Class BalancerCollisionsReactionHelper
Inherited Members
Namespace: GTA.NaturalMotion
Assembly: ScriptHookVDotNet2.dll
Syntax
public sealed class BalancerCollisionsReactionHelper : CustomHelper
Constructors
| Name | Description |
|---|---|
| BalancerCollisionsReactionHelper(Ped) | Creates a new Instance of the BalancerCollisionsReactionHelper for sending a BalancerCollisionsReaction Message to a given Ped. |
Properties
| Name | Description |
|---|---|
| BackFrictionMultRate | Friction multiplier reduced by this amount every second after slump starts (only if character is not slumping). |
| BackFrictionMultStart | Friction multiplier applied to back when slump starts. |
| BraceWall | Brace against wall if forwards impact(at the moment only if bodyBalance is running/in charge of arms). |
| ExclusionZone | Steps are ihibited to not go closer to the wall than this (after impact). |
| FallOverHighWalls | Trigger fall over wall if hit up to spine2 else only if hit up to spine1. |
| FallOverWallDrape | Use fallOverWall as the main drape reaction. |
| FootFrictionMultRate | Friction multiplier reduced by this amount every second after slump starts (only if character is not slumping). |
| FootFrictionMultStart | Friction multiplier applied to feet when slump starts. |
| ForwardMode | 0=slump, 1=fallToKnees if shot is running, otherwise slump. |
| GlanceSpinDecayMult | Multiplier used when decaying torque spin over time. |
| GlanceSpinMag | Magnitude of the glance torque. |
| GlanceSpinTime | Duration that the glance torque is applied for. |
| IgnoreColMassBelow | Collisions with non-fixed objects with mass below this will not set this behavior off (e.g. ignore guns). |
| IgnoreColVolumeBelow | Collisions with non-fixed objects with volume below this will not set this behavior off. |
| IgnoreColWithIndex | Used so impact with the character that is pushing you over doesn't set off the behavior. |
| ImpactExagTime | Time that the character exaggerates impact with spine. |
| ImpactLegStiffReduction | Reduce the stiffness of the legs by this much as soon as an impact is detected. |
| ImpactLoosenessAmount | How loose the character is on impact. Between 0 and 1. |
| ImpactWeaknessRampDuration | Duration of the ramp to bring the character's upper body stiffness back to normal levels. |
| ImpactWeaknessZeroDuration | Duration for which the character's upper body stays at minimum stiffness (not quite zero). |
| NumStepsTillSlump | Begin slump and stop stepping after this many steps. |
| ObjectBehindVictim | Detected an object behind a shot victim in the direction of a bullet?. |
| ObjectBehindVictimNormal | The normal of a detected object behind a shot victim in the direction of a bullet. |
| ObjectBehindVictimPos | The intersection pos of a detected object behind a shot victim in the direction of a bullet. |
| ReactTime | Time that the character reacts to the impact with ub flinch and writhe. |
| ReboundForce | If forwards impact only: cheat force to try to get the character away from the wall. 3 is a good value. |
| ReboundMode | 0=fall2knees/slump if shot not running, 1=stumble, 2=slump, 3=restart. |
| SlumpLegStiffRate | Rate at which the stiffness of the legs is reduced during slump. |
| SlumpLegStiffReduction | Reduce the stiffness of the legs by this much as soon as slump starts. |
| SlumpMode | 0=Normal slump(less movement then slump and movement LT small), 1=fast slump, 2=less movement then slump. |
| Snap | Add a Snap to when you hit a wall to emphasize the hit. |
| SnapDirectionRandomness | The character snaps in a prescribed way (decided by bullet direction) - Higher the value the more random this direction is. |
| SnapHipType | Type of hip reaction 0=none, 1=side2side 2=steplike. |
| SnapLeftArm | Snap the leftArm. |
| SnapLeftLeg | Snap the leftLeg. |
| SnapMag | The magnitude of the snap reaction. |
| SnapNeck | Snap the neck. |
| SnapPhasedLegs | Legs are either in phase with each other or not. |
| SnapRightArm | Snap the rightArm. |
| SnapRightLeg | Snap the rightLeg. |
| SnapSpine | Snap the spine. |
| SnapUseTorques | Use torques to make the snap otherwise use a change in the parts angular velocity. |
| Stable2SlumpTime | Time after becoming stable leaning against a wall that slump starts. |
| TimeToForward | Time after a forwards impact before forwardMode is called (leave sometime for a rebound or brace - the min of 0.1 is to ensure fallOverWall can start although it probably needs only 1or2 frames for the probes to return). |
| UnSnapInterval | Interval before applying reverse snap. |
| UnSnapRatio | The magnitude of the reverse snap. |