Class ArmsWindmillAdaptiveHelper
Inherited Members
Namespace: GTA.NaturalMotion
Assembly: ScriptHookVDotNet2.dll
Syntax
public sealed class ArmsWindmillAdaptiveHelper : CustomHelper
Constructors
Name | Description |
---|---|
ArmsWindmillAdaptiveHelper(Ped) | Creates a new Instance of the ArmsWindmillAdaptiveHelper for sending a ArmsWindmillAdaptive Message to a given Ped. |
Properties
Name | Description |
---|---|
Amplitude | Controls how large the motion is, higher values means the character waves his arms in a massive arc. |
AngSpeed | Controls the speed of the windmilling. |
ArmDirection | |
ArmStiffness | How stiff the arms are controls how pronounced the windmilling motion appears. |
BendLeftElbow | If true, bend the left elbow to give a stunt man type scramble look. |
BendRightElbow | If true, bend the right elbow to give a stunt man type scramble look. |
BodyStiffness | Controls how stiff the rest of the body is. |
DisableOnImpact | If true, each arm will stop windmilling if it hits the ground. |
ElbowRate | Rate at which elbow tries to match *ElbowAngle. |
Lean1mult | 0 arms go up and down at the side. 1 circles. 0..1 elipse. |
Lean1offset | 0.f center of circle at side. |
LeftElbowAngle | If not negative then left arm will blend to this angle. |
Mask | Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see Active Pose notes for possible values). |
Phase | Set to a non-zero value to desynchronize the left and right arms motion. |
RightElbowAngle | If not negative then right arm will blend to this angle. |
SetBackAngles | If true, back angles will be set to compliment arms windmill. |
UseAngMom | If true, use angular momentum about com to choose arm circling direction. Otherwise use com angular velocity. |