Class ShotHelper
Inherited Members
Namespace: GTA.NaturalMotion
Assembly: ScriptHookVDotNet2.dll
Syntax
public sealed class ShotHelper : CustomHelper
Constructors
Name | Description |
---|---|
ShotHelper(Ped) | Creates a new Instance of the ShotHelper for sending a Shot Message to a given Ped. |
Properties
Name | Description |
---|---|
AllowInjuredArm | Injured arm code runs if arm hit (turns and steps and bends injured arm). |
AllowInjuredLeg | When false injured leg is not bent and character does not bend to reach it. |
AllowInjuredLowerLegReach | When false don't try to reach for injured Lower Legs (shins/feet). |
AllowInjuredThighReach | When false don't try to reach for injured Thighs. |
AlwaysResetLooseness | Looseness always reset on shotNewBullet even if previous looseness ramp still running. Except for the neck which has it's own ramp. |
AlwaysResetNeckLooseness | Neck looseness always reset on shotNewBullet even if previous looseness ramp still running. |
AngVelScale | How much to scale the angular velocity coming in from animation of a part if it is in angVelScaleMask (otherwise scale by 1.0). |
AngVelScaleMask | Parts to scale the initial angular velocity by angVelScale (otherwize scale by 1.0). |
ArmStiffness | Arm stiffness. |
BodyStiffness | Stiffness of body. Feeds through to roll_up. |
BulletProofVest | Looseness applied to spine is different if bulletProofVest is true. |
ChickenArms | Type of reaction. |
CpainDuration | Conscious pain duration at cpainMag/cpainTwistMag after cpainSmooth2Time. |
CpainMag | Conscious pain spine Lean(back/Forward) magnitude (Replaces spinePainMultiplier). |
CpainSmooth2Time | Conscious pain duration ramping from zero to cpainMag/cpainTwistMag. |
CpainSmooth2Zero | Conscious pain ramping to zero after cpainSmooth2Time + cpainDuration (Replaces spinePainTime). |
CpainTwistMag | Conscious pain spine Twist/Lean2Side magnitude Replaces spinePainTwistMultiplier). |
Crouching | Is the guy crouching or not. |
CStrLowerMax | |
CStrLowerMin | |
CStrUpperMax | |
CStrUpperMin | Proportions to what the strength would be normally. |
DeathTime | Time to death (HACK for underwater). If -ve don't ever die. |
ExagDuration | Exaggerate bullet duration (at exagMag/exagTwistMag). |
ExagMag | Exaggerate bullet spine Lean magnitude. |
ExagSmooth2Zero | Exaggerate bullet duration ramping to zero after exagDuration. |
ExagTwistMag | Exaggerate bullet spine Twist magnitude. |
ExagZeroTime | Exaggerate bullet time spent at 0 spine lean/twist after exagDuration + exagSmooth2Zero. |
FallingReaction | 0=Rollup, 1=Catchfall, 2=rollDownStairs, 3=smartFall. |
Fling | Type of reaction. |
FlingTime | Duration of the fling behavior. |
FlingWidth | Width of the fling behavior. |
GrabHoldTime | How long to hold for before returning to relaxed arm position. |
InitialNeckDamping | Intial damping of neck after being shot. |
InitialNeckDuration | Duration for which the neck stays at intial stiffness/damping. |
InitialNeckRampDuration | Duration of the ramp to bring the neck stiffness/damping back to normal levels. |
InitialNeckStiffness | Initial stiffness of neck after being shot. |
InitialWeaknessRampDuration | Duration of the ramp to bring the character's upper body stiffness back to normal levels. |
InitialWeaknessZeroDuration | Duration for which the character's upper body stays at minimum stiffness (not quite zero). |
KMult4Legs | How much to add to leg stiffnesses dependent on looseness. |
KMultOnLoose | How much to add to upperbody stiffness dependent on looseness. |
Looseness4Fall | How loose the character is made by a newBullet if falling. |
Looseness4Stagger | How loose the upperBody of the character is made by a newBullet if staggerFall is running (and not falling). Note atm the neck ramp values are ignored in staggerFall. |
LoosenessAmount | How loose the character is made by a newBullet. Between 0 and 1. |
Melee | |
MinArmsLooseness | Minimum looseness to apply to the arms. |
MinLegsLooseness | Minimum looseness to apply to the Legs. |
NeckDamping | Damping of neck. |
NeckStiffness | Stiffness of neck. |
ReachForWound | Type of reaction. |
SpineBlendExagCPain | True: spine is blended with zero pose, false: spine is blended with zero pose if not setting exag or cpain. |
SpineBlendZero | Spine is always blended with zero pose this much and up to 1 as the character become stationary. If negative no blend is ever applied. |
SpineDamping | Stiffness of body. Feeds through to roll_up. |
StableHandsAndNeck | Additional stability for hands and neck (less loose). |
TimeBeforeReachForWound | Time, in seconds, before the character begins to grab for the wound on the first hit. |
UseCStrModulation | If enabled upper and lower body strength scales with character strength, using the range given by parameters below. |
UseExtendedCatchFall | Keep the character active instead of relaxing at the end of the catch fall. |