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    Class YankedHelper

    Inheritance
    System.Object
    Message
    CustomHelper
    YankedHelper
    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 YankedHelper : CustomHelper

    Constructors

    Name Description
    YankedHelper(Ped)

    Creates a new Instance of the YankedHelper for sending a Yanked Message to a given Ped.

    Properties

    Name Description
    ArmDamping

    Sets damping value for the arms when upright.

    ArmDampingStart

    Arm damping during the yanked timescale i.e. timeAtStartValues.

    ArmStiffness

    Stiffness of arms when upright.

    ArmStiffnessStart

    Arm stiffness during the yanked timescale i.e. timeAtStartValues.

    ComVelRDSThresh

    For handsAndKnees catchfall ONLY: comVel above which rollDownstairs will start.

    FootFriction

    Foot friction when standing/stepping. 0.5 gives a good slide sometimes.

    GroundArmDamping

    Arm Damping when on the ground.

    GroundArmStiffness

    Arm Stiffness when on the ground.

    GroundFriction

    Friction multiplier on body parts when on ground. Character can look too slidy with groundFriction = 1. Higher values give a more jerky reaction but this seems timestep dependent especially for dragged by the feet.

    GroundLegDamping

    Leg Damping when on the ground.

    GroundLegStiffness

    Leg Stiffness when on the ground.

    GroundSpineDamping

    Spine Damping when on the ground.

    GroundSpineStiffness

    Spine Stiffness when on the ground.

    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.

    HipAmplitude

    Amount of hip movement.

    HipPitchBack

    Amount to bend backwards at the hips (+ve backwards, -ve forwards). Behavior switches between hipPitchForward and hipPitchBack.

    HipPitchForward

    Amount to bend forward at the hips (+ve forward, -ve backwards). Behavior switches between hipPitchForward and hipPitchBack.

    HulaPeriod

    0.25 A complete wiggle will take 4*hulaPeriod.

    LowerBodyStiffness

    LowerBodyStiffness should be 12.

    LowerBodyStiffnessEnd

    LowerBodyStiffness at end.

    MaxRelaxPeriod

    Wriggle relaxes for a maximum of maxRelaxPeriod (if it is negative it is a multiplier on the time previously spent wriggling).

    MinRelaxPeriod

    Wriggle relaxes for a minimum of minRelaxPeriod (if it is negative it is a multiplier on the time previously spent wriggling).

    PerStepReduction

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

    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.

    RollHelp

    Amount of cheat torque applied to turn the character over.

    SpineAmplitude

    Amount of spine movement.

    SpineBend

    Bend/Twist the spine amount.

    SpineDamping

    Spine damping when upright.

    SpineDampingStart

    Spine damping during the yanked timescale i.e. timeAtStartValues.

    SpineStiffness

    Spine stiffness when upright.

    SpineStiffnessStart

    Spine stiffness during the yanked timescale i.e. timeAtStartValues.

    StepsTillStartEnd

    Steps taken before lowerBodyStiffness starts ramping down.

    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 by perStepReduction1.

    TurnThresholdMax

    Max angle at which the turn with toggle to the other direction (actual toggle angle is chosen randomly in range min to max). If it is 1 then it will never toggle. If negative then no turn is applied.

    TurnThresholdMin

    Min angle at which the turn with toggle to the other direction (actual toggle angle is chosen randomly in range min to max). If it is 1 then it will never toggle. If negative then no turn is applied.

    UseHeadLook

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

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