object Vehicles
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- Vehicles.scala
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- def AllGatedOccupantsInSameZone(vehicle: Vehicle): Boolean
A recursive test that explores all the seats of a target vehicle and all the seats of any discovered cargo vehicles and then the same criteria in those cargo vehicles to determine if any of their combined passenger roster remains in a given zone.
The original zone is expected to be defined in the internal vehicle gating manifest file and, if this file does not exist, we fail the testing process.A recursive test that explores all the seats of a target vehicle and all the seats of any discovered cargo vehicles and then the same criteria in those cargo vehicles to determine if any of their combined passenger roster remains in a given zone.
The original zone is expected to be defined in the internal vehicle gating manifest file and, if this file does not exist, we fail the testing process. The target zone is the one wherever the vehicle currently is located (vehicle.Zone
). All participant passengers, also defined in the manifest, are expected to be in the target zone at the same time. This test excludes (rejects) same-zone transitions though it would automatically pass the test under those conditions.
While it should be possible to recursively explore up a parent-child relationship - testing the ferrying vehicle to which the current tested vehicle is considered a cargo vehicle - the relationship expressed is one of globally unique refertences and not one of object references - that suggested super-ferrying vehicle may not exist in the zone unless special considerations are imposed. For the purpose of these special considerations, implemented by enforcing a strictly downwards order of vehicular zone transportation, where drivers move vehicles and call passengers and immediate cargo vehicle drivers, it becomes unnecessary to test any vehicle that might be ferrying the target vehicle.- vehicle
the target vehicle being moved around between zones
- returns
true
, if all passengers of the vehicle, and its cargo vehicles, etc., have reported being in the same zone;false
, if no manifest entry exists, or if the vehicle is moving to the same zone
- See also
ZoneAware
- def BeforeUnloadVehicle(vehicle: Vehicle, zone: Zone): Unit
Before a vehicle is removed from the game world, the following actions must be performed.
Before a vehicle is removed from the game world, the following actions must be performed.
- vehicle
the vehicle
- def CargoOrientation(vehicle: Vehicle): Int
The orientation of a cargo vehicle as it is being loaded into and contained by a carrier vehicle.
The orientation of a cargo vehicle as it is being loaded into and contained by a carrier vehicle. The type of carrier is not an important consideration in determining the orientation, oddly enough.
- vehicle
the cargo vehicle
- returns
the orientation;
1
is for unique sideways mounting;0
is or straight-on mounting, valid for almost all cases
- def Disown(player: Player, vehicle: Vehicle): Option[Vehicle]
Disassociate a player from a vehicle that he owns without associating a different player as the owner.
Disassociate a player from a vehicle that he owns without associating a different player as the owner. Set the vehicle's driver mount permissions and passenger and gunner mount permissions to "allow empire," then reload them for all clients. This is the vehicle side of vehicle ownership removal.
- player
the player
- vehicle
the vehicle
- def Disown(player: Player, zoneOpt: Option[Zone]): Option[Vehicle]
Disassociate a player from a vehicle that he owns.
Disassociate a player from a vehicle that he owns. The vehicle must exist in the game world on the specified continent. This is similar but unrelated to the natural exchange of ownership when someone else sits in the vehicle's driver mount. This is the player side of vehicle ownership removal.
- player
the player
- def Disown(player: Player, zone: Zone): Option[Vehicle]
Disassociate a player from a vehicle that he owns.
Disassociate a player from a vehicle that he owns. The vehicle must exist in the game world on the specified continent. This is similar but unrelated to the natural exchange of ownership when someone else sits in the vehicle's driver mount. This is the player side of vehicle ownership removal.
- player
the player
- def Disown(guid: PlanetSideGUID, vehicle: Vehicle): Option[Vehicle]
Disassociate a vehicle from the player who owns it.
Disassociate a vehicle from the player who owns it.
- guid
the unique identifier for that vehicle
- vehicle
the vehicle
- returns
the vehicle, if it had a previous owner;
None
, otherwise
- def FindANTChargingSource(obj: TransferContainer, ntuChargingTarget: Option[TransferContainer]): Option[TransferContainer]
- def FindANTDischargingTarget(obj: TransferContainer, ntuChargingTarget: Option[TransferContainer]): Option[TransferContainer]
- def FindBfrChargingSource(obj: TransferContainer, ntuChargingTarget: Option[TransferContainer]): Option[TransferContainer]
- def FindBfrDischargingTarget(obj: TransferContainer, ntuChargingTarget: Option[TransferContainer]): Option[TransferContainer]
- def FindResourceSiloToDischargeInto(obj: TransferContainer, ntuChargingTarget: Option[TransferContainer], radius: Float): Option[TransferContainer]
- def FinishHackingVehicle(target: Vehicle, hacker: Player, unk: Long)(): Unit
The process of hacking/jacking a vehicle is complete.
The process of hacking/jacking a vehicle is complete. Change the faction of the vehicle to the hacker's faction and remove all occupants.
- target
The
Vehicle
object that has been hacked/jacked- hacker
the one whoi performed the hack and will inherit ownership of the target vehicle
- unk
na; used by
HackMessage
asunk5
- def Own(vehicle: Vehicle, playerOpt: Option[Player]): Option[Vehicle]
na
na
- vehicle
na
- playerOpt
na
- returns
na
- def Own(vehicle: Vehicle, player: Player): Option[Vehicle]
na
na
- vehicle
na
- player
na
- returns
na
- def ReloadAccessPermissions(vehicle: Vehicle, toChannel: String): Unit
Iterate over vehicle permissions and turn them into
PlanetsideAttributeMessage
packets.
For the purposes of ensuring that other players are always aware of the proper permission state of the trunk and seats, packets are intentionally dispatched to the current client to update the states.Iterate over vehicle permissions and turn them into
PlanetsideAttributeMessage
packets.
For the purposes of ensuring that other players are always aware of the proper permission state of the trunk and seats, packets are intentionally dispatched to the current client to update the states. Perform this action just after any instance where the client would initially gain awareness of the vehicle. The most important examples include either the player or the vehicle itself spawning in for the first time.- vehicle
the
Vehicle
- final def asInstanceOf[T0]: T0
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- def dismountShuttle(obj: Vehicle, mountPoint: Int): (Vector3, Float)
Find the position and angle at which an ejected player will be placed once outside of the shuttle.
Find the position and angle at which an ejected player will be placed once outside of the shuttle. Mainly for use with the proper high altitude rapid transport (HART) shuttle and it's corresponding HART building.
- obj
the (shuttle) vehicle
- mountPoint
the mount point that indicates a seat
- returns
the position and angle
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