Test_Zoom_Rifle_ADS_Wield
Server/Item/Interactions/Weapons/Gun/Test_Zoom_Rifle_ADS_Wield.json, 1.4 KB
Fields
| Field | Type |
|---|---|
$Comment | string |
Id | string |
Type | string |
AllowIndefiniteHold | boolean |
DisplayProgress | boolean |
HorizontalSpeedMultiplier | number |
Effects | object |
CancelOnOtherClick | boolean |
Source
{
"$Comment": "Terminal hold stage of the rifle's variable-zoom aim-down-sights. Reached after the two Charging ramp stages stepped the zoom up; a Charging interaction (not Wielding, so no block/guard reticle) that holds the top zoom level for as long as Secondary is held, keeping the chain alive so the shared client-side zoom system stays active. AllowIndefiniteHold keeps it scoped indefinitely; with no Next entry, releasing Secondary ends the chain immediately and the zoom clears. Carries its own InteractionEffects.Zoom (no sniper scope). Slows the player and disables sprinting while aiming. CancelOnOtherClick is false so firing (Primary) does not finish this chain - the zoom therefore stays locked in while you shoot. Firing is allowed to run concurrently via the Primary's interaction rules (BlockedBy excludes Secondary) rather than a fork, so holding Primary still full-autos exactly like hip fire.",
"Id": "Test_Zoom_Rifle_ADS_Wield",
"Type": "Charging",
"AllowIndefiniteHold": true,
"DisplayProgress": false,
"HorizontalSpeedMultiplier": 0.45,
"Effects": {
"MovementEffects": {
"DisableSprint": true
},
"Zoom": {
"MagnificationMultiplier": 8,
"MouseSensitivityMultiplier": 0.25,
"OverlayTexture": "ScreenEffects/reticle_3.png",
"DepthOfField": false,
"ForcePerspective": "FirstPerson",
"InLerp": 0.07,
"OutLerp": 0.25,
"OverlayFade": false
}
},
"CancelOnOtherClick": false
}