Packages

class Vehicle extends AmenityOwner with BlockMapEntity with MountableWeapons with InteractsWithZone with Hackable with FactionAffinity with Deployment with Vitality with OwnableByPlayer with StandardResistanceProfile with JammableUnit with CommonNtuContainer with Container with AuraContainer with MountableEntity

The server-side support object that represents a vehicle.

All infantry seating, all mounted weapons, and the trunk space are considered part of the same index hierarchy. Generally, all seating is declared first - the driver and passengers and and gunners. Following that are the mounted weapons and other utilities. Trunk space starts being indexed afterwards. To keep it simple, infantry seating, mounted weapons, and utilities are stored separately herein. The Map of Utility objects is given using the same inventory index positions. Positive indices and zero are considered "represented" and must be assigned a globally unique identifier and must be present in the containing vehicle's ObjectCreateMessage packet. The index is the mount position, reflecting the position in the zero-index inventory. Negative indices are expected to be excluded from this conversion. The value of the negative index does not have a specific meaning.

The importance of a vehicle's owner can not be overlooked. The owner is someone who can control who can sit in the vehicle's seats either through broad categorization or discriminating selection ("kicking") and who has access to and can allow access to the vehicle's trunk capacity. The driver is the only player that can access a vehicle's saved loadouts through a repair/rearm silo and can procure equipment from the said silo. The owner of a vehicle and the driver of a vehicle as mostly interchangeable terms for this reason and it can be summarized that the player who has access to the driver mount meets the qualifications for the "owner" so long as that player is the last person to have sat in that mount. All previous ownership information is replaced just as soon as someone else sits in the driver's mount. Ownership is also transferred as players die and respawn (from and to the same client) and when they leave a continent without taking the vehicle they currently own with them. (They also lose ownership when they leave the game, of course.)

All seats have vehicle-level properties on top of their own internal properties. A mount has a glyph projected onto the ground when the vehicle is not moving that is used to mark where the mount can be accessed, as well as broadcasting the current access condition of the mount. As indicated previously, seats are composed into categories and the categories used to control access. The "driver" group has already been mentioned and is usually composed of a single mount, the "first" one. The driver mount is typically locked to the person who can sit in it - the owner - unless manually unlocked. Any mount besides the "driver" that has a weapon controlled from the mount is called a "gunner" seats. Any other mount besides the "driver" mount and "gunner" seats is called a "passenger" mount. All of these seats are typically unlocked normally. The "trunk" also counts as an access group even though it is not directly attached to a mount and starts as "locked." The categories all have their own glyphs, sharing a red cross glyph as a "can not access" state, and may also use their lack of visibility to express state. In terms of individual access, each mount can have its current occupant ejected, save for the driver's mount.

Source
Vehicle.scala
See also

Vehicle.EquipmentUtilities

Known Subclasses
Ordering
  1. Alphabetic
  2. By Inheritance
Inherited
  1. Vehicle
  2. MountableEntity
  3. AuraContainer
  4. Container
  5. CommonNtuContainer
  6. NtuContainer
  7. TransferContainer
  8. JammableUnit
  9. StandardResistanceProfile
  10. ResistanceProfile
  11. OwnableByPlayer
  12. Vitality
  13. VitalsHistory
  14. Deployment
  15. Hackable
  16. InteractsWithZone
  17. MountableWeapons
  18. Mountable
  19. MountedWeapons
  20. BlockMapEntity
  21. AmenityOwner
  22. PlanetSideServerObject
  23. ZoneAware
  24. FactionAffinity
  25. PlanetSideGameObject
  26. WorldEntity
  27. IdentifiableEntity
  28. Identifiable
  29. AnyRef
  30. Any
  1. Hide All
  2. Show All
Visibility
  1. Public
  2. Protected

Instance Constructors

  1. new Vehicle(vehicleDef: VehicleDefinition)

    vehicleDef

    the vehicle's definition entry; stores and unloads pertinent information about the Vehicle's configuration; used in the initialization process (loadVehicleDefinition)

Value Members

  1. final def !=(arg0: Any): Boolean
    Definition Classes
    AnyRef → Any
  2. final def ##: Int
    Definition Classes
    AnyRef → Any
  3. final def ==(arg0: Any): Boolean
    Definition Classes
    AnyRef → Any
  4. def AccessingTrunk: Option[PlanetSideGUID]
  5. def AccessingTrunk_=(guid: Option[PlanetSideGUID]): Option[PlanetSideGUID]

    Change which player has access to the trunk of this vehicle.

