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Sandbox.ModAPI.Ingame.IMyPistonBase

Malware edited this page Dec 21, 2018 · 61 revisions

Index

IMyPistonBase Interface

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

Properties

[`float Velocity`](Sandbox.ModAPI.Ingame.Velocity) Gets or sets the velocity of the piston as it extends or retracts. This value can be between negative and positive [float MaxVelocity](Sandbox.ModAPI.Ingame.MaxVelocity) .
[`float MaxVelocity`](Sandbox.ModAPI.Ingame.MaxVelocity) Gets the maximum velocity this piston is capable of moving at.
[`float MinLimit`](Sandbox.ModAPI.Ingame.MinLimit) Gets or sets the minimum position the piston can retract to. See [float LowestPosition](Sandbox.ModAPI.Ingame.LowestPosition) and [float HighestPosition](Sandbox.ModAPI.Ingame.HighestPosition) for the limits of this value.
[`float MaxLimit`](Sandbox.ModAPI.Ingame.MaxLimit) Gets or sets the maximum position the piston can extend to. See [float LowestPosition](Sandbox.ModAPI.Ingame.LowestPosition) and [float HighestPosition](Sandbox.ModAPI.Ingame.HighestPosition) for the limits of this value.
[`float LowestPosition`](Sandbox.ModAPI.Ingame.LowestPosition) Gets the lowest position the piston is capable of moving to.
[`float HighestPosition`](Sandbox.ModAPI.Ingame.HighestPosition) Gets the highest position the piston is capable of moving to.
[`float CurrentPosition`](Sandbox.ModAPI.Ingame.CurrentPosition) Gets the current position of the piston head relative to the base.
[`PistonStatus Status`](Sandbox.ModAPI.Ingame.Status) Gets the current status.
[`MyEntityComponentContainer Components`](VRage.Game.ModAPI.Ingame.Components) _Inherited from MyEntityComponentContainer Components_
[`long EntityId`](VRage.Game.ModAPI.Ingame.EntityId) _Inherited from long EntityId_
[`string Name`](VRage.Game.ModAPI.Ingame.Name) _Inherited from string Name_
[`string DisplayName`](VRage.Game.ModAPI.Ingame.DisplayName) _Inherited from string DisplayName_
[`bool HasInventory`](VRage.Game.ModAPI.Ingame.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 bool HasInventory_
[`int InventoryCount`](VRage.Game.ModAPI.Ingame.InventoryCount) Returns the count of the number of inventories this entity has.

_Inherited from int InventoryCount_
[`BoundingBoxD WorldAABB`](VRage.Game.ModAPI.Ingame.WorldAABB) _Inherited from BoundingBoxD WorldAABB_
[`BoundingBoxD WorldAABBHr`](VRage.Game.ModAPI.Ingame.WorldAABBHr) _Inherited from BoundingBoxD WorldAABBHr_
[`MatrixD WorldMatrix`](VRage.Game.ModAPI.Ingame.WorldMatrix) _Inherited from MatrixD WorldMatrix_
[`BoundingSphereD WorldVolume`](VRage.Game.ModAPI.Ingame.WorldVolume) _Inherited from BoundingSphereD WorldVolume_
[`BoundingSphereD WorldVolumeHr`](VRage.Game.ModAPI.Ingame.WorldVolumeHr) _Inherited from BoundingSphereD WorldVolumeHr_
[`SerializableDefinitionId BlockDefinition`](VRage.Game.ModAPI.Ingame.BlockDefinition) _Inherited from SerializableDefinitionId BlockDefinition_
[`bool CheckConnectionAllowed`](VRage.Game.ModAPI.Ingame.CheckConnectionAllowed) _Inherited from bool CheckConnectionAllowed_
[`IMyCubeGrid CubeGrid`](VRage.Game.ModAPI.Ingame.CubeGrid) Grid in which the block is placed

_Inherited from IMyCubeGrid CubeGrid_
[`string DefinitionDisplayNameText`](VRage.Game.ModAPI.Ingame.DefinitionDisplayNameText) Definition name

_Inherited from string DefinitionDisplayNameText_
[`float DisassembleRatio`](VRage.Game.ModAPI.Ingame.DisassembleRatio) Is set in definition Ratio at which is the block disassembled (grinding)

_Inherited from float DisassembleRatio_
[`string DisplayNameText`](VRage.Game.ModAPI.Ingame.DisplayNameText) Translated block name

_Inherited from string DisplayNameText_
[`bool IsBeingHacked`](VRage.Game.ModAPI.Ingame.IsBeingHacked) Hacking of the block is in progress

_Inherited from bool IsBeingHacked_
[`bool IsFunctional`](VRage.Game.ModAPI.Ingame.IsFunctional) True if integrity is above breaking threshold

_Inherited from bool IsFunctional_
[`bool IsWorking`](VRage.Game.ModAPI.Ingame.IsWorking) True if block is able to do its work depening on block type (is functional, powered, enabled, etc...)

