A blueprint of a player's uniform, their holster items, and their inventory items, saved in a specific state.
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 the items (if permitted).
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, the visible_slots
on a Player
-borne loadout will transform into the form Array[EquipmentSlot]
;
Vehicle
-originating loadouts transform into the form Map[Int, Equipment]
.
The lists of user-specific loadouts are initialized with FavoritesMessage
packets.
Specific entries are loaded or removed using FavoritesRequest
packets.
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 an repair_silo
window is occupied by the list of "Favorite" Loadout
blueprints.
The five-long list is initialized with FavoritesMessage
packets assigned to the "Vehicle" list.
Specific entries are added or removed using FavoritesRequest
packets,
re-established using other conventional game packets.
the name by which this inventory will be known when displayed in a Favorites list; field gets inherited
simplified representation of the Equipment
that can see "seen" on the target;
field gets inherited
simplified representation of the Equipment
in the target's inventory or trunk;
field gets inherited
the original type of vehicle whose state is being populated
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 an
order_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.the name by which this inventory will be known when displayed in a Favorites list; field gets inherited
simplified representation of the
Equipment
that can see "seen" on the target; field gets inheritedsimplified representation of the
Equipment
in the target's inventory or trunk; field gets inheritedthe exo-suit in which the avatar will be dressed; may be restricted
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