    Change which player has access to the trunk of this vehicle. A player may only gain access to the trunk if no one else has access to the trunk at the moment.

    guid

    the player who wishes to access the trunk

    returns

    the player who is currently allowed to access the trunk

  6. def AccessingTrunk_=(guid: PlanetSideGUID): Option[PlanetSideGUID]
  7. def Actor: ActorRef

    Retrieve a reference to the internal Actor.

    Retrieve a reference to the internal Actor.

    returns

    the internal ActorRef

    Definition Classes
    PlanetSideServerObject
  8. def Actor_=(control: ActorRef): 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 ActorRef.noSender (null).

    control

    the Actor whose functionality will govern this server object

    returns

    the current internal ActorRef

    Definition Classes
    PlanetSideServerObject
  9. def AddEffectToAura(effect: Aura): Set[Aura]
    Definition Classes
    AuraContainer
  10. def Amenities: List[Amenity]
    Definition Classes
    AmenityOwner
  11. def Amenities_=(obj: Amenity): List[Amenity]
    Definition Classes
    AmenityOwner
  12. def AssignOwnership(playerOpt: Option[Player]): OwnableByPlayer

    na

    na

    playerOpt

    na

    returns

    na

    Definition Classes
    OwnableByPlayer
  13. def AssignOwnership(player: Player): OwnableByPlayer

    na

    na

    player

    na

    returns

    na

    Definition Classes
    OwnableByPlayer
  14. def Aura: Set[Aura]
    Definition Classes
    AuraContainer
  15. def BailProtection: Boolean
    Definition Classes
    MountableEntity
  16. def BailProtection_=(protect: Boolean): Boolean
    Definition Classes
    VehicleMountableEntity
  17. def CanAccessTrunk(player: Player): Boolean

    Can this player access the contents of this Vehicle's Trunk given its current access permissions?

    Can this player access the contents of this Vehicle's Trunk given its current access permissions?

    player

    a player attempting to access this Trunk

    returns

    true, if the player is permitted access; false, otherwise

  18. def CanDamage: Boolean
    Definition Classes
    Vitality
  19. def CanRepair: Boolean
    Definition Classes
    Vitality
  20. def Capacitor: Int
  21. def Capacitor_=(value: Int): Int
  22. def CargoHold(cargoNumber: Int): Option[Cargo]
  23. def CargoHolds: Map[Int, Cargo]
  24. def ClearHistory(): List[VitalsActivity]
    Definition Classes
    VitalsHistory
  25. def Cloaked: Boolean
  26. def Cloaked_=(isCloaked: Boolean): Boolean
  27. def Collisions(dest: Int, width: Int, height: Int): Try[List[InventoryItem]]

    Given a region of "searchable unit positions" considered as stowable, determine if any previously stowed items are contained within that region.

    Default usage, and recommended the continued inclusion of that use, is defined in terms of Equipment being stowed in a GridInventory.

    Given a region of "searchable unit positions" considered as stowable, determine if any previously stowed items are contained within that region.

    Default usage, and recommended the continued inclusion of that use, is defined in terms of Equipment being stowed in a GridInventory. Where the Equipment object is defined by the dimensions width and height, starting a search at index will search all positions within a grid-like range of numbers. Under certain searching conditions, this range may be meaningless, such as is the case when searching individual positions that are normal EquipmentSlot objects. Regardless, the value collected indicates the potential of multiple objects being discovered and maintains a reference to the object itself and the slot position where the object is located. (As any object can be discovered within the range, that is important.)

    width

    the width of the searchable space

    height

    the height of the serachable space

    returns

    a list of objects that have been encountered within the searchable space

    Definition Classes
    VehicleContainer
    See also

    GridInventory.CheckCollisionsVar

  28. def Continent: String
    Definition Classes
    ZoneAware
  29. def Continent_=(zoneId: String): String

    Give the entity a custom Zone identifier.

