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    Class BodyRollUpHelper

    Inheritance
    System.Object
    Message
    CustomHelper
    BodyRollUpHelper
    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 BodyRollUpHelper : CustomHelper

    Constructors

    Name Description
    BodyRollUpHelper(Ped)

    Creates a new Instance of the BodyRollUpHelper for sending a BodyRollUp Message to a given Ped.

    Properties

    Name Description
    ApplyMinMaxFriction

    Controls whether or not behavior enforces min/max friction.

    ArmReachAmount

    The likeliness of the character reaching for the ground with its arms.

    AsymmetricalLegs

    0 is no leg asymmetry in 'foetal' position. greater than 0 a asymmetricalLegs-rand(30%), added/minus each joint of the legs in radians. Random number changes about once every roll. 0.4 gives a lot of asymmetry.

    LegPush

    Used to keep rolling down slope, 1 is full (kicks legs out when pointing upwards).

    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).

    NoRollTimeBeforeSuccess

    Time that roll velocity has to be lower than rollVelForSuccess, before success message is sent.

    RollVelForSuccess

    Lower threshold for roll velocity at which success message can be sent.

    RollVelLinearContribution

    Contribution of linear COM velocity to roll Velocity (if 0, roll velocity equal to COM angular velocity).

    Stiffness

    Stiffness of whole body.

    UseArmToSlowDown

    The degree to which the character will try to stop a barrel roll with his arms.

    VelocityOffset

    Offsets perceived body velocity. Increase to create larger "dead zone" around zero velocity where character will be less rolled. (NB: Reset to 0 to match earlier behavior).

    VelocityScale

    Scales perceived body velocity. The higher this value gets, the more quickly the velocity measure saturates, resulting in a tighter roll at slower speeds. (NB: Set to 1 to match earlier behavior).

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