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    Class ConfigureShotInjuredArmHelper

    This single message allows you to configure the injured arm reaction during shot.

    Inheritance
    System.Object
    Message
    CustomHelper
    ConfigureShotInjuredArmHelper
    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 ConfigureShotInjuredArmHelper : CustomHelper

    Constructors

    Name Description
    ConfigureShotInjuredArmHelper(Ped)

    Creates a new Instance of the ConfigureShotInjuredArmHelper for sending a ConfigureShotInjuredArm Message to a given Ped.

    Properties

    Name Description
    ForceStep

    Force a step to be taken whether pushed out of balance or not.

    ForceStepExtraHeight

    Additional height added to stepping foot.

    HipRoll

    Amount of hip roll.

    HipYaw

    Amount of hip twist. (Negative values twist into bullet direction - probably not what is wanted).

    InjuredArmTime

    Length of the reaction.

    StepTurn

    Turn the character using the balancer.

    VelForceStep

    Velocity above which a step is not forced.

    VelMultiplierEnd

    End velocity of ramp where parameters are scaled to zero.

    VelMultiplierStart

    Start velocity where parameters begin to be ramped down to zero linearly.

    VelScales

    Use the velocity scaling parameters. Tune for standing still then use velocity scaling to make sure a running character stays balanced (the turning tends to make the character fall over more at speed).

    VelStepTurn

    Velocity above which a stepTurn is not asked for.

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