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Sandbox.ModAPI.Ingame.IMyLargeTurretBase

Morten Aune Lyrstad edited this page Feb 3, 2022 · 61 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

Member Description
IsUnderControl { get; } Indicates whether a block is locally or remotely controlled.
CanControl { get; } Returns true if current player can control this block. Always return false on Dedicated Server
Range { get; set; } Gets and Sets shooting range of the turret
IsAimed { get; } Returns true if turret head looking at target
HasTarget { get; } Checks if the turret is locked onto a target
Elevation { get; set; } Gets / sets elevation of turret, this method is not synced, you need to sync elevation manually
Azimuth { get; set; } Gets or sets azimuth of turret, this method is not synced, you need to sync azimuth manually
EnableIdleRotation { get; set; } Enable/disable idle rotation for turret, this method is not synced, you need to sync manually
AIEnabled { get; } Checks is AI is enabled for turret
TargetMeteors { get; set; } Gets/sets if the turret should target meteors.
TargetMissiles { get; set; } Gets/sets if the turret should target missiles.
TargetSmallGrids { get; set; } Gets/sets if the turret should target small grids.
TargetLargeGrids { get; set; } Gets/sets if the turret should target large grids.
TargetCharacters { get; set; } Gets/sets if the turret should target characters.
TargetStations { get; set; } Gets/sets if the turret should target stations.
TargetNeutrals { get; set; } Gets/sets if the turret should target neutrals.
TargetEnemies { get; set; } Gets/sets if the turret should target enemies.
Components { get; } Gets blocks component logic container

Inherited from IMyEntity
EntityId { get; } Id of entity

Inherited from IMyEntity
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
DisplayName { get; } Gets user friendly name of entity. May be null For block terminal name use DisplayNameText

Inherited from IMyEntity
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
InventoryCount { get; } Returns the count of the number of inventories this entity has.

Inherited from IMyEntity
Closed { get; } True if the block has been removed from the world.

Inherited from IMyEntity
WorldAABB { get; } Gets world axis-aligned bounding box

Inherited from IMyEntity
WorldAABBHr { get; } Gets world axis-aligned bounding box

Inherited from IMyEntity
WorldMatrix { get; } Gets world matrix of this entity

Inherited from IMyEntity
WorldVolume { get; } Gets bounding sphere of this entity

Inherited from IMyEntity
WorldVolumeHr { get; } Gets bounding sphere of this entity

Inherited from IMyEntity
BlockDefinition { get; } Gets definition.Id assigned to this block

Inherited from IMyCubeBlock
CheckConnectionAllowed { get; set; } Whether the grid should call the ConnectionAllowed method for this block (ConnectionAllowed checks mount points and other per-block requirements)

Inherited from IMyCubeBlock
CubeGrid { get; } Grid in which the block is placed

Inherited from IMyCubeBlock
DefinitionDisplayNameText { get; } Definition name

Inherited from IMyCubeBlock
DisassembleRatio { get; } Is set in definition Ratio at which is the block disassembled (grinding) Bigger values - longer grinding

Inherited from IMyCubeBlock
DisplayNameText { get; } Translated block name

Inherited from IMyCubeBlock
IsBeingHacked { get; } Hacking of the block is in progress

Inherited from IMyCubeBlock
IsFunctional { get; } Gets if integrity is above breaking threshold

Inherited from IMyCubeBlock
IsWorking { get; } True if block is able to do its work depening on block type (is functional, powered, enabled, etc...)

Inherited from IMyCubeBlock
Max { get; } Maximum coordinates of grid cells occupied by this block

Inherited from IMyCubeBlock
Mass { get; } Block mass

Inherited from IMyCubeBlock
Min { get; } Minimum coordinates of grid cells occupied by this block

Inherited from IMyCubeBlock
NumberInGrid { get; } Order in which were the blocks of same type added to grid Used in default display name

Inherited from IMyCubeBlock
Orientation { get; } Returns block orientation in base 6 directions

Inherited from IMyCubeBlock
OwnerId { get; } IdentityId of player owning block (not steam Id)

