": "blast", "damage": "20.0"}
]
}

Per Telegraph:

  • WARNING: ~10-20 particles/second
  • DANGER: ~20-40 particles/second
  • CRITICAL: ~40-60 particles/second

Multiple Titans:

  • Reduce particle count if >3 titans active
  • Use simpler marker shapes
  • Disable non-critical effects

Efficient Telegraphs:

  • Use built-in telegraph system (not custom particles)
  • Avoid overlapping telegraphs
  • Clean up markers after damage
  • Use appropriate sizes

Symptoms: No ground markers visible

Fixes:

  • Check OBB defined before telegraph
  • Verify name matches between keyframes
  • Ensure particles enabled in client settings
  • Check ground surface exists below OBB

Symptoms: Duration doesn’t feel right

Fixes:

  • Adjust OBB size (affects auto-duration)
  • Use duration override in telegraph keyframe
  • Check total timeline timing
  • Test with different players

Symptoms: Color doesn’t match telegraph type

Fixes:

  • Verify telegraphType spelling (case-sensitive)
  • Check client resource pack conflicts
  • Ensure mod version up to date

Symptoms: Attacks feel unavoidable

Fixes:

  • Increase telegraph duration
  • Reduce OBB size
  • Add pause before telegraph
  • Lower damage to compensate
  • Test with average player movement speed

Always Telegraph Damage:

  • Every damage_obb should have telegraph_obb
  • Exception: Very low damage chip attacks (<5 damage)

Match Telegraph to Power:

  • CRITICAL for attacks that can one-shot
  • DANGER for attacks requiring healing
  • WARNING for attacks that chip HP

Consistent Timing:

  • Keep similar attacks using similar durations
  • Don’t make players relearn timings
  • Predictability = skill expression

Before Finalizing:

  • Telegraph visible on all terrain types
  • Duration feels fair for damage amount
  • Color matches attack severity
  • Shape projection clear
  • Multiple players can see simultaneously
  • Works with particle settings on low
  • Tested with lag/low FPS

❌ No Telegraph:

{"type": "damage_obb", "name": "attack", "damage": "25.0"}
// Players have no warning!

✅ Always Telegraph:

{"type": "telegraph_obb", "name": "attack", "telegraphType": "DANGER"}
{"type": "damage_obb", "name": "attack", "damage": "25.0"}

❌ Wrong Type for Damage:

{"type": "telegraph_obb", "name": "oneshot", "telegraphType": "WARNING"}
{"type": "damage_obb", "name": "oneshot", "damage": "100.0"}
// 100 damage with yellow warning!

✅ Match Type to Power:

{"type": "telegraph_obb", "name": "oneshot", "telegraphType": "CRITICAL"}
{"type": "damage_obb", "name": "oneshot", "damage": "100.0"}

Master telegraphs to create fair, skill-based boss fights! 🎯