_Inherited from bool IsWorking_
[`Vector3I Max`](VRage.Game.ModAPI.Ingame.Max) Maximum coordinates of grid cells occupied by this block

_Inherited from Vector3I Max_
[`float Mass`](VRage.Game.ModAPI.Ingame.Mass) Block mass

_Inherited from float Mass_
[`Vector3I Min`](VRage.Game.ModAPI.Ingame.Min) Minimum coordinates of grid cells occupied by this block

_Inherited from Vector3I Min_
[`int NumberInGrid`](VRage.Game.ModAPI.Ingame.NumberInGrid) Order in which were the blocks of same type added to grid Used in default display name

_Inherited from int NumberInGrid_
[`MyBlockOrientation Orientation`](VRage.Game.ModAPI.Ingame.Orientation) Returns block orientation in base 6 directions

_Inherited from MyBlockOrientation Orientation_
[`long OwnerId`](VRage.Game.ModAPI.Ingame.OwnerId) Id of player owning block (not steam Id)

_Inherited from long OwnerId_
[`Vector3I Position`](VRage.Game.ModAPI.Ingame.Position) Position in grid coordinates

_Inherited from Vector3I Position_
[`string CustomName`](Sandbox.ModAPI.Ingame.CustomName) _Inherited from string CustomName_
[`string CustomNameWithFaction`](Sandbox.ModAPI.Ingame.CustomNameWithFaction) _Inherited from string CustomNameWithFaction_
[`string DetailedInfo`](Sandbox.ModAPI.Ingame.DetailedInfo) _Inherited from string DetailedInfo_
[`string CustomInfo`](Sandbox.ModAPI.Ingame.CustomInfo) _Inherited from string CustomInfo_
[`string CustomData`](Sandbox.ModAPI.Ingame.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 string CustomData_
[`bool ShowOnHUD`](Sandbox.ModAPI.Ingame.ShowOnHUD) _Inherited from bool ShowOnHUD_
[`bool ShowInTerminal`](Sandbox.ModAPI.Ingame.ShowInTerminal) _Inherited from bool ShowInTerminal_
[`bool ShowInToolbarConfig`](Sandbox.ModAPI.Ingame.ShowInToolbarConfig) _Inherited from bool ShowInToolbarConfig_
[`bool ShowInInventory`](Sandbox.ModAPI.Ingame.ShowInInventory) _Inherited from bool ShowInInventory_
[`bool Enabled`](Sandbox.ModAPI.Ingame.Enabled) _Inherited from bool Enabled_
[`IMyCubeGrid TopGrid`](Sandbox.ModAPI.Ingame.TopGrid) Gets the grid of the attached top part

_Inherited from IMyCubeGrid TopGrid_
[`IMyAttachableTopBlock Top`](Sandbox.ModAPI.Ingame.Top) Gets the attached top part entity

_Inherited from IMyAttachableTopBlock Top_
[`float SafetyLockSpeed`](Sandbox.ModAPI.Ingame.SafetyLockSpeed) Gets or sets the speed at which this device will engage it's safety lock ( [bool IsLocked](Sandbox.ModAPI.Ingame.IsLocked) ).

