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# Packages

-  package root
  Definition Classes
    root
-  package net
  Definition Classes
    root
-  package psforever
  Definition Classes
    net
-  package objects
  Definition Classes
    psforever
-  package serverobject
  Definition Classes
    objects
-  package affinity
  Definition Classes
    serverobject
-  package aura
  Definition Classes
    serverobject
-  package containable
  Definition Classes
    serverobject
-  package damage
  Definition Classes
    serverobject
-  package deploy
  Definition Classes
    serverobject
-  package doors
  Definition Classes
    serverobject
-  package environment
  Definition Classes
    serverobject
-  package generator
  Definition Classes
    serverobject
-  package hackable
  Definition Classes
    serverobject
-  package locks
  Definition Classes
    serverobject
-  package mblocker
  Definition Classes
    serverobject
-  package mount
  Definition Classes
    serverobject
-  package pad
  Definition Classes
    serverobject
-  package painbox
  Definition Classes
    serverobject
-  package repair
  Definition Classes
    serverobject
-  package resourcesilo
  Definition Classes
    serverobject
-  package shuttle
  Definition Classes
    serverobject
-  package structures
  Definition Classes
    serverobject
-  package terminals
  Definition Classes
    serverobject
-  package capture
-  package implant
- EquipmentTerminalDefinition
- GeneratorTerminalDefinition
- MatrixTerminalDefinition
- MedicalTerminalDefinition
- OrderTerminalDefinition
- ProximityDefinition
- ProximityTerminal
- ProximityTerminalControl
- ProximityTerminalDefinition
- ProximityUnit
- Terminal
- TerminalControl
- TerminalDefinition
- VehicleTerminalDefinition
-  package transfer
  Definition Classes
    serverobject
-  package tube
  Definition Classes
    serverobject
-  package turret
  Definition Classes
    serverobject
-  package zipline
  Definition Classes
    serverobject

p

net.psforever.objects.serverobject

# terminals

#### package terminals


Ordering

1. Alphabetic

Visibility

1. Public
2. Protected

### Package Members

1.  package capture
2.  package implant

### Type Members

1.  class GeneratorTerminalDefinition extends TerminalDefinition
2.  class MatrixTerminalDefinition extends TerminalDefinition

   The definition for any `Terminal` that is of a type "matrix_terminal".

   The definition for any `Terminal` that 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 a `Building` object or `Vehicle` object depending on the spawn group.

   See also

     `SpawnTube`

     `Zone.CreateSpawnGroups`

     `Zone.SpawnGroups`

3.  class MedicalTerminalDefinition extends ProximityTerminalDefinition

   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).

4.  class OrderTerminalDefinition extends TerminalDefinition

   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.

   See also

     `Amenity`

     `Terminal`

     `Utility`

5.  trait ProximityDefinition extends AnyRef

   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.

6.  class ProximityTerminal extends Terminal with ProximityUnit

   A server object that is a "terminal" that can be accessed for amenities and net.psforever.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 net.psforever.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.

7.  class ProximityTerminalControl extends PoweredAmenityControl with Check with GenericHackable with DamageableAmenity with RepairableAmenity with AmenityAutoRepair

   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`.

8.  class ProximityTerminalDefinition extends TerminalDefinition with ProximityDefinition

   The definition for any `Terminal` that can be accessed for amenities and net.psforever.services, triggered when a certain distance from the unit itself (proximity-based).

9.  trait ProximityUnit extends AnyRef

   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.

10.  class Terminal extends Amenity with Hackable

    A server object that can be accessed for net.psforever.services and other amenities.

    A server object that can be accessed for net.psforever.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.

11.  class TerminalControl extends PoweredAmenityControl with Check with GenericHackable with DamageableAmenity with RepairableAmenity with AmenityAutoRepair

    An `Actor` that handles messages being dispatched to a specific `Terminal`.

12.  abstract class TerminalDefinition extends AmenityDefinition

    The basic definition for any `Terminal` object.

### Value Members

1.  object EquipmentTerminalDefinition
2.  object MatrixTerminalDefinition
3.  object OrderTerminalDefinition
4.  object ProximityTerminal
5.  object ProximityTerminalControl
6.  object ProximityUnit
7.  object Terminal
8.  object TerminalControl
9.  object VehicleTerminalDefinition

### Ungrouped