package equipment
- Alphabetic
- Public
- Protected
Type Members
- 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. - 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. - final case class EquipmentHandiness(generic: EquipmentDefinition, left: EquipmentDefinition, right: EquipmentDefinition) extends Product with Serializable
- 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. - class FireModeDefinition extends DamageModifiers
- 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 theEquipment
in a holster slot. The specifics of how a fire mode affects the output is left to implementation and execution. Contrast howTool
s deal with multiple types of ammunition.
While mostTools
- 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
- sealed abstract class Hand extends StringEnumEntry
- class InfiniteFireModeDefinition extends FireModeDefinition
- 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. - 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
- 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.
- 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
- class PelletFireModeDefinition extends FireModeDefinition
- trait RemoteUnit extends AnyRef
- final case class TargetValidation(category: EffectTarget.Category.Value, test: Value) extends Product with Serializable
Value Members
- object Ammo extends Enumeration
An
Enumeration
of all the ammunition types in the game, paired with their object id as theValue
. - object ArmorSiphonBehavior
- case object ArmorSiphonRepairHost extends Mod with Product with Serializable
- object CItem extends Enumeration
An
Enumeration
of all the construction tool objects in the game, paired with their object id as theValue
. - object EffectTarget
- object Equipment
- 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. - object EquipmentSlot
- object Handiness extends StringEnum[Hand]
- object JammableMountedWeapons
- object JammableUnit
- object JammingUnit
- object Kits extends Enumeration
An
Enumeration
of the kit types in the game, paired with their object id as theValue
. - object SItem extends Enumeration
An
Enumeration
of some activation-typeEquipment
in the game, paired with their object id as theValue
.