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.BalancerCollisionsReactionHelper Class Reference
Inheritance diagram for GTA.NaturalMotion.BalancerCollisionsReactionHelper:
GTA.NaturalMotion.CustomHelper

Public Member Functions

 BalancerCollisionsReactionHelper (Ped ped)
 Creates a new Instance of the BalancerCollisionsReactionHelper for sending a BalancerCollisionsReaction 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

int NumStepsTillSlump [set]
 Begin slump and stop stepping after this many steps. More...
 
float Stable2SlumpTime [set]
 Time after becoming stable leaning against a wall that slump starts. More...
 
float ExclusionZone [set]
 Steps are ihibited to not go closer to the wall than this (after impact). More...
 
float FootFrictionMultStart [set]
 Friction multiplier applied to feet when slump starts. More...
 
float FootFrictionMultRate [set]
 Friction multiplier reduced by this amount every second after slump starts (only if character is not slumping). More...
 
float BackFrictionMultStart [set]
 Friction multiplier applied to back when slump starts. More...
 
float BackFrictionMultRate [set]
 Friction multiplier reduced by this amount every second after slump starts (only if character is not slumping). More...
 
float ImpactLegStiffReduction [set]
 Reduce the stiffness of the legs by this much as soon as an impact is detected. More...
 
float SlumpLegStiffReduction [set]
 Reduce the stiffness of the legs by this much as soon as slump starts. More...
 
float SlumpLegStiffRate [set]
 Rate at which the stiffness of the legs is reduced during slump. More...
 
float ReactTime [set]
 Time that the character reacts to the impact with ub flinch and writhe. More...
 
float ImpactExagTime [set]
 Time that the character exaggerates impact with spine. More...
 
float GlanceSpinTime [set]
 Duration that the glance torque is applied for. More...
 
float GlanceSpinMag [set]
 Magnitude of the glance torque. More...
 
float GlanceSpinDecayMult [set]
 Multiplier used when decaying torque spin over time. More...
 
int IgnoreColWithIndex [set]
 Used so impact with the character that is pushing you over doesn't set off the behavior. More...
 
int SlumpMode [set]
 0=Normal slump(less movement then slump and movement LT small), 1=fast slump, 2=less movement then slump. More...
 
int ReboundMode [set]
 0=fall2knees/slump if shot not running, 1=stumble, 2=slump, 3=restart. More...
 
float IgnoreColMassBelow [set]
 Collisions with non-fixed objects with mass below this will not set this behavior off (e.g. ignore guns). More...
 
int ForwardMode [set]
 0=slump, 1=fallToKnees if shot is running, otherwise slump. More...
 
float TimeToForward [set]
 Time after a forwards impact before forwardMode is called (leave sometime for a rebound or brace - the min of 0.1 is to ensure fallOverWall can start although it probably needs only 1or2 frames for the probes to return). More...
 
float ReboundForce [set]
 If forwards impact only: cheat force to try to get the character away from the wall. 3 is a good value. More...
 
bool BraceWall [set]
 Brace against wall if forwards impact(at the moment only if bodyBalance is running/in charge of arms). More...
 
float IgnoreColVolumeBelow [set]
 Collisions with non-fixed objects with volume below this will not set this behavior off. More...
 
bool FallOverWallDrape [set]
 Use fallOverWall as the main drape reaction. More...
 
bool FallOverHighWalls [set]
 Trigger fall over wall if hit up to spine2 else only if hit up to spine1. More...
 
bool Snap [set]
 Add a Snap to when you hit a wall to emphasize the hit. More...
 
float SnapMag [set]
 The magnitude of the snap reaction. More...
 
float SnapDirectionRandomness [set]
 The character snaps in a prescribed way (decided by bullet direction) - Higher