SHVDN
v3
An ASI plugin for Grand Theft Auto V, which allows running scripts written in any .NET language in-game. Developed by crosire https://github.com/crosire/scripthookvdotnet/
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Public Member Functions | |
AnimPoseHelper (Ped ped) | |
Creates a new Instance of the AnimPoseHelper for sending a AnimPose Message to a given Ped. More... | |
Public Member Functions inherited from GTA.NaturalMotion.CustomHelper | |
void | Start () |
Starts this Natural Motion behavior on the Ped that will loop until manually aborted. More... | |
void | Start (int duration) |
Starts this Natural Motion behavior on the Ped for a specified duration. More... | |
void | Stop () |
Stops this Natural Motion behavior on the Ped. More... | |
void | SetArgument (string argName, bool value) |
Sets a Message argument to a bool value. More... | |
void | SetArgument (string argName, int value) |
Sets a Message argument to a int value. More... | |
void | SetArgument (string argName, float value) |
Sets a Message argument to a float value. More... | |
void | SetArgument (string argName, string value) |
Sets a Message argument to a string value. More... | |
void | SetArgument (string argName, Vector3 value) |
Sets a Message argument to a Vector3 value. More... | |
void | ResetArguments () |
Resets all arguments to their default values. More... | |
override string | ToString () |
Returns the internal message name. More... | |
Properties | |
float | MuscleStiffness [set] |
Muscle stiffness of masked joints. -values mean don't apply (just use defaults or ones applied by behaviors - safer if you are going to return to a behavior). More... | |
float | Stiffness [set] |
Stiffness of masked joints. -ve values mean don't apply stiffness or damping (just use defaults or ones applied by behaviors). If you are using animpose fullbody on its own then this gives the opprtunity to use setStffness and setMuscle stiffness messages to set up the character's muscles. Mmmmtodo get rid of this -ve. More... | |
float | Damping [set] |
Damping of masked joints. More... | |
string | EffectorMask [set] |
Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see notes for explanation). More... | |
bool | OverideHeadlook [set] |
Overide Headlook behavior (if animPose includes the head). More... | |
bool | OveridePointArm [set] |
Overide PointArm behavior (if animPose includes the arm/arms). More... | |
bool | OveridePointGun [set] |
Overide PointGun behavior (if animPose includes the arm/arms)//mmmmtodo not used at moment. More... | |
bool | UseZMPGravityCompensation [set] |
If true then modify gravity compensation based on stance (can reduce gravity compensation to zero if cofm is outside of balance area). More... | |
float | GravityCompensation [set] |
Gravity compensation applied to joints in the effectorMask. If -ve then not applied (use current setting). More... | |
float | MuscleStiffnessLeftArm [set] |
Muscle stiffness applied to left arm (applied after stiffness). If -ve then not applied (use current setting). More... | |
float | MuscleStiffnessRightArm [set] |
Muscle stiffness applied to right arm (applied after stiffness). If -ve then not applied (use current setting). More... | |
float | MuscleStiffnessSpine [set] |
Muscle stiffness applied to spine (applied after stiffness). If -ve then not applied (use current setting). More... | |
float | MuscleStiffnessLeftLeg [set] |
Muscle stiffness applied to left leg (applied after stiffness). If -ve then not applied (use current setting). More... | |
float | MuscleStiffnessRightLeg [set] |
Muscle stiffness applied to right leg (applied after stiffness). If -ve then not applied (use current setting). More... | |
float | StiffnessLeftArm [set] |
Stiffness applied to left arm (applied after stiffness). If -ve then not applied (use current setting). More... | |
float | StiffnessRightArm [set] |
Stiffness applied to right arm (applied after stiffness). If -ve then not applied (use current setting). More... | |
float | StiffnessSpine [set] |
Stiffness applied to spine (applied after stiffness). If -ve then not applied (use current setting). More... | |
float | StiffnessLeftLeg [set] |
Stiffness applied to left leg (applied after stiffness). If -ve then not applied (use current setting). More... | |
float | StiffnessRightLeg [set] |
Stiffness applied to right leg (applied after stiffness). If -ve then not applied (use current setting). More... | |
float | DampingLeftArm [set] |
Damping applied to left arm (applied after stiffness). If stiffness -ve then not applied (use current setting). More... | |
float | DampingRightArm [set] |
Damping applied to right arm (applied after stiffness). If stiffness -ve then not applied (use current setting). More... | |
float | DampingSpine [set] |
