Class ShotFallToKneesHelper
Configure the fall to knees shot.
Inherited Members
Namespace: GTA.NaturalMotion
Assembly: ScriptHookVDotNet2.dll
Syntax
public sealed class ShotFallToKneesHelper : CustomHelper
Constructors
Name | Description |
---|---|
ShotFallToKneesHelper(Ped) | Creates a new Instance of the ShotFallToKneesHelper for sending a ShotFallToKnees Message to a given Ped. |
Properties
Name | Description |
---|---|
FallToKnees | Type of reaction. |
FtkAlwaysChangeFall | Always change fall behavior. If false only change when falling forward. |
FtkBalanceAbortThreshold | When the character gives up and goes into a fall. |
FtkBalanceTime | How long the balancer runs for before fallToKnees starts. |
FtkBendRate | Rate at which the legs are bent to go from standing to on knees. |
FtkFailMustCollide | The upper body of the character must be colliding and other failure conditions met to fail. |
FtkFallBelowStab | Balancer instability below which the character starts to bend legs even if it isn't going to fall on to it's knees (i.e. if going backwards). 0.3 almost ensures a fall to knees but means the character will keep stepping backward until it slows down enough. |
FtkFricMult | Multiplier on the reduction of friction for the feet based on angle away from horizontal - helps the character fall to knees quicker. |
FtkHelperForce | Hip helper force magnitude - to help character lean over balance point of line between toes. |
FtkHelperForceOnSpine | Helper force applied to spine3 as well. |
FtkHipAngleFall | Apply this hip angle when the character starts to fall backwards when on knees. |
FtkHipBlend | Blend from current hip to balancing on knees hip angle. |
FtkImpactLooseness | Looseness (muscleStiffness = 1.01f - m_parameters.ftkImpactLooseness) applied to upperBody on knee impacts. |
FtkImpactLoosenessTime | Time that looseness is applied after knee impacts. |
FtkKneeSpin | When on knees allow some spinning of the character. If false then the balancers' footSlipCompensation remains on and tends to keep the character facing the same way as when it was balancing. |
FtkLeanHelp | Help balancer lean amount - to help character lean over balance point of line between toes. Half of this is also applied as hipLean. |
FtkLungeProb | Probability that a lunge reaction will be allowed. |
FtkOnKneesArmType | Type of arm response when on knees falling forward 0=useFallArms (from RollDownstairs or catchFall), 1= armsIn, 2=armsOut. |
FtkPitchBackwards | Hip pitch applied (+ve forward, -ve backwards) if character is falling backwards on way down to it's knees. |
FtkPitchForwards | Hip pitch applied (+ve forward, -ve backwards) if character is falling forwards on way down to it's knees. |
FtkReachForWound | True = Keep reaching for wound regardless of fall/onground state. false = respect the shotConfigureArms params: reachFalling, reachFallingWithOneHand, reachOnFloor. |
FtkReleasePointGun | Override the pointGun when knees hit. |
FtkReleaseReachForWound | Release the reachForWound this amount of time after the knees have hit. If LT 0.0 then keep reaching for wound regardless of fall/onground state. |
FtkSpineBend | Bend applied to spine when falling from knees. (+ve forward - try -0.1) (only if rds called). |
FtkStiffSpine | Stiffen spine when falling from knees (only if rds called). |