Assembly: Sandbox.Common.dll

public interface IMyOffensiveCombatStayAtRange: IMyOffensiveCombatStayAtRange, IMyAttackPatternComponent, IMyAttackPatternComponent

Describes entity component for AttackPattern of offensive combat block

Properties

Member Description
BlockValidation Gets or sets function that is called when block caches all available weapons, and called on server to validate, that user selected weapon is correct Used for adding custom weapons. By default used reference to Keen default function Must not be null. You need override it on server and client
ClearBlocksShootingState Gets or sets function that is called when grid is copied. You need clear state of shooting weapons By default used reference to Keen default function Must not be null. You need override it on server and client IMyCubeGrid - original grid which would be copied MyObjectBuilder_CubeGrid - grid which state you need clear IMyAttackPatternComponent - attack pattern, that calls this clear
GetFirstWeaponForwardVector Gets or sets function that is called to know how grid should rotate to face target By default used reference to Keen default function (returns WorldMatrix.Forward vector) IMyAttackPatternComponent - attack pattern, that calls this clear Returns blocks WorldMatrix.Forward
GetPredictedLookAt Gets or sets function that is called for aiming grid at enemy By default used reference to Keen default function Must not be null. You need override it on server and client IMyEntity - entity that you should aim at predicting it's future position, and bullet speed IMyAttackPatternComponent - current component that need aim Double - distance to target squared Returns world position
SetShooting Gets or sets function that is called per block requesting it start or stop shooting. Used for adding custom weapons. By default used reference to Keen default function Must not be null. You need override it on server and client IMyCubeBlock - Weapon block to test bool - Should block shoot or not double - DistanceToTargetSq squared distance in meters to target Vector3D? - aim position, predicted shoot position Base6Directions.Direction - shoot direction Called in parallel update of Autopilot
AttackPatternId Gets attack pattern id

Inherited from IMyAttackPatternComponent
AttackPatternName Gets attack pattern name

Inherited from IMyAttackPatternComponent
AttackPatternTooltip Gets attack pattern tooltip

Inherited from IMyAttackPatternComponent
EvasiveManeuverDistance Gets evasive maneuver distance in meters

Inherited from IMyOffensiveCombatStayAtRange
EvasiveManeuvers Gets or sets if evasive maneuvers are enabled

Inherited from IMyOffensiveCombatStayAtRange
FacingPriority Gets or sets facing priority

Inherited from IMyOffensiveCombatStayAtRange
HasEnemy Gets if attack pattern has enemy in range

Inherited from IMyAttackPatternComponent
IsSelected Gets if attack pattern is selected

Inherited from IMyAttackPatternComponent
IsSelected Gets if attack pattern is selected

Inherited from IMyAttackPatternComponent
MaximalDistance Get or sets maximal stay at range distance in meters

Inherited from IMyOffensiveCombatStayAtRange
MinimalDistance Get or sets minimal stay at range distance in meters

Inherited from IMyOffensiveCombatStayAtRange

Methods

Member Description
AppendCustomInfo(StringBuilder) Override to add information about mission status

Inherited from IMyAttackPatternComponent
CreateTerminalInterfaceControls() Inherited from IMyAttackPatternComponent

Implements: