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    Class BodyBalanceHelper

    Inheritance
    System.Object
    Message
    CustomHelper
    BodyBalanceHelper
    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 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.

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