package loadouts
- Alphabetic
- Public
- Protected
Type Members
- abstract class EquipmentLoadout extends Loadout
The base of all specific kinds of blueprint containers.
The base of all specific kinds of blueprint containers. This previous state can be restored on any appropriate template from which the loadout was copied by reconstructing any items (if warranted and permitted) or restoring any appropriate fields. The three fields are the name assigned to the loadout, the visible items that are created (which obey different rules depending on the source), and the concealed items that are created and added to the source's
Inventory
.
For example, thevisible_slots
on aPlayer
-borne loadout will transform into the formArray[EquipmentSlot]
;Vehicle
-originating loadouts transform into the formMap[Int, Equipment]
.
The lists of user-specific loadouts are initialized withFavoritesMessage
packets. Specific entries are loaded or removed usingFavoritesRequest
packets. - final case class InfantryLoadout(label: String, visible_slots: List[SimplifiedEntry], inventory: List[SimplifiedEntry], exosuit: types.ExoSuitType.Value, subtype: Int) extends EquipmentLoadout with Product with Serializable
A blueprint of a player's uniform, their holster items, and their inventory items, saved in a specific state.
A blueprint of a player's uniform, their holster items, and their inventory items, saved in a specific state. This previous state can be restored on any given player template by reconstructing the items (if permitted) and re-assigning the uniform (if available).
The fifth tab on anorder_terminal
window is occupied by the list of "Favorite"Loadout
blueprints. The ten-long list is initialized withFavoritesMessage
packets assigned to the "Infantry" list. Specific entries are added or removed usingFavoritesRequest
packets, re-established using other conventional game packets.- label
the name by which this inventory will be known when displayed in a Favorites list; field gets inherited
- visible_slots
simplified representation of the
Equipment
that can see "seen" on the target; field gets inherited- inventory
simplified representation of the
Equipment
in the target's inventory or trunk; field gets inherited- exosuit
the exo-suit in which the avatar will be dressed; may be restricted
- subtype
the mechanized assault exo-suit specialization number that indicates whether the MAX performs: anti-infantry (1), anti-vehicular (2), or anti-air work (3); the default value is 0
- abstract class Loadout extends AnyRef
The base of all specific kinds of blueprint containers.
The base of all specific kinds of blueprint containers. This previous state can be restored on any appropriate template from which the loadout was copied by reconstructing any items (if warranted and permitted) or restoring any appropriate fields.
- final case class SquadLoadout(task: String, zone_id: Option[Int], members: List[SquadPositionLoadout]) extends Loadout with Product with Serializable
- final case class SquadPositionLoadout(index: Int, role: String, orders: String, requirements: Set[Certification]) extends Product with Serializable
- final case class VehicleLoadout(label: String, visible_slots: List[SimplifiedEntry], inventory: List[SimplifiedEntry], vehicle_definition: VehicleDefinition) extends EquipmentLoadout with Product with Serializable
A blueprint of a vehicle's mounted weapons and its inventory items, saved in a specific state.
A blueprint of a vehicle's mounted weapons and its inventory items, saved in a specific state. This previous state can be restored on an apporpriate vehicle template by reconstructing the items (if permitted). Mismatched vehicles may produce no loadout or an imperfect loadout depending on specifications.
The second tab on anrepair_silo
window is occupied by the list of "Favorite"Loadout
blueprints. The five-long list is initialized withFavoritesMessage
packets assigned to the "Vehicle" list. Specific entries are added or removed usingFavoritesRequest
packets, re-established using other conventional game packets.- label
the name by which this inventory will be known when displayed in a Favorites list; field gets inherited
- visible_slots
simplified representation of the
Equipment
that can see "seen" on the target; field gets inherited- inventory
simplified representation of the
Equipment
in the target's inventory or trunk; field gets inherited- vehicle_definition
the original type of vehicle whose state is being populated
Value Members
- object InfantryLoadout extends Serializable
- object Loadout
- object VehicleLoadout extends Serializable