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Sandbox.ModAPI.Ingame.IMyRemoteControl
Morten Aune Lyrstad edited this page Apr 16, 2022
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62 revisions
← Index ← Namespace Index
public interface IMyRemoteControl: IMyShipController, IMyTerminalBlock, IMyCubeBlock, IMyEntity
Describes remote control block (PB scripting interface)
Namespace: Sandbox.ModAPI.Ingame
Assembly: Sandbox.Common.dll
Implements:
Type Definitions:
- MyObjectBuilder_RemoteControl/LargeBlockRemoteControl
- MyObjectBuilder_RemoteControl/SmallBlockRemoteControl
Member | Description |
---|---|
\$1SerializableDefinitionId BlockDefinition { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.BlockDefinition) | Gets definition.Id assigned to this block Inherited from IMyCubeBlock |
\$1bool CanControlShip { get; }](Sandbox.ModAPI.Ingame.IMyShipController.CanControlShip) | Determines whether this specific ship controller is capable of controlling the ship it's installed on. Inherited from IMyShipController |
\$1Vector3D CenterOfMass { get; }](Sandbox.ModAPI.Ingame.IMyShipController.CenterOfMass) | Center of mass in world coordinates Inherited from IMyShipController |
\$1bool Closed { get; }](VRage.Game.ModAPI.Ingame.IMyEntity.Closed) | True if the block has been removed from the world. Inherited from IMyEntity |
\$1MyEntityComponentContainer Components { get; }](VRage.Game.ModAPI.Ingame.IMyEntity.Components) | Gets blocks component logic container Inherited from IMyEntity |
\$1bool ControlThrusters { get; set; }](Sandbox.ModAPI.Ingame.IMyShipController.ControlThrusters) | Gets or sets whether thrusters are being controlled by this controller. Inherited from IMyShipController |
\$1bool ControlWheels { get; set; }](Sandbox.ModAPI.Ingame.IMyShipController.ControlWheels) | Gets or sets whether wheels are being controlled by this controller. Inherited from IMyShipController |
\$1IMyCubeGrid CubeGrid { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.CubeGrid) | Grid in which the block is placed Inherited from IMyCubeBlock |
\$1MyWaypointInfo CurrentWaypoint { get; }](Sandbox.ModAPI.Ingame.IMyRemoteControl.CurrentWaypoint) | Gets the current target waypoint |
\$1string CustomData { get; set; }](Sandbox.ModAPI.Ingame.IMyTerminalBlock.CustomData) | 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 |
\$1string CustomInfo { get; }](Sandbox.ModAPI.Ingame.IMyTerminalBlock.CustomInfo) | Gets information about block status (available from mods) Sandbox.ModAPI.IMyTerminalBlock.AppendingCustomInfo Sandbox.ModAPI.IMyTerminalBlock.RefreshCustomInfo . Inherited from IMyTerminalBlock |
\$1string CustomName { get; set; }](Sandbox.ModAPI.Ingame.IMyTerminalBlock.CustomName) | Gets or sets how block is named in Terminal menu Inherited from IMyTerminalBlock |
\$1string CustomNameWithFaction { get; }](Sandbox.ModAPI.Ingame.IMyTerminalBlock.CustomNameWithFaction) | Gets or sets how block is named in Terminal menu. Work only for Cockpit, LaserAntenna RadioAntenna, SpaceBall, Beacon Inherited from IMyTerminalBlock |
\$1bool DampenersOverride { get; set; }](Sandbox.ModAPI.Ingame.IMyShipController.DampenersOverride) | Gets or sets whether dampeners are currently enabled. Inherited from IMyShipController |
\$1string DefinitionDisplayNameText { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.DefinitionDisplayNameText) | Definition name Inherited from IMyCubeBlock |
\$1string DetailedInfo { get; }](Sandbox.ModAPI.Ingame.IMyTerminalBlock.DetailedInfo) | Gets information about block status. In Control panel bottom right text Inherited from IMyTerminalBlock |
\$1Direction Direction { get; set; }](Sandbox.ModAPI.Ingame.IMyRemoteControl.Direction) | Gets or sets the current flight direction |
\$1float DisassembleRatio { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.DisassembleRatio) | Is set in definition Ratio at which is the block disassembled (grinding) Bigger values - longer grinding Inherited from IMyCubeBlock |
\$1string DisplayName { get; }](VRage.Game.ModAPI.Ingame.IMyEntity.DisplayName) | Gets user friendly name of entity. May be null For block terminal name use DisplayNameText Inherited from IMyEntity |
\$1string DisplayNameText { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.DisplayNameText) | Translated block name Inherited from IMyCubeBlock |
\$1long EntityId { get; }](VRage.Game.ModAPI.Ingame.IMyEntity.EntityId) | Id of entity Inherited from IMyEntity |
\$1FlightMode FlightMode { get; set; }](Sandbox.ModAPI.Ingame.IMyRemoteControl.FlightMode) | Gets or sets the current flight mode |
\$1bool HandBrake { get; set; }](Sandbox.ModAPI.Ingame.IMyShipController.HandBrake) | Gets or sets the current state of the handbrake. Inherited from IMyShipController |
\$1bool HasInventory { get; }](VRage.Game.ModAPI.Ingame.IMyEntity.HasInventory) | 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 |
\$1bool HasWheels { get; }](Sandbox.ModAPI.Ingame.IMyShipController.HasWheels) | Determines whether there are any wheels on this ship. Inherited from IMyShipController |
\$1int InventoryCount { get; }](VRage.Game.ModAPI.Ingame.IMyEntity.InventoryCount) | Returns the count of the number of inventories this entity has. Inherited from IMyEntity |
\$1bool IsAutoPilotEnabled { get; }](Sandbox.ModAPI.Ingame.IMyRemoteControl.IsAutoPilotEnabled) | Determines whether the autopilot is currently enabled. |
\$1bool IsBeingHacked { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.IsBeingHacked) | Hacking of the block is in progress Inherited from IMyCubeBlock |
\$1bool IsFunctional { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.IsFunctional) | Gets if integrity is above breaking threshold Inherited from IMyCubeBlock |
\$1bool IsMainCockpit { get; set; }](Sandbox.ModAPI.Ingame.IMyShipController.IsMainCockpit) | Gets or sets if this controller is the main one for current ship Setter checks if there is any other main cockpit on the ship before proceeding Inherited from IMyShipController |
\$1bool IsUnderControl { get; }](Sandbox.ModAPI.Ingame.IMyShipController.IsUnderControl) | Indicates whether a block is locally or remotely controlled. Inherited from IMyShipController |
\$1bool IsWorking { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.IsWorking) | True if block is able to do its work depening on block type (is functional, powered, enabled, etc...) Inherited from IMyCubeBlock |
\$1float Mass { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.Mass) | Block mass Inherited from IMyCubeBlock |
\$1Vector3I Max { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.Max) | Maximum coordinates of grid cells occupied by this block Inherited from IMyCubeBlock |
\$1Vector3I Min { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.Min) | Minimum coordinates of grid cells occupied by this block Inherited from IMyCubeBlock |
\$1Vector3 MoveIndicator { get; }](Sandbox.ModAPI.Ingame.IMyShipController.MoveIndicator) | Directional input from user/autopilot. Values can be very large with high controller sensitivity Inherited from IMyShipController |
\$1string Name { get; }](VRage.Game.ModAPI.Ingame.IMyEntity.Name) | 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 |
\$1int NumberInGrid { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.NumberInGrid) | Order in which were the blocks of same type added to grid Used in default display name Inherited from IMyCubeBlock |
\$1MyBlockOrientation Orientation { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.Orientation) | Returns block orientation in base 6 directions Inherited from IMyCubeBlock |
\$1long OwnerId { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.OwnerId) | IdentityId of player owning block (not steam Id) Inherited from IMyCubeBlock |
\$1Vector3I Position { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.Position) | Position in grid coordinates Inherited from IMyCubeBlock |
\$1float RollIndicator { get; }](Sandbox.ModAPI.Ingame.IMyShipController.RollIndicator) | Roll input from user/autopilot. Values can be very large with high controller sensitivity Inherited from IMyShipController |
\$1Vector2 RotationIndicator { get; }](Sandbox.ModAPI.Ingame.IMyShipController.RotationIndicator) | Pitch, yaw input from user/autopilot. Values can be very large with high controller sensitivity Inherited from IMyShipController |