    Give the entity a custom Zone identifier.

    zoneId

    the custom identifier of the Zone object

    returns

    the identifier of the Zone object

    Definition Classes
    ZoneAware
  30. def ControlledWeapon(wepNumber: Int): Set[Equipment]
    Definition Classes
    MountableWeapons
  31. def DamageModel: DamageResistanceModel
    Definition Classes
    VehicleVitality
  32. def Decal: Int
  33. def Decal_=(logo: Int): Int
  34. def DefaultHealth: Int
    Definition Classes
    Vitality
  35. def Definition: VehicleDefinition

    This is the definition entry that is used to store and unload pertinent information about the Vehicle.

    This is the definition entry that is used to store and unload pertinent information about the Vehicle.

    returns

    the vehicle's definition entry

    Definition Classes
    VehicleNtuContainerVitalityMountableWeaponsMountableMountedWeaponsPlanetSideGameObject
  36. def DeployTime: Int
    Definition Classes
    VehicleDeployment
  37. def DeploymentState: types.DriveState.Value
    Definition Classes
    Deployment
  38. def DeploymentState_=(to_deploy_state: types.DriveState.Value): types.DriveState.Value
    Definition Classes
    Deployment
  39. def Destroyed: Boolean
    Definition Classes
    PlanetSideGameObject
  40. def Destroyed_=(state: Boolean): Boolean
    Definition Classes
    PlanetSideGameObject
  41. def Entity: WorldEntity
    Definition Classes
    PlanetSideGameObject
  42. def Entity_=(newEntity: WorldEntity): Unit
    Definition Classes
    PlanetSideGameObject
  43. def Faction: types.PlanetSideEmpire.Value
    Definition Classes
    VehicleFactionAffinity
  44. def Faction_=(faction: types.PlanetSideEmpire.Value): types.PlanetSideEmpire.Value
    Definition Classes
    VehicleFactionAffinity
  45. def Find(guid: PlanetSideGUID): Option[Int]

    Given globally unique identifier, if the object using it is stowed, attempt to locate its slot.

    Given globally unique identifier, if the object using it is stowed, attempt to locate its slot. All positions, VisibleSlot and Inventory, and wherever else, should be searchable.

    guid

    the GUID of the Equipment

    returns

    the index of the EquipmentSlot, or None

    Definition Classes
    VehicleContainer
  46. def Find(obj: Equipment): Option[Int]

    Given an object, attempt to locate its slot.

    Given an object, attempt to locate its slot. All positions, VisibleSlot and Inventory, and wherever else, should be searchable.

    obj

    the Equipment object

    returns

    the index of the EquipmentSlot, or None

    Definition Classes
    Container
  47. def Fit(obj: Equipment): Option[Int]
    Definition Classes
    VehicleContainer
  48. def Fit(tile: InventoryTile): Option[Int]
    Definition Classes
    Container
  49. def Flying: Option[Int]
  50. def Flying_=(isFlying: Option[Int]): Option[Int]
  51. def Flying_=(isFlying: Int): Option[Int]
  52. def GUID: PlanetSideGUID
    Definition Classes
    IdentifiableEntityIdentifiable
  53. def GUID_=(guid: PlanetSideGUID): PlanetSideGUID
    Definition Classes
    IdentifiableEntityIdentifiable
  54. def GUID_=(guid: StalePlanetSideGUID): PlanetSideGUID

    Always intercept StalePlanetSideGUID references when attempting to mutate the GUID value.

    Always intercept StalePlanetSideGUID references when attempting to mutate the GUID value.

    guid

    the valid GUID to assign

    returns

    never returns

    Definition Classes
    IdentifiableEntity
    Exceptions thrown

    `AssigningGUIDException` always

  55. def GetSeatFromMountPoint(mountPoint: Int): Option[Int]

    Given a mount point index, return the associated mount index.

