package ballistics
- Alphabetic
- Public
- Protected
Type Members
- final case class AggravatedDamage(info: List[AggravatedInfo], effect_type: Aura, timing: AggravatedTiming, max_factor: Float, cumulative_damage_degrade: Boolean, vanu_aggravated: Boolean, targets: List[TargetValidation]) extends Product with Serializable
Information related to the aggravated damage.
Information related to the aggravated damage.
- info
the specific kinds of aggravation damage available
- effect_type
what effect is exhibited by this aggravated damage
- timing
the timing for the damage application
- max_factor
na (if the target is a mechanized assault exo-suit?)
- cumulative_damage_degrade
na (can multiple instances of this type of aggravated damage apply to the same target at once?)
- vanu_aggravated
na (search me)
- targets
validation information indicating whether a certain entity is applicable for aggravation
- final case class AggravatedInfo(damage_type: vital.base.DamageType.Value, degradation_percentage: Float, infliction_rate: Long) extends Product with Serializable
Aggravation damage has components that are mainly divided by the
DamageType
they inflict.Aggravation damage has components that are mainly divided by the
DamageType
they inflict. OnlyDirect
andSplash
are valid damage types, however.- damage_type
the type of damage
- degradation_percentage
by how much the damage is degraded
- infliction_rate
how often the damage is inflicted (ms)
- final case class AggravatedTiming(duration: Long, ticks: Option[Int]) extends Product with Serializable
In what manner of pacing the aggravated damage ticks are applied.
In what manner of pacing the aggravated damage ticks are applied.
- duration
for how long the over-all effect is applied
- ticks
a custom number of damage applications, as opposed to whatever calculations normally estimate the number of applications
- final case class ChargeDamage(effect_count: Int, min: StandardDamageProfile) extends Product with Serializable
- class InteractWithRadiationClouds extends ZoneInteraction
This game entity may infrequently test whether it may interact with radiation cloud projectiles that may be emitted in the game environment for a limited amount of time.
- final case class Projectile(profile: ProjectileDefinition, tool_def: ToolDefinition, fire_mode: FireModeDefinition, mounted_in: Option[(Int, SourceEntry)], owner: SourceEntry, attribute_to: Int, shot_origin: Vector3, shot_angle: Vector3, shot_velocity: Option[Vector3], quality: ProjectileQuality = ProjectileQuality.Normal, id: Long = Projectile.idGenerator.getAndIncrement(), fire_time: Long = System.currentTimeMillis()) extends PlanetSideGameObject with BlockMapEntity with Product with Serializable
A summation of weapon discharge.
A summation of weapon discharge.
- profile
an explanation of the damage that can be performed by this discharge
- tool_def
the weapon that caused this discharge
- fire_mode
the current fire mode of the tool used
- mounted_in
na
- owner
the agency that caused the weapon to produce this projectile; most often a player (
PlayerSource
)- attribute_to
an object ID that refers to the method of death that would be reported; usually the same as
tool_def.ObjectId
; if not, then it is a type of vehicle (and owner should have a positiveseated
field)- shot_origin
where the projectile started
- shot_angle
in which direction the projectile was aimed when it was discharged
- shot_velocity
the initial velocity coordinates of the projectile according to its world directions
- quality
na
- id
an exclusive identifier for this projectile; normally generated internally, but can be manually set (for modifying a continuous projectile reference)
- fire_time
when the weapon discharged was recorded; defaults to
System.currentTimeMillis()
- See also
ProjectileDefinition
ToolDefinition
FireModeDefinition
SourceEntry
PlayerSource
- sealed trait ProjectileQuality extends AnyRef
Projectile quality is an external aspect of projectiles that is not dependent on hard-coded definitions of the entities used to compose the projectile such as the knowlegde of the emitting
Tool
(weapon).Projectile quality is an external aspect of projectiles that is not dependent on hard-coded definitions of the entities used to compose the projectile such as the knowlegde of the emitting
Tool
(weapon). A flag or a damage modifier, depending on use. To the extent that it can be used as a numeric modifier, insists on defining a numeric modifier component rather to what it is trying to express. That numeric modifier does not have to be used for anything. - sealed trait SameAsQuality extends ProjectileQuality
Implement the numeric modifier with the value as one.
Value Members
- object AggravatedDamage extends Serializable
- object AggravatedTiming extends Serializable
- object Projectile extends Serializable
- object ProjectileQuality
- object Projectiles extends Enumeration
An
Enumeration
of all the projectile types in the game, paired with their object id as theValue
. - case object RadiationInteraction extends ZoneInteractionType with Product with Serializable