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    Class ShotShockSpinHelper

    Configure the shockSpin effect in shot. Spin/Lift the character using cheat torques/forces.

    Inheritance
    System.Object
    Message
    CustomHelper
    ShotShockSpinHelper
    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 ShotShockSpinHelper : CustomHelper

    Constructors

    Name Description
    ShotShockSpinHelper(Ped)

    Creates a new Instance of the ShotShockSpinHelper for sending a ShotShockSpin Message to a given Ped.

    Properties

    Name Description
    AddShockSpin

    If enabled, add a short 'shock' of torque to the character's spine to exaggerate bullet impact.

    AlwaysAddShockSpin

    If true, apply the shock spin no matter which body component was hit. Otherwise only apply if the spine or clavicles get hit.

    BracedSideSpinMult

    If shot on a side with a forward foot and both feet are on the ground and balanced, increase the shockspin to compensate for the balancer naturally resisting spin to that side.

    RandomizeShockSpinDirection

    For use with close-range shotgun blasts, or similar.

    ShockSpin1FootMult

    ShockSpin's torque is multipied by this value when the one of the character's feet are not in contact.

    ShockSpinAirMult

    ShockSpin's torque is multipied by this value when both the character's feet are not in contact.

    ShockSpinDecayMult

    Multiplier used when decaying torque spin over time.

    ShockSpinFootGripMult

    ShockSpin scales the torques applied to the feet by footSlipCompensation.

    ShockSpinLiftForceMult

    If greater than 0, apply a force to lift the character up while the torque is applied, trying to produce a dramatic spun/twist shotgun-to-the-chest effect. This is a scale of the torque applied, so 8.0 or so would give a reasonable amount of lift.

    ShockSpinMax

    Maximum amount of torque to add if using shock-spin feature.

    ShockSpinMaxTwistVel

    Shock spin ends when twist velocity is greater than this value (try 6.0). If set to -1 does not stop.

    ShockSpinMin

    Minimum amount of torque to add if using shock-spin feature.

    ShockSpinScaleByLeverArm

    Shock spin scales by lever arm of bullet i.e. bullet impact point to center line.

    ShockSpinScalePerComponent

    Torque applied is scaled by this amount across the spine components - spine2 recieving the full amount, then 3 and 1 and finally 0. Each time, this value is used to scale it down. 0.5 means half the torque each time.

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