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Interface IMyOffensiveCombatHitAndRun

Describes entity component for AttackPattern of offensive combat block

Inherited Members
IMyAttackPatternComponent.AttackPatternName
IMyAttackPatternComponent.AttackPatternTooltip
IMyAttackPatternComponent.AttackPatternId
IMyAttackPatternComponent.IsSelected
IMyAttackPatternComponent.HasEnemy
Namespace: Sandbox.ModAPI.Ingame
Assembly: Sandbox.Common.dll
Syntax
public interface IMyOffensiveCombatHitAndRun : IMyAttackPatternComponent

Properties

BreakOffDistance

Gets or sets break off distance (in meters)

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

IsMovingAwayFromTarget

Gets if grid is moving away from target

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

IsMovingToTarget

Gets if grid is moving to target

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

RetreatAngle

Gets or sets retreat angle (in degrees)

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

RetreatDistance

Gets or sets max distance that grid can run away from target

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

RetreatTimeout

Gets or sets max time that grid can run away from target

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

Methods

GetSelectedWeapons(List<Int64>)

Gets weapons that should be used to damage to attack enemy May return also modded guns EntityId.

Declaration
void GetSelectedWeapons(List<long> blockEntityIds)
Parameters
Type Name Description
System.Collections.Generic.List<System.Int64> blockEntityIds

List where all Ids would be added

IsWeaponSelected(Int64)

Gets if weapon is selected

Declaration
bool IsWeaponSelected(long blockEntityId)
Parameters
Type Name Description
System.Int64 blockEntityId

True if block is selected

Returns
Type Description
System.Boolean

SetSelectedWeapons(List<Int64>)

Sets weapons EntityIds that can would be used to damage to attack enemy Modded gun are allowed, but you need override BlockValidation and SetShooting

Declaration
void SetSelectedWeapons(List<long> blockEntityId)
Parameters
Type Name Description
System.Collections.Generic.List<System.Int64> blockEntityId
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