Class ConfigureBalanceHelper
This single message allows you to configure various parameters used on any behavior that uses the dynamic balance.
Inherited Members
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 |
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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. |