Class BodyBalanceHelper
Inherited Members
Namespace: GTA.NaturalMotion
Assembly: ScriptHookVDotNet2.dll
Syntax
public sealed class BodyBalanceHelper : CustomHelper
Constructors
| Name | Description |
|---|---|
| BodyBalanceHelper(Ped) | Creates a new Instance of the BodyBalanceHelper for sending a BodyBalance Message to a given Ped. |
Properties
| Name | Description |
|---|---|
| AngVelMultiplier | Somersault, twist, sideSomersault) multiplier of the angular velocity for arms out (lean2) (somersault, twist, sideSomersault). |
| AngVelThreshold | Somersault, twist, sideSomersault) threshold above which angVel is used for arms out (lean2) Unless drunk - DO NOT EXCEED 7.0 for each component. |
| ArmDamping | NB. WAS m_damping NeckDamping=1 ClaviclesDamping=1. |
| ArmsOutMinLean2 | Minimum desiredLean2 applied to shoulder (to stop arms going above shoulder height or not). |
| ArmsOutOnPush | Put arms out based on lean2 of legs, or angular velocity (lean or twist), or lean (front/back or side/side). |
| ArmsOutOnPushMultiplier | Arms out based on lean2 of the legs to simulate being pushed. |
| ArmsOutOnPushTimeout | Number of seconds before turning off the armsOutOnPush response only for Arms out based on lean2 of the legs (NOT for the angle or angular velocity). |
| ArmsOutStraightenElbows | Multiplier for straightening the elbows based on the amount of arms out(lean2) 0 = dont straighten elbows. Otherwise straighten elbows proportionately to armsOut. |
| ArmStiffness | NB. WAS m_bodyStiffness ClaviclesStiffness=9.0f. |
| BackwardsArms | Bend elbows, relax shoulders and inhibit spine twist when moving backwards. |
| BackwardsAutoTurn | Automatically turn around if moving backwards. |
| BendElbowsGait | Minimum desired angle of elbow during non contact arm swing. |
| BendElbowsTime | Time after contact (with Upper body) that the min m_elbowAngleOnContact is applied. |
| BlendToZeroPose | Blend upper body to zero pose as the character comes to rest. If false blend to a stored pose. |
| BraceDistance | If -ve then do not brace. distance from object at which to raise hands to brace 0.5 good if newBrace=true - otherwise 0.65. |
| BraceOffset | BraceTarget is global headLookPos plus braceOffset m in the up direction. |
| BraceStiffness | Stiffness of character. Catch_fall stiffness scales with this too, with its defaults at this values default. |
| Elbow | How much the elbow swings based on the leg movement. |
| ElbowAngleOnContact | On contact with upperbody the desired elbow angle is set to at least this value. |
| HandsDelayMax | If bracing with 2 hands delay one hand by at most this amount of time to introduce some asymmetry. |
| HandsDelayMin | If bracing with 2 hands delay one hand by at least this amount of time to introduce some asymmetry. |
| HeadLookAtVelProb | Probability [0-1] that headLook will be looking in the direction of velocity when stepping. |
| HeadLookInstanceIndex | Level index of thing to look at. |
| HeadLookPos | Position of thing to look at. |
| HipL2ArmL2 | Mmmmdrunk = 0.2 multiplier of hip lean2 (star jump) to give shoulder lean2 (flapping). |
| MinBraceTime | Minimum bracing time so the character doesn't look twitchy. |
| MoveAmount | Amount of leanForce applied away from pusher. |
| MoveRadius | If -ve don't move away from pusher unless moveWhenBracing is true and braceDistance GT 0.0f. if the pusher is closer than moveRadius then move away from it. |
| MoveWhenBracing | Only move away from pusher when bracing against pusher. |
| ReachAbsorbtionTime | Larger values and he absorbs the impact more. |
| ReturningToBalanceArmsOut | Range 0:1 0 = don't raise arms if returning to upright position, 0.x = 0.x*raise arms based on angvel and 'angle' settings, 1 = raise arms based on angvel and 'angle' settings. |
| Shoulder | How much the shoulder(lean1) swings based on the leg movement. |
| ShoulderL1 | Mmmmdrunk 1.1 shoulder lean1 offset (+ve frankenstein). |
| ShoulderL2 | Mmmmdrunk = 0.7 shoulder lean2 offset. |
| ShoulderTwist | Mmmmdrunk = 0.0 shoulder twist. |
| SideSomersaultAngle | Amount of side somersault 'angle' before sideSomersault is used for ArmsOut. Unless drunk - DO NOT EXCEED 0.8. |
| SideSomersaultAngleThreshold | |
| SomersaultAngle | Multiplier of the somersault 'angle' (lean forward/back) for arms out (lean2). |
| SomersaultAngleThreshold | Amount of somersault 'angle' before m_somersaultAngle is used for ArmsOut. Unless drunk - DO NOT EXCEED 0.8. |
| SpineDamping | |
| SpineStiffness | |
| TargetPredictionTime | Time expected to get arms up from idle. |
| TimeToBackwardsBrace | Time before arm brace kicks in when hit from behind. |
| Turn2TargetProb | Weighted probability of turning towards headLook target. This is one of six turn type weights. |
| Turn2VelProb | Weighted probability of turning towards velocity. This is one of six turn type weights. |
| TurnAwayProb | Weighted probability of turning away from headLook target. This is one of six turn type weights. |
| TurnLeftProb | Weighted probability of turning left. This is one of six turn type weights. |
| TurnOffProb | Weighted probability that turn will be off. This is one of six turn type weights. |
| TurnRightProb | Weighted probability of turning right. This is one of six turn type weights. |
| TurnWithBumpRadius | 0.9 is a sensible value. If pusher within this distance then turn to get out of the way of the pusher. |
| UseBodyTurn | |
| UseHeadLook | Enable and provide a look-at target to make the character's head turn to face it while balancing. |