Reticuleaoe
Based on game build 714014 | Last updated: 2026-03-07
Overview
reticuleaoe is a prefab factory module that defines reusable visual indicators for area-of-effect (AoE) placement and targeting. It provides three distinct types of FX entities: reticule (static placement guides), ping (expanding/collapsing scale animations for radius visualization), and target (fade-controlled markers for targets). These prefabs are used in UI contexts such as building placement, ability targeting, and event-based feedback.
Usage example
-- Spawn a standard AoE reticule for building placement
local reticule = SpawnPrefab("reticuleaoe")
reticule.Transform:SetPosition(x, y, z)
-- Spawn a ping to indicate valid/invalid placement
local ping = SpawnPrefab("reticuleaoeping")
ping.Transform:SetPosition(x, y, z)
-- Spawn a target marker for hostile/enemy targets
local target = SpawnPrefab("reticuleaoehostiletarget")
target.Transform:SetPosition(x, y, z)
Dependencies & tags
Components used: None identified
Tags: Adds FX and NOCLICK to all generated entities.
Properties
No public properties
Main functions
MakeReticule(name, anim, fixedorientation, postinit)
- Description: Constructs a static visual reticule prefab used for placement indication (e.g., building or ability AoE preview). Supports optional post-initialization hook.
- Parameters:
name(string) — Prefab name.anim(string or table) — Animation name or a table withbank,build, andanimfields.fixedorientation(boolean) — If true, usesANIM_ORIENTATION.OnGroundFixed; otherwiseANIM_ORIENTATION.OnGround.postinit(function, optional) — Callback to customize the entity after creation.
- Returns: Prefab — Returns the constructed prefab definition.
MakePing(name, anim, fixedorientation, scaleup, postinit)
- Description: Constructs a scaling ping prefab that expands and fades over time. Used to provide feedback on valid/invalid placement radius.
- Parameters:
name(string) — Prefab name.anim(string or table) — Animation definition.fixedorientation(boolean) — Orientation mode.scaleup(number) — Target scale multiplier applied during ping animation.postinit(function, optional) — Callback for post-initialization.
- Returns: Prefab — Returns the constructed ping prefab definition.
MakeTarget(name, anim, fixedorientation, colour)
- Description: Constructs a target marker prefab with fade-in/out behavior (used for enemy/friendly/targeted entities). Uses networked fade state for client-server sync.
- Parameters:
name(string) — Prefab name.anim(string or table) — Animation definition.fixedorientation(boolean) — Orientation mode.colour(table) — RGBA color values{r, g, b, a}used for overlay and fade effect.
- Returns: Prefab — Returns the constructed target prefab definition.
Events & listeners
MakeTarget-specific:
- Listens to:
fadedirty— Triggered on the client to re-sync fade animation from master. - Pushes: None directly. (
fadedirtyis fired externally vianet_smallbytewhen fade state changes.)