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. |