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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​

PropertyTypeDefault ValueDescription
chargescalenumber1Current scale multiplier applied via SetChargeScale.
SetChargeScalefunctionSetChargeScale (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 * SCALE for X and SCALE for 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.