Sandbox.ModAPI
IMyOffensiveCombatStayAtRange
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: