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Sandbox.ModAPI.Ingame.IMyOffensiveCombatHitAndRun
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public interface IMyOffensiveCombatHitAndRun: IMyAttackPatternComponent
Describes entity component for AttackPattern of offensive combat block
Namespace: Sandbox.ModAPI.Ingame
Assembly: Sandbox.Common.dll
Implements:
float BreakOffDistance { get; set; }
Gets or sets break off distance (in meters)
bool IsMovingAwayFromTarget { get; }
Gets if grid is moving away from target
bool IsMovingToTarget { get; }
Gets if grid is moving to target
float RetreatAngle { get; set; }
Gets or sets retreat angle (in degrees)
float RetreatDistance { get; set; }
Gets or sets max distance that grid can run away from target
float RetreatTimeout { get; set; }
Gets or sets max time that grid can run away from target
Gets attack pattern id
Inherited from IMyAttackPatternComponent
MyStringId AttackPatternName { get; }
Gets attack pattern name
Inherited from IMyAttackPatternComponent
MyStringId AttackPatternTooltip { get; }
Gets attack pattern tooltip
Inherited from IMyAttackPatternComponent
Gets if attack pattern has enemy in range
Inherited from IMyAttackPatternComponent
Gets if attack pattern is selected
Inherited from IMyAttackPatternComponent
void GetSelectedWeapons(List<long> blockEntityIds)
Gets weapons that should be used to damage to attack enemy May return also modded guns EntityId.
bool IsWeaponSelected(long blockEntityId)
Gets if weapon is selected
void SetSelectedWeapons(List<long> blockEntityId)
Sets weapons EntityIds that can would be used to damage to attack enemy Modded gun are allowed, but you need override Sandbox.ModAPI.IMyOffensiveCombatHitAndRun.BlockValidation and Sandbox.ModAPI.IMyOffensiveCombatHitAndRun.SetShooting
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