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Interface IMyMissile

Describes missile entity (mods interface)

Inherited Members
IMyEntity.GetFriendlyName()
IMyEntity.Close()
IMyEntity.Delete()
IMyEntity.GetObjectBuilder(Boolean)
IMyEntity.BeforeSave()
IMyEntity.GetTopMostParent(Type)
IMyEntity.SetLocalMatrix(Matrix, Object)
IMyEntity.GetChildren(List<IMyEntity>, Func<IMyEntity, Boolean>)
IMyEntity.GetSubpart(String)
IMyEntity.TryGetSubpart(String, MyEntitySubpart)
IMyEntity.GetDiffuseColor()
IMyEntity.IsVisible()
IMyEntity.DebugDraw()
IMyEntity.DebugDrawInvalidTriangles()
IMyEntity.EnableColorMaskForSubparts(Boolean)
IMyEntity.SetColorMaskForSubparts(Vector3)
IMyEntity.SetTextureChangesForSubparts(Dictionary<MyStringId, MyTextureChange>)
IMyEntity.SetTextureChangesForSubparts(Dictionary<String, MyTextureChange>)
IMyEntity.SetEmissiveParts(String, Color, Single)
IMyEntity.SetEmissivePartsForSubparts(String, Color, Single)
IMyEntity.GetDistanceBetweenCameraAndBoundingSphere()
IMyEntity.GetDistanceBetweenCameraAndPosition()
IMyEntity.GetLargestDistanceBetweenCameraAndBoundingSphere()
IMyEntity.GetSmallestDistanceBetweenCameraAndBoundingSphere()
IMyEntity.OnRemovedFromScene(Object)
IMyEntity.OnAddedToScene(Object)
IMyEntity.GetViewMatrix()
IMyEntity.GetWorldMatrixNormalizedInv()
IMyEntity.SetWorldMatrix(MatrixD, Object)
IMyEntity.SetPosition(Vector3D)
IMyEntity.Teleport(MatrixD, Object, Boolean)
IMyEntity.GetIntersectionWithLine(LineD, Nullable<MyIntersectionResultLineTriangleEx>, IntersectionFlags)
IMyEntity.GetIntersectionWithLineAndBoundingSphere(LineD, Single)
IMyEntity.GetIntersectionWithSphere(BoundingSphereD)
IMyEntity.GetIntersectionWithAABB(BoundingBoxD)
IMyEntity.GetTrianglesIntersectingSphere(BoundingSphere, Nullable<Vector3>, Nullable<Single>, List<MyTriangle_Vertex_Normals>, Int32)
IMyEntity.DoOverlapSphereTest(Single, Vector3D)
IMyEntity.GetInventory()
IMyEntity.GetInventory(Int32)
IMyEntity.AddToGamePruningStructure()
IMyEntity.RemoveFromGamePruningStructure()
IMyEntity.UpdateGamePruningStructure()
IMyEntity.Physics
IMyEntity.PositionComp
IMyEntity.Render
IMyEntity.GameLogic
IMyEntity.Hierarchy
IMyEntity.SyncObject
IMyEntity.Storage
IMyEntity.Flags
IMyEntity.EntityId
IMyEntity.Name
IMyEntity.MarkedForClose
IMyEntity.DebugAsyncLoading
IMyEntity.Save
IMyEntity.PersistentFlags
IMyEntity.Model
IMyEntity.ModelCollision
IMyEntity.Synchronized
IMyEntity.NeedsUpdate
IMyEntity.Parent
IMyEntity.LocalMatrix
IMyEntity.NearFlag
IMyEntity.CastShadows
IMyEntity.FastCastShadowResolve
IMyEntity.NeedsResolveCastShadow
IMyEntity.MaxGlassDistSq
IMyEntity.NeedsDraw
IMyEntity.NeedsDrawFromParent
IMyEntity.Transparent
IMyEntity.ShadowBoxLod
IMyEntity.SkipIfTooSmall
IMyEntity.Visible
IMyEntity.NeedsWorldMatrix
IMyEntity.InScene
IMyEntity.InvalidateOnMove
IMyEntity.WorldMatrix
IMyEntity.WorldMatrixInvScaled
IMyEntity.WorldMatrixNormalizedInv
IMyEntity.IsVolumetric
IMyEntity.LocalAABB
IMyEntity.LocalAABBHr
IMyEntity.LocalVolume
IMyEntity.LocalVolumeOffset
IMyEntity.LocationForHudMarker
IMyEntity.IsCCDForProjectiles
IMyEntity.DisplayName
IMyEntity.StopPhysicsActivation
IMyEntity.OnClose
IMyEntity.OnClosing
IMyEntity.OnMarkForClose
IMyEntity.OnPhysicsChanged
IMyEntity.GetPosition()
IMyEntity.Components
IMyEntity.HasInventory
IMyEntity.InventoryCount
IMyEntity.Closed
IMyEntity.WorldAABB
IMyEntity.WorldAABBHr
IMyEntity.WorldVolume
IMyEntity.WorldVolumeHr
IMyDestroyableObject.OnDestroy()
IMyDestroyableObject.DoDamage(Single, MyStringHash, Boolean, Nullable<MyHitInfo>, Int64, Int64, Boolean, Nullable<MyStringHash>)
IMyDestroyableObject.Integrity
IMyDestroyableObject.UseDamageSystem
Namespace: Sandbox.ModAPI
Assembly: Sandbox.Common.dll
Syntax
public interface IMyMissile : IMyEntity, IMyEntity, IMyDestroyableObject

