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    Class PointGunHelper

    Inheritance
    System.Object
    Message
    CustomHelper
    PointGunHelper
    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 PointGunHelper : CustomHelper

    Constructors

    Name Description
    PointGunHelper(Ped)

    Creates a new Instance of the PointGunHelper for sending a PointGun Message to a given Ped.

    Properties

    Name Description
    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.

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