object ProximityTerminalControl

Source
ProximityTerminalControl.scala
Linear Supertypes
AnyRef, Any
Ordering
  1. Alphabetic
  2. By Inheritance
Inherited
  1. ProximityTerminalControl
  2. AnyRef
  3. Any
  1. Hide All
  2. Show All
Visibility
  1. Public
  2. Protected

Value Members

  1. final def !=(arg0: Any): Boolean
    Definition Classes
    AnyRef → Any
  2. final def ##: Int
    Definition Classes
    AnyRef → Any
  3. final def ==(arg0: Any): Boolean
    Definition Classes
    AnyRef → Any
  4. def ArmorRepairAction(terminal: Terminal, target: Player, repairAmount: Int): Boolean

    Restore, at most, a specific amount of personal armor points on a player.

    Restore, at most, a specific amount of personal armor points on a player. Send messages to connected client and to events system.

    terminal

    na

    target

    that which will accept the repair

    repairAmount

    armor value to be given to the target

    returns

    whether the target can be repaired any further

  5. def HealAction(terminal: Terminal, target: PlanetSideGameObject with Vitality with ZoneAware, healAmount: Int, updateFunc: (PlanetSideGameObject with Vitality with ZoneAware) => Unit): Boolean

    Restore, at most, a specific amount of health points on a player.

    Restore, at most, a specific amount of health points on a player. Send messages to connected client and to events system.

    terminal

    na

    target

    that which will accept the health

    healAmount

    health value to be given to the target

    updateFunc

    callback to update the UI

    returns

    whether the target can be healed any further

  6. def HealthAndArmorTerminal(unit: Terminal with ProximityUnit, target: Player): Boolean

    When standing on the platform of a(n advanced) medical terminal, restore the player's health and armor points (when they need their health and armor points restored).

    When standing on the platform of a(n advanced) medical terminal, restore the player's health and armor points (when they need their health and armor points restored). If the player is both fully healed and fully repaired, stop using the terminal.

    unit

    the medical terminal

    target

    the player being healed

  7. def PlayerHealthCallback(target: PlanetSideGameObject with Vitality with ZoneAware): Unit
  8. def VehicleHealthCallback(target: PlanetSideGameObject with Vitality with ZoneAware): Unit
  9. def VehicleRepairTerminal(unit: Terminal with ProximityUnit, target: Vehicle): Boolean

    When driving a vehicle close to a rearm/repair silo, restore the vehicle's health points.

    When driving a vehicle close to a rearm/repair silo, restore the vehicle's health points. If the vehicle is fully repaired, stop using the terminal.

    unit

    the terminal

    target

    the vehicle being repaired

  10. def WeaponAmmoRecharge(ammoAdded: Int, slots: List[FireModeSlot]): List[FireModeSlot]

    Collect all magazines from this weapon that need to have ammunition reloaded, and reload some ammunition into them.

    Collect all magazines from this weapon that need to have ammunition reloaded, and reload some ammunition into them.

    ammoAdded

    the amount of ammo to be added to a weapon

    slots

    the vehicle with weapons being recharged

    returns

    ammunition slots that were affected

  11. def WeaponRechargeTerminal(unit: Terminal with ProximityUnit, target: Vehicle): Boolean

    When driving close to a rearm/repair silo whose facility is under the influence of an Ancient Weapon Module benefit, and the vehicle is an Ancient vehicle with mounted weaponry whose magazine(s) is not full, restore some ammunition to the magazine(s).

    When driving close to a rearm/repair silo whose facility is under the influence of an Ancient Weapon Module benefit, and the vehicle is an Ancient vehicle with mounted weaponry whose magazine(s) is not full, restore some ammunition to the magazine(s). If no valid weapons are discovered or the discovered valid weapons have full magazines, stop using the terminal.

    unit

    the terminal

    target

    the vehicle with weapons being recharged

  12. def WeaponRechargeTerminal(unit: Terminal with ProximityUnit, target: Player): Boolean

    When standing in a friendly SOI whose facility is under the influence of an Ancient Weapon Module benefit, and the player is in possession of Ancient weaponnry whose magazine is not full, restore some ammunition to its magazine.

    When standing in a friendly SOI whose facility is under the influence of an Ancient Weapon Module benefit, and the player is in possession of Ancient weaponnry whose magazine is not full, restore some ammunition to its magazine. If no valid weapons are discovered or the discovered valid weapons have full magazines, stop using the terminal.

    unit

    the terminal

    target

    the player with weapons being recharged

  13. def WeaponsBeingRechargedWithSomeAmmunition(ammoAdded: Int, equipment: Iterable[Equipment]): Iterable[(Tool, Iterable[FireModeSlot])]

    Collect all weapons with magazines that need to have ammunition reloaded, and reload some ammunition into them.

    Collect all weapons with magazines that need to have ammunition reloaded, and reload some ammunition into them.

    ammoAdded

    the amount of ammo to be added to a weapon

    equipment

    the equipment being considered; weapons whose ammo will be increased will be isolated

    returns

    na

  14. final def asInstanceOf[T0]: T0
    Definition Classes
    Any
  15. def clone(): AnyRef
    Attributes
    protected[lang]
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.CloneNotSupportedException]) @native()
  16. final def eq(arg0: AnyRef): Boolean
    Definition Classes
    AnyRef
  17. def equals(arg0: AnyRef): Boolean
    Definition Classes
    AnyRef → Any
  18. def finalize(): Unit
    Attributes
    protected[lang]
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.Throwable])
  19. final def getClass(): Class[_ <: AnyRef]
    Definition Classes
    AnyRef → Any
    Annotations
    @native()
  20. def hashCode(): Int
    Definition Classes
    AnyRef → Any
    Annotations
    @native()
  21. final def isInstanceOf[T0]: Boolean
    Definition Classes
    Any
  22. final def ne(arg0: AnyRef): Boolean
    Definition Classes
    AnyRef
  23. final def notify(): Unit
    Definition Classes
    AnyRef
    Annotations
    @native()
  24. final def notifyAll(): Unit
    Definition Classes
    AnyRef
    Annotations
    @native()
  25. def selectAndTryProximityUnitBehavior(callback: ActorRef, terminal: Terminal with ProximityUnit, target: PlanetSideGameObject): Boolean

    Determine which functionality to pursue by a generic proximity-functional unit given the target for its activity.

    Determine which functionality to pursue by a generic proximity-functional unit given the target for its activity.

    terminal

    the proximity-based unit

    target

    the object being affected by the unit

    See also

    VehicleService:receive, ProximityUnit.Action

  26. final def synchronized[T0](arg0: => T0): T0
    Definition Classes
    AnyRef
  27. def toString(): String
    Definition Classes
    AnyRef → Any
  28. final def wait(): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.InterruptedException])
  29. final def wait(arg0: Long, arg1: Int): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.InterruptedException])
  30. final def wait(arg0: Long): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.InterruptedException]) @native()

Inherited from AnyRef

Inherited from Any

Ungrouped