Properties

AmmoDefinition

Gets MyAmmoDefinition of missile

Declaration
MyDefinitionBase AmmoDefinition { get; }
Property Value
Type Description
MyDefinitionBase

AmmoMagazineDefinition

Gets MyAmmoMagazineDefinition of missile

Declaration
MyDefinitionBase AmmoMagazineDefinition { get; }
Property Value
Type Description
MyDefinitionBase

CollidedEntity

Gets collided entity, on missile hit. You should get this value only on OnMissileCollided event

Declaration
MyEntity CollidedEntity { get; }
Property Value
Type Description
MyEntity

CollisionNormal

Gets collision normal, on missile hit. You should get this value only on OnMissileCollided event

Declaration
Vector3 CollisionNormal { get; }
Property Value
Type Description
Vector3

CollisionPoint

Gets collision point, on missile hit. You should get this value only on OnMissileCollided event

Declaration
Nullable<Vector3D> CollisionPoint { get; }
Property Value
Type Description
System.Nullable<Vector3D>

ExplosionDamage

Gets or sets explosion damage for missile

Declaration
float ExplosionDamage { get; set; }
Property Value
Type Description
System.Single

ExplosionType

Gets or sets explosion type of missile (changes effect of explosion)

Declaration
MyExplosionTypeEnum ExplosionType { get; set; }
Property Value
Type Description
MyExplosionTypeEnum

HealthPool

Gets or sets health of missile. While it is more than 0, it is damaging blocks that it collide with, each time subtracting amount of damage dealt. When left health is less or equal 0, missile explodes (if it hitted anything and ShouldExplode is true).

Declaration
float HealthPool { get; set; }
Property Value
Type Description
System.Single

LauncherId

Character EntityId or block EntityId that shoots

Declaration
long LauncherId { get; set; }
Property Value
Type Description
System.Int64

LinearVelocity

Gets or sets velocity of missile

Declaration
Vector3 LinearVelocity { get; set; }
Property Value
Type Description
Vector3

MaxTrajectory

Gets or sets max travel trajectory

Declaration
float MaxTrajectory { get; set; }
Property Value
Type Description
System.Single

Origin

Get or sets initial position of missile

Declaration
Vector3D Origin { get; set; }
Property Value
Type Description
Vector3D

Owner

Character EntityId or block EntityId that shoots

Declaration
long Owner { get; set; }
Property Value
Type Description
System.Int64

ParticleEffect

Gets or sets missile trail particle effect

Declaration
MyParticleEffect ParticleEffect { get; set; }
Property Value
Type Description
MyParticleEffect

ShouldExplode

Gets or sets if missile should explode on hit

Declaration
bool ShouldExplode { get; set; }
Property Value
Type Description
System.Boolean

WeaponDefinition

Gets MyWeaponDefinition of missile

Declaration
MyDefinitionBase WeaponDefinition { get; }
Property Value
Type Description
MyDefinitionBase

Methods

Destroy()

Can't be called in Missiles.OnMissileMoved, MissileCollided

Declaration
void Destroy()

IsCharacterIdFriendly(Int64)

Returns whether player is friendly to missile

Declaration
bool IsCharacterIdFriendly(long charId)
Parameters
Type Name Description
System.Int64 charId

Player identityId

Returns
Type Description
System.Boolean

If player is friendly

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