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SpaceEngineers.Game.ModAPI.Ingame.IMyLargeConveyorTurretBase
Malware edited this page Dec 21, 2018
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60 revisions
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Namespace: SpaceEngineers.Game.ModAPI.Ingame
Assembly: SpaceEngineers.Game.dll
Implements:
Sandbox.ModAPI.Ingame.IMyLargeTurretBaseSandbox.ModAPI.Ingame.IMyUserControllableGunSandbox.ModAPI.Ingame.IMyFunctionalBlockSandbox.ModAPI.Ingame.IMyTerminalBlockVRage.Game.ModAPI.Ingame.IMyCubeBlockVRage.Game.ModAPI.Ingame.IMyEntity
| Member | Description |
|---|---|
bool UseConveyorSystem |
|
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 |
bool IsShooting |
Inherited from IMyUserControllableGun |
bool IsUnderControl |
Indicates whether a block is locally or remotely controlled. Inherited from IMyLargeTurretBase
|
bool CanControl |
Inherited from IMyLargeTurretBase |
float Range |
Inherited from IMyLargeTurretBase |
bool IsAimed |
Inherited from IMyLargeTurretBase |
bool HasTarget |
Checks if the turret is locked onto a target Inherited from IMyLargeTurretBase
|
float Elevation |
Sets/gets elevation of turret, this method is not synced, you need to sync elevation manually Inherited from IMyLargeTurretBase
|
float Azimuth |
Sets/gets azimuth of turret, this method is not synced, you need to sync azimuth manually Inherited from IMyLargeTurretBase
|
bool EnableIdleRotation |
enable/disable idle rotation for turret, this method is not synced, you need to sync manually Inherited from IMyLargeTurretBase
|
bool AIEnabled |
Checks is AI is enabled for turret Inherited from IMyLargeTurretBase
|
| Member | Description |
|---|---|
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<ITerminalAction> resultList, Func<ITerminalAction, bool> collect) |
Inherited from IMyTerminalBlock |
void SearchActionsOfName(string name, List<ITerminalAction> resultList, Func<ITerminalAction, bool> collect) |
Inherited from IMyTerminalBlock |
ITerminalAction GetActionWithName(string name) |
Inherited from IMyTerminalBlock |
ITerminalProperty GetProperty(string id) |
Inherited from IMyTerminalBlock |
void GetProperties(List<ITerminalProperty> resultList, Func<ITerminalProperty, bool> 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 TrackTarget(Vector3D pos, Vector3 velocity) |
Tracks given target with enabled position prediction Inherited from IMyLargeTurretBase
|
void SetTarget(Vector3D pos) |
Targets given position Inherited from IMyLargeTurretBase
|
void SyncElevation() |
method used to sync elevation of turret , you need to call it to sync elevation for other clients/server Inherited from IMyLargeTurretBase
|
void SyncAzimuth() |
method used to sync azimuth, you need to call it to sync azimuth for other clients/server Inherited from IMyLargeTurretBase
|
void SyncEnableIdleRotation() |
method used to sync idle rotation and elevation, you need to call it to sync rotation and elevation for other clients/server Inherited from IMyLargeTurretBase
|
void ResetTargetingToDefault() |
resert targeting to default values Inherited from IMyLargeTurretBase
|
MyDetectedEntityInfo GetTargetedEntity() |
Gets the turret's current detected entity, if any Inherited from IMyLargeTurretBase
|
Do you have questions, comments, suggestions for improvements? Is there something I can do better? Did I make a mistake? Please add an issue here, and prefix your issue title with Wiki. Thank you, your help will be very appreciated!