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SpaceEngineers.Game.ModAPI.Ingame.IMyLargeGatlingTurret

Morten Aune Lyrstad edited this page Apr 16, 2022 · 29 revisions

IndexNamespace Index

IMyLargeGatlingTurret Interface

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

Namespace: SpaceEngineers.Game.ModAPI.Ingame
Assembly: SpaceEngineers.Game.dll

Implements:

Type Definitions:

  • MyObjectBuilder_LargeGatlingTurret/
  • MyObjectBuilder_LargeGatlingTurret/AutoCannonTurret
  • MyObjectBuilder_LargeGatlingTurret/SmallGatlingTurret

Properties

Member Description
bool AIEnabled { get; } Checks is AI is enabled for turret

Inherited from IMyLargeTurretBase
float Azimuth { get; set; } Gets or sets azimuth of turret, this method is not synced, you need to sync azimuth manually

Inherited from IMyLargeTurretBase
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

Inherited from IMyLargeTurretBase
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

Inherited from IMyLargeTurretBase
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

Inherited from IMyLargeTurretBase
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

Inherited from IMyLargeTurretBase
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

Inherited from IMyLargeTurretBase
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.

Inherited from IMyLargeTurretBase
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

Inherited from IMyLargeTurretBase
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
bool TargetCharacters { get; set; } Gets/sets if the turret should target characters.

Inherited from IMyLargeTurretBase
bool TargetEnemies { get; set; } Gets/sets if the turret should target enemies.

Inherited from IMyLargeTurretBase
bool TargetLargeGrids { get; set; } Gets/sets if the turret should target large grids.

Inherited from IMyLargeTurretBase
bool TargetMeteors { get; set; } Gets/sets if the turret should target meteors.

Inherited from IMyLargeTurretBase
bool TargetMissiles { get; set; } Gets/sets if the turret should target missiles.

Inherited from IMyLargeTurretBase
bool TargetNeutrals { get; set; } Gets/sets if the turret should target neutrals.

Inherited from IMyLargeTurretBase
bool TargetSmallGrids { get; set; } Gets/sets if the turret should target small grids.

Inherited from IMyLargeTurretBase
bool TargetStations { get; set; } Gets/sets if the turret should target stations.

Inherited from IMyLargeTurretBase
bool UseConveyorSystem { get; } Inherited from IMyLargeConveyorTurretBase
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

Member Description
void GetActions(List<ITerminalAction>, Func<ITerminalAction, bool> = null) 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> = null) 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

Inherited from IMyLargeTurretBase
string GetTargetingGroup() Gets current targeting group

Inherited from IMyLargeTurretBase
List<string> GetTargetingGroups() Gets all available targeting groups

Inherited from IMyLargeTurretBase
MyRelationsBetweenPlayerAndBlock GetUserRelationToOwner(long, MyRelationsBetweenPlayerAndBlock = 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, MyRelationsBetweenPlayerAndBlock = MyRelationsBetweenPlayerAndBlock.NoOwnership) 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

Inherited from IMyLargeTurretBase
void SearchActionsOfName(string, List<ITerminalAction>, Func<ITerminalAction, bool> = null) Get all terminal actions available for block. NOTE: First called <br /><br /> and then <br /><br /> check

Inherited 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.

Inherited from IMyLargeTurretBase
void SetTarget(Vector3D) Set targets given position

Inherited from IMyLargeTurretBase
void SetTargetingGroup(string) Sets current targeting group

Inherited from IMyLargeTurretBase
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

Inherited from IMyLargeTurretBase
void SyncElevation() Method used to sync elevation of turret, you need to call it to sync elevation for other clients/server

Inherited from IMyLargeTurretBase
void SyncEnableIdleRotation() Method used to sync idle rotation and elevation, you need to call it to sync rotation and elevation for other clients/server

Inherited from IMyLargeTurretBase
void TrackTarget(Vector3D, Vector3) Tracks given target with enabled position prediction

Inherited from IMyLargeTurretBase
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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