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    Class ArmsWindmillAdaptiveHelper

    Inheritance
    System.Object
    Message
    CustomHelper
    ArmsWindmillAdaptiveHelper
    Inherited Members
    CustomHelper.Start()
    CustomHelper.Start(Int32)
    CustomHelper.Stop()
    CustomHelper.Abort()
    Message.Abort(Ped)
    Message.SendTo(Ped)
    Message.SendTo(Ped, Int32)
    Message.SetArgument(String, Boolean)
    Message.SetArgument(String, Int32)
    Message.SetArgument(String, Single)
    Message.SetArgument(String, String)
    Message.SetArgument(String, Vector3)
    Message.ResetArguments()
    Message.ToString()
    System.Object.Equals(System.Object)
    System.Object.Equals(System.Object, System.Object)
    System.Object.ReferenceEquals(System.Object, System.Object)
    System.Object.GetHashCode()
    System.Object.GetType()
    System.Object.MemberwiseClone()
    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.

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