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    Class SetFallingReactionHelper

    Sets the type of reaction if catchFall is called.

    Inheritance
    System.Object
    Message
    CustomHelper
    SetFallingReactionHelper
    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 SetFallingReactionHelper : CustomHelper

    Constructors

    Name Description
    SetFallingReactionHelper(Ped)

    Creates a new Instance of the SetFallingReactionHelper for sending a SetFallingReaction Message to a given Ped.

    Properties

    Name Description
    AntiPropClav

    Discourage the character getting stuck propped up by elbows when falling backwards - by inhibiting backwards moving clavicles (keeps the arms slightly wider).

    AntiPropWeak

    Discourage the character getting stuck propped up by elbows when falling backwards - by weakening the arms as soon they hit the floor. (Also stops the hands lifting up when flat on back).

    ArmReduceSpeed

    Strength is reduced in the catchFall when the arms contact the ground. 0.2 is good for handsAndKnees. 2.5 is good for normal catchFall, anything lower than 1.0 for normal catchFall may lead to bad catchFall poses.

    CallRDS

    If true catchFall will call rollDownstairs if comVel GT comVelRDSThresh - prevents excessive sliding in catchFall. Was previously only true for handsAndKnees.

    ChangeFrictionTime

    Time after hitting ground that the catchFall can change the friction of parts to inhibit sliding.

    ComVelRDSThresh

    ComVel above which rollDownstairs will start - prevents excessive sliding in catchFall.

    FrictionMax

    Max Friction of an impact with a body part (not head, hands or feet) - to increase friction of slippy environment to get character to roll better. Applied in catchFall and rollUp(rollDownStairs).

    FrictionMin

    Min Friction of an impact with a body part (not head, hands or feet) - to increase friction of slippy environment to get character to roll better. Applied in catchFall and rollUp(rollDownStairs).

    GroundFriction

    8.0 was used on yanked) Friction multiplier on body parts when on ground. Character can look too slidy with groundFriction = 1. Higher values give a more jerky reaction but this seems timestep dependent especially for dragged by the feet.

    HandsAndKnees

    Set to true to get handsAndKnees catchFall if catchFall called. If true allows the dynBalancer to stay on during the catchfall and modifies the catch fall to give a more alive looking performance (hands and knees for front landing or sitting up for back landing).

    HeadAsWeakAsArms

    Head weakens as arms weaken. If false and antiPropWeak when falls onto back doesn't loosen neck so early (matches bodyStrength instead).

    HkHeadAvoid

    Enable head ground avoidance when handsAndKnees is true.

    InhibitRollingTime

    Time after hitting ground that the catchFall can call rds.

    ReachLengthMultiplier

    Reach length multiplier that scales characters arm topological length, value in range from (0, 1 GT where 1.0 means reach length is maximum.

    ResistRolling

    For rds catchFall only: True to resist rolling motion (rolling motion is set off by ub contact and a sliding velocity), false to allow more of a continuous rolling (rolling motion is set off at a sliding velocity).

    RiflePose

    Hold rifle in a safe position to reduce complications with collision. Only applied if holding a rifle.

    SpineLean1Offset

    Bias spine post towards hunched (away from arched).

    StopManual

    Override slope value to manually force stopping on flat ground. Encourages character to come to rest face down or face up.

    StopOnSlopes

    Apply tactics to help stop on slopes.

    StoppedStrengthDecay

    Speed at which strength reduces when stopped.

    SuccessStrength

    When bodyStrength is less than successStrength send a success feedback - DO NOT GO OUTSIDE MIN/MAX PARAMETER VALUES OTHERWISE NO SUCCESS FEEDBACK WILL BE SENT.

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