    Given a mount point index, return the associated mount index.

    mountPoint

    the mount point

    returns

    the mount index

    Definition Classes
    Mountable
  56. def HackDuration: Array[Int]
    Definition Classes
    Hackable
  57. def HackDuration_=(arr: Array[Int]): Array[Int]
    Definition Classes
    Hackable
  58. def HackEffectDuration: Array[Int]
    Definition Classes
    Hackable
  59. def HackEffectDuration_=(arr: Array[Int]): Array[Int]
    Definition Classes
    Hackable
  60. def HackSound: packet.game.TriggeredSound.Value
    Definition Classes
    Hackable
  61. def HackSound_=(sound: packet.game.TriggeredSound.Value): packet.game.TriggeredSound.Value
    Definition Classes
    Hackable
  62. def HackedBy: Option[HackInfo]
    Definition Classes
    Hackable
  63. def HackedBy_=(hackInfo: HackInfo): Option[HackInfo]
    Definition Classes
    Hackable
  64. def HackedBy_=(agent: Option[Player]): Option[HackInfo]

    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.

    agent

    a Player, or no player

    returns

    the player hack entry

    Definition Classes
    Hackable
  65. def HackedBy_=(agent: Player): Option[HackInfo]
    Definition Classes
    Hackable
  66. def HasGUID: Boolean

    Flag when the object has no GUID (initial condition) or is considered stale.

    Flag when the object has no GUID (initial condition) or is considered stale.

    returns

    whether the value of the GUID is a valid representation for this object

    Definition Classes
    IdentifiableEntity
  67. def Health: Int
    Definition Classes
    Vitality
  68. def Health_=(assignHealth: Int): Int
    Definition Classes
    VehicleVitality
  69. def History(result: DamageResult): List[VitalsActivity]

    Very common example of a VitalsActivity event involving damage.

    Very common example of a VitalsActivity event involving damage.

    result

    the fully-informed entry

    returns

    the list of previous changes to this object's vital statistics

    Definition Classes
    VitalsHistory
  70. def History(action: Option[VitalsActivity]): List[VitalsActivity]

    A VitalsActivity event must be recorded.

    A VitalsActivity event must be recorded. Add new entry to the front of the list (for recent activity).

    action

    the fully-informed entry

    returns

    the list of previous changes to this object's vital statistics

    Definition Classes
    VitalsHistory
  71. def History(action: VitalsActivity): List[VitalsActivity]

    A VitalsActivity event must be recorded.

    A VitalsActivity event must be recorded. Add new entry to the front of the list (for recent activity).

    action

    the fully-informed entry

    returns

    the list of previous changes to this object's vital statistics

    Definition Classes
    VitalsHistory
  72. def History: List[VitalsActivity]
    Definition Classes
    VitalsHistory
  73. def Invalidate(): Unit

    Indicate that the current GUID is no longer a valid representation of the object.

    Indicate that the current GUID is no longer a valid representation of the object. Transforms whatever the current GUID is into a StalePlanetSideGUID entity with the same value. Doing this restores the object to its default mutation option ("the ability to set a new valid GUID"). The current GUID will still be accessed as if it were valid, but it will be wrapped in the new stale object.

    Definition Classes
    IdentifiableEntity
  74. def Inventory: GridInventory

    A(n imperfect) reference to a generalized pool of the contained objects.

    A(n imperfect) reference to a generalized pool of the contained objects. Having access to all of the available positions is not required. The entries in this reference should definitely include all unseen positions. The GridInventory returned by this accessor is also an implementation of Container.

    Definition Classes
    VehicleContainer
    See also

    VisibleSlots

  75. def JackingDuration: Array[Int]

    How long it takes to jack the vehicle in seconds, based on the hacker's certification level

  76. def Jammed: Boolean
    Definition Classes
    JammableUnit
  77. def Jammed_=(state: Boolean): Boolean
    Definition Classes
    JammableUnit
  78. def LastDamage: Option[DamageResult]
    Definition Classes
    VitalsHistory
  79. def LastShot: Option[DamageResult]

    Find, specifically, the last instance of a weapon discharge vital statistics change.

