The definition for any Terminal that is of a type "matrix_terminal".
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).
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.
Utility
Terminal
Amenity
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.
A server object that is a "terminal" that can be accessed for amenities and 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 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.
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.
The definition for any Terminal that can be accessed for amenities and services,
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).
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.
A server object that can be accessed for services and other amenities.
A server object that can be accessed for 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.
An Actor that handles messages being dispatched to a specific Terminal.
The basic definition for any Terminal object.
Data for the Definition for any Terminal that is of a type "implant_terminal_interface."
Implant terminals are composed of two components.
Data for the Definition for any Terminal that is of a type "implant_terminal_interface."
Implant terminals are composed of two components.
This Definition constructs the invisible interface component (interacted with as a game window).
Unlike other Terminal objects in the game, this one must be constructed on the client and
attached as a child of the visible implant terminal component - the "implant_terminal_mech."
A classification of the target of this terminal's interactions.
A classification of the target of this terminal's interactions. Arbitrary, but useful.
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.Zone.SpawnGroupsZone.CreateSpawnGroupsSpawnTube