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    Class ConfigureBalanceHelper

    This single message allows you to configure various parameters used on any behavior that uses the dynamic balance.

    Inheritance
    System.Object
    Message
    CustomHelper
    ConfigureBalanceHelper
    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 ConfigureBalanceHelper : CustomHelper

    Constructors

    Name Description
    ConfigureBalanceHelper(Ped)

    Creates a new Instance of the ConfigureBalanceHelper for sending a ConfigureBalance Message to a given Ped.

    Properties

    Name Description
    AirborneStep

    When airborne try to step. Set to false for e.g. shotGun reaction.

    AlwaysStepWithFarthest
    AnkleEquilibrium

    Ankle equilibrium angle used when static balancing.

    AvoidFeedback

    NB. Very sensitive. Avoid tries to not step across a line of the inside of the stance leg's foot. Avoid doesn't allow the desired stepping foot to cross the line. avoidFeedback = how much of the actual crossing of that line is fedback as an error.

    AvoidFootWidth

    NB. Very sensitive. Avoid tries to not step across a line of the inside of the stance leg's foot. AvoidFootWidth = how much inwards from the ankle this line is in (m).

    AvoidLeg

    If true then balancer tries to avoid leg2leg collisions/avoid crossing legs. Avoid tries to not step across a line of the inside of the stance leg's foot.

    BackwardsLeanCutoff

    Backwards lean threshold to cut off stay upright forces. 0.0 Vertical - 1.0 horizontal. 0.6 is a sensible value. NB: the balancer does not fail in order to give stagger that extra step as it falls. A backwards lean of GT 0.6 will generally mean the balancer will soon fail without stayUpright forces.

    BalanceAbortThreshold

    When the character gives up and goes into a fall. Larger values mean that the balancer can lean more before failing.

    BalanceAbortThresholdEnd

    If this value is different from balanceAbortThreshold, actual balanceAbortThreshold will be ramped toward this value.

    BalanceIndefinitely

    Ignore maxSteps and maxBalanceTime and try to balance forever.

    ChangeStepTime

    Time not in contact (airborne) before step is changed. If -ve don't change step.

    DepthFudge

    Supposed to increase foot friction: Impact depth of a collision with the foot is changed when the balancer is running - impact.SetDepth(impact.GetDepth() - depthFudge).

    DepthFudgeStagger

    Supposed to increase foot friction: Impact depth of a collision with the foot is changed when staggerFall is running - impact.SetDepth(impact.GetDepth() - depthFudgeStagger).

    DontStepTime

    Amount of time at the start of a balance before the character is allowed to start stepping.

    ExtraFeetApart

    Additional feet apart setting.

    ExtraSteps

    Allow the balancer to take this many more steps before hitting maxSteps. If negative nothing happens(safe default).

    ExtraTime

    Allow the balancer to balance for this many more seconds before hitting maxBalanceTime. If negative nothing happens(safe default).

    FailMustCollide

    The upper body of the character must be colliding and other failure conditions met to fail.

    FallMult

    Multiply the rampDown of stiffness on falling by this amount ( GT 1 fall quicker).

    FallReduceGravityComp

    Reduce gravity compensation as the legs weaken on falling.

    FallType

    How to fall after maxSteps or maxBalanceTime.

    FlatterStaticFeet
    FlatterSwingFeet
    FootFriction

    Foot friction multiplier is multiplied by this amount if balancer is running.

    FootFrictionStagger

    Foot friction multiplier is multiplied by this amount if staggerFall is running.

    FootSlipCompOnMovingFloor

    This parameter will be removed when footSlipCompensation preserves the foot angle on a moving floor]. If the character detects a moving floor and footSlipCompOnMovingFloor is false then it will turn off footSlipCompensation - at footSlipCompensation preserves the global heading of the feet. If footSlipCompensation is off then the character usually turns to the side in the end although when turning the vehicle turns it looks promising for a while.

    GiveUpHeight

    Height between lowest foot and COM below which balancer will give up.

