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    Class UpperBodyFlinchHelper

    Inheritance
    System.Object
    Message
    CustomHelper
    UpperBodyFlinchHelper
    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 UpperBodyFlinchHelper : CustomHelper

    Constructors

    Name Description
    UpperBodyFlinchHelper(Ped)

    Creates a new Instance of the UpperBodyFlinchHelper for sending a UpperBodyFlinch Message to a given Ped.

    Properties

    Name Description
    ApplyStiffness

    Turned of by bcr.

    BackBendAmount

    Amount to bend the back during the flinch.

    BodyDamping

    Damping value used for upper body.

    BodyStiffness

    Stiffness of body. Value carries over to head look, spine twist.

    DontBraceHead

    Don't protect head only brace from front. Turned on by bcr.

    HandDistanceFrontBack

    Front-Back distance between the hands.

    HandDistanceLeftRight

    Left-Right distance between the hands.

    HandDistanceVertical

    Vertical distance between the hands.

    HeadLookAwayFromTarget

    Look away from target (unless protecting head then look between feet).

    NewHit

    Relaxes the character for 1 frame if set.

    NoiseScale

    Amplitude of the perlin noise applied to the arms positions in the flinch to the front part of the behavior.

    Pos

    Position in world-space of object to flinch from.

    ProtectHeadToggle

    Always protect head. Note if false then character flinches if target is in front, protects head if target is behind.

    TurnTowards

    Ve balancer turn Towards, negative balancer turn Away, 0 balancer won't turn. There is a 50% chance that the character will not turn even if this parameter is set to turn.

    UseHeadLook

    Use headlook.

    UseLeftArm

    Toggle to Use the Left arm.

    UseRightArm

    Toggle to use the right arm.

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