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@ -17,7 +17,19 @@ All weapons and some support items have fire modes, though most only have one.</
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All weapons and some support items have fire modes, though most only have one.
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The number of fire modes is visually indicated by the bubbles next to the icon of the <code>Equipment</code> in a holster slot.
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The specifics of how a fire mode affects the output is left to implementation and execution.
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Contrast how <code>Tool</code>s deal with multiple types of ammunition.</p></div><dl class="paramcmts block"><dt class="tparam">Mode</dt><dd class="cmt"><p>the type parameter representing the fire mode</p></dd></dl></div></li><li class="indented0 " name="net.psforever.objects.equipment.InfiniteFireModeDefinition" group="Ungrouped" fullComment="no" data-isabs="false" visbl="pub"><a id="InfiniteFireModeDefinitionextendsFireModeDefinition"></a><a id="InfiniteFireModeDefinition:InfiniteFireModeDefinition"></a> <span class="permalink"><a href="../../../../net/psforever/objects/equipment/InfiniteFireModeDefinition.html" title="Permalink"><i class="material-icons"></i></a></span> <span class="modifier_kind"><span class="modifier"></span> <span class="kind">class</span></span> <span class="symbol"><a href="InfiniteFireModeDefinition.html" title=""><span class="name">InfiniteFireModeDefinition</span></a><span class="result"> extends <a href="FireModeDefinition.html" name="net.psforever.objects.equipment.FireModeDefinition" id="net.psforever.objects.equipment.FireModeDefinition" class="extype">FireModeDefinition</a></span></span></li><li class="indented0 " name="net.psforever.objects.equipment.JammableBehavior" group="Ungrouped" fullComment="yes" data-isabs="true" visbl="pub"><a id="JammableBehaviorextendsAnyRef"></a><a id="JammableBehavior:JammableBehavior"></a> <span class="permalink"><a href="../../../../net/psforever/objects/equipment/JammableBehavior.html" title="Permalink"><i class="material-icons"></i></a></span> <span class="modifier_kind"><span class="modifier"></span> <span class="kind">trait</span></span> <span class="symbol"><a href="JammableBehavior.html" title="An Actor control object mix-in that manages common responses to the "jammerable" status."><span class="name">JammableBehavior</span></a><span class="result"> extends <span name="scala.AnyRef" class="extype">AnyRef</span></span></span><p class="shortcomment cmt">An <code>Actor</code> control object mix-in that manages common responses to the "jammerable" status.</p><div class="fullcomment"><div class="comment cmt"><p>An <code>Actor</code> control object mix-in that manages common responses to the "jammerable" status.
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Contrast how <code>Tool</code>s deal with multiple types of ammunition.<br>
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<br>
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While most <code>Tools</code> - weapons and such - are known to have fire modes,
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<code>ConstructionItem</code> equipment that produce deployable entities in the game world also support fire modes.
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The mechanism is different, however, even while the user interactions work in a similar way.
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For most weapons, the fire mode is just a modification of how the projectiles behave or the weapon behaves.
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For example, the bounciness of the grenades or the number of shots fired by the Jackhammer.
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One has to change tool ammo types to actual swap out different ammunitions such as, most commonly,
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grey normal ammo for gold armor-piercing ammo.
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For deployable-constructing entities, fire mode switches between the categories of deployables that can be built
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and "changing ammunition" actually changes the subtype of deployable within that deployable category.
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For example, fire modes go from "Boomers" to "Mines"
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while ammo types for "Mines" goes from "HE mines" to "Disruptor Mines".</p></div><dl class="paramcmts block"><dt class="tparam">Mode</dt><dd class="cmt"><p>the type parameter representing the fire mode</p></dd></dl></div></li><li class="indented0 " name="net.psforever.objects.equipment.InfiniteFireModeDefinition" group="Ungrouped" fullComment="no" data-isabs="false" visbl="pub"><a id="InfiniteFireModeDefinitionextendsFireModeDefinition"></a><a id="InfiniteFireModeDefinition:InfiniteFireModeDefinition"></a> <span class="permalink"><a href="../../../../net/psforever/objects/equipment/InfiniteFireModeDefinition.html" title="Permalink"><i class="material-icons"></i></a></span> <span class="modifier_kind"><span class="modifier"></span> <span class="kind">class</span></span> <span class="symbol"><a href="InfiniteFireModeDefinition.html" title=""><span class="name">InfiniteFireModeDefinition</span></a><span class="result"> extends <a href="FireModeDefinition.html" name="net.psforever.objects.equipment.FireModeDefinition" id="net.psforever.objects.equipment.FireModeDefinition" class="extype">FireModeDefinition</a></span></span></li><li class="indented0 " name="net.psforever.objects.equipment.JammableBehavior" group="Ungrouped" fullComment="yes" data-isabs="true" visbl="pub"><a id="JammableBehaviorextendsAnyRef"></a><a id="JammableBehavior:JammableBehavior"></a> <span class="permalink"><a href="../../../../net/psforever/objects/equipment/JammableBehavior.html" title="Permalink"><i class="material-icons"></i></a></span> <span class="modifier_kind"><span class="modifier"></span> <span class="kind">trait</span></span> <span class="symbol"><a href="JammableBehavior.html" title="An Actor control object mix-in that manages common responses to the "jammerable" status."><span class="name">JammableBehavior</span></a><span class="result"> extends <span name="scala.AnyRef" class="extype">AnyRef</span></span></span><p class="shortcomment cmt">An <code>Actor</code> control object mix-in that manages common responses to the "jammerable" status.</p><div class="fullcomment"><div class="comment cmt"><p>An <code>Actor</code> control object mix-in that manages common responses to the "jammerable" status.
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Two aspects to jammering are supported -
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a telling buzzing sound that follows the affected target
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and actual effects upon the target's actions -
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