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    Class StayUprightHelper

    Inheritance
    System.Object
    Message
    CustomHelper
    StayUprightHelper
    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 StayUprightHelper : CustomHelper

    Constructors

    Name Description
    StayUprightHelper(Ped)

    Creates a new Instance of the StayUprightHelper for sending a StayUpright Message to a given Ped.

    Properties

    Name Description
    ForceDamping

    Damping in constraint: -1 makes it scale automagically with forceStrength. Other negative values will scale this automagic damping.

    ForceFeetMult

    Multiplier to the force applied to the feet.

    ForceInAirShare

    Share of the feet force to the airborne foot.

    ForceLeanReduction

    How much the character lean is taken into account when reducing the force.

    ForceMax

    See above.

    ForceMin

    When min and max are greater than 0 the constraint strength is determined from character strength, scaled into the range given by min and max.

    ForceSaturationVel

    When in velocityBased mode, the COM velocity at which constraint reaches maximum strength (forceStrength).

    ForceSpine3Share

    Share of pelvis force applied to spine3.

    ForceStrength

    Strength of constraint.

    ForceThresholdVel

    When in velocityBased mode, the COM velocity above which constraint starts applying forces.

    LastStandHorizDamping

    Higher values for more damping.

    LastStandMaxTime

    Max time allowed in last stand mode.

    LastStandMode

    Uses position/orientation control on the spine and drifts in the direction of bullets. This ignores all other stayUpright settings.

    LastStandSinkRate

    The sink rate (higher for a faster drop).

    NoSupportForceMult

    Still apply this fraction of the upright constaint force if the foot is not in a position (defined by supportPosition) to generate the support for the upright constraint.

    StayUpAcc

    How much the cheat force takes into account the acceleration of moving platforms.

    StayUpAccMax

    The maximum floorAcceleration (of a moving platform) that the cheat force takes into account.

    StepUpHelp

    Strength of cheat force applied upwards to spine3 to help the character up steps/slopes.

    SupportPosition

    Distance the foot is behind Com projection that is still considered able to generate the support for the upright constraint.

    TorqueDamping

    Damping of torque based constraint.

    TorqueOnlyInAir

    Only apply torque based constraint when airBorne.

    TorqueSaturationVel

    When in velocityBased mode, the COM velocity at which constraint reaches maximum strength (torqueStrength).

    TorqueStrength

    Strength of torque based constraint.

    TorqueThresholdVel

    When in velocityBased mode, the COM velocity above which constraint starts applying torques.

    TurnTowardsBullets

    Use cheat torques to face the direction of bullets if not facing too far away.

    UseForces

    Enable force based constraint.

    UseTorques

    Enable torque based constraint.

    VelocityBased

    Make strength of constraint function of COM velocity. Uses -1 for forceDamping if the damping is positive.

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