\$1bool ShowHorizonIndicator { get; set; }](Sandbox.ModAPI.Ingame.IMyShipController.ShowHorizonIndicator) | Gets or sets whether the horizon indicator should be displayed for this block. Inherited from IMyShipController |
\$1bool ShowInInventory { get; set; }](Sandbox.ModAPI.Ingame.IMyTerminalBlock.ShowInInventory) | Represent terminal gui toggle Show block in Inventory Screen . Gets or sets its valueInherited from IMyTerminalBlock |
\$1bool ShowInTerminal { get; set; }](Sandbox.ModAPI.Ingame.IMyTerminalBlock.ShowInTerminal) | Represent terminal gui toggle Show block in terminal . Gets or sets its valueInherited from IMyTerminalBlock |
\$1bool ShowInToolbarConfig { get; set; }](Sandbox.ModAPI.Ingame.IMyTerminalBlock.ShowInToolbarConfig) | Represent terminal gui toggle Show in toolbar config . Gets or sets its valueInherited from IMyTerminalBlock |
\$1bool ShowOnHUD { get; set; }](Sandbox.ModAPI.Ingame.IMyTerminalBlock.ShowOnHUD) | Represent terminal gui toggle Show On HUD . Gets or sets its valueInherited from IMyTerminalBlock |
\$1float SpeedLimit { get; set; }](Sandbox.ModAPI.Ingame.IMyRemoteControl.SpeedLimit) | Gets or sets the autopilot speed limit |
\$1bool WaitForFreeWay { get; set; }](Sandbox.ModAPI.Ingame.IMyRemoteControl.WaitForFreeWay) | if true, if collision avoidance is on, autopilot will wait until path is clear to move forward. |
\$1BoundingBoxD WorldAABB { get; }](VRage.Game.ModAPI.Ingame.IMyEntity.WorldAABB) | Gets world axis-aligned bounding box Inherited from IMyEntity |
\$1BoundingBoxD WorldAABBHr { get; }](VRage.Game.ModAPI.Ingame.IMyEntity.WorldAABBHr) | Gets world axis-aligned bounding box Inherited from IMyEntity |
\$1MatrixD WorldMatrix { get; }](VRage.Game.ModAPI.Ingame.IMyEntity.WorldMatrix) | Gets world matrix of this entity Inherited from IMyEntity |
\$1BoundingSphereD WorldVolume { get; }](VRage.Game.ModAPI.Ingame.IMyEntity.WorldVolume) | Gets bounding sphere of this entity Inherited from IMyEntity |
\$1BoundingSphereD WorldVolumeHr { get; }](VRage.Game.ModAPI.Ingame.IMyEntity.WorldVolumeHr) | Gets bounding sphere of this entity Inherited from IMyEntity |
Member | Description |
---|---|
\$1void AddWaypoint(Vector3D, string)](Sandbox.ModAPI.Ingame.IMyRemoteControl.AddWaypoint) | Adds a new waypoint. |
\$1void AddWaypoint(MyWaypointInfo)](Sandbox.ModAPI.Ingame.IMyRemoteControl.AddWaypoint) | Adds a new waypoint. |
\$1MyShipMass CalculateShipMass()](Sandbox.ModAPI.Ingame.IMyShipController.CalculateShipMass) | Gets information about the current mass of the ship. Inherited from IMyShipController |
\$1void ClearWaypoints()](Sandbox.ModAPI.Ingame.IMyRemoteControl.ClearWaypoints) | Removes all existing waypoints. |
\$1void GetActions(List\$1ITerminalAction>, \$1Func\$1ITerminalAction, bool>])](Sandbox.ModAPI.Ingame.IMyTerminalBlock.GetActions) | Get all terminal actions available for block Inherited from IMyTerminalBlock |
\$1ITerminalAction GetActionWithName(string)](Sandbox.ModAPI.Ingame.IMyTerminalBlock.GetActionWithName) | Get first found terminal action with name Inherited from IMyTerminalBlock |
\$1Vector3D GetArtificialGravity()](Sandbox.ModAPI.Ingame.IMyShipController.GetArtificialGravity) | Gets the detected artificial gravity vector and power at the current location. Inherited from IMyShipController |
\$1IMyInventory GetInventory()](VRage.Game.ModAPI.Ingame.IMyEntity.GetInventory) | Simply get the MyInventoryBase component stored in this entity. Inherited from IMyEntity |
\$1IMyInventory GetInventory(int)](VRage.Game.ModAPI.Ingame.IMyEntity.GetInventory) | Search for inventory component with maching index. Inherited from IMyEntity |
\$1Vector3D GetNaturalGravity()](Sandbox.ModAPI.Ingame.IMyShipController.GetNaturalGravity) | Gets the detected natural gravity vector and power at the current location. Inherited from IMyShipController |
\$1bool GetNearestPlayer(out Vector3D)](Sandbox.ModAPI.Ingame.IMyRemoteControl.GetNearestPlayer) | Gets the nearest player's position. Will only work if the remote control belongs to an NPC |
\$1string GetOwnerFactionTag()](VRage.Game.ModAPI.Ingame.IMyCubeBlock.GetOwnerFactionTag) | Tag of faction owning block Inherited from IMyCubeBlock |
\$1MyRelationsBetweenPlayerAndBlock GetPlayerRelationToOwner()](VRage.Game.ModAPI.Ingame.IMyCubeBlock.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 |
