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Sandbox.ModAPI.Ingame.IMyRemoteControl

Malware edited this page Dec 21, 2018 · 63 revisions

Index

IMyRemoteControl Interface

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

Properties

_bool IsAutoPilotEnabled_ Determines whether the autopilot is currently enabled.
_float SpeedLimit_ Gets or sets the autopilot speed limit
_FlightMode FlightMode_ Gets or sets the current flight mode
_Direction Direction_ Gets or sets the current flight direction
_MyWaypointInfo CurrentWaypoint_ Gets the current target waypoint
_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 CanControlShip_ Determines whether this specific ship controller is capable of controlling the ship it's installed on.

_Inherited from IMyShipController_
_bool IsUnderControl_ Indicates whether a block is locally or remotely controlled.

_Inherited from IMyShipController_
_bool HasWheels_ Determines whether there are any wheels on this ship.

_Inherited from IMyShipController_
_bool ControlWheels_ Gets or sets whether wheels are being controlled by this controller.

_Inherited from IMyShipController_
_bool ControlThrusters_ Gets or sets whether thrusters are being controlled by this controller.

_Inherited from IMyShipController_
_bool HandBrake_ Gets or sets the current state of the handbrake.

_Inherited from IMyShipController_
_bool DampenersOverride_ Gets or sets whether dampeners are currently enabled.

_Inherited from IMyShipController_
_bool ShowHorizonIndicator_ Gets or sets whether the horizon indicator should be displayed for this block.

_Inherited from IMyShipController_
_Vector3 MoveIndicator_ Directional input from user/autopilot. Values can be very large with high controller sensitivity

_Inherited from IMyShipController_
_Vector2 RotationIndicator_ Pitch, yaw input from user/autopilot. Values can be very large with high controller sensitivity

_Inherited from IMyShipController_
_float RollIndicator_ Roll input from user/autopilot. Values can be very large with high controller sensitivity

_Inherited from IMyShipController_
_Vector3D CenterOfMass_ Center of mass in world coordinates

_Inherited from IMyShipController_
_bool IsMainCockpit_ Gets or sets if this controller is the main one.

_Inherited from IMyShipController_
### Methods
_bool GetNearestPlayer(ref Vector3D playerPosition)_ Gets the nearest player's position. Will only work if the remote control belongs to an NPC
_void ClearWaypoints()_ Removes all existing waypoints.
_void GetWaypointInfo(List waypoints)_ Gets basic information about the currently configured waypoints.
_void AddWaypoint(Vector3D coords, string name)_ Adds a new waypoint.
_void AddWaypoint(MyWaypointInfo coords)_ Adds a new waypoint.
_void SetAutoPilotEnabled(bool enabled)_ Enables or disables the autopilot.
_void SetCollisionAvoidance(bool enabled)_ Enables or disables collision avoidance.
_void SetDockingMode(bool enabled)_ Enables or disables docking mode.
_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_
_Vector3D GetNaturalGravity()_ Gets the detected natural gravity vector and power at the current location.

_Inherited from IMyShipController_
_Vector3D GetArtificialGravity()_ Gets the detected artificial gravity vector and power at the current location.

_Inherited from IMyShipController_
_Vector3D GetTotalGravity()_ Gets the total accumulated gravity vector and power at the current location, taking both natural and artificial gravity into account.

_Inherited from IMyShipController_
_double GetShipSpeed()_ Gets the basic ship speed in meters per second, for when you just need to know how fast you're going.

_Inherited from IMyShipController_
_MyShipVelocities GetShipVelocities()_ Determines the linear velocities in meters per second and angular velocities in radians per second. Provides a more accurate representation of the directions and axis speeds.

_Inherited from IMyShipController_
_MyShipMass CalculateShipMass()_ Gets information about the current mass of the ship.

_Inherited from IMyShipController_
_bool TryGetPlanetPosition(ref Vector3D position)_ Attempts to get the world position of the nearest planet. This method is only available when a ship is within the gravity well of a planet.

_Inherited from IMyShipController_
_bool TryGetPlanetElevation(MyPlanetElevation detail, ref double elevation)_ Attempts to get the elevation of the ship in relation to the nearest planet. This method is only available when a ship is within the gravity well of a planet.

_Inherited from IMyShipController_

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