package terminals
- Alphabetic
- Public
- Protected
Type Members
- class GeneratorTerminalDefinition extends TerminalDefinition
- class MatrixTerminalDefinition extends TerminalDefinition
The definition for any
Terminalthat is of a type "matrix_terminal".The definition for any
Terminalthat 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 aBuildingobject orVehicleobject depending on the spawn group.- See also
SpawnTubeZone.CreateSpawnGroupsZone.SpawnGroups
- class MedicalTerminalDefinition extends ProximityTerminalDefinition
The definition for any
Terminalthat is of a type "medical_terminal".The definition for any
Terminalthat 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 actualmedical_terminalobject (529). - class OrderTerminalDefinition extends TerminalDefinition
The definition for any
Terminalfrom which specifications can be altered.The definition for any
Terminalfrom 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, theTerminalobject is coupled loosely and may be allowed to diverge. To vehicles, theTerminalobject is coupled directly to the faction affiliation of the vehicle.- See also
AmenityTerminalUtility
- 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
ProximityTerminalUseMessagegame packets. - 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 aBuildingobject. - class ProximityTerminalControl extends PoweredAmenityControl with Check with GenericHackable with DamageableAmenity with RepairableAmenity with AmenityAutoRepair
An
Actorthat handles messages being dispatched to a specificProximityTerminal.An
Actorthat handles messages being dispatched to a specificProximityTerminal. Although this "terminal" itself does not accept the same messages as a normalTerminalobject, it returns the same type of messages - wrapped in aTerminalMessage- to thesender. - class ProximityTerminalDefinition extends TerminalDefinition with ProximityDefinition
The definition for any
Terminalthat can be accessed for amenities and net.psforever.services, triggered when a certain distance from the unit itself (proximity-based). - 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
Buildingobject. - 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
Structureobjects and byVehicleobjects and generally conform to the faction affiliation of the owner. SomeStructure-owned terminals may be compromised to extend functionality to other's not of faction affiliation for a short time whileVehicle-owned terminals may not. - class TerminalControl extends PoweredAmenityControl with Check with GenericHackable with DamageableAmenity with RepairableAmenity with AmenityAutoRepair
An
Actorthat handles messages being dispatched to a specificTerminal. - abstract class TerminalDefinition extends AmenityDefinition
The basic definition for any
Terminalobject. - class WeaponRechargeTerminalDefinition extends ProximityTerminalDefinition
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Value Members
- object EquipmentTerminalDefinition
- object MatrixTerminalDefinition
- object OrderTerminalDefinition
- object ProximityTerminal
- object ProximityTerminalControl
- object ProximityUnit
- object Terminal
- object TerminalControl
- object VehicleTerminalDefinition