Sandbox.ModAPI.Ingame
IMyOffensiveCombatHitAndRun
Assembly: Sandbox.Common.dll
public interface IMyOffensiveCombatHitAndRun: IMyAttackPatternComponent
Describes entity component for AttackPattern of offensive combat block
Properties
| Member | Description |
|---|---|
| BreakOffDistance | Gets or sets break off distance (in meters) |
| IsMovingAwayFromTarget | Gets if grid is moving away from target |
| IsMovingToTarget | Gets if grid is moving to target |
| RetreatAngle | Gets or sets retreat angle (in degrees) |
| RetreatDistance | Gets or sets max distance that grid can run away from target |
| RetreatTimeout | Gets or sets max time that grid can run away from target |
| AttackPatternId | Gets attack pattern id Inherited from IMyAttackPatternComponent |
| AttackPatternName | Gets attack pattern name Inherited from IMyAttackPatternComponent |
| AttackPatternTooltip | Gets attack pattern tooltip Inherited from IMyAttackPatternComponent |
| HasEnemy | Gets if attack pattern has enemy in range Inherited from IMyAttackPatternComponent |
| IsSelected | Gets if attack pattern is selected Inherited from IMyAttackPatternComponent |
Methods
| Member | Description |
|---|---|
| GetSelectedWeapons(List |
Gets weapons that should be used to damage to attack enemy May return also modded guns EntityId. |
| IsWeaponSelected(long) | Gets if weapon is selected |
| SetSelectedWeapons(List |
Sets weapons EntityIds that can would be used to damage to attack enemy Modded gun are allowed, but you need override IMyOffensiveCombatHitAndRun.BlockValidationprohibited and IMyOffensiveCombatHitAndRun.SetShootingprohibited |
Implements: