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/
GTA.NaturalMotion.ArmsWindmillAdaptiveHelper Class Reference
Inheritance diagram for GTA.NaturalMotion.ArmsWindmillAdaptiveHelper:
GTA.NaturalMotion.CustomHelper

Public Member Functions

 ArmsWindmillAdaptiveHelper (Ped ped)
 Creates a new Instance of the ArmsWindmillAdaptiveHelper for sending a ArmsWindmillAdaptive 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 AngSpeed [set]
 Controls the speed of the windmilling. More...
 
float BodyStiffness [set]
 Controls how stiff the rest of the body is. More...
 
float Amplitude [set]
 Controls how large the motion is, higher values means the character waves his arms in a massive arc. More...
 
float Phase [set]
 Set to a non-zero value to desynchronize the left and right arms motion. More...
 
float ArmStiffness [set]
 How stiff the arms are controls how pronounced the windmilling motion appears. More...
 
float LeftElbowAngle [set]
 If not negative then left arm will blend to this angle. More...
 
float RightElbowAngle [set]
 If not negative then right arm will blend to this angle. More...
 
float Lean1mult [set]
 0 arms go up and down at the side. 1 circles. 0..1 elipse. More...
 
float Lean1offset [set]
 0.f center of circle at side. More...
 
float ElbowRate [set]
 Rate at which elbow tries to match *ElbowAngle. More...
 
ArmDirection ArmDirection [set]
 
bool DisableOnImpact [set]
 If true, each arm will stop windmilling if it hits the ground. More...
 
bool SetBackAngles [set]
 If true, back angles will be set to compliment arms windmill. More...
 
bool UseAngMom [set]
 If true, use angular momentum about com to choose arm circling direction. Otherwise use com angular velocity. More...
 
bool BendLeftElbow [set]
 If true, bend the left elbow to give a stunt man type scramble look. More...
 
bool BendRightElbow [set]
 If true, bend the right elbow to give a stunt man type scramble look. More...
 
string Mask [set]
 Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see Active Pose notes for possible values). 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...
 

Constructor & Destructor Documentation

◆ ArmsWindmillAdaptiveHelper()

GTA.NaturalMotion.ArmsWindmillAdaptiveHelper.ArmsWindmillAdaptiveHelper ( Ped  ped)

Creates a new Instance of the ArmsWindmillAdaptiveHelper for sending a ArmsWindmillAdaptive Message to a given Ped.

Parameters
pedThe Ped to send the ArmsWindmillAdaptive Message to.

Property Documentation

◆ Amplitude

float GTA.NaturalMotion.ArmsWindmillAdaptiveHelper.Amplitude
set

Controls how large the motion is, higher values means the character waves his arms in a massive arc.

Default value = 0.6f. Min value = 0.0f. Max value = 2.0f.

◆ AngSpeed

float GTA.NaturalMotion.ArmsWindmillAdaptiveHelper.AngSpeed
set

Controls the speed of the windmilling.

Default value = 6.3f. Min value = 0.1f. Max value = 10.0f.

◆ ArmDirection

ArmDirection GTA.NaturalMotion.ArmsWindmillAdaptiveHelper.ArmDirection
set

Default value = ArmDirection.Adaptive.

◆ ArmStiffness

float GTA.NaturalMotion.ArmsWindmillAdaptiveHelper.ArmStiffness
set

How stiff the arms are controls how pronounced the windmilling motion appears.

Default value = 14.1f. Min value = 6.0f. Max value = 16.0f.

◆ BendLeftElbow

bool GTA.NaturalMotion.ArmsWindmillAdaptiveHelper.BendLeftElbow
set

If true, bend the left elbow to give a stunt man type scramble look.

Default value = False.

◆ BendRightElbow

bool GTA.NaturalMotion.ArmsWindmillAdaptiveHelper.BendRightElbow
set

If true, bend the right elbow to give a stunt man type scramble look.

Default value = False.

◆ BodyStiffness

float GTA.NaturalMotion.ArmsWindmillAdaptiveHelper.BodyStiffness
set

Controls how stiff the rest of the body is.

Default value = 11.0f. Min value = 6.0f. Max value = 16.0f.

◆ DisableOnImpact

bool GTA.NaturalMotion.ArmsWindmillAdaptiveHelper.DisableOnImpact
set

If true, each arm will stop windmilling if it hits the ground.

Default value = True.

◆ ElbowRate

float GTA.NaturalMotion.ArmsWindmillAdaptiveHelper.ElbowRate
set

Rate at which elbow tries to match *ElbowAngle.

Default value = 1.0f. Min value = 0.0f. Max value = 6.0f.

◆ Lean1mult

float GTA.NaturalMotion.ArmsWindmillAdaptiveHelper.Lean1mult
set

0 arms go up and down at the side. 1 circles. 0..1 elipse.

Default value = 1.0f. Min value = 0.0f. Max value = 2.0f.

◆ Lean1offset

float GTA.NaturalMotion.ArmsWindmillAdaptiveHelper.Lean1offset
set

0.f center of circle at side.

Default value = 0.0f. Min value = -6.0f. Max value = 6.0f.

◆ LeftElbowAngle

float GTA.NaturalMotion.ArmsWindmillAdaptiveHelper.LeftElbowAngle
set

If not negative then left arm will blend to this angle.

Default value = -1.0f. Min value = -1.0f. Max value = 6.0f.

◆ Mask

string GTA.NaturalMotion.ArmsWindmillAdaptiveHelper.Mask
set

Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see Active Pose notes for possible values).

Default value = "ub".

◆ Phase

float GTA.NaturalMotion.ArmsWindmillAdaptiveHelper.Phase
set

Set to a non-zero value to desynchronize the left and right arms motion.

Default value = 0.0f. Min value = -4.0f. Max value = 8.0f.

◆ RightElbowAngle

float GTA.NaturalMotion.ArmsWindmillAdaptiveHelper.RightElbowAngle
set

If not negative then right arm will blend to this angle.

Default value = -1.0f. Min value = -1.0f. Max value = 6.0f.

◆ SetBackAngles

bool GTA.NaturalMotion.ArmsWindmillAdaptiveHelper.SetBackAngles
set

If true, back angles will be set to compliment arms windmill.

Default value = True.

◆ UseAngMom

bool GTA.NaturalMotion.ArmsWindmillAdaptiveHelper.UseAngMom
set

If true, use angular momentum about com to choose arm circling direction. Otherwise use com angular velocity.

Default value = False.


The documentation for this class was generated from the following file: