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    Class StaggerFallHelper

    Inheritance
    System.Object
    Message
    CustomHelper
    StaggerFallHelper
    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 StaggerFallHelper : CustomHelper

    Constructors

    Name Description
    StaggerFallHelper(Ped)

    Creates a new Instance of the StaggerFallHelper for sending a StaggerFall Message to a given Ped.

    Properties

    Name Description
    AlwaysBendForwards

    Bend forwards at the hip (hipBendMult) whether moving backwards or forwards.

    ArmDamping

    Sets damping value for the arms.

    ArmDampingStart

    ArmDamping during the yanked timescale i.e. timeAtStartValues.

    ArmStiffness

    Stiffness of arms. Catch_fall's stiffness scales with this value, but has default values when this is default.

    ArmStiffnessStart

    ArmStiffness during the yanked timescale i.e. timeAtStartValues.

    HeadLookAtVelProb

    Probability [0-1] that headLook will be looking in the direction of velocity when stepping.

    HeadLookInstanceIndex

    Level index of thing to look at.

    HeadLookPos

    Position of thing to look at.

    HipBendMult

    HipBend scaled with velocity.

    Lean2multB

    Lean of spine to side in side velocity direction when going backwards.

    Lean2multF

    Lean of spine to side in side velocity direction when going forwards.

    LeanHipsMaxB

    Max of leanInDirectionHips magnitude when going backwards.

    LeanHipsMaxF

    Max of leanInDirectionHips magnitude when going forwards.

    LeanInDirMaxB

    Max of leanInDirection magnitude when going backwards.

    LeanInDirMaxF

    Max of leanInDirection magnitude when going forwards.

    LeanInDirRate

    LeanInDirection will be increased from 0 to leanInDirMax linearly at this rate.

    LowerBodyStiffness

    LowerBodyStiffness should be 12.

    LowerBodyStiffnessEnd

    LowerBodyStiffness at end.

    MaxPushoffVel

    Stance leg will only pushOff to increase momentum if the vertical hip velocity is less than this value. 0.4 seems like a good value. The higher it is the less this functionality is applied. If it is very low or negative this can stop the pushOff altogether.

    PerStepReduction1

    LowerBody stiffness will be reduced every step to make the character fallover.

    PredictionTime

    Amount of time (seconds) into the future that the character tries to step to. Bigger values try to recover with fewer, bigger steps. Smaller values recover with smaller steps, and generally recover less.

    PushOffDist

    Amount stance foot is behind com in the direction of velocity before the leg tries to pushOff to increase momentum. Increase to lower the probability of the pushOff making the character bouncy.

    RampTimeFromStartValues

    Time spent ramping from Start to end values for arms and spine stiffness and damping i.e. for whiplash effect (occurs after timeAtStartValues).

    RampTimeToEndValues

    Time spent ramping from lowerBodyStiffness to lowerBodyStiffnessEnd.

    SpineBendMult

    Spine bend scaled with velocity.

    SpineDamping
    SpineDampingStart

    SpineDamping during the yanked timescale i.e. timeAtStartValues.

    SpineStiffness
    SpineStiffnessStart

    SpineStiffness during the yanked timescale i.e. timeAtStartValues.

    StaggerStepProb

    Probability per step of time spent in a stagger step.

    StepsTillStartEnd

    Steps taken before lowerBodyStiffness starts ramping down by perStepReduction1.

    TimeAtStartValues

    Time spent with Start values for arms and spine stiffness and damping i.e. for whiplash effect.

    TimeStartEnd

    Time from start of behavior before lowerBodyStiffness starts ramping down for rampTimeToEndValues to endValues.

    Turn2TargetProb

    Weighted probability of turning towards headLook target. This is one of six turn type weights.

    Turn2VelProb

    Weighted probability of turning towards velocity. This is one of six turn type weights.

    TurnAwayProb

    Weighted probability of turning away from headLook target. This is one of six turn type weights.

    TurnLeftProb

    Weighted probability of turning left. This is one of six turn type weights.

    TurnOffProb

    Weighted probability that turn will be off. This is one of six turn type weights.

    TurnRightProb

    Weighted probability of turning right. This is one of six turn type weights.

    UpperBodyReaction

    Enable upper body reaction i.e. blindBrace and armswindmill.

    UseBodyTurn

    Enable and provide a positive bodyTurnTimeout and provide a look-at target to make the character turn to face it while balancing.

    UseHeadLook

    Enable and provide a look-at target to make the character's head turn to face it while balancing, balancer default is 0.2.

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