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    Class RollDownStairsHelper

    Inheritance
    System.Object
    Message
    CustomHelper
    RollDownStairsHelper
    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 RollDownStairsHelper : CustomHelper

    Constructors

    Name Description
    RollDownStairsHelper(Ped)

    Creates a new Instance of the RollDownStairsHelper for sending a RollDownStairs Message to a given Ped.

    Properties

    Name Description
    AirborneReduction

    Ordinarily keep at 0.85. Make this lower if you want spinning in the air.

    ApplyFoetalToLegs

    If true, use rollup for upper body and a kind of foetal behavior for legs.

    ApplyHelPerTorqueToAlign

    Apply torque to align the body orthogonally to the direction of the roll.

    ApplyMinMaxFriction

    Pass-through to Roll Up. Controls whether or not behavior enforces min/max friction.

    ApplyNewRollingCheatingTorques

    If true will use the new way to apply cheating torques (like in fallOverWall), otherwise will use the old way.

    ArmReachLength

    The length that the arm reaches and so how much it straightens.

    AsymmetricalLegs

    0 is no leg asymmetry in 'foetal' position. greater than 0 a asymmetricalLegs-rand(30%), added/minus each joint of the legs in radians. Random number changes about once every roll. 0.4 gives a lot of asymmetry.

    CustomRollDir

    Pass in a custom direction in to have the character try and roll in that direction.

    Damping

    Effector Damping.

    DelayToAlignBody

    Only used if applyHelPerTorqueToAlign defined to true : delay to start to apply torques.

    Forcemag

    Helper force strength. Do not go above 1 for a rollDownStairs/roll along ground reaction.

    LimitSpinReduction

    Scale zAxisSpinReduction back when rotating end-over-end (somersault) to give the body a chance to align with the axis of rotation.

    M_armReachAmount

    How much the character reaches with his arms to brace against the ground.

    M_legPush

    Amount that the legs push outwards when tumbling.

    M_useArmToSlowDown

    The degree to which the character will try to stop a barrel roll with his arms.

    MagOfTorqueToAlign

    Only used if applyHelPerTorqueToAlign defined to true : magnitude of the torque to align orthogonally the body.

    MagOfTorqueToRoll

    Only used if applyNewRollingCheatingTorques defined to true : magnitude of the torque to roll down the stairs.

    MaxAngVel

    Only used if applyNewRollingCheatingTorques defined to true : maximal angular velocity of the roll to apply cheating torque.

    MaxAngVelAroundFrontwardAxis

    Only used if applyNewRollingCheatingTorques or applyHelPerTorqueToAlign defined to true : maximal angular velocity around frontward axis of the pelvis to apply cheating torques.

    MinAngVel

    Only used if applyNewRollingCheatingTorques or applyHelPerTorqueToAlign defined to true : minimal angular velocity of the roll to apply cheating torques.

    MovementLegsInFoetalPosition

    Only used if applyFoetalToLegs = true : define the variation of angles for the joints of the legs.

    OnlyApplyHelperForces

    Don't use rollup if true.

    SpinWhenInAir

    Applied cheat forces to spin the character when in the air, the forces are 40% of the forces applied when touching the ground. Be careful little bunny rabbits, the character could spin unnaturally in the air.

    Stiffness

    Effector Stiffness. Value feeds through to rollUp directly.

    StiffnessDecayTarget

    The target linear velocity used to start the rolling.

    StiffnessDecayTime

    Time, in seconds, to decay stiffness down to the stiffnessDecayTarget value (or -1 to disable).

    TargetLinearVelocity

    Helper torques are applied to match the spin of the character to the max of targetLinearVelocity and COMVelMag.

    TargetLinearVelocityDecayTime

    Time for the targetlinearVelocity to decay to zero.

    TryToAvoidHeadButtingGround

    Blends between a zeroPose and the Rollup, Faster the character is rotating the less the zeroPose.

    UseCustomRollDir

    Pass in true to use the customRollDir parameter.

    UseRelativeVelocity

    UseVelocityOfObjectBelow uses a relative velocity of the character to the object underneath.

    UseVelocityOfObjectBelow

    Scale applied cheat forces/torques to (zero) if object underneath character has velocity greater than 1.f.

    UseZeroPose

    Blends between a zeroPose and the Rollup, Faster the character is rotating the less the zeroPose.

    ZAxisSpinReduction

    Tries to reduce the spin around the z axis. Scale 0 - 1.

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