Class SetFallingReactionHelper
Sets the type of reaction if catchFall is called.
Inherited Members
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 |
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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. |