Damping applied to spine (applied after stiffness). If stiffness-ve then not applied (use current setting). More... | |
float | DampingLeftLeg [set] |
Damping applied to left leg (applied after stiffness). If stiffness-ve then not applied (use current setting). More... | |
float | DampingRightLeg [set] |
Damping applied to right leg (applied after stiffness). If stiffness -ve then not applied (use current setting). More... | |
float | GravCompLeftArm [set] |
Gravity compensation applied to left arm (applied after gravityCompensation). If -ve then not applied (use current setting). More... | |
float | GravCompRightArm [set] |
Gravity compensation applied to right arm (applied after gravityCompensation). If -ve then not applied (use current setting). More... | |
float | GravCompSpine [set] |
Gravity compensation applied to spine (applied after gravityCompensation). If -ve then not applied (use current setting). More... | |
float | GravCompLeftLeg [set] |
Gravity compensation applied to left leg (applied after gravityCompensation). If -ve then not applied (use current setting). More... | |
float | GravCompRightLeg [set] |
Gravity compensation applied to right leg (applied after gravityCompensation). If -ve then not applied (use current setting). More... | |
int | ConnectedLeftHand [set] |
Is the left hand constrained to the world/ an object: -1=auto decide by impact info, 0=no, 1=part fully constrained (not implemented:, 2=part point constraint, 3=line constraint). More... | |
int | ConnectedRightHand [set] |
Is the right hand constrained to the world/ an object: -1=auto decide by impact info, 0=no, 1=part fully constrained (not implemented:, 2=part point constraint, 3=line constraint). More... | |
int | ConnectedLeftFoot [set] |
Is the left foot constrained to the world/ an object: -2=do not set in animpose (e.g. let the balancer decide), -1=auto decide by impact info, 0=no, 1=part fully constrained (not implemented:, 2=part point constraint, 3=line constraint). More... | |
int | ConnectedRightFoot [set] |
Is the right foot constrained to the world/ an object: -2=do not set in animpose (e.g. let the balancer decide),-1=auto decide by impact info, 0=no, 1=part fully constrained (not implemented:, 2=part point constraint, 3=line constraint). More... | |
AnimSource | AnimSource [set] |
int | DampenSideMotionInstanceIndex [set] |
LevelIndex of object to dampen side motion relative to. -1 means not used. More... | |
Additional Inherited Members | |
Protected Member Functions inherited from GTA.NaturalMotion.CustomHelper | |
CustomHelper (Ped target, string message) | |
Creates a helper class for building Natural Motion messages to send to a given Ped. More... | |
GTA.NaturalMotion.AnimPoseHelper.AnimPoseHelper | ( | Ped | ped | ) |
Creates a new Instance of the AnimPoseHelper for sending a AnimPose Message to a given Ped.
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Is the left foot constrained to the world/ an object: -2=do not set in animpose (e.g. let the balancer decide), -1=auto decide by impact info, 0=no, 1=part fully constrained (not implemented:, 2=part point constraint, 3=line constraint).
Default value = -2. Min value = -2. Max value = 2.
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Is the left hand constrained to the world/ an object: -1=auto decide by impact info, 0=no, 1=part fully constrained (not implemented:, 2=part point constraint, 3=line constraint).
Default value = 0. Min value = -1. Max value = 2.
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Is the right foot constrained to the world/ an object: -2=do not set in animpose (e.g. let the balancer decide),-1=auto decide by impact info, 0=no, 1=part fully constrained (not implemented:, 2=part point constraint, 3=line constraint).
Default value = -2. Min value = -2. Max value = 2.
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Is the right hand constrained to the world/ an object: -1=auto decide by impact info, 0=no, 1=part fully constrained (not implemented:, 2=part point constraint, 3=line constraint).
Default value = 0. Min value = -1. Max value = 2.
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LevelIndex of object to dampen side motion relative to. -1 means not used.
Default value = -1. Min value = -1.
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Damping of masked joints.
Default value = 1.0f. Min value = 0.0f. Max value = 2.0f.
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Damping applied to left arm (applied after stiffness). If stiffness -ve then not applied (use current setting).
Default value = 1.0f. Min value = 0.0f. Max value = 2.0f.
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Damping applied to left leg (applied after stiffness). If stiffness-ve then not applied (use current setting).
Default value = 1.0f. Min value = 0.0f. Max value = 2.0f.