    GiveUpHeightEnd

    If this value is different from giveUpHeight, actual giveUpHeight will be ramped toward this value.

    GiveUpRampDuration

    Duration of ramp from start of behavior for above two parameters. If smaller than 0, no ramp is applied.

    HipLeanAcc

    Multiplier on the floorAcceleration added to the leanHips.

    IgnoreFailure

    Ignore maxSteps and maxBalanceTime and try to balance forever.

    LeanAcc

    Multiplier on the floorAcceleration added to the lean.

    LeanAccMax

    Max floorAcceleration allowed for lean and leanHips.

    LeanAgainstVelocity
    LeanToAbort

    Lean at which to send abort message when maxSteps or maxBalanceTime is reached.

    LeftLegSwingDamping

    Damping of left leg during swing phase (mmmmDrunk used 1.25 to slow legs movement).

    LegsApartMax

    FRICTION WORKAROUND: if the legs end up more than (legsApartMax + hipwidth) apart when balanced, adjust the feet positions to slide back so they are legsApartMax + hipwidth apart. Needs to be less than legsApartRestep to see any effect.

    LegsApartRestep

    If the legs end up more than (legsApartRestep + hipwidth) apart even though balanced, take another step.

    LegStiffness

    Stiffness of legs.

    LegsTogetherRestep

    Mmmm0.1 for drunk if the legs end up less than (hipwidth - legsTogetherRestep) apart even though balanced, take another step. A value of 1 will turn off this feature and the max value is hipWidth = 0.23f by default but is model dependent.

    MaxBalanceTime

    Maximum time(seconds) that the balancer will balance for.

    MaxSteps

    Maximum number of steps that the balancer will take.

    MinKneeAngle

    Minimum knee angle (-ve value will mean this functionality is not applied). 0.4 seems a good value.

    MovingFloor

    Temporary variable to ignore movingFloor code that generally causes the character to fall over if the feet probe a moving object e.g. treading on a gun.

    OpposeGravityAnkles

    Gravity opposition applied to ankles. General balancer likes 1.0. StaggerFall likes 0.1.

    OpposeGravityLegs

    Gravity opposition applied to hips and knees.

    PredictionTime

    Amount of time (seconds) into the future that the character tries to step to. Bigger values try to recover with fewer, bigger steps. Smaller values recover with smaller steps, and generally recover less.

    PredictionTimeHip

    Amount of time (seconds) into the future that the character tries to move hip to (kind of). Will be controlled by balancer in future but can help recover spine quicker from bending forwards to much.

    PredictionTimeVariance

    Variance in predictionTime every step. If negative only takes away from predictionTime.

    RampHipPitchOnFail

    Bend over when falling after maxBalanceTime.

    ResistAcc

    Level of cheat force added to character to resist the effect of floorAcceleration (anti-Acceleration) - added to upperbody.

    ResistAccMax

    Max floorAcceleration allowed for anti-Acceleration. If GT 20.0 then it is probably in a crash.

    RightLegSwingDamping

    Damping of right leg during swing phase (mmmmDrunk used 1.25 to slow legs movement).

    StableLinSpeedThresh

    Linear speed threshold for successful balance.

    StableRotSpeedThresh

    Rotational speed threshold for successful balance.

    StandUp

    Standup more with increased velocity.

    StepClampScale
    StepClampScaleVariance

    Variance in clamp scale every step. If negative only takes away from clampScale.

    StepDecisionThreshold
    StepHeight

    Maximum height that character steps vertically (above 0.2 is high ... But OK underwater).

    StepHeightInc4Step

    Added to stepHeight if going up steps.

    StepIfInSupport

    The balancer sometimes decides to step even if balanced.

    TaperKneeStrength

    Does the knee strength reduce with angle.

    UseComDirTurnVelThresh

    Velocity below which the balancer turns in the direction of the COM forward instead of the ComVel - for use with shot from running with high upright constraint use 1.9.

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