Search Results for

    Show / Hide Table of Contents

    Class ConfigureBulletsExtraHelper

    Inheritance
    System.Object
    Message
    CustomHelper
    ConfigureBulletsExtraHelper
    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 ConfigureBulletsExtraHelper : CustomHelper

    Constructors

    Name Description
    ConfigureBulletsExtraHelper(Ped)

    Creates a new Instance of the ConfigureBulletsExtraHelper for sending a ConfigureBulletsExtra Message to a given Ped.

    Properties

    Name Description
    CounterAfterMagReached

    Applies the counter impulse counterImpulseDelay(secs) after counterImpulseMag of the Impulse has been applied.

    CounterImpulse2Hips

    Amount of the counter impulse applied to hips - the rest is applied to the part originally hit.

    CounterImpulseDelay

    Time after impulse is applied that counter impulse is applied.

    CounterImpulseMag

    Amount of the original impulse that is countered.

    DoCounterImpulse

    Add a counter impulse to the pelvis.

    ImpulseAirApplyAbove

    If impulse is above this amount then do not scale/clamp just let it through as is - it's a shotgun or cannon.

    ImpulseAirMax

    Amount to clamp impulse to if character is airborne and dynamicBalance is OK.

    ImpulseAirMult

    Amount to scale impulse by if the character is airborne and dynamicBalance is OK and impulse is above impulseAirMultStart.

    ImpulseAirMultStart

    If impulse is above this value scale it by impulseAirMult.

    ImpulseAirOn

    Scale and/or clamp impulse if the character is airborne and dynamicBalance is OK.

    ImpulseBalStabEnd

    100% LE Start to impulseBalStabMult*100% GT End. NB: Start LT End.

    ImpulseBalStabMult

    100% LE Start to impulseBalStabMult*100% GT End. NB: leaving this as 1.0 means this functionality is not applied and Start and End have no effect.

    ImpulseBalStabStart

    100% LE Start to impulseBalStabMult*100% GT End. NB: Start LT End.

    ImpulseDelay

    Time from hit before impulses are being applied.

    ImpulseNoBalMult

    Amount to scale impulse by if the dynamicBalance is not OK. 1.0 means this functionality is not applied.

    ImpulseOneLegApplyAbove

    If impulse is above this amount then do not scale/clamp just let it through as is - it's a shotgun or cannon.

    ImpulseOneLegMax

    Amount to clamp impulse to if character is contacting with one foot only and dynamicBalance is OK.

    ImpulseOneLegMult

    Amount to scale impulse by if the character is contacting with one foot only and dynamicBalance is OK and impulse is above impulseAirMultStart.

    ImpulseOneLegMultStart

    If impulse is above this value scale it by impulseOneLegMult.

    ImpulseOneLegOn

    Scale and/or clamp impulse if the character is contacting with one leg only and dynamicBalance is OK.

    ImpulsePeriod

    Duration that impulse is spread over (triangular shaped).

    ImpulseSpineAngEnd

    100% GE Start to impulseSpineAngMult*100% LT End. NB: Start GT End. This the dot of hip2Head with up.

    ImpulseSpineAngMult

    100% GE Start to impulseSpineAngMult*100% LT End. NB: leaving this as 1.0 means this functionality is not applied and Start and End have no effect.

    ImpulseSpineAngStart

    100% GE Start to impulseSpineAngMult*100% LT End. NB: Start GT End. This the dot of hip2Head with up.

    ImpulseSpreadOverParts

    Spreads impulse across parts. Currently only for spine parts, not limbs.

    ImpulseTorqueScale

    An impulse applied at a point on a body equivalent to an impulse at the center of the body and a torque. This parameter scales the torque component. (The torque component seems to be excite the rage looseness bug which sends the character in a sometimes wildly different direction to an applied impulse).

    ImpulseVelEnd

    100% LE Start to impulseVelMult*100% GT End. NB: Start LT End.

    ImpulseVelMult

    100% LE Start to impulseVelMult*100% GT End. NB: leaving this as 1.0 means this functionality is not applied and Start and End have no effect.

    ImpulseVelStart

    100% LE Start to impulseVelMult*100% GT End. NB: Start LT End.

    LiftGain

    Amount of lift (directly multiplies torque axis to give lift force).

    LoosenessFix

    Fix the rage looseness bug by applying only the impulse at the center of the body unless it is a spine part then apply the twist component only of the torque as well.

    RbLowerShare

    Rigid body response is shared between the upper and lower body (rbUpperShare = 1-rbLowerShare). RbLowerShare=0.5 gives upper and lower share scaled by mass. i.e. if 70% ub mass and 30% lower mass then rbLowerShare=0.5 gives actualrbShare of 0.7ub and 0.3lb. rbLowerShare GT 0.5 scales the ub share down from 0.7 and the lb up from 0.3.

    RbMaxBroomMomentArm

    Maximum broom((everything but the twist) arm moment of bullet applied.

    RbMaxBroomMomentArmAirborne

    If Airborne: Maximum broom((everything but the twist) arm moment of bullet applied.

    RbMaxBroomMomentArmOneLeg

    If only one leg in contact: Maximum broom((everything but the twist) arm moment of bullet applied.

    RbMaxTwistMomentArm

    Maximum twist arm moment of bullet applied.

    RbMaxTwistMomentArmAirborne

    If Airborne: Maximum twist arm moment of bullet applied.

    RbMaxTwistMomentArmOneLeg

    If only one leg in contact: Maximum twist arm moment of bullet applied.

    RbMoment

    0.0 only force, 0.5 = force and half the rigid body moment applied, 1.0 = force and full rigidBody moment.

    RbMomentAirborne

    If Airborne: 0.0 only force, 0.5 = force and half the rigid body moment applied, 1.0 = force and full rigidBody moment.

    RbMomentOneLeg

    If only one leg in contact: 0.0 only force, 0.5 = force and half the rigid body moment applied, 1.0 = force and full rigidBody moment.

    RbPivot

    If false pivot around COM always, if true change pivot depending on foot contact: to feet center if both feet in contact, or foot position if 1 foot in contact or COM position if no feet in contact.

    RbRatio

    0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody.

    RbRatioAirborne

    If Airborne: 0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody.

    RbRatioOneLeg

    If only one leg in contact: 0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody.

    RbTwistAxis
    TorqueAlwaysSpine3

    Always apply torques to spine3 instead of actual part hit.

    TorqueCutoff

    Minimum ratio of impulse that remains after converting to torque (if in strength-proportional mode).

    TorqueDelay

    Time from hit before torques are being applied.

    TorqueFilterMode
    TorqueGain

    Multiplies impulse magnitude to arrive at torque that is applied.

    TorqueMode
    TorquePeriod

    Duration of torque.

    TorqueReductionPerTick

    Ratio of torque for next tick (e.g. 1.0: not reducing over time, 0.9: each tick torque is reduced by 10%).

    TorqueSpinMode
    ☀
    ☾
    Back to top Copyright (C) 2015 crosire - zlib
    Generated with DocFX