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SpaceEngineers.Game.ModAPI.Ingame.IMyParachute

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

IndexNamespace Index

IMyParachute Interface

public interface IMyParachute: IMyFunctionalBlock, IMyTerminalBlock, IMyCubeBlock, IMyEntity

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

Implements:

Type Definitions:

  • MyObjectBuilder_Parachute/LgParachute
  • MyObjectBuilder_Parachute/SmParachute

Properties

Member Description
float Atmosphere { get; } Atmospheric Density at the block. Returns 0.0f if not near a planet.
bool AutoDeploy { get; set; } Gets or sets if the parachute should automatically deploy.
float AutoDeployHeight { get; set; } Gets or sets the altitude (in meters) that the parachute should auto deploy.
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 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
float OpenRatio { get; } The current, accurate ratio of the door's current state where 0 is fully closed and 1 is fully open.
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 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
DoorStatus Status { get; } Determines the current general status of the door.
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 CloseDoor() Closes the door. See Status to get the current status.
void GetActions(List, [Func]) Get all terminal actions available for block

Inherited from IMyTerminalBlock
ITerminalAction GetActionWithName(string) Get first found terminal action with name

Inherited from IMyTerminalBlock
Vector3D GetArtificialGravity() Gets the detected artificial gravity vector and power at the current location.
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
Vector3D GetNaturalGravity() Gets the detected natural gravity vector and power at the current location.
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, [Func]) Get all terminal actions available for block.

Inherited from IMyTerminalBlock
ITerminalProperty GetProperty(string) Finds terminal property with provided id

Inherited from IMyTerminalBlock
Vector3D GetTotalGravity() Gets the total accumulated gravity vector and power at the current location, taking both natural and artificial gravity into account.
MyRelationsBetweenPlayerAndBlock GetUserRelationToOwner(long, [MyRelationsBetweenPlayerAndBlock]) Gets relation to owner of block

Inherited from IMyCubeBlock
Vector3D GetVelocity() Determines the linear velocities in meters per second at the block position
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 OpenDoor() Opens the door. See Status to get the current status.
void RequestEnable(bool) Obsolete: Use the setter of Enabled

Inherited from IMyFunctionalBlock
void SearchActionsOfName(string, List, [Func]) 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 ToggleDoor() Toggles the open state of this door. See Status to get the current status.
bool TryGetClosestPoint(out Vector3D?)
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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