Package

net.psforever.objects

loadouts

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package loadouts

Visibility
  1. Public
  2. All

Type Members

  1. final case class InfantryLoadout(label: String, visible_slots: List[SimplifiedEntry], inventory: List[SimplifiedEntry], exosuit: types.ExoSuitType.Value, subtype: Int) extends Loadout with Product with Serializable

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    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 an order_terminal window is occupied by the list of "Favorite" Loadout blueprints. The ten-long list is initialized with FavoritesMessage packets assigned to the "Infantry" list. Specific entries are added or removed using FavoritesRequest 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

  2. abstract class Loadout extends AnyRef

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    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.

  3. final case class VehicleLoadout(label: String, visible_slots: List[SimplifiedEntry], inventory: List[SimplifiedEntry], vehicle_definition: VehicleDefinition) extends Loadout with Product with Serializable

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    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.

    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

  1. object InfantryLoadout extends Serializable

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  2. object Loadout

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Ungrouped