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Sandbox.ModAPI.Ingame.IMyLargeTurretBase
Morten Aune Lyrstad edited this page Apr 16, 2022
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← Index ← Namespace Index
public interface IMyLargeTurretBase: IMyUserControllableGun, IMyFunctionalBlock, IMyTerminalBlock, IMyCubeBlock, IMyEntity
Describes turret block (PB scripting interface)
Namespace: Sandbox.ModAPI.Ingame
Assembly: Sandbox.Common.dll
Implements:
Inheritors:
Member | Description |
---|---|
bool AIEnabled { get; } | Checks is AI is enabled for turret |
float Azimuth { get; set; } | Gets or sets azimuth of turret, this method is not synced, you need to sync azimuth manually |
SerializableDefinitionId BlockDefinition { get; } | Gets definition.Id assigned to this block Inherited from IMyCubeBlock |
bool CanControl { get; } | Returns true if current player can control this block. Always return false on Dedicated Server |
bool Closed { get; } | True if the block has been removed from the world. Inherited from IMyEntity |
MyEntityComponentContainer Components { get; } | Gets blocks component logic container Inherited from IMyEntity |
IMyCubeGrid CubeGrid { get; } | Grid in which the block is placed Inherited from IMyCubeBlock |
string CustomData { get; set; } | Gets or sets the Custom Data string. NOTE: Only use this for user input. For storing large mod configs, create your own MyModStorageComponent Inherited from IMyTerminalBlock |
string CustomInfo { get; } | Gets information about block status (available from mods) Sandbox.ModAPI.IMyTerminalBlock.AppendingCustomInfo Sandbox.ModAPI.IMyTerminalBlock.RefreshCustomInfo . Inherited from IMyTerminalBlock |
string CustomName { get; set; } | Gets or sets how block is named in Terminal menu Inherited from IMyTerminalBlock |
string CustomNameWithFaction { get; } | Gets or sets how block is named in Terminal menu. Work only for Cockpit, LaserAntenna RadioAntenna, SpaceBall, Beacon Inherited from IMyTerminalBlock |
string DefinitionDisplayNameText { get; } | Definition name Inherited from IMyCubeBlock |
string DetailedInfo { get; } | Gets information about block status. In Control panel bottom right text Inherited from IMyTerminalBlock |
float DisassembleRatio { get; } | Is set in definition Ratio at which is the block disassembled (grinding) Bigger values - longer grinding Inherited from IMyCubeBlock |
string DisplayName { get; } | Gets user friendly name of entity. May be null For block terminal name use DisplayNameText Inherited from IMyEntity |
string DisplayNameText { get; } | Translated block name Inherited from IMyCubeBlock |
float Elevation { get; set; } | Gets / sets elevation of turret, this method is not synced, you need to sync elevation manually |
bool Enabled { get; set; } | Represents terminal gui toggle. Gets or sets if block is Enabled Inherited from IMyFunctionalBlock |
bool EnableIdleRotation { get; set; } | Enable/disable idle rotation for turret, this method is not synced, you need to sync manually |
long EntityId { get; } | Id of entity Inherited from IMyEntity |
bool HasInventory { get; } | Returns true if this entity has got at least one inventory. Note that one aggregate inventory can contain zero simple inventories => zero will be returned even if GetInventory() != null. Inherited from IMyEntity |
bool HasTarget { get; } | Checks if the turret is locked onto a target |
int InventoryCount { get; } | Returns the count of the number of inventories this entity has. Inherited from IMyEntity |
bool IsAimed { get; } | Returns true if turret head looking at target |
bool IsBeingHacked { get; } | Hacking of the block is in progress Inherited from IMyCubeBlock |
bool IsFunctional { get; } | Gets if integrity is above breaking threshold Inherited from IMyCubeBlock |
bool IsShooting { get; } | Gets whether block is shooting Inherited from IMyUserControllableGun |
bool IsUnderControl { get; } | Indicates whether a block is locally or remotely controlled. |
bool IsWorking { get; } | True if block is able to do its work depening on block type (is functional, powered, enabled, etc...) Inherited from IMyCubeBlock |
float Mass { get; } | Block mass Inherited from IMyCubeBlock |
Vector3I Max { get; } | Maximum coordinates of grid cells occupied by this block Inherited from IMyCubeBlock |
Vector3I Min { get; } | Minimum coordinates of grid cells occupied by this block Inherited from IMyCubeBlock |
string Name { get; } | Some entities can have uniq name, and game can find them by name VRage.ModAPI.IMyEntities.TryGetEntityByName(System.String,VRage.ModAPI.IMyEntity@) Inherited from IMyEntity |
int NumberInGrid { get; } | Order in which were the blocks of same type added to grid Used in default display name Inherited from IMyCubeBlock |
MyBlockOrientation Orientation { get; } | Returns block orientation in base 6 directions Inherited from IMyCubeBlock |
long OwnerId { get; } | IdentityId of player owning block (not steam Id) Inherited from IMyCubeBlock |
Vector3I Position { get; } | Position in grid coordinates Inherited from IMyCubeBlock |
float Range { get; set; } | Gets and Sets shooting range of the turret |
bool Shoot { get; set; } | Represents terminal gui toggle element "Shoot". Not same as IsShooting Inherited from IMyUserControllableGun |
bool ShowInInventory { get; set; } | Represent terminal gui toggle Show block in Inventory Screen . Gets or sets its valueInherited from IMyTerminalBlock |
bool ShowInTerminal { get; set; } | Represent terminal gui toggle Show block in terminal . Gets or sets its valueInherited from IMyTerminalBlock |
bool ShowInToolbarConfig { get; set; } | Represent terminal gui toggle Show in toolbar config . Gets or sets its valueInherited from IMyTerminalBlock |
bool ShowOnHUD { get; set; } | Represent terminal gui toggle Show On HUD . Gets or sets its valueInherited from IMyTerminalBlock |
bool TargetCharacters { get; set; } | Gets/sets if the turret should target characters. |
bool TargetEnemies { get; set; } | Gets/sets if the turret should target enemies. |
bool TargetLargeGrids { get; set; } | Gets/sets if the turret should target large grids. |
bool TargetMeteors { get; set; } | Gets/sets if the turret should target meteors. |
bool TargetMissiles { get; set; } | Gets/sets if the turret should target missiles. |
bool TargetNeutrals { get; set; } | Gets/sets if the turret should target neutrals. |
bool TargetSmallGrids { get; set; } | Gets/sets if the turret should target small grids. |
bool TargetStations { get; set; } | Gets/sets if the turret should target stations. |
BoundingBoxD WorldAABB { get; } | Gets world axis-aligned bounding box Inherited from IMyEntity |
BoundingBoxD WorldAABBHr { get; } | Gets world axis-aligned bounding box Inherited from IMyEntity |
MatrixD WorldMatrix { get; } | Gets world matrix of this entity Inherited from IMyEntity |
BoundingSphereD WorldVolume { get; } | Gets bounding sphere of this entity Inherited from IMyEntity |
BoundingSphereD WorldVolumeHr { get; } | Gets bounding sphere of this entity Inherited from IMyEntity |
Member | Description |
---|---|
void GetActions(List<ITerminalAction>, [Func<ITerminalAction, bool>]) | Get all terminal actions available for block Inherited from IMyTerminalBlock |
ITerminalAction GetActionWithName(string) | Get first found terminal action with name Inherited from IMyTerminalBlock |
IMyInventory GetInventory() | Simply get the MyInventoryBase component stored in this entity. Inherited from IMyEntity |
IMyInventory GetInventory(int) | Search for inventory component with maching index. Inherited from IMyEntity |
string GetOwnerFactionTag() | Tag of faction owning block Inherited from IMyCubeBlock |
MyRelationsBetweenPlayerAndBlock GetPlayerRelationToOwner() |
Obsolete: GetPlayerRelationToOwner() is useless ingame. Mods should use the one in ModAPI.IMyCubeBlock Relation of local player to the block Should not be called on Dedicated Server. Inherited from IMyCubeBlock |
Vector3D GetPosition() | Gets position in world coordinates Inherited from IMyEntity |
void GetProperties(List<ITerminalProperty>, [Func<ITerminalProperty, bool>]) | Get all terminal actions available for block. Inherited from IMyTerminalBlock |
ITerminalProperty GetProperty(string) | Finds terminal property with provided id Inherited from IMyTerminalBlock |
MyDetectedEntityInfo GetTargetedEntity() | Gets the turret's current detected entity, if any |
string GetTargetingGroup() | Gets current targeting group |
List<string> GetTargetingGroups() | Gets all available targeting groups |
MyRelationsBetweenPlayerAndBlock GetUserRelationToOwner(long, [MyRelationsBetweenPlayerAndBlock]) | Gets relation to owner of block Inherited from IMyCubeBlock |
bool HasLocalPlayerAccess() | Returns if local player can use block. Executes HasPlayerAccess(long, [MyRelationsBetweenPlayerAndBlock]) with local player identityId. On Dedicated Server as identityId it is using 0 as playerId Inherited from IMyTerminalBlock |
bool HasPlayerAccess(long, [MyRelationsBetweenPlayerAndBlock]) | Returns if local player can use block. It is also checking for admin access. Inherited from IMyTerminalBlock |
bool IsSameConstructAs(IMyTerminalBlock) | Determines whether this block is VRage.Game.ModAPI.GridLinkTypeEnum.Mechanical connected to the other. This is any block connected with rotors or pistons or other mechanical devices, but not things like connectors. This will in most cases constitute your complete construct. Be aware that using merge blocks combines grids into one, so this function will not filter out grids connected that way. Also be aware that detaching the heads of pistons and rotors will cause this connection to change. Inherited from IMyTerminalBlock |
void RequestEnable(bool) |
Obsolete: Use the setter of Enabled Inherited from IMyFunctionalBlock |
void ResetTargetingToDefault() | Resets targeting to default values |
void SearchActionsOfName(string, List<ITerminalAction>, [Func<ITerminalAction, bool>]) | Get all terminal actions available for block. NOTE: First called <br /><br /> and then <br /><br /> checkInherited from IMyTerminalBlock |
void SetCustomName(string) |
Obsolete: Use the setter of Customname Inherited from IMyTerminalBlock |
void SetCustomName(StringBuilder) |
Obsolete: Use the setter of Customname Inherited from IMyTerminalBlock |
void SetManualAzimuthAndElevation(float, float) | Sets azimuth and elevation of the turret, this method is not synced, you need to sync it manually. Call SyncAzimuth or SyncElevation. |
void SetTarget(Vector3D) | Set targets given position |
void SetTargetingGroup(string) | Sets current targeting group |
void ShootOnce() | Triggers a single shot. Inherited from IMyUserControllableGun |
void SyncAzimuth() | Method used to sync azimuth, you need to call it to sync azimuth for other clients/server |
void SyncElevation() | Method used to sync elevation of turret, you need to call it to sync elevation for other clients/server |
void SyncEnableIdleRotation() | Method used to sync idle rotation and elevation, you need to call it to sync rotation and elevation for other clients/server |
void TrackTarget(Vector3D, Vector3) | Tracks given target with enabled position prediction |
void UpdateIsWorking() |
Obsolete Force refresh working state. Call if you change block state that could affect its working status. Inherited from IMyCubeBlock |
void UpdateVisual() |
Obsolete Updates block visuals (ie. block emissivity) Inherited from IMyCubeBlock |
Do you have questions, comments, suggestions for improvements? Is there something I can do better? Did I make a mistake? Please add an issue here, and prefix your issue title with Wiki. Thank you, your help will be very appreciated!