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    Class ShotHelper

    Inheritance
    System.Object
    Message
    CustomHelper
    ShotHelper
    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 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.

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