Search Results for

    Show / Hide Table of Contents

    Class ShotConfigureArmsHelper

    Configure the arm reactions in shot.

    Inheritance
    System.Object
    Message
    CustomHelper
    ShotConfigureArmsHelper
    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 ShotConfigureArmsHelper : CustomHelper

    Constructors

    Name Description
    ShotConfigureArmsHelper(Ped)

    Creates a new Instance of the ShotConfigureArmsHelper for sending a ShotConfigureArms Message to a given Ped.

    Properties

    Name Description
    AllowLeftPistolRFW

    Allow character to reach for wound with left hand if holding a pistol. It never will for a rifle. If pointGun is running this will only happen if the hand cannot point and pointGun:poseUnusedGunArm = false.

    AllowRightPistolRFW

    Allow character to reach for wound with right hand if holding a pistol. It never will for a rifle. If pointGun is running this will only happen if the hand cannot point and pointGun:poseUnusedGunArm = false.

    AlwaysReachTime

    Inhibit arms brace for this amount of time after reachForWound has begun.

    AWRadiusMult

    For armsWindmill, multiplier on character speed - increase of radii is proportional to character speed (max radius increase = 0.45). E.g. lowering the value increases the range of velocity that the 0-0.45 is applied over.

    AWSpeedMult

    For armsWindmill, multiplier on character speed - increase of speed of circling is proportional to character speed (max speed of circliing increase = 1.5). Eg. lowering the value increases the range of velocity that the 0-1.5 is applied over.

    AWStiffnessAdd

    For armsWindmill, added arm stiffness ranges from 0 to AWStiffnessAdd.

    Brace

    Blind brace with arms if appropriate.

    Bust

    Has the character got a bust. If so then cupBust (move bust reach targets below bust) or bustElbowLift and cupSize (stop upperArm penetrating bust and move bust targets to surface of bust) are implemented.

    BustElbowLift

    Lift the elbows up this much extra to avoid upper arm penetrating the bust (when target hits spine2 or spine3).

    CupBust

    All reach targets above or on the bust will cause a reach below the bust. (specifically moves spine3 and spine2 targets to spine1). BustElbowLift and cupSize are ignored.

    CupSize

    Amount reach target to bust (spine2) will be offset forward by.

    Fling2

    Type of reaction.

    Fling2AngleMaxL

    Maximum fling angle for left arm.

    Fling2AngleMaxR

    Maximum fling angle for right arm.

    Fling2AngleMinL

    Minimum fling angle for left arm. Fling angle is random in the range fling2AngleMin:fling2AngleMax. Angle of fling in radians measured from the body horizontal sideways from shoulder. Positive is up, 0 shoulder level, negative down.

    Fling2AngleMinR

    Minimum fling angle for right arm.

    Fling2Left

    Fling the left arm.

    Fling2LengthMaxL

    Maximum left arm length.

    Fling2LengthMaxR

    Max right arm length.

    Fling2LengthMinL

    Minimum left arm length. Arm length is random in the range fling2LengthMin:fling2LengthMax. Arm length maps one to one with elbow angle. These values are scaled internally for the female character.

    Fling2LengthMinR

    Min right arm length.

    Fling2MStiffL

    Muscle stiffness of the left arm. If negative then uses the shots underlying muscle stiffness from controlStiffness (i.e. respects looseness).

    Fling2MStiffR

    Muscle stiffness of the right arm. If negative then uses the shots underlying muscle stiffness from controlStiffness (i.e. respects looseness).

    Fling2OverrideStagger

    Override stagger arms even if staggerFall:m_upperBodyReaction = true.

    Fling2RelaxTimeL

    Maximum time before the left arm relaxes in the fling. It will relax automatically when the arm has completed it's bent arm fling. This is what causes the arm to straighten.

    Fling2RelaxTimeR

    Maximum time before the right arm relaxes in the fling. It will relax automatically when the arm has completed it's bent arm fling. This is what causes the arm to straighten.

    Fling2Right

    Fling the right arm.

    Fling2Time

    Duration of the fling behavior.

    Fling2TimeBefore

    Time after hit that the fling will start (allows for a bit of loose arm movement from bullet impact.snap etc).

    PointGun

    Point gun if appropriate.

    ReachFalling

    Reach for wound when falling. 0 = false, 1 = true, 2 = once per shot performance.

    ReachFallingWithOneHand

    Force character to reach for wound with only one hand when falling or fallen. 0 = allow two-handed reach, 1 = left only if two-handed possible, 2 = right only if two-handed possible, 3 = one handed but automatic (allows switching of hands).

    ReachOnFloor

    ReachForWound when on floor - 0 = false, 1 = true, 2 = once per shot performance.

    ReachWithOneHand

    Force character to reach for wound with only one hand. 0 = allow two-handed reach, 1 = left only if two-handed possible, 2 = right only if two-handed possible.

    ReleaseWound

    Release wound if going sideways/forward fast enough. 0 = don't. 1 = only if bracing. 2 = any default arm reaction.

    RfwWithPistol

    Override pointGun and reachForWound if desired if holding a pistol. It never will for a rifle.

    UseArmsWindmill

    ArmsWindmill if going backwards fast enough.

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