Inherited from IMyCubeBlock
Position { get; } Position in grid coordinates

Inherited from IMyCubeBlock
CustomName { get; set; } Gets or sets how block is named in Terminal menu

Inherited from IMyTerminalBlock
CustomNameWithFaction { get; } Gets or sets how block is named in Terminal menu. Work only for Cockpit, LaserAntenna RadioAntenna, SpaceBall, Beacon

Inherited from IMyTerminalBlock
DetailedInfo { get; } Gets information about block status. In Control panel bottom right text

Inherited from IMyTerminalBlock
CustomInfo { get; } Gets information about block status (available from mods) Sandbox.ModAPI.IMyTerminalBlock.AppendingCustomInfo Sandbox.ModAPI.IMyTerminalBlock.RefreshCustomInfo .

Inherited from IMyTerminalBlock
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
ShowOnHUD { get; set; } Represent terminal gui toggle Show On HUD. Gets or sets its value

Inherited from IMyTerminalBlock
ShowInTerminal { get; set; } Represent terminal gui toggle Show block in terminal. Gets or sets its value

Inherited from IMyTerminalBlock
ShowInToolbarConfig { get; set; } Represent terminal gui toggle Show in toolbar config. Gets or sets its value

Inherited from IMyTerminalBlock
ShowInInventory { get; set; } Represent terminal gui toggle Show block in Inventory Screen. Gets or sets its value

Inherited from IMyTerminalBlock
Enabled { get; set; } Represents terminal gui toggle. Gets or sets if block is Enabled

Inherited from IMyFunctionalBlock
IsShooting { get; } Gets whether block is shooting

Inherited from IMyUserControllableGun
Shoot { get; set; } Represents terminal gui toggle element "Shoot". Not same as IsShooting

Inherited from IMyUserControllableGun

Methods

Member Description
TrackTarget(Vector3D, Vector3) Tracks given target with enabled position prediction
SetTarget(Vector3D) Set targets given position
SyncElevation() Method used to sync elevation of turret, you need to call it to sync elevation for other clients/server
SyncAzimuth() Method used to sync azimuth, you need to call it to sync azimuth for other clients/server
SyncEnableIdleRotation() Method used to sync idle rotation and elevation, you need to call it to sync rotation and elevation for other clients/server
ResetTargetingToDefault() Resets targeting to default values
GetTargetedEntity() Gets the turret's current detected entity, if any
GetTargetingGroups() Gets all available targeting groups
GetTargetingGroup() Gets current targeting group
SetTargetingGroup(string) Sets current targeting group
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.
GetInventory() Simply get the MyInventoryBase component stored in this entity.

Inherited from IMyEntity
GetInventory(int) Search for inventory component with maching index.

Inherited from IMyEntity
GetPosition() Gets position in world coordinates

Inherited from IMyEntity
GetOwnerFactionTag() Tag of faction owning block

Inherited from 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
GetUserRelationToOwner(long, MyRelationsBetweenPlayerAndBlock) Gets relation to owner of block

Inherited from IMyCubeBlock
UpdateIsWorking() Obsolete

Force refresh working state. Call if you change block state that could affect its working status.

Inherited from IMyCubeBlock
UpdateVisual() Obsolete

Updates block visuals (ie. block emissivity)

Inherited from IMyCubeBlock
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
HasPlayerAccess(long, MyRelationsBetweenPlayerAndBlock) Returns if local player can use block. It is also checking for admin access.

Inherited from IMyTerminalBlock
SetCustomName(string) Obsolete: Use the setter of Customname

Inherited from IMyTerminalBlock
SetCustomName(StringBuilder) Obsolete: Use the setter of Customname

Inherited from IMyTerminalBlock
GetActions(List, Func) Get all terminal actions available for block

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

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

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

Inherited from IMyTerminalBlock
GetProperties(List, Func) Get all terminal actions available for block.

Inherited from IMyTerminalBlock
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
RequestEnable(bool) Obsolete: Use the setter of Enabled

Inherited from IMyFunctionalBlock
ShootOnce() Triggers a single shot.

Inherited from IMyUserControllableGun

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