    Find, specifically, the last instance of a weapon discharge vital statistics change.

    returns

    information about the discharge

    Definition Classes
    VitalsHistory
  80. def LoadDefinition(): Unit

    Override this method to perform any special setup that is not standardized to *Definition.

    Override this method to perform any special setup that is not standardized to *Definition.

    Attributes
    protected
    See also

    Vehicle.LoadDefinition

  81. def MaxHealth: Int
    Definition Classes
    Vitality
  82. def MaxHealth_=(default: Option[Int]): Int
    Definition Classes
    Vitality
  83. def MaxHealth_=(default: Int): Int
    Definition Classes
    Vitality
  84. def MaxNtuCapacitor: Float
    Definition Classes
    VehicleNtuContainer
  85. def MaxShields: Int
  86. def MountPoints: Map[Int, MountInfo]

    Retrieve a mapping of each mount from its mount point index.

    Retrieve a mapping of each mount from its mount point index.

    returns

    the mapping of mount point to mount

    Definition Classes
    Mountable
  87. def MountedIn: Option[PlanetSideGUID]
    Definition Classes
    MountableEntity
  88. def MountedIn_=(cargo_guid: Option[PlanetSideGUID]): Option[PlanetSideGUID]
    Definition Classes
    MountableEntity
  89. def MountedIn_=(cargo_guid: PlanetSideGUID): Option[PlanetSideGUID]
    Definition Classes
    MountableEntity
  90. def NtuCapacitor: Float
    Definition Classes
    CommonNtuContainerNtuContainer
  91. def NtuCapacitorScaled: Int
    Definition Classes
    NtuContainer
  92. def NtuCapacitor_=(value: Float): Float
    Definition Classes
    CommonNtuContainerNtuContainer
  93. def Orientation: Vector3
    Definition Classes
    PlanetSideGameObjectWorldEntity
  94. def Orientation_=(vec: Vector3): Vector3
    Definition Classes
    PlanetSideGameObjectWorldEntity
  95. def Owner: Option[PlanetSideGUID]
    Definition Classes
    OwnableByPlayer
  96. def OwnerName: Option[String]
    Definition Classes
    OwnableByPlayer
  97. def OwnerName_=(owner: Option[String]): Option[String]
    Definition Classes
    OwnableByPlayer
  98. def OwnerName_=(owner: Player): Option[String]
    Definition Classes
    OwnableByPlayer
  99. def OwnerName_=(owner: String): Option[String]
    Definition Classes
    OwnableByPlayer
  100. def Owner_=(owner: Option[PlanetSideGUID]): Option[PlanetSideGUID]
    Definition Classes
    OwnableByPlayer
  101. def Owner_=(owner: Player): Option[PlanetSideGUID]
    Definition Classes
    OwnableByPlayer
  102. def Owner_=(owner: PlanetSideGUID): Option[PlanetSideGUID]
    Definition Classes
    OwnableByPlayer
  103. def PassengerInSeat(user: Player): Option[Int]

    Given a player, determine if that player is seated.

    Given a player, determine if that player is seated.

    user

    the player

    returns

    the mount index

    Definition Classes
    Mountable
  104. def PermissionGroup(group: Int, level: Long): Option[vehicles.VehicleLockState.Value]

    Change the access permissions for a position on this vehicle, seats or trunk.

    Change the access permissions for a position on this vehicle, seats or trunk.

    group

    the group index

    level

    the new permission for this group

    returns

    the new access permission for this group; None, if the group does not exist or the level of permission was not changed

  105. def PermissionGroup(group: Int): Option[vehicles.VehicleLockState.Value]

    What are the access permissions for a position on this vehicle, seats or trunk?

