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    Class SmartFallHelper

    Clone of High Fall with a wider range of operating conditions.

    Inheritance
    System.Object
    Message
    CustomHelper
    SmartFallHelper
    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 SmartFallHelper : CustomHelper

    Constructors

    Name Description
    SmartFallHelper(Ped)

    Creates a new Instance of the SmartFallHelper for sending a SmartFall Message to a given Ped.

    Properties

    Name Description
    AdaptiveCircling

    Stunt man type fall. Arm and legs circling direction controlled by angmom and orientation.

    AimAngleBase

    Angle from vertical the pdController is driving to (positive = forwards).

    AlanRickman

    If true then orientate the character to face the point from where it started falling. High fall like the one in "Die Hard" with Alan Rickman.

    ArmAmplitude

    In armWindMillAdaptive.

    ArmAngSpeed

    Arm circling speed in armWindMillAdaptive.

    ArmBendElbows

    In armWindMillAdaptive bend the elbows as a function of armAngle. For stunt man true otherwise false.

    ArmPhase

    In armWindMillAdaptive 3.1 opposite for stuntman. 1.0 old default. 0.0 in phase.

    Arms2LegsPhase

    Phase angle between the arms and legs circling angle.

    Arms2LegsSync

    Syncs the arms angle to what the leg angle is.

    ArmsUp

    Where to put the arms when preparing to land. Approx 1 = above head, 0 = head height, -1 = down. LT -2.0 use catchFall arms, LT -3.0 use prepare for landing pose if Agent is due to land vertically, feet first.

    Balance

    If true have enough strength to balance. If false not enough strength in legs to balance (even though bodyBlance called).

    BlendHeadWhenStopped

    Blend head to neutral pose com vel approaches zero. Linear between zero and value. Set to zero to disable.

    Bodydamping

    The damping of the joints.

    BodyStiffness

    Stiffness of body. Value feeds through to bodyBalance (synced with defaults), to armsWindmill (14 for this value at default ), legs pedal, head look and roll down stairs directly.

    CatchFallCutOff

    0.5angle is 0.878 dot. Cutoff to go to the catchFall (internal) //mmmtodo do like crashOrLandCutOff.

    Catchfalltime

    The length of time before the impact that the character transitions to the landing.

    CfZAxisSpinReduction

    Pass-through parameter for Catch Fall spin reduction. Increase to stop more spin. 0..1.

    ChangeExtremityFriction

    Allow friction changes to be applied to the hands and feet.

    CrashOrLandCutOff

    0.52angle is 0.868 dot//A threshold for deciding how far away from upright the character needs to be before bailing out (going into a foetal) instead of trying to land (keeping stretched out). NB: never does bailout if ignorWorldCollisions true.

    FootVelCompScale

    Scale to change to amount of vel that is added to the foot ik from the velocity (Internal).

    ForceHeadAvoid

    Force head avoid to be active during Catch Fall even when character is not on the ground.

    FowardOffsetOfLegIK

    Forward offset for the feet during prepareForLanding.

    FowardRoll

    Try to execute a forward Roll on landing.

    FowardVelRotation

    Scale to add/subtract from aimAngle based on forward speed (Internal).

    Hula

    With stunt man type fall. Hula reaction if can't see floor and not rotating fast.

    IgnorWorldCollisions

    Never go into bailout (foetal).

    InitialState

    Force initial state (used in vehicle bail out to start SF_CatchFall (6) earlier.

    LandingNormal

    Ray-cast normal doted with up direction has to be greater than this number to consider object flat enough to land on it.

    LegAngSpeed

    In pedal.

    LegAsymmetry

    0.0 for stunt man. Random offset applied per leg to the angular speed to desynchronize the pedaling - set to 0 to disable, otherwise should be set to less than the angularSpeed value.

    LegL

    Leg Length for ik (Internal)//unused.

    LegRadius

    Radius of legs on pedal.

    LegStrength

    Strength of the legs at landing.

    MaxSpeedForRecoverableFall

    Character needs to be moving less than this speed to consider fall as a recoverable one.

    MinSpeedForBrace

    Character needs to be moving at least this fast horizontally to start bracing for impact if there is an object along its trajectory.

    OrientateBodyToFallDirection

    Toggle to orientate to fall direction. i.e. orientate so that the character faces the horizontal velocity direction.

    OrientateMax

    DEVEL parameter - suggest you don't edit it. Maximum torque the orientation controller can apply. If 0 then no helper torques will be used. 300 will orientate the character softly for all but extreme angles away from aimAngleBase. If abs (current -aimAngleBase) is getting near 3.0 then this can be reduced to give a softer feel.

    OrientateTwist

    If false don't worry about the twist angle of the character when orientating the character. If false this allows the twist axis of the character to be free (You can get a nice twisting highFall like the one in dieHard 4 when the car goes into the helicopter).

    PdDamping

    Damping multiplier of the controller to keep the character at angle aimAngleBase from vertical. The actual damping is pdDampingpdStrengthconstant*angVel.

    PdStrength

    Strength of the controller to keep the character at angle aimAngleBase from vertical.

    RdsForceMag
    RdsForceVelThreshold

    Velocity threshold under which RDS force mag will be applied.

    RdsStartingFriction

    Catch Fall/RDS starting friction. Catch fall will overwrite based on setFallingReaction.

    RdsStartingFrictionMin

    Catch Fall/RDS starting friction minimum. Catch fall will overwrite based on setFallingReaction.

    RdsTargetLinearVelocity

    RDS: Helper torques are applied to match the spin of the character to the max of targetLinearVelocity and COMVelMag. -1 to use initial character velocity.

    RdsTargetLinVeDecayTime

    RDS: Time for the targetlinearVelocity to decay to zero.

    RdsUseStartingFriction

    Start Catch Fall/RDS state with specified friction. Catch fall will overwrite based on setFallingReaction.

    ReboundMask

    Part mask to apply rebound assistance.

    ReboundScale

    Scale for rebound assistance. 0 = off, 1 = very bouncy, 2 = jbone crazy.

    SideD

    Sideoffset for the feet during prepareForLanding. +ve = right.

    SplatWhenStopped

    Transition to splat state when com vel is below value, regardless of character health or fall velocity. Set to zero to disable.

    SpreadLegs

    Spread legs amount for pedal during fall.

    StopRollingTime

    Time in seconds before ped should start actively trying to stop rolling.

    Teeter

    Set up an immediate teeter in the direction of trave if initial state is SF_Balance.

    TeeterOffset

    Offset the default Teeter edge in the direction of travel. Will need to be tweaked depending on how close to the real edge AI tends to trigger the behavior.

    UseZeroPose_withFowardRoll

    Blend to a zero pose when forward roll is attempted.

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