_Inherited from float SafetyLockSpeed_
[`bool SafetyLock`](Sandbox.ModAPI.Ingame.SafetyLock) Gets if the block is safety locked (welded)

_Inherited from bool SafetyLock_
[`bool IsAttached`](Sandbox.ModAPI.Ingame.IsAttached) Gets if the block base is attached to something

_Inherited from bool IsAttached_
[`bool IsLocked`](Sandbox.ModAPI.Ingame.IsLocked) Gets if the block is safety locked (welded)

_Inherited from bool IsLocked_
[`bool PendingAttachment`](Sandbox.ModAPI.Ingame.PendingAttachment) Gets if the block is looking for a top part

_Inherited from bool PendingAttachment_
### Methods
[`void Extend()`](Sandbox.ModAPI.Ingame.Extend) Extends the piston.
[`void Retract()`](Sandbox.ModAPI.Ingame.Retract) Retracts the piston.
[`void Reverse()`](Sandbox.ModAPI.Ingame.Reverse) Reverses the direction of the piston.
[`IMyInventory GetInventory()`](VRage.Game.ModAPI.Ingame.GetInventory) Simply get the MyInventoryBase component stored in this entity.

_Inherited from IMyInventory GetInventory()_
[`IMyInventory GetInventory(int index)`](VRage.Game.ModAPI.Ingame.GetInventory) Search for inventory component with maching index.

_Inherited from IMyInventory GetInventory(int index)_
[`Vector3D GetPosition()`](VRage.Game.ModAPI.Ingame.GetPosition) _Inherited from Vector3D GetPosition()_
[`string GetOwnerFactionTag()`](VRage.Game.ModAPI.Ingame.GetOwnerFactionTag) Tag of faction owning block

_Inherited from string GetOwnerFactionTag()_
[`MyRelationsBetweenPlayerAndBlock GetPlayerRelationToOwner()`](VRage.Game.ModAPI.Ingame.GetPlayerRelationToOwner) _Inherited from MyRelationsBetweenPlayerAndBlock GetPlayerRelationToOwner()_
[`MyRelationsBetweenPlayerAndBlock GetUserRelationToOwner(long playerId)`](VRage.Game.ModAPI.Ingame.GetUserRelationToOwner) _Inherited from MyRelationsBetweenPlayerAndBlock GetUserRelationToOwner(long playerId)_
[`void UpdateIsWorking()`](VRage.Game.ModAPI.Ingame.UpdateIsWorking) _Inherited from void UpdateIsWorking()_
[`void UpdateVisual()`](VRage.Game.ModAPI.Ingame.UpdateVisual) _Inherited from void UpdateVisual()_
[`bool HasLocalPlayerAccess()`](Sandbox.ModAPI.Ingame.HasLocalPlayerAccess) _Inherited from bool HasLocalPlayerAccess()_
[`bool HasPlayerAccess(long playerId)`](Sandbox.ModAPI.Ingame.HasPlayerAccess) _Inherited from bool HasPlayerAccess(long playerId)_
[`void SetCustomName(string text)`](Sandbox.ModAPI.Ingame.SetCustomName) _Inherited from void SetCustomName(string text)_
[`void SetCustomName(StringBuilder text)`](Sandbox.ModAPI.Ingame.SetCustomName) _Inherited from void SetCustomName(StringBuilder text)_
[`void GetActions(List resultList, Func collect)`](Sandbox.ModAPI.Ingame.GetActions) _Inherited from void GetActions(List resultList, Func collect)_
[`void SearchActionsOfName(string name, List resultList, Func collect)`](Sandbox.ModAPI.Ingame.SearchActionsOfName) _Inherited from void SearchActionsOfName(string name, List resultList, Func collect)_
[`ITerminalAction GetActionWithName(string name)`](Sandbox.ModAPI.Ingame.GetActionWithName) _Inherited from ITerminalAction GetActionWithName(string name)_
[`ITerminalProperty GetProperty(string id)`](Sandbox.ModAPI.Ingame.GetProperty) _Inherited from ITerminalProperty GetProperty(string id)_
[`void GetProperties(List resultList, Func collect)`](Sandbox.ModAPI.Ingame.GetProperties) _Inherited from void GetProperties(List resultList, Func collect)_
[`bool IsSameConstructAs(IMyTerminalBlock other)`](Sandbox.ModAPI.Ingame.IsSameConstructAs) 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 bool IsSameConstructAs(IMyTerminalBlock other)_
[`void RequestEnable(bool enable)`](Sandbox.ModAPI.Ingame.RequestEnable) _Inherited from void RequestEnable(bool enable)_
[`void Attach()`](Sandbox.ModAPI.Ingame.Attach) Attaches a nearby top part to the block

_Inherited from void Attach()_
[`void Detach()`](Sandbox.ModAPI.Ingame.Detach) Detaches the top from the base

_Inherited from void Detach()_

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