    What are the access permissions for a position on this vehicle, seats or trunk?

    group

    the group index

    returns

    what sort of access permission exist for this group

  106. def Position: Vector3
    Definition Classes
    PlanetSideGameObjectWorldEntity
  107. def Position_=(vec: Vector3): Vector3
    Definition Classes
    PlanetSideGameObjectWorldEntity
  108. def PrepareGatingManifest(): VehicleManifest
  109. def PreviousGatingManifest(): Option[VehicleManifest]
  110. def PublishGatingManifest(): Option[VehicleManifest]
  111. def RadiationShielding: Float
  112. def RemoveAmenity(obj: Amenity): List[Amenity]
    Definition Classes
    AmenityOwner
  113. def RemoveEffectFromAura(effect: Aura): Set[Aura]
    Definition Classes
    AuraContainer
  114. def ResetControl(): ActorRef
    Definition Classes
    PlanetSideServerObject
  115. def Resist(dtype: vital.base.DamageType.Value): Float
    Definition Classes
    ResistanceProfile
  116. def ResistanceAggravated: Int
  117. def ResistanceDirectHit: Int
  118. def ResistanceSplash: Int
  119. def Seat(seatNumber: Int): Option[Seat]

    Given a mount's index position, retrieve the internal Seat object.

    Given a mount's index position, retrieve the internal Seat object.

    returns

    the specific mount

    Definition Classes
    Mountable
  120. def SeatPermissionGroup(seatNumber: Int): Option[vehicles.AccessPermissionGroup.Value]
  121. def Seats: Map[Int, Seat]

    Retrieve a mapping of each mount from its internal index.

    Retrieve a mapping of each mount from its internal index.

    returns

    the mapping of index to mount

    Definition Classes
    Mountable
  122. def Shields: Int
  123. def Shields_=(strength: Int): Int
  124. def Slot(slotNum: Int): EquipmentSlot

    Access to all stowable positions on this object by index.

    All positions, VisibleSlot and Inventory, and wherever else, should be reachable.

    Access to all stowable positions on this object by index.

    All positions, VisibleSlot and Inventory, and wherever else, should be reachable. Regardless of the internal storage medium, the format of return is expected to be the same structure of object as the most basic storage component for Equipment, namely, EquipmentSlot objects. By default, it is expected to return an EquipmentSlot that can not be manipulated because it is Blocked.

    slotNum

    an index

    returns

    the searchable position identified by that index

    Definition Classes
    VehicleContainer
    See also

    OffhandEquipmentSlot

  125. def SlotMapResolution(slot: Int): Int

    When the slot reported is not the slot requested, change the slot.

    When the slot reported is not the slot requested, change the slot.

    slot

    the original slot index

    returns

    the modified slot index

    Definition Classes
    VehicleContainer
  126. def SubsystemMessages(): List[PlanetSideGamePacket]
  127. def SubsystemStatus(sys: String): Option[Boolean]
  128. def SubsystemStatusMultiplier(sys: String): Float
  129. def Subsystems(sys: String): Option[VehicleSubsystem]
  130. def Subsystems(sys: VehicleSubsystemEntry): Option[VehicleSubsystem]
  131. def Subsystems(): List[VehicleSubsystem]
  132. def Subtract: DamageProfile
  133. def Trunk: GridInventory

    A reference to the Vehicle Trunk space.

    A reference to the Vehicle Trunk space.

    returns

    this Vehicle Trunk

  134. def TrunkLocation: Vector3

    Trunk locations are stored as the orientation zero point being to the East.

    Trunk locations are stored as the orientation zero point being to the East. We need to convert that to a North = 0 orientation before returning the location

    returns

    A Vector3 of the current trunk location, orientated with North as the zero point

  135. def TrunkLockState: vehicles.VehicleLockState.Value

    Check access to the Trunk.

    Check access to the Trunk.

    returns

    the current access value for the Vehicle Trunk

  136. def UndeployTime: Int
    Definition Classes
    VehicleDeployment
  137. def Utilities: Map[Int, Utility]
  138. def Utility(utilType: vehicles.UtilityType.Value): Option[PlanetSideServerObject]
  139. def Utility(utilNumber: Int): Option[PlanetSideServerObject]

    Get a reference to a certain Utility attached to this Vehicle.

