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    Class BraceForImpactHelper

    Inheritance
    System.Object
    Message
    CustomHelper
    BraceForImpactHelper
    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 BraceForImpactHelper : CustomHelper

    Constructors

    Name Description
    BraceForImpactHelper(Ped)

    Creates a new Instance of the BraceForImpactHelper for sending a BraceForImpact Message to a given Ped.

    Properties

    Name Description
    BbArms

    Use bodyBalance arms for the default (non bracing) behavior if bodyBalance is active.

    BodyStiffness

    Stiffness of character. Catch_fall stiffness scales with this too, with its defaults at this values default.

    BraceDistance

    Distance from object at which to raise hands to brace 0.5 good if newBrace=true - otherwise 0.65.

    BraceOnImpact

    If true then if a shin or thigh is in contact with the car then brace. NB: newBrace must be true. For those situations where the car has pushed the ped backwards (at the same speed as the car) before the behavior has been started and so doesn't predict an impact.

    DampSpin

    Amount to damp spinning by (cartwheeling and somersaulting).

    DampSpinThresh

    Angular velocity above which we start damping.

    DampUpVel

    Amount to damp upward velocity by to limit the amount of air above the car the character can get.

    DampUpVelThresh

    Upward velocity above which we start damping.

    DampVel

    Damp out excessive spin and upward velocity when on car.

    GrabDistance

    Relative distance at which the grab starts.

    GrabDontLetGo

    Once a constraint is made, keep reaching with whatever hand is allowed.

    GrabHoldTimer

    Amount of time, in seconds, before grab automatically bails.

    GrabReachAngle

    Angle from front at which the grab activates. If the point is outside this angle from front will not try to grab.

    GrabStrength

    Strength in hands for grabbing (kg m/s), -1 to ignore/disable.

    GsCarVelMin

    ID for glancing spin. Minimum car velocity.

    GsEndMin

    ID for glancing spin. Min depth to be considered from either end (front/rear) of a car (-ve is inside the car area).

    GsFricMask1

    Glancing spin help. Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see notes for explanation). Note gsFricMask1 and gsFricMask2 are made independent by the code so you can have fb for gsFricMask1 but gsFricScale1 will not be applied to any body parts in gsFricMask2.

    GsFricMask2

    Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see notes for explanation). Note gsFricMask1 and gsFricMask2 are made independent by the code so you can have fb for gsFricMask1 but gsFricScale1 will not be applied to any body parts in gsFricMask2.

    GsFricScale1

    Glancing spin help. Friction scale applied when to the side of the car. e.g. make the character spin more by upping the friction against the car.

    GsFricScale2

    Glancing spin help. Friction scale applied when to the side of the car. e.g. make the character spin more by lowering the feet friction. You could also lower the wrist friction here to stop the car pulling along the hands i.e. gsFricMask2 = la|uw.

    GsHelp

    Enhance a glancing spin with the side of the car by modulating body friction.

    GsScale1Foot

    Apply gsFricScale1 to the foot if colliding with car. (Otherwise foot friction - with the ground - is determined by gsFricScale2 if it is in gsFricMask2).

    GsSideMax

    ID for glancing spin. Max depth to be considered on the side of a car (+ve is outside the car area).

    GsSideMin

    ID for glancing spin. Min depth to be considered on the side of a car (-ve is inside the car area).

    GsUpness

    ID for glancing spin. Character has to be more upright than this value for it to be considered on the side of a car. Fully upright = 1, upsideDown = -1. Max Angle from upright is acos(gsUpness).

    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.

    InstanceIndex

    LevelIndex of object to brace.

    LegStiffness

    Balancer leg stiffness mmmmtodo remove this parameter and use configureBalance?.

    Look

    Position to look at, e.g. the driver.

    MaxGrabCarVelocity

    Don't try to grab a car moving above this speed mmmmtodo make this the relative velocity of car to character?.

    MinBraceTime

    Minimum bracing time so the character doesn't look twitchy.

    MoveAway

    Move away from the car (if in reaching zone).

    MoveAwayAmount

    ForceLean away amount (-ve is lean towards).

    MoveAwayLean

    Lean away amount (-ve is lean towards).

    MoveSideways

    Amount of sideways movement if at the front or back of the car to add to the move away from car.

    NewBrace

    Use the new brace prediction code.

    Pos

    Location of the front part of the object to brace against. This should be the center of where his hands should meet the object.

    ReachAbsorbtionTime

    Larger values and he absorbs the impact more.

    Roll2Velocity

    When rollDownStairs is running use roll2Velocity to control the helper torques (this only attempts to roll to the chaarcter's velocity not some default linear velocity mag.

    RollType

    0 = original/roll off/stay on car: Roll with character velocity, 1 = //Gentle: roll off/stay on car = use relative velocity of character to car to roll against, 2 = //roll over car: Roll against character velocity. i.e. roll against any velocity picked up by hitting car, 3 = //Gentle: roll over car: use relative velocity of character to car to roll with.

    SnapBonnet

    Exaggeration amount of the secondary (torso) impact with bonnet. +ve fold with car impact (as if pushed at hips by the impact normal). -ve fold away from car impact.

    SnapFloor

    Exaggeration amount of the impact with the floor after falling off of car +ve fold with floor impact (as if pushed at hips in the impact normal direction). -ve fold away from car impact.

    SnapImpact

    Exaggeration amount of the initial impact (legs). +ve fold with car impact (as if pushed at hips in the car velocity direction). -ve fold away from car impact.

    SnapImpacts

    Exaggerate impacts using snap.

    TargetPredictionTime

    Time epected to get arms up from idle.

    TimeToBackwardsBrace

    Time before arm brace kicks in when hit from behind.

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