Packages

package equipment

Ordering
  1. Alphabetic
Visibility
  1. Public
  2. Protected

Type Members

  1. class ChargeFireModeDefinition extends FireModeDefinition

    Shoot a weapon, remove an anticipated amount of ammunition.

    Hold down the fire trigger to create a damage multiplier.

    Shoot a weapon, remove an anticipated amount of ammunition.

    Hold down the fire trigger to create a damage multiplier. After the multiplier has reach complete/full, expend additional ammunition to sustain it.

  2. abstract class Equipment extends PlanetSideGameObject with FactionAffinity

    Equipment is anything that can be: placed into a slot of a certain "size"; and, placed into an inventory system; and, special carried (like a lattice logic unit); and, dropped on the ground in the game world and render where it was deposited.

  3. class EquipmentSlot extends AnyRef

    A size-checked unit of storage (or mounting) for Equipment.

    A size-checked unit of storage (or mounting) for Equipment. Unlike inventory space, anything placed in "slot" space is expected to be visible to the game world in some fashion.

  4. class FireModeDefinition extends DamageModifiers
  5. trait FireModeSwitch[Mode] extends AnyRef

    Fire mode is a non-complex method of representing variance in Equipment output.

    All weapons and some support items have fire modes, though most only have one.

    Fire mode is a non-complex method of representing variance in Equipment output.

    All weapons and some support items have fire modes, though most only have one. The number of fire modes is visually indicated by the bubbles next to the icon of the Equipment in a holster slot. The specifics of how a fire mode affects the output is left to implementation and execution. Contrast how Tools deal with multiple types of ammunition.

    Mode

    the type parameter representing the fire mode

  6. class InfiniteFireModeDefinition extends FireModeDefinition
  7. trait JammableBehavior extends AnyRef

    An Actor control object mix-in that manages common responses to the "jammerable" status.

    An Actor control object mix-in that manages common responses to the "jammerable" status. Two aspects to jammering are supported - a telling buzzing sound that follows the affected target and actual effects upon the target's actions - and are controlled independently. The primary purpose of this behavior is to control timers that toggle the states of these two aspects.

  8. trait JammableMountedWeapons extends JammableBehavior

    A common mix-in variation to manage common responses to the "jammerable" status for game objects with mounted weapons.

    A common mix-in variation to manage common responses to the "jammerable" status for game objects with mounted weapons.

    See also

    MountedWeapons

    Service

    VehicleAction

    VehicleService

    VehicleServiceMessage

    Zone.VehicleEvents

  9. trait JammableUnit extends AnyRef

    A property conferred to game objects that can be affected by an electromagnetic pulse.

    A property conferred to game objects that can be affected by an electromagnetic pulse. Being "jammered" is a status that causes weakness due to temporary equipment disabling or the elimination of certain objects.

  10. trait JammingUnit extends AnyRef

    A property conferred onto game objects that can induce the effects of an electromagnetic pulse.

    A property conferred onto game objects that can induce the effects of an electromagnetic pulse.

    See also

    TargetValidation

    EffectTarget

  11. class PelletFireModeDefinition extends FireModeDefinition
  12. trait RemoteUnit extends AnyRef
  13. final case class TargetValidation(category: EffectTarget.Category.Value, test: Value) extends Product with Serializable

Value Members

  1. object Ammo extends Enumeration

    An Enumeration of all the ammunition types in the game, paired with their object id as the Value.

  2. object CItem extends Enumeration

    An Enumeration of all the construction tool objects in the game, paired with their object id as the Value.

  3. object EffectTarget
  4. object Equipment
  5. object EquipmentSize extends Enumeration

    An Enumeration of common equipment sizes in the game.

    An Enumeration of common equipment sizes in the game. Check the comments for originating use.

  6. object EquipmentSlot
  7. object JammableMountedWeapons
  8. object JammableUnit
  9. object JammingUnit
  10. object Kits extends Enumeration

    An Enumeration of the kit types in the game, paired with their object id as the Value.

  11. object SItem extends Enumeration

    An Enumeration of some activation-type Equipment in the game, paired with their object id as the Value.

Ungrouped