    Get a reference to a certain Utility attached to this Vehicle.

    utilNumber

    the attachment number of the Utility

    returns

    the Utility or None (if invalid)

  140. def Velocity: Option[Vector3]
    Definition Classes
    PlanetSideGameObjectWorldEntity
  141. def Velocity_=(vec: Option[Vector3]): Option[Vector3]
    Definition Classes
    PlanetSideGameObjectWorldEntity
  142. def Velocity_=(vec: Vector3): Option[Vector3]
    Definition Classes
    WorldEntity
  143. def VisibleSlots: Set[Int]

    A(n imperfect) reference to a generalized pool of the contained objects.

    Having access to all of the available positions is not required.

    A(n imperfect) reference to a generalized pool of the contained objects.

    Having access to all of the available positions is not required. Only the positions that can be actively viewed by other clients are listed.

    returns

    all of the affected slot indices

    Definition Classes
    VehicleContainer
    See also

    Inventory

  144. def WeaponControlledFromSeat(seatNumber: Int): Set[Equipment]

    Given a valid mount number, retrieve an index where the weapon controlled from this mount is mounted.

    Given a valid mount number, retrieve an index where the weapon controlled from this mount is mounted.

    seatNumber

    the mount number

    returns

    a mounted weapon by index, or None if either the mount doesn't exist or there is no controlled weapon

    Definition Classes
    MountableWeapons
  145. def Weapons: Map[Int, EquipmentSlot]
    Definition Classes
    MountedWeapons
  146. def Zone: Zone
    Definition Classes
    ZoneAware
  147. def Zone_=(zone: Zone): Zone

    When assigning a new Zone object for the Vehicle object, eliminate

    When assigning a new Zone object for the Vehicle object, eliminate

    zone

    a reference to the Zone object

    returns

    a reference to the Zone object

    Definition Classes
    ZoneAware
  148. def allowInteraction: Boolean

    If the interactive permissions of this entity change.

    If the interactive permissions of this entity change.

    Definition Classes
    InteractsWithZone
  149. def allowInteraction_=(permit: Boolean): Boolean

    If the interactive permissions of this entity change, trigger a formal change to the interaction methodology.

    If the interactive permissions of this entity change, trigger a formal change to the interaction methodology.

    permit

    whether or not interaction is permitted

    returns

    whether or not interaction is permitted

    Definition Classes
    InteractsWithZone
  150. final def asInstanceOf[T0]: T0
    Definition Classes
    Any
  151. def blockMapEntry: Option[BlockMapEntry]

    internal data regarding an active representation on a blockmap

    internal data regarding an active representation on a blockmap

    Definition Classes
    BlockMapEntity
  152. def blockMapEntry_=(entry: Option[BlockMapEntry]): Option[BlockMapEntry]

    internal data regarding an active representation on a blockmap

    internal data regarding an active representation on a blockmap

    Definition Classes
    BlockMapEntity
  153. def canEqual(other: Any): Boolean
  154. def clone(): AnyRef
    Attributes
    protected[lang]
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.CloneNotSupportedException]) @native()
  155. def controlledWeapon(wepNumber: Int): Set[Equipment]
    Definition Classes
    MountableWeapons
  156. def doInteractions(): Unit
    Definition Classes
    InteractsWithZone
  157. final def eq(arg0: AnyRef): Boolean
    Definition Classes
    AnyRef
  158. def equals(other: Any): Boolean
    Definition Classes
    Vehicle → AnyRef → Any
  159. def finalize(): Unit
    Attributes
    protected[lang]
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.Throwable])
  160. final def getClass(): Class[_ <: AnyRef]
    Definition Classes
    AnyRef → Any
    Annotations
    @native()
  161. def getInteractionSector(): SectorPopulation
    Definition Classes
    InteractsWithZone
  162. def hashCode(): Int
    Definition Classes
    Vehicle → AnyRef → Any
  163. def interaction(): List[ZoneInteraction]
    Definition Classes
    InteractsWithZone
  164. def interaction(func: ZoneInteraction): List[ZoneInteraction]
    Definition Classes
    InteractsWithZone
  165. def isFlying: Boolean
  166. final def isInstanceOf[T0]: Boolean
    Definition Classes
    Any
  167. def isMoving(test: Float): Boolean

    This object is not considered moving unless it is moving at least as fast as a certain velocity.

