the ObjectDefinition
that constructs this object and maintains some of its immutable fields
Retrieve a reference to the internal Actor
.
Retrieve a reference to the internal Actor
.
the internal ActorRef
Assign an Actor
to act for this server object.
Assign an Actor
to act for this server object.
This reference is only set once, that is, as long as the internal ActorRef
directs to Actor.noSender
(null
).
the Actor
whose functionality will govern this server object
the current internal ActorRef
Set the hack state of this object by recording important information about the player who caused it.
Set the hack state of this object by recording important information about the player who caused it. Set the hack state if there is no current hack state. Override the hack state with a new hack state if the new user has different faction affiliation.
a Player
, or no player
the player hack entry
While setting the normal rotation angle for the IFF lock for a door (?),
use the angular data to determine an "inside" side and an "outside" side.
Doors are always positioned with the frame perpendicular to the ground.
While setting the normal rotation angle for the IFF lock for a door (?),
use the angular data to determine an "inside" side and an "outside" side.
Doors are always positioned with the frame perpendicular to the ground.
The i
and j
components can be excused for this reason and only the k
component (rotation around world-up) matters.
Due to angle-corrected North, add 90 degrees before switching to radians and negate the cosine.
the orientation of the door
the clamped orientation of the door
Reference the object that is in direct association with (is superior to) this one.
Reference the object that is in direct association with (is superior to) this one.
the object associated as this object's "owner"
Set an object to have a direct association with (be superior to) this one.
Set an object to have a direct association with (be superior to) this one.
a validation of the type of object that can be an owner
the object trying to become associated as this object's "owner"
the object associated as this object's "owner"
Amenity.AmenityTarget
A structure-owned server object that is a "door lock."
The "door lock" exerts an "identify friend or foe" field that detects the faction affiliation of a target player. It also indirectly inherits faction affiliation from the structure to which it is connected or it can be "hacked" whereupon the person exploiting it leaves their "faction" as the aforementioned affiliated faction. The
IFFLock
is ideally associated with a server map object - aDoor
- to which it acts as a gatekeeper.