Reticulecharging
Based on game build 714014 | Last updated: 2026-03-06
Overview
reticulecharging is a prefab that instantiates a non-persisted, client-only visual effect entity to represent a charging reticle during UI-driven target acquisition phases. It attaches the chargingreticule component to enable dynamic scaling and ping effects. The entity is tagged FX and NOCLICK and rendered on the world background layer.
Usage example
local reticule = SpawnPrefab("reticulecharging")
if reticule ~= nil and reticule.components.chargingreticule then
reticule.Transform:SetPosition(x, y, z)
reticule.components.chargingreticule:StartCharge()
end
Dependencies & tags
Components used: chargingreticule
Tags: Adds FX, NOCLICK. Does not persist (persists = false), cannot sleep (SetCanSleep(false)).
Properties
| Property | Type | Default Value | Description |
|---|---|---|---|
chargescale | number | 1 | Current scale multiplier applied via SetChargeScale. |
SetChargeScale | function | SetChargeScale (local) | Callback to update scale: inst.AnimState:SetScale(chargescale * SCALE, SCALE). |
Main functions
SetChargeScale(inst, chargescale)
- Description: Updates the visual scale of the reticle by adjusting the animation state scale using
chargescale * SCALEfor X andSCALEfor Y. - Parameters:
inst(entity instance) — The entity owning the component.chargescale(number) — Multiplier for horizontal scaling.
- Returns: Nothing.
- Error states: None documented; assumes valid
AnimState.
Events & listeners
None identified.