    This object is not considered moving unless it is moving at least as fast as a certain velocity.

    test

    the (squared) velocity to test against

    returns

    true, if we are moving; false, otherwise

    Definition Classes
    WorldEntity
  168. def isMoving(test: Vector3): Boolean

    This object is not considered moving unless it is moving at least as fast as a certain velocity.

    This object is not considered moving unless it is moving at least as fast as a certain velocity.

    test

    the velocity to test against

    returns

    true, if we are moving; false, otherwise

    Definition Classes
    WorldEntity
  169. def isMoving: Boolean

    A velocity of non-zero is the same as moving.

    A velocity of non-zero is the same as moving.

    returns

    true, if we are moving; false, otherwise

    Definition Classes
    WorldEntity
  170. final def ne(arg0: AnyRef): Boolean
    Definition Classes
    AnyRef
  171. final def notify(): Unit
    Definition Classes
    AnyRef
    Annotations
    @native()
  172. final def notifyAll(): Unit
    Definition Classes
    AnyRef
    Annotations
    @native()
  173. def resetInteractions(): Unit
    Definition Classes
    InteractsWithZone
  174. val seats: Map[Int, Seat]
    Attributes
    protected
    Definition Classes
    Mountable
  175. def sector(zone: Zone, range: Float): SectorPopulation

    Buckets in the blockmap are called "sectors".

    Buckets in the blockmap are called "sectors". Find the sectors in a given blockmap in which the entity would be represented within a given range.

    zone

    what region the blockmap represents

    range

    the custom distance from the central sector along the major axes

    returns

    a conglomerate sector which lists all of the entities in the allocated sector(s)

    Definition Classes
    BlockMapEntity
  176. final def synchronized[T0](arg0: => T0): T0
    Definition Classes
    AnyRef
  177. def toString(): String

    Override the string representation to provide additional information.

    Override the string representation to provide additional information.

    returns

    the string output

    Definition Classes
    Vehicle → AnyRef → Any
  178. def updateBlockMapEntry(newCoords: Vector3): Boolean

    Update the internal data's known coordinate position without changing representation on whatever blockmap.

    Update the internal data's known coordinate position without changing representation on whatever blockmap. Has the potential to cause major issues with the blockmap if used without external checks.

    newCoords

    the coordinate position

    returns

    true, if the coordinates were updated; false, otherwise

    Definition Classes
    BlockMapEntity
  179. final def wait(): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.InterruptedException])
  180. final def wait(arg0: Long, arg1: Int): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.InterruptedException])
  181. final def wait(arg0: Long): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.InterruptedException]) @native()
  182. val weapons: Map[Int, EquipmentSlot]
    Attributes
    protected
    Definition Classes
    MountedWeapons
  183. def zoneInteractions(): Unit
    Definition Classes
    InteractsWithZone

Inherited from MountableEntity

Inherited from AuraContainer

Inherited from Container

Inherited from CommonNtuContainer

Inherited from NtuContainer

Inherited from TransferContainer

Inherited from JammableUnit

Inherited from ResistanceProfile

Inherited from OwnableByPlayer

Inherited from Vitality

Inherited from VitalsHistory

Inherited from Deployment

Inherited from Hackable

Inherited from InteractsWithZone

Inherited from MountableWeapons

Inherited from Mountable

Inherited from MountedWeapons

Inherited from BlockMapEntity

Inherited from AmenityOwner

Inherited from PlanetSideServerObject

Inherited from ZoneAware

Inherited from FactionAffinity

Inherited from PlanetSideGameObject

Inherited from WorldEntity

Inherited from IdentifiableEntity

Inherited from Identifiable

Inherited from AnyRef

Inherited from Any

Ungrouped