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Reticulearc

Based on game build 714014 | Last updated: 2026-03-06

Overview

reticulearc is a prefab factory function that generates two similar FX prefabs: one static (reticulearc) and one with a dynamic ping animation (reticulearcping). These prefabs render a visual arc effect—typically used for targeting reticles or ping indicators—and rely on the Transform, AnimState, and task system (DoPeriodicTask, DoTaskInTime) to manage appearance and animation. The component itself is not a traditional Component; it is a factory returning Prefab definitions via the MakeReticule helper.

Usage example

-- Spawn a static reticule arc
local static_arc = SpawnPrefab("reticulearc")
static_arc.Transform:SetPosition(x, y, z)

-- Spawn a pinging reticule arc (auto-animates and removes itself after ~0.5s)
local pinging_arc = SpawnPrefab("reticulearcping")
pinging_arc.Transform:SetPosition(x, y, z)

Dependencies & tags

Components used: None identified
Tags: Adds FX and NOCLICK to the created entity.

Properties

No public properties

Main functions

MakeReticule(name, ping)

  • Description: Factory function that returns a Prefab for a reticule arc entity. When instantiated, it creates an FX entity with an AnimState, transforms, and optional ping animation.
  • Parameters:
    • name (string) — Prefab name (e.g., "reticulearc", "reticulearcping").
    • ping (boolean) — If true, the entity runs a periodic ping animation task that scales and fades the arc before self-removing after ~0.5 seconds.
  • Returns: Prefab — A prefabricated entity definition ready for instantiation (e.g., via SpawnPrefab(name)).
  • Error states: None identified.

Events & listeners

  • Listens to: None identified
  • Pushes: None identified

Note: The reticulearc prefab uses internal task functions (DoPeriodicTask, DoTaskInTime) and the UpdatePing callback to drive animation. These are not externally exposed events.