Class BraceForImpactHelper
Inherited Members
Namespace: GTA.NaturalMotion
Assembly: ScriptHookVDotNet2.dll
Syntax
public sealed class BraceForImpactHelper : CustomHelper
Constructors
Name | Description |
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BraceForImpactHelper(Ped) | Creates a new Instance of the BraceForImpactHelper for sending a BraceForImpact Message to a given Ped. |
Properties
Name | Description |
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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. |