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    Class ShotFallToKneesHelper

    Configure the fall to knees shot.

    Inheritance
    System.Object
    Message
    CustomHelper
    ShotFallToKneesHelper
    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 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).

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