Class ConfigureBulletsExtraHelper
Inherited Members
Namespace: GTA.NaturalMotion
Assembly: ScriptHookVDotNet2.dll
Syntax
public sealed class ConfigureBulletsExtraHelper : CustomHelperConstructors
| 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 |