Packages

package equipment

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Visibility
  1. Public
  2. Protected

Type Members

  1. class ChargeFireModeDefinition extends FireModeDefinition

    Shoot a weapon, remove an anticipated amount of ammunition.

    Hold down the fire trigger to create a damage multiplier.

    Shoot a weapon, remove an anticipated amount of ammunition.

    Hold down the fire trigger to create a damage multiplier. After the multiplier has reach complete/full, expend additional ammunition to sustain it.

  2. abstract class Equipment extends PlanetSideGameObject with FactionAffinity with BlockMapEntity

    Equipment is anything that can be: placed into a slot of a certain "size"; and, placed into an inventory system; and, special carried (like a lattice logic unit); and, dropped on the ground in the game world and render where it was deposited.

  3. final case class EquipmentHandiness(generic: EquipmentDefinition, left: EquipmentDefinition, right: EquipmentDefinition) extends Product with Serializable
  4. class EquipmentSlot extends AnyRef

    A size-checked unit of storage (or mounting) for Equipment.

    A size-checked unit of storage (or mounting) for Equipment. Unlike inventory space, anything placed in "slot" space is expected to be visible to the game world in some fashion.

  5. class FireModeDefinition extends DamageModifiers
  6. trait FireModeSwitch[Mode] extends AnyRef

    Fire mode is a non-complex method of representing variance in Equipment output.

    All weapons and some support items have fire modes, though most only have one.

    Fire mode is a non-complex method of representing variance in Equipment output.

    All weapons and some support items have fire modes, though most only have one. The number of fire modes is visually indicated by the bubbles next to the icon of the Equipment in a holster slot. The specifics of how a fire mode affects the output is left to implementation and execution. Contrast how Tools deal with multiple types of ammunition.

    While most Tools - weapons and such - are known to have fire modes, ConstructionItem equipment that produce deployable entities in the game world also support fire modes. The mechanism is different, however, even while the user interactions work in a similar way. For most weapons, the fire mode is just a modification of how the projectiles behave or the weapon behaves. For example, the bounciness of the grenades or the number of shots fired by the Jackhammer. One has to change tool ammo types to actual swap out different ammunitions such as, most commonly, grey normal ammo for gold armor-piercing ammo. For deployable-constructing entities, fire mode switches between the categories of deployables that can be built and "changing ammunition" actually changes the subtype of deployable within that deployable category. For example, fire modes go from "Boomers" to "Mines" while ammo types for "Mines" goes from "HE mines" to "Disruptor Mines".

    Mode

    the type parameter representing the fire mode

  7. sealed abstract class Hand extends StringEnumEntry
  8. class InfiniteFireModeDefinition extends FireModeDefinition
  9. trait JammableBehavior extends AnyRef

    An Actor control object mix-in that manages common responses to the "jammerable" status.

    An Actor control object mix-in that manages common responses to the "jammerable" status. Two aspects to jammering are supported - a telling buzzing sound that follows the affected target and actual effects upon the target's actions - and are controlled independently. The primary purpose of this behavior is to control timers that toggle the states of these two aspects.

  10. trait JammableMountedWeapons extends JammableBehavior

    A common mix-in variation to manage common responses to the "jammerable" status for game objects with mounted weapons.

    A common mix-in variation to manage common responses to the "jammerable" status for game objects with mounted weapons.

    See also

    MountedWeapons

    Service

    VehicleAction

    VehicleService

    VehicleServiceMessage

    Zone.VehicleEvents

  11. trait JammableUnit extends AnyRef

    A property conferred to game objects that can be affected by an electromagnetic pulse.

    A property conferred to game objects that can be affected by an electromagnetic pulse. Being "jammered" is a status that causes weakness due to temporary equipment disabling or the elimination of certain objects.

  12. trait JammingUnit extends AnyRef

    A property conferred onto game objects that can induce the effects of an electromagnetic pulse.

    A property conferred onto game objects that can induce the effects of an electromagnetic pulse.

    See also

    TargetValidation

    EffectTarget

  13. class PelletFireModeDefinition extends FireModeDefinition
  14. trait RemoteUnit extends AnyRef
  15. final case class TargetValidation(category: EffectTarget.Category.Value, test: Value) extends Product with Serializable

Value Members

  1. object Ammo extends Enumeration

    An Enumeration of all the ammunition types in the game, paired with their object id as the Value.

  2. object ArmorSiphonBehavior
  3. case object ArmorSiphonRepairHost extends Mod with Product with Serializable
  4. object CItem extends Enumeration

    An Enumeration of all the construction tool objects in the game, paired with their object id as the Value.

  5. object EffectTarget
  6. object Equipment
  7. object EquipmentSize extends Enumeration

    An Enumeration of common equipment sizes in the game.

    An Enumeration of common equipment sizes in the game. Check the comments for originating use.

  8. object EquipmentSlot
  9. object Handiness extends StringEnum[Hand]
  10. object JammableMountedWeapons
  11. object JammableUnit
  12. object JammingUnit
  13. object Kits extends Enumeration

    An Enumeration of the kit types in the game, paired with their object id as the Value.

  14. object SItem extends Enumeration

    An Enumeration of some activation-type Equipment in the game, paired with their object id as the Value.

Ungrouped