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Sandbox.ModAPI.Ingame.IMyMotorStator

Malware edited this page Dec 21, 2018 · 61 revisions

Index

IMyMotorStator Interface

Namespace: Sandbox.ModAPI.Ingame
Assembly: Sandbox.Common.dll
Implements:

Properties

_float Angle_ Gets the current angle of the rotor in radians.
_float Torque_ Gets or sets the torque applied when moving the rotor top
_float BrakingTorque_ Gets or sets the torque applied when stopping the rotor top
_float TargetVelocityRad_ Gets or sets the desired velocity of the rotor in radians/second
_float TargetVelocityRPM_ Gets or sets the desired velocity of the rotor in RPM
_float LowerLimitRad_ Gets or sets the lower angle limit of the rotor in radians. Set to float.MinValue for no limit.
_float LowerLimitDeg_ Gets or sets the lower angle limit of the rotor in degrees. Set to float.MinValue for no limit.
_float UpperLimitRad_ Gets or sets the upper angle limit of the rotor in radians. Set to float.MaxValue for no limit.
_float UpperLimitDeg_ Gets or sets the upper angle limit of the rotor in degrees. Set to float.MaxValue for no limit.
_float Displacement_ Gets or sets the vertical displacement of the rotor top
_bool RotorLock_ Gets or sets rotor lock
_MyEntityComponentContainer Components_ _Inherited from IMyEntity_
_long EntityId_ _Inherited from IMyEntity_
_string Name_ _Inherited from IMyEntity_
_string DisplayName_ _Inherited from IMyEntity_
_bool 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_
_int InventoryCount_ Returns the count of the number of inventories this entity has.

_Inherited from IMyEntity_
_BoundingBoxD WorldAABB_ _Inherited from IMyEntity_
_BoundingBoxD WorldAABBHr_ _Inherited from IMyEntity_
_MatrixD WorldMatrix_ _Inherited from IMyEntity_
_BoundingSphereD WorldVolume_ _Inherited from IMyEntity_
_BoundingSphereD WorldVolumeHr_ _Inherited from IMyEntity_
_SerializableDefinitionId BlockDefinition_ _Inherited from IMyCubeBlock_
_bool CheckConnectionAllowed_ _Inherited from IMyCubeBlock_
_IMyCubeGrid CubeGrid_ Grid in which the block is placed

_Inherited from IMyCubeBlock_
_string DefinitionDisplayNameText_ Definition name

_Inherited from IMyCubeBlock_
_float DisassembleRatio_ Is set in definition Ratio at which is the block disassembled (grinding)

_Inherited from IMyCubeBlock_
_string DisplayNameText_ Translated block name

_Inherited from IMyCubeBlock_
_bool IsBeingHacked_ Hacking of the block is in progress

_Inherited from IMyCubeBlock_
_bool IsFunctional_ True if integrity is above breaking threshold

_Inherited from IMyCubeBlock_
_bool IsWorking_ True if block is able to do its work depening on block type (is functional, powered, enabled, etc...)

_Inherited from IMyCubeBlock_
_Vector3I Max_ Maximum coordinates of grid cells occupied by this block

_Inherited from IMyCubeBlock_
_float Mass_ Block mass

_Inherited from IMyCubeBlock_
_Vector3I Min_ Minimum coordinates of grid cells occupied by this block

_Inherited from IMyCubeBlock_
_int NumberInGrid_ Order in which were the blocks of same type added to grid Used in default display name

_Inherited from IMyCubeBlock_
_MyBlockOrientation Orientation_ Returns block orientation in base 6 directions

_Inherited from IMyCubeBlock_
_long OwnerId_ Id of player owning block (not steam Id)

_Inherited from IMyCubeBlock_
_Vector3I Position_ Position in grid coordinates

_Inherited from IMyCubeBlock_
_string CustomName_ _Inherited from IMyTerminalBlock_
_string CustomNameWithFaction_ _Inherited from IMyTerminalBlock_
_string DetailedInfo_ _Inherited from IMyTerminalBlock_
_string CustomInfo_ _Inherited from IMyTerminalBlock_
_string 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_
_bool ShowOnHUD_ _Inherited from IMyTerminalBlock_
_bool ShowInTerminal_ _Inherited from IMyTerminalBlock_
_bool ShowInToolbarConfig_ _Inherited from IMyTerminalBlock_
_bool ShowInInventory_ _Inherited from IMyTerminalBlock_
_bool Enabled_ _Inherited from IMyFunctionalBlock_
_IMyCubeGrid TopGrid_ Gets the grid of the attached top part

_Inherited from IMyMechanicalConnectionBlock_
_IMyAttachableTopBlock Top_ Gets the attached top part entity

_Inherited from IMyMechanicalConnectionBlock_
_float SafetyLockSpeed_ Gets or sets the speed at which this device will engage it's safety lock ( [bool IsLocked](Sandbox.ModAPI.Ingame.IsLocked) ).

_Inherited from IMyMechanicalConnectionBlock_
_bool SafetyLock_ Gets if the block is safety locked (welded)

_Inherited from IMyMechanicalConnectionBlock_
_bool IsAttached_ Gets if the block base is attached to something

_Inherited from IMyMechanicalConnectionBlock_
_bool IsLocked_ Gets if the block is safety locked (welded)

_Inherited from IMyMechanicalConnectionBlock_
_bool PendingAttachment_ Gets if the block is looking for a top part

_Inherited from IMyMechanicalConnectionBlock_
### Methods
_IMyInventory GetInventory()_ Simply get the MyInventoryBase component stored in this entity.

_Inherited from IMyEntity_
_IMyInventory GetInventory(int index)_ Search for inventory component with maching index.

_Inherited from IMyEntity_
_Vector3D GetPosition()_ _Inherited from IMyEntity_
_string GetOwnerFactionTag()_ Tag of faction owning block

_Inherited from IMyCubeBlock_
_MyRelationsBetweenPlayerAndBlock GetPlayerRelationToOwner()_ _Inherited from IMyCubeBlock_
_MyRelationsBetweenPlayerAndBlock GetUserRelationToOwner(long playerId)_ _Inherited from IMyCubeBlock_
_void UpdateIsWorking()_ _Inherited from IMyCubeBlock_
_void UpdateVisual()_ _Inherited from IMyCubeBlock_
_bool HasLocalPlayerAccess()_ _Inherited from IMyTerminalBlock_
_bool HasPlayerAccess(long playerId)_ _Inherited from IMyTerminalBlock_
_void SetCustomName(string text)_ _Inherited from IMyTerminalBlock_
_void SetCustomName(StringBuilder text)_ _Inherited from IMyTerminalBlock_
_void GetActions(List resultList, Func collect)_ _Inherited from IMyTerminalBlock_
_void SearchActionsOfName(string name, List resultList, Func collect)_ _Inherited from IMyTerminalBlock_
_ITerminalAction GetActionWithName(string name)_ _Inherited from IMyTerminalBlock_
_ITerminalProperty GetProperty(string id)_ _Inherited from IMyTerminalBlock_
_void GetProperties(List resultList, Func collect)_ _Inherited from IMyTerminalBlock_
_bool IsSameConstructAs(IMyTerminalBlock other)_ Determines whether this block is mechanically 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 enable)_ _Inherited from IMyFunctionalBlock_
_void Attach()_ Attaches a nearby top part to the block

_Inherited from IMyMechanicalConnectionBlock_
_void Detach()_ Detaches the top from the base

_Inherited from IMyMechanicalConnectionBlock_

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