Class ShotShockSpinHelper
Configure the shockSpin effect in shot. Spin/Lift the character using cheat torques/forces.
Inherited Members
Namespace: GTA.NaturalMotion
Assembly: ScriptHookVDotNet2.dll
Syntax
public sealed class ShotShockSpinHelper : CustomHelper
Constructors
Name | Description |
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ShotShockSpinHelper(Ped) | Creates a new Instance of the ShotShockSpinHelper for sending a ShotShockSpin Message to a given Ped. |
Properties
Name | Description |
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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. |