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    Class FallOverWallHelper

    Inheritance
    System.Object
    Message
    CustomHelper
    FallOverWallHelper
    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 FallOverWallHelper : CustomHelper

    Constructors

    Name Description
    FallOverWallHelper(Ped)

    Creates a new Instance of the FallOverWallHelper for sending a FallOverWall Message to a given Ped.

    Properties

    Name Description
    AdaptForcesToLowWall

    Will reduce the magnitude of the forces applied to the character to help him to fall over wall.

    AngleDirWithWallNormal

    Maximum angle in degrees (between the direction of the velocity of the COM and the wall normal) to start to apply forces and torques to fall over the wall.

    AngleTotallyBack

    Max angle in degrees (between 1.the vector between two hips and 2. WallEdge) to try to reach the wall just behind his pelvis with his arms when the character is back to the wall.

    BendSpine

    Bend spine to help falloverwall if true. Do nothing with the spine if false.

    BodyStiffness

    Stiffness of the body, roll up stiffness scales with this and defaults at this default value.

    BodyTwist

    Amount of twist to apply to the spine as the character tries to fling himself over the wall, provides more of a believable roll but increases the amount of lateral space the character needs to successfully flip.

    Damping

    Damping in the effectors.

    DistanceToSendSuccessMessage

    Minimum distance between the pelvis and the wall to send the success message. If negative doesn't take this parameter into account when sending feedback.

    FallOverWallEndA

    One end of the wall to try to fall over.

    FallOverWallEndB

    One end of the wall over which we are trying to fall over.

    ForceAngleAbort

    The angle abort threshold.

    ForceTimeOut

    The force time out.

    LeaningAngleThreshold

    Maximum angle in degrees (between the vertical vector and a vector from pelvis to lower neck) to start to apply forces and torques to fall over the wall.

    MagOfForce

    Magnitude of the falloverWall helper force.

    MaxAngVel

    If the angular velocity is higher than maxAngVel, the torques and forces are not applied.

    MaxDistanceFromPelToHitPoint

    The maximum distance away from the pelvis that hit points will be registered.

    MaxForceDist

    Maximum distance between hitPoint and body part at which forces are applied to part.

    MaxTwist

    Max angle the character can twist before twsit helper torques are turned off.

    MaxWallHeight

    Maximum height (from the lowest foot) to start to apply forces and torques to fall over the wall.

    MinLegHeight

    Minimum height of pelvis above feet at which fallOverWall is attempted.

    MinReachDistanceFromHitPoint

    Minimal distance from predicted hitpoint where each hands will try to reach the wall. Used if the hand target is outside the wall Edge.

    MoveArms

    Lift the arms up if true. Do nothing with the arms if false (eg when using catchfall arms or brace etc).

    MoveLegs

    Move the legs if true. Do nothing with the legs if false (eg when using dynamicBalancer etc).

    ReachDistanceFromHitPoint

    Distance from predicted hitpoint where each hands will try to reach the wall.

    RollingBackThr

    Value of the angular velocity about the wallEgde above which the character is considered as rolling backwards i.e. goes in to fow_RollingBack state.

    RollingPotential

    On impact with the wall if the rollingPotential(calculated from the characters linear velocity w.r.t the wall) is greater than this value the character will try to go over the wall otherwise it won't try (fow_Aborted).

    StepExclusionZone

    Specifies extent of area in front of the wall in which balancer won't try to take another step.

    UseArmIK

    Try to reach the wallEdge. To configure the IK : use limitAngleBack, limitAngleFront and limitAngleTotallyBack.

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