object SpecialEmp
Information and functions useful for the construction of a server-side electromagnetic pulse (not intigated by any specific thing the client does).
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- SpecialEmp.scala
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- def createEmpInteraction(empEffect: DamageWithPosition, position: Vector3)(source: PlanetSideGameObject with FactionAffinity with Vitality, target: PlanetSideGameObject with FactionAffinity with Vitality): DamageInteraction
The damage interaction for an electromagnetic pulse effect.
The damage interaction for an electromagnetic pulse effect.
- empEffect
information about the effect
- position
where the effect occurs
- source
a game object that represents the source of the EMP
- target
a game object that is affected by the EMP
- returns
a
DamageInteraction
object
- def distanceCheck(proxy: PlanetSideGameObject)(obj1: PlanetSideGameObject, obj2: PlanetSideGameObject, maxDistance: Float): Boolean
The "within affected distance" test for special electromagnetic pulses is not necessarily centered around a game object as the source of that EMP.
The "within affected distance" test for special electromagnetic pulses is not necessarily centered around a game object as the source of that EMP. A proxy entity is provided to perform the measurements and is given token information that connects it with another object for the proper attribution.
- obj1
a game entity, should be the source of the damage
- obj2
a game entity, should be the target of the damage
- maxDistance
the square of the maximum distance permissible between game entities before they are no longer considered "near"
- returns
true
, if the two entities are near enough to each other;false
, otherwise
- See also
Zone.distanceCheck
- final val emp: DamageWithPosition
A defaulted emp definition.
A defaulted emp definition. Any projectile definition can be used.
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- def findAllBoomers(range: Float)(zone: Zone, obj: PlanetSideGameObject with FactionAffinity with Vitality, properties: DamageWithPosition): List[PlanetSideServerObject with Vitality]
A sort of
SpecialEmp
that only affects deployed boomer explosives must find affected deployed boomer explosive entities.A sort of
SpecialEmp
that only affects deployed boomer explosives must find affected deployed boomer explosive entities.- range
the distance to search for applicable sector
- zone
the zone in which to search
- obj
a game entity that is excluded from results
- properties
information about the effect/damage
- returns
two lists of objects with different characteristics; the first list is
PlanetSideServerObject
entities withVitality
; since only boomer explosives are returned, this second list can be ignored
- See also
BoomerDeployable
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- def prepareDistanceCheck(owner: PlanetSideGameObject, position: Vector3, faction: types.PlanetSideEmpire.Value): (PlanetSideGameObject, PlanetSideGameObject, Float) => Boolean
The "within affected distance" test for special electromagnetic pulses is not necessarily centered around a game object as the source of that EMP.
The "within affected distance" test for special electromagnetic pulses is not necessarily centered around a game object as the source of that EMP. A proxy entity is generated to perform the measurements and is given token information that connects it with another object for the proper attribution.
- owner
the formal entity to which the EMP is attributed
- position
the coordinate location of the EMP
- faction
the affinity of the EMP
- returns
a function that determines if two game entities are near enough to each other
- See also
OwnableByPlayer
PlanetSideServerObject
SpecialEmp.distanceCheck
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