Search Results for

    Show / Hide Table of Contents

    Class SetCharacterDampingHelper

    Damp out cartwheeling and somersaulting above a certain threshold.

    Inheritance
    System.Object
    Message
    CustomHelper
    SetCharacterDampingHelper
    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 SetCharacterDampingHelper : CustomHelper

    Constructors

    Name Description
    SetCharacterDampingHelper(Ped)

    Creates a new Instance of the SetCharacterDampingHelper for sending a SetCharacterDamping Message to a given Ped.

    Properties

    Name Description
    CartwheelDamp

    Amount to damp somersaulting by (spinning around front/back axis) - try 0.8.

    CartwheelThresh

    Cartwheel AngularMomentum measure above which we start damping - try 27.0.

    SomersaultDamp

    Amount to damp somersaulting by (spinning around left/right axis) - try 0.45.

    SomersaultThresh

    Somersault AngularMomentum measure above which we start damping - try 34.0. Falling over straight backwards gives 54 on hitting ground.

    V2

    If true damping is proportional to Angular momentum squared. If false proportional to Angular momentum.

    VehicleCollisionTime

    Time after impact with a vehicle to apply characterDamping. -ve values mean always apply whether collided with vehicle or not. =0.0 never apply. =timestep apply for only that frame. A typical roll from being hit by a car lasts about 4secs.

    ☀
    ☾
    Back to top Copyright (C) 2015 crosire - zlib
    Generated with DocFX