\$1Vector3D GetPosition()](VRage.Game.ModAPI.Ingame.IMyEntity.GetPosition) | Gets position in world coordinates Inherited from IMyEntity |
\$1void GetProperties(List\$1ITerminalProperty>, \$1Func\$1ITerminalProperty, bool>])](Sandbox.ModAPI.Ingame.IMyTerminalBlock.GetProperties) | Get all terminal actions available for block. Inherited from IMyTerminalBlock |
\$1ITerminalProperty GetProperty(string)](Sandbox.ModAPI.Ingame.IMyTerminalBlock.GetProperty) | Finds terminal property with provided id Inherited from IMyTerminalBlock |
\$1double GetShipSpeed()](Sandbox.ModAPI.Ingame.IMyShipController.GetShipSpeed) | Gets the basic ship speed in meters per second, for when you just need to know how fast you're going. Inherited from IMyShipController |
\$1MyShipVelocities GetShipVelocities()](Sandbox.ModAPI.Ingame.IMyShipController.GetShipVelocities) | Determines the linear velocities in meters per second and angular velocities in radians per second. Provides a more accurate representation of the directions and axis speeds. Inherited from IMyShipController |
\$1Vector3D GetTotalGravity()](Sandbox.ModAPI.Ingame.IMyShipController.GetTotalGravity) | Gets the total accumulated gravity vector and power at the current location, taking both natural and artificial gravity into account. Inherited from IMyShipController |
\$1MyRelationsBetweenPlayerAndBlock GetUserRelationToOwner(long, \$1MyRelationsBetweenPlayerAndBlock])](VRage.Game.ModAPI.Ingame.IMyCubeBlock.GetUserRelationToOwner) | Gets relation to owner of block Inherited from IMyCubeBlock |
\$1void GetWaypointInfo(List\$1MyWaypointInfo>)](Sandbox.ModAPI.Ingame.IMyRemoteControl.GetWaypointInfo) | Gets basic information about the currently configured waypoints. |
\$1bool HasLocalPlayerAccess()](Sandbox.ModAPI.Ingame.IMyTerminalBlock.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 |
\$1bool HasPlayerAccess(long, \$1MyRelationsBetweenPlayerAndBlock])](Sandbox.ModAPI.Ingame.IMyTerminalBlock.HasPlayerAccess) | Returns if local player can use block. It is also checking for admin access. Inherited from IMyTerminalBlock |
\$1bool IsSameConstructAs(IMyTerminalBlock)](Sandbox.ModAPI.Ingame.IMyTerminalBlock.IsSameConstructAs) | 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 |
\$1void SearchActionsOfName(string, List\$1ITerminalAction>, \$1Func\$1ITerminalAction, bool>])](Sandbox.ModAPI.Ingame.IMyTerminalBlock.SearchActionsOfName) | Get all terminal actions available for block. NOTE: First called <br /><br /> and then <br /><br /> checkInherited from IMyTerminalBlock |
\$1void SetAutoPilotEnabled(bool)](Sandbox.ModAPI.Ingame.IMyRemoteControl.SetAutoPilotEnabled) | Enables or disables the autopilot. |
\$1void SetCollisionAvoidance(bool)](Sandbox.ModAPI.Ingame.IMyRemoteControl.SetCollisionAvoidance) | Enables or disables collision avoidance. |
\$1void SetCustomName(string)](Sandbox.ModAPI.Ingame.IMyTerminalBlock.SetCustomName) |
Obsolete: Use the setter of Customname Inherited from IMyTerminalBlock |
\$1void SetCustomName(StringBuilder)](Sandbox.ModAPI.Ingame.IMyTerminalBlock.SetCustomName) |
Obsolete: Use the setter of Customname Inherited from IMyTerminalBlock |
\$1void SetDockingMode(bool)](Sandbox.ModAPI.Ingame.IMyRemoteControl.SetDockingMode) | Enables or disables docking mode. |
\$1bool TryGetPlanetElevation(MyPlanetElevation, out double)](Sandbox.ModAPI.Ingame.IMyShipController.TryGetPlanetElevation) | Attempts to get the elevation of the ship in relation to the nearest planet. This method is only available when a ship is within the gravity well of a planet. Inherited from IMyShipController |
\$1bool TryGetPlanetPosition(out Vector3D)](Sandbox.ModAPI.Ingame.IMyShipController.TryGetPlanetPosition) | Attempts to get the world position of the nearest planet. This method is only available when a ship is within the gravity well of a planet. Inherited from IMyShipController |
\$1void UpdateIsWorking()](VRage.Game.ModAPI.Ingame.IMyCubeBlock.UpdateIsWorking) |
Obsolete Force refresh working state. Call if you change block state that could affect its working status. Inherited from IMyCubeBlock |
\$1void UpdateVisual()](VRage.Game.ModAPI.Ingame.IMyCubeBlock.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!