Class PointGunHelper
Inherited Members
Namespace: GTA.NaturalMotion
Assembly: ScriptHookVDotNet2.dll
Syntax
public sealed class PointGunHelper : CustomHelper
Constructors
Name | Description |
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PointGunHelper(Ped) | Creates a new Instance of the PointGunHelper for sending a PointGun Message to a given Ped. |
Properties
Name | Description |
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AcrossLimit | Max aiming angle(deg) sideways across body midline measured from chest forward that the character will try to point. i.e. for rightHanded gun this is the angle left of the midline. |
Add2WeaponDistConnect | Add to weaponDistance for point2Connect neutral pointing (to straighten the arm). |
Add2WeaponDistSide | Add to weaponDistance for point2Side neutral pointing (to straighten the arm). |
AllowShotLooseness | Allow shot to set a lower arm muscleStiffness than pointGun normally would. |
AlwaysSupport | Support a non pointing gunHand i.e. if in zero pose (constrain as well if constraint possible). |
ArmDamping | Damping. |
ArmStiffness | Stiffness of the arm. |
ArmStiffnessDetSupport | Stiffness of the arm on pointing arm when a support arm is detached from a two-handed weapon. |
AwayLimit | Max aiming angle(deg) sideways away from body midline measured from chest forward that the character will try to point. i.e. for rightHanded gun this is the angle right of the midline. |
BreakingStrength | For supportConstraint = 1: strength of the supporting hands constraint (kg m/s), -1 to ignore/disable. |
BrokenSupportTime | Once constraint is broken then do not try to reconnect/support for this amount of time. |
BrokenToSideProb | Probability that the when a constraint is broken that during brokenSupportTime a side pose will be selected. |
CheckNeutralPoint | Check the neutral pointing is pointable, if it isn't then choose a neutral pose instead. |
ClavicleBlend | How much of blend should come from incoming transforms 0(all IK) .. 1(all ITMs) For pointing arms only. (Support arm uses the IK solution as is for clavicles). |
ConnectAfter | If gunArm has been controlled by other behaviors for this time when it could have been pointing but couldn't due to pointing only allowed if connected, change gunArm pose to something that could connect for connectFor seconds. |
ConnectFor | Time to try to reconnect for. |
ConstrainRifle | Use hard constraint to keep rifle stock against shoulder?. |
ConstraintMinDistance | For supportConstraint = 1: Support hand constraint distance will be slowly reduced until it hits this value. This is for stability and also allows the pointing arm to lead a little. Don't set lower than NM_MIN_STABLE_DISTANCECONSTRAINT_DISTANCE 0.001f. |
DisableArmCollisions | Disable collisions between right hand/forearm and the torso/legs. |
DisableRifleCollisions | Disable collisions between right hand/forearm and spine3/spine2 if in rifle mode. |
DownLimit | Max aiming angle(deg) downwards from body midline measured from chest forward that the character will try to point. |
ElbowAttitude | Controls arm twist. (except in pistolIK). |
EnableLeft | Allow right hand to point/support?. |
EnableRight | Allow right hand to point/support?. |
ErrorThreshold | Angular difference between pointing direction and target direction above which feedback will be generated. |
FallingLimits | 0= don't apply limits. 1=apply the limits below only when the character is falling. 2 = always apply these limits (instead of applying maxAngleAcross and maxAngleAway which only limits the horizontal angle but implicity limits the updown (the limit shape is a vertical hinge). |
FallingSupport | Allow supporting of a rifle(or two handed pistol) when falling. 0 = false, 1 = support if allowed, 2 = support until constraint not active (don't allow support to restart), 3 = support until constraint not effective (support hand to support distance must be less than 0.15 - don't allow support to restart). |
FallingTypeSupport | What is considered a fall by fallingSupport). Apply fallingSupport 0=never(will support if allowed), 1 = falling, 2 = falling except if falling backwards, 3 = falling and collided, 4 = falling and collided except if falling backwards, 5 = falling except if falling backwards until collided. |
FireWeaponRelaxAmount | Relax multiplier following firing weapon. Recovers over relaxTime. |
FireWeaponRelaxDistance | Range of motion for ik-based recoil. |
FireWeaponRelaxTime | Duration of arms relax following firing weapon. NB:This is clamped (0,5) in pointGun. |
GravityOpposition | Amount of gravity opposition on pointing arm. |
GravOppDetachedSupport | Amount of gravity opposition on pointing arm when a support arm is detached from a two-handed weapon. |
LeadTarget | NB: Only Applied to single handed weapons (some more work is required to have this tech on two handed weapons). Amount to lead target based on target velocity relative to the chest. |
