Packages

package terminals

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  1. Alphabetic
Visibility
  1. Public
  2. Protected

Package Members

  1. package capture
  2. package implant
  3. package tabs

Type Members

  1. class GeneratorTerminalDefinition extends TerminalDefinition
  2. class MatrixTerminalDefinition extends TerminalDefinition

    The definition for any Terminal that is of a type "matrix_terminal".

    The definition for any Terminal that is of a type "matrix_terminal". Matrix terminal objects are used to create anchor points in the game environment in reference to a working set of spawn points attached to a Building object or Vehicle object depending on the spawn group.

    See also

    SpawnTube

    Zone.CreateSpawnGroups

    Zone.SpawnGroups

  3. class MedicalTerminalDefinition extends ProximityTerminalDefinition

    The definition for any Terminal that is of a type "medical_terminal".

    The definition for any Terminal that is of a type "medical_terminal". This includes the functionality of the formal medical terminals and some of the cavern crystals. Do not confuse the game's internal "medical_terminal" object category and the actual medical_terminal object (529).

  4. class OrderTerminalDefinition extends TerminalDefinition

    The definition for any Terminal from which specifications can be altered.

    The definition for any Terminal from which specifications can be altered. These specification alternations involve three classifications: the exchange of denominations of in-game hardware, i.e., Equipment, the modification of lists of personal statistics, e.g., Certifications, and saving and loading of preset configurations, i.e., Loadouts. This hardware is organized as "stock," occasionally supplemented. Terminals have tabs (visually) that are organized by different stock (internally) that determines the behavior available from that tab and what stock can be drawn or returned.

    Equipment terminals are the property of bases and vehicles ("amenities"). To bases, the Terminal object is coupled loosely and may be allowed to diverge. To vehicles, the Terminal object is coupled directly to the faction affiliation of the vehicle.

    See also

    Amenity

    Terminal

    Utility

  5. trait ProximityDefinition extends AnyRef

    The definition mix-in for any game object that possesses a proximity-based effect.

    The definition mix-in for any game object that possesses a proximity-based effect. This includes the limited proximity-based functionality of the formal medical terminals and the actual proximity-based functionality of the cavern crystals. Objects created by this definition being linked by their communication between the server and client using ProximityTerminalUseMessage game packets.

  6. class ProximityTerminal extends Terminal with ProximityUnit

    A server object that is a "terminal" that can be accessed for amenities and net.psforever.services, triggered when a certain distance from the unit itself (proximity-based).

    Unlike conventional terminals, this structure is not necessarily structure-owned.

    A server object that is a "terminal" that can be accessed for amenities and net.psforever.services, triggered when a certain distance from the unit itself (proximity-based).

    Unlike conventional terminals, this structure is not necessarily structure-owned. For example, the cavern crystals are considered owner-neutral elements that are not attached to a Building object.

  7. class ProximityTerminalControl extends PoweredAmenityControl with Check with GenericHackable with DamageableAmenity with RepairableAmenity with AmenityAutoRepair

    An Actor that handles messages being dispatched to a specific ProximityTerminal.

    An Actor that handles messages being dispatched to a specific ProximityTerminal. Although this "terminal" itself does not accept the same messages as a normal Terminal object, it returns the same type of messages - wrapped in a TerminalMessage - to the sender.

  8. class ProximityTerminalDefinition extends TerminalDefinition with ProximityDefinition

    The definition for any Terminal that can be accessed for amenities and net.psforever.services, triggered when a certain distance from the unit itself (proximity-based).

  9. trait ProximityUnit extends AnyRef

    A server object that provides a service, triggered when a certain distance from the unit itself (proximity-based).

    A server object that provides a service, triggered when a certain distance from the unit itself (proximity-based). Unlike conventional terminals, this one is not necessarily structure-owned. For example, the cavern crystals are considered owner-neutral elements that are not attached to a Building object.

  10. class Terminal extends Amenity with Hackable

    A server object that can be accessed for net.psforever.services and other amenities.

    A server object that can be accessed for net.psforever.services and other amenities. Terminals are owned by both Structure objects and by Vehicle objects and generally conform to the faction affiliation of the owner. Some Structure-owned terminals may be compromised to extend functionality to other's not of faction affiliation for a short time while Vehicle-owned terminals may not.

  11. class TerminalControl extends PoweredAmenityControl with Check with GenericHackable with DamageableAmenity with RepairableAmenity with AmenityAutoRepair

    An Actor that handles messages being dispatched to a specific Terminal.

  12. abstract class TerminalDefinition extends AmenityDefinition

    The basic definition for any Terminal object.

  13. class WeaponRechargeTerminalDefinition extends ProximityTerminalDefinition

    na

Ungrouped