Class FallOverWallHelper
Inherited Members
Namespace: GTA.NaturalMotion
Assembly: ScriptHookVDotNet2.dll
Syntax
public sealed class FallOverWallHelper : CustomHelper
Constructors
Name | Description |
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FallOverWallHelper(Ped) | Creates a new Instance of the FallOverWallHelper for sending a FallOverWall Message to a given Ped. |
Properties
Name | Description |
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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. |