Interface IMyControllableEntity
Describes that player can take under control (mods interface)
Namespace: VRage.Game.ModAPI.Interfaces
Assembly: VRage.Game.dll
Syntax
public interface IMyControllableEntity
Properties
CanSwitchLandingGears
Gets if entity can switch landing gears
Declaration
bool CanSwitchLandingGears { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
ControllerInfo
Gets information about who controls this Entity
Declaration
IMyControllerInfo ControllerInfo { get; }
Property Value
Type | Description |
---|---|
IMyControllerInfo |
EnabledDamping
Gets if Damping enabled
Declaration
bool EnabledDamping { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
Remarks
Works only for character and ship controller
EnabledHelmet
Gets if helmet is opened
Declaration
bool EnabledHelmet { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
Remarks
Works only for character
EnabledLeadingGears
Gets if at least one leading gear is enabled
Declaration
bool EnabledLeadingGears { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
Remarks
Works only for ship controller
EnabledLights
Gets if lights are enabled
Declaration
bool EnabledLights { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
Remarks
Works only for character and ship controller
EnabledReactors
Gets if grid is powered
Declaration
bool EnabledReactors { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
Remarks
Works only for ship controller
EnabledThrusts
Gets if thrusts are enabled
Declaration
bool EnabledThrusts { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
Remarks
Works only for character
Entity
Gets information which entity is being controlled
Declaration
IMyEntity Entity { get; }
Property Value
Type | Description |
---|---|
IMyEntity |
ForceFirstPersonCamera
Gets or sets if camera should be first person
Declaration
bool ForceFirstPersonCamera { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
IsAutopilotControlled
Gets whether the entity is controller by autopilot
Declaration
bool IsAutopilotControlled { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
LastMotionIndicator
Gets last motion indicator. User input W/A/S/D Space/C
Declaration
Vector3 LastMotionIndicator { get; }
Property Value
Type | Description |
---|---|
Vector3 |
Remarks
Works only for cockpits and remote control blocks
LastRotationIndicator
Gets last rotation indicator. Z used for RollIndicator
Declaration
Vector3 LastRotationIndicator { get; }
Property Value
Type | Description |
---|---|
Vector3 |
PrimaryLookaround
When false, blocks 3rd view look around
Declaration
bool PrimaryLookaround { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
RelativeDampeningDistance
Allows you to set a custom max distance which relative dampening to another entity will remain active.
Declaration
float RelativeDampeningDistance { get; set; }
Property Value
Type | Description |
---|---|
System.Single |
RelativeDampeningTarget
Allows you to get or set the relative dampening entity.
Declaration
IMyEntity RelativeDampeningTarget { get; set; }
Property Value
Type | Description |
---|---|
IMyEntity |
Methods
Crouch()
Only IMyCharacter has implementation for this method.
Declaration
void Crouch()
Die()
Makes character dead.
Declaration
void Die()
Remarks
Works only for character
Down()
Move direction : down. Only IMyCharacter has implementation for this method.
Declaration
void Down()
DrawHud(IMyCameraController, Int64)
Updates hud logic, connected to entity
Declaration
void DrawHud(IMyCameraController camera, long playerId)
Parameters
Type | Name | Description |
---|---|---|
IMyCameraController | camera | Current camera |
System.Int64 | playerId | IdentityId |
GetHeadMatrix(Boolean, Boolean, Boolean, Boolean)
Gets head of character that controls this
Declaration
MatrixD GetHeadMatrix(bool includeY, bool includeX = true, bool forceHeadAnim = false, bool forceHeadBone = false)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | includeY | Should include Y axis rotation |
System.Boolean | includeX | Should include X axis rotation |
System.Boolean | forceHeadAnim | When true - use very accurate head position |
System.Boolean | forceHeadBone |
Returns
Type | Description |
---|---|
MatrixD |
Jump(Vector3)
Character jump. Only IMyCharacter has implementation for this method.
Declaration
void Jump(Vector3 moveindicator = null)
Parameters
Type | Name | Description |
---|---|---|
Vector3 | moveindicator |
MoveAndRotate(Vector3, Vector2, Single)
Defines user input. Call MoveAndRotateStopped() on user input finished
Declaration
void MoveAndRotate(Vector3 moveIndicator, Vector2 rotationIndicator, float rollIndicator)
Parameters
Type | Name | Description |
---|---|---|
Vector3 | moveIndicator | User input W/A/S/D Space/C |
Vector2 | rotationIndicator | User mouse input |
System.Single | rollIndicator | User input Q/E |
MoveAndRotateStopped()
Should be called when input is finished
Declaration
void MoveAndRotateStopped()
PickUp()
Forwarding this action to Use(UseActionEnum, IMyEntity) with argument PickUp
Declaration
void PickUp()
Remarks
Works only for IMyCharacter
PickUpContinues()
Forwarding this action to Use(UseActionEnum, IMyEntity) with argument PickUp
Declaration
void PickUpContinues()
Remarks
Works only for IMyCharacter. Method is called after first call of PickUp(), and only if target supports ContinuousUsage
ShowInventory()
Shows inventory gui of controlled Entity
Declaration
void ShowInventory()
Remarks
Not all ControllableEntities implements this
ShowRemoteAccessMenu()
Shows remote access menu
Declaration
void ShowRemoteAccessMenu()
Remarks
Not all ControllableEntities implements this
ShowTerminal()
Shows terminal gui
Declaration
void ShowTerminal()
Remarks
Not all ControllableEntities implements this
SwitchDamping()
Switches damping state
Declaration
void SwitchDamping()
Remarks
Not all ControllableEntities implements this
SwitchHandbrake()
Switches handbrake state
Declaration
void SwitchHandbrake()
Remarks
Not all ControllableEntities implements this
SwitchHelmet()
Switches helmet open/closed state
Declaration
void SwitchHelmet()
Remarks
Not all ControllableEntities implements this
SwitchLandingGears()
Switches landing gears state
Declaration
void SwitchLandingGears()
Remarks
Not all ControllableEntities implements this
SwitchLights()
Switches lights state
Declaration
void SwitchLights()
Remarks
Not all ControllableEntities implements this
SwitchReactors()
Switches reactors state
Declaration
void SwitchReactors()
Remarks
Not all ControllableEntities implements this
SwitchReactorsLocal()
Switches handbrake state
Declaration
void SwitchReactorsLocal()
Remarks
Same as SwitchReactors()
SwitchThrusts()
Turns on jetpack on character
Declaration
void SwitchThrusts()
Remarks
Not all ControllableEntities implements this
SwitchWalk()
Switch between walk / run mode. Only IMyCharacter has implementation for this method.
Declaration
void SwitchWalk()
Up()
Move direction : up. Only IMyCharacter has implementation for this method.
Declaration
void Up()
Use()
Declaration
void Use()
UseContinues()
Declaration
void UseContinues()