Weapon_Test_Zoom_Rifle
Server/Item/Items/Hypixel/Minigames/GunPvP/Weapon_Test_Zoom_Rifle.json, 2.0 KB
Fields
| Field | Type |
|---|---|
$Comment | string |
TranslationProperties | object |
Parent | string |
Quality | string |
Model | string |
Texture | string |
Interactions | object |
Source
{
"$Comment": "Test item: an assault rifle whose aim-down-sights steps through three zoom levels (2x -> 4x -> 8x) while holding secondary (see Root_Test_Zoom_Rifle_ADS). Each level comes from a stage's InteractionEffects.Zoom, using the crosshair overlay (no sniper scope). Primary still fires, Secondary now aims/zooms instead of the melee swing.",
"TranslationProperties": {
"Name": "server.items.Weapon_Test_Zoom_Rifle.name",
"Description": "server.items.Weapon_Test_Zoom_Rifle.description"
},
"Parent": "Weapon_Assault_Rifle",
"Quality": "Developer",
"Model": "Items/Hypixel/Minigames/Space_Swarm/Weapons/Pulse_Rifle.blockymodel",
"Texture": "Items/Hypixel/Minigames/Space_Swarm/Weapons/Pulse_Rifle_Texture.png",
"Interactions": {
"Primary": {
"$Comment": "BlockedBy is the default standard-input set minus Secondary, so firing is allowed to run concurrently with the Secondary aim-down-sights chain instead of being blocked by it. This keeps full-auto (hold to fire) working while scoped, and because the shoot chain runs alongside the still-active ADS chain the zoom never drops.",
"Cooldown": {
"Id": "Shoot",
"Cooldown": 0.05
},
"Rules": {
"BlockedBy": [
"Primary",
"Ability1",
"Ability2",
"Ability3",
"Use",
"Pick",
"SwapFrom",
"SwapTo"
]
},
"Interactions": [
{
"Type": "ModifyInventory",
"RequiredGameMode": "Adventure",
"ItemToRemove": {
"Id": "Weapon_Arrow_Crude",
"Quantity": 1
},
"Next": {
"Parent": "Gun_Shoot",
"RunTime": 0,
"Effects": {
"LocalSoundEventId": "SFX_Rifle_Fire_Local",
"WorldSoundEventId": "SFX_Rifle_Fire"
}
},
"Failed": "Gun_Shoot_Fail"
}
]
},
"Secondary": "Root_Test_Zoom_Rifle_ADS"
}
}