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Damping applied to right arm (applied after stiffness). If stiffness -ve then not applied (use current setting).
Default value = 1.0f. Min value = 0.0f. Max value = 2.0f.
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Damping applied to right leg (applied after stiffness). If stiffness -ve then not applied (use current setting).
Default value = 1.0f. Min value = 0.0f. Max value = 2.0f.
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Damping applied to spine (applied after stiffness). If stiffness-ve then not applied (use current setting).
Default value = 1.0f. Min value = 0.0f. Max value = 2.0f.
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Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see notes for explanation).
Default value = "ub".
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Gravity compensation applied to left arm (applied after gravityCompensation). If -ve then not applied (use current setting).
Default value = -1.0f. Min value = -1.0f. Max value = 14.0f.
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Gravity compensation applied to left leg (applied after gravityCompensation). If -ve then not applied (use current setting).
Default value = -1.0f. Min value = -1.0f. Max value = 14.0f.
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Gravity compensation applied to right arm (applied after gravityCompensation). If -ve then not applied (use current setting).
Default value = -1.0f. Min value = -1.0f. Max value = 14.0f.
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Gravity compensation applied to right leg (applied after gravityCompensation). If -ve then not applied (use current setting).
Default value = -1.0f. Min value = -1.0f. Max value = 14.0f.
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Gravity compensation applied to spine (applied after gravityCompensation). If -ve then not applied (use current setting).
Default value = -1.0f. Min value = -1.0f. Max value = 14.0f.
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Gravity compensation applied to joints in the effectorMask. If -ve then not applied (use current setting).
Default value = -1.0f. Min value = -1.0f. Max value = 14.0f.
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Muscle stiffness of masked joints. -values mean don't apply (just use defaults or ones applied by behaviors - safer if you are going to return to a behavior).
Default value = -1.0f. Min value = -1.1f. Max value = 10.0f.
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Muscle stiffness applied to left arm (applied after stiffness). If -ve then not applied (use current setting).
Default value = -1.0f. Min value = -1.0f. Max value = 10.0f.
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Muscle stiffness applied to left leg (applied after stiffness). If -ve then not applied (use current setting).
Default value = -1.0f. Min value = -1.0f. Max value = 10.0f.
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Muscle stiffness applied to right arm (applied after stiffness). If -ve then not applied (use current setting).
Default value = -1.0f. Min value = -1.0f. Max value = 10.0f.
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Muscle stiffness applied to right leg (applied after stiffness). If -ve then not applied (use current setting).
Default value = -1.0f. Min value = -1.0f. Max value = 10.0f.
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Muscle stiffness applied to spine (applied after stiffness). If -ve then not applied (use current setting).
Default value = -1.0f. Min value = -1.0f. Max value = 10.0f.
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Overide Headlook behavior (if animPose includes the head).
Default value = False.
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Overide PointArm behavior (if animPose includes the arm/arms).
Default value = False.
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Overide PointGun behavior (if animPose includes the arm/arms)//mmmmtodo not used at moment.
Default value = False.
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Stiffness of masked joints. -ve values mean don't apply stiffness or damping (just use defaults or ones applied by behaviors). If you are using animpose fullbody on its own then this gives the opprtunity to use setStffness and setMuscle stiffness messages to set up the character's muscles. Mmmmtodo get rid of this -ve.
Default value = -1.0f. Min value = -1.1f. Max value = 16.0f.
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Stiffness applied to left arm (applied after stiffness). If -ve then not applied (use current setting).
Default value = -1.0f. Min value = -1.0f. Max value = 16.0f.
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Stiffness applied to left leg (applied after stiffness). If -ve then not applied (use current setting).
Default value = -1.0f. Min value = -1.0f. Max value = 16.0f.
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Stiffness applied to right arm (applied after stiffness). If -ve then not applied (use current setting).
Default value = -1.0f. Min value = -1.0f. Max value = 16.0f.
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Stiffness applied to right leg (applied after stiffness). If -ve then not applied (use current setting).
Default value = -1.0f. Min value = -1.0f. Max value = 16.0f.
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Stiffness applied to spine (applied after stiffness). If -ve then not applied (use current setting).
Default value = -1.0f. Min value = -1.0f. Max value = 16.0f.
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If true then modify gravity compensation based on stance (can reduce gravity compensation to zero if cofm is outside of balance area).
Default value = True.