LeftHandParentEffector | 1 = Use leftShoulder. Effector from which the left hand pointing originates. Ie, point from this part to the target. -1 causes default offset for active weapon mode to be applied. |
LeftHandParentOffset | Pointing-from offset from parent effector, expressed in spine3's frame, x = back/forward, y = right/left, z = up/down. |
LeftHandTarget | Target for the left Hand. |
LeftHandTargetIndex | Index of the object that the left hand target is specified in, -1 is world space. |
MakeConstraintDistance | For supportConstraint = 1: Minimum distance within which support hand constraint will be made. |
MassMultDetachedSupport | Amount of mass of weapon taken into account by gravity opposition on pointing arm when a support arm is detached from a two-handed weapon. The lower the value the more the character doesn't know about the weapon mass and therefore is more affected by it. |
MaxAngleAcross | Max aiming angle(deg) sideways across body midline measured from chest forward that the character will try to point. |
MaxAngleAway | Max aiming angle(deg) sideways away from body midline measured from chest forward that the character will try to point. |
MeasureParentOffset | If useIncomingTransforms = true and measureParentOffset=true then measure the Pointing-from offset from parent effector, using itms - this should point the barrel of the gun to the target. This is added to the rightHandParentOffset. NB NOT used if rightHandParentEffector LT 0. |
NeutralPoint4Pistols | NOT IMPLEMENTED YET KEEP=false - use pointing for neutral targets in pistol modes. |
NeutralPoint4Rifle | Use pointing for neutral targets in rifle mode. |
OneHandedPointing | 0 = don't allow, 1= allow for kPistol(two handed pistol) only, 2 = allow for kRifle only, 3 = allow for kPistol and kRifle. Allow one handed pointing - no constraint if cant be supported . If not allowed then gunHand does not try to point at target if it cannot be supported - the constraint will be controlled by always support. |
PistolNeutralType | 0 = byFace, 1=acrossFront, 2=bySide. NB: bySide is not connectible so be careful if combined with kPistol and oneHandedPointing = 0 or 2. |
Point2Connect | Side, up, back) side is left for left arm, right for rght arm mmmmtodo. |
Point2Side | Side, up, back) side is left for left arm, right for right arm mmmmtodo. |
PoseUnusedGunArm | Apply neutral pose when a gun arm isn't in use. NB: at the moment Rifle hand is always controlled by pointGun. |
PoseUnusedOtherArm | Apply neutral pose to the non-gun arm (otherwise it is always under the control of other behaviors or not set). If the non-gun hand is a supporting hand it is not controlled by this parameter but by poseUnusedSupportArm. |
PoseUnusedSupportArm | Apply neutral pose when a support arm isn't in use. |
PrimaryHandWeaponDistance | Distance from the shoulder to hold the weapon. If -1 and useIncomingTransforms then weaponDistance is read from ITMs. WeaponDistance=primaryHandWeaponDistance clamped [0.2f:m_maxArmReach=0.65] if useIncomingTransforms = false. pistol 0.60383, rifle 0.336. |
ReduceConstraintLengthVel | For supportConstraint = 1: Velocity at which to reduce the support hand constraint length. |
RifleConstraintMinDistance | Rifle constraint distance. Deliberately kept large to create a flat constraint surface where rifle meets the shoulder. |
RifleFall | Pose the rifle hand to reduce complications with collisions. 0 = false, 1 = always when falling, 2 = when falling except if falling backwards. |
RightHandParentEffector | 1 = Use rightShoulder.. Effector from which the right hand pointing originates. Ie, point from this part to the target. -1 causes default offset for active weapon mode to be applied. |
RightHandParentOffset | Pointing-from offset from parent effector, expressed in spine3's frame, x = back/forward, y = right/left, z = up/down. This is added to the measured one if useIncomingTransforms=true and measureParentOffset=true. NB NOT used if rightHandParentEffector LT 0. Pistol(0,0,0) Rifle(0.0032, 0.0, -0.0). |
RightHandTarget | Target for the right Hand. |
RightHandTargetIndex | Index of the object that the right hand target is specified in, -1 is world space. |
SupportConstraint | Type of constraint between the support hand and gun. 0=no constraint, 1=hard distance constraint, 2=Force based constraint, 3=hard spherical constraint. |
UpLimit | Max aiming angle(deg) upwards from body midline measured from chest forward that the character will try to point. |
UseHeadLook | Use head look to drive head?. |
UseIncomingTransforms | Use the incoming transforms to inform the pointGun of the primaryWeaponDistance, poleVector for the arm. |
UsePistolIK | Enable new ik for pistol pointing. |
UseSpineTwist | Use spine twist to orient chest?. |
UseTurnToTarget | Turn balancer to help gun point at target. |