Class ConfigureBulletsExtraHelper
Inherited Members
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 |