Hytale Asset ReferenceUnofficial
Versions / 0.6.0-pre.9 / Item / Items / Hypixel / Minigames / GunPvP / Weapon_Test_Zoom_Rifle.json

Weapon_Test_Zoom_Rifle

Server/Item/Items/Hypixel/Minigames/GunPvP/Weapon_Test_Zoom_Rifle.json, 2.0 KB

Fields

FieldType
$Commentstring
TranslationPropertiesobject
Parentstring
Qualitystring
Modelstring
Texturestring
Interactionsobject

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"
  }
}