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    Class BalancerCollisionsReactionHelper

    Inheritance
    System.Object
    Message
    CustomHelper
    BalancerCollisionsReactionHelper
    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 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.

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