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Sandbox.ModAPI.Ingame.IMyLargeTurretBase

Morten Aune Lyrstad edited this page Apr 16, 2022 · 60 revisions

IndexNamespace Index

IMyLargeTurretBase Interface

public interface IMyLargeTurretBase: IMyUserControllableGun, IMyFunctionalBlock, IMyTerminalBlock, IMyCubeBlock, IMyEntity

Describes turret block (PB scripting interface)

Namespace: Sandbox.ModAPI.Ingame
Assembly: Sandbox.Common.dll

Implements:

Inheritors:

Properties

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

bool CanControl { get; }

Returns true if current player can control this block. Always return false on Dedicated Server

float Elevation { get; set; }

Gets / sets elevation of turret, this method is not synced, you need to sync elevation manually

bool EnableIdleRotation { get; set; }

Enable/disable idle rotation for turret, this method is not synced, you need to sync manually

bool HasTarget { get; }

Checks if the turret is locked onto a target

bool IsAimed { get; }

Returns true if turret head looking at target

bool IsUnderControl { get; }

Indicates whether a block is locally or remotely controlled.

float Range { get; set; }

Gets and Sets shooting range of the turret

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.

SerializableDefinitionId BlockDefinition { get; }

Gets definition.Id assigned to this block

Inherited from IMyCubeBlock

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

bool Enabled { get; set; }

Represents terminal gui toggle. Gets or sets if block is Enabled

Inherited from IMyFunctionalBlock

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

int InventoryCount { get; }

Returns the count of the number of inventories this entity has.

Inherited from IMyEntity

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 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

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 value

Inherited from IMyTerminalBlock

bool ShowInTerminal { get; set; }

Represent terminal gui toggle Show block in terminal. Gets or sets its value

Inherited from IMyTerminalBlock

bool ShowInToolbarConfig { get; set; }

Represent terminal gui toggle Show in toolbar config. Gets or sets its value

Inherited from IMyTerminalBlock

bool ShowOnHUD { get; set; }

Represent terminal gui toggle Show On HUD. Gets or sets its value

Inherited from IMyTerminalBlock

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

Methods

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

void ResetTargetingToDefault()

Resets targeting to default values

void SetManualAzimuthAndElevation(float azimuth, float elevation)

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 pos)

Set targets given position

void SetTargetingGroup(string groupSubtypeId)

Sets current targeting group

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 pos, Vector3 velocity)

Tracks given target with enabled position prediction

void GetActions(List<ITerminalAction> resultList, Func<ITerminalAction, bool> collect = null)

Get all terminal actions available for block

Inherited from IMyTerminalBlock

ITerminalAction GetActionWithName(string name)

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 index)

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> resultList, Func<ITerminalProperty, bool> collect = null)

Get all terminal actions available for block.

Inherited from IMyTerminalBlock

ITerminalProperty GetProperty(string id)

Finds terminal property with provided id

Inherited from IMyTerminalBlock

MyRelationsBetweenPlayerAndBlock GetUserRelationToOwner(long playerId, MyRelationsBetweenPlayerAndBlock defaultNoUser = MyRelationsBetweenPlayerAndBlock.NoOwnership)

Gets relation to owner of block

Inherited from IMyCubeBlock

bool HasLocalPlayerAccess()

Returns if local player can use block. Executes HasPlayerAccess(long, MyRelationsBetweenPlayerAndBlock = MyRelationsBetweenPlayerAndBlock.NoOwnership) with local player identityId. On Dedicated Server as identityId it is using 0 as playerId

Inherited from IMyTerminalBlock

bool HasPlayerAccess(long playerId, MyRelationsBetweenPlayerAndBlock defaultNoUser = MyRelationsBetweenPlayerAndBlock.NoOwnership)

Returns if local player can use block. It is also checking for admin access.

Inherited from IMyTerminalBlock

bool IsSameConstructAs(IMyTerminalBlock other)

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 enable)

Obsolete: Use the setter of Enabled

Inherited from IMyFunctionalBlock

void SearchActionsOfName(string name, List<ITerminalAction> resultList, Func<ITerminalAction, bool> collect = null)

Get all terminal actions available for block. NOTE: First called `

and then

` check

Inherited from IMyTerminalBlock

void SetCustomName(string text)

Obsolete: Use the setter of Customname

Inherited from IMyTerminalBlock

void SetCustomName(StringBuilder text)

Obsolete: Use the setter of Customname

Inherited from IMyTerminalBlock

void ShootOnce()

Triggers a single shot.

Inherited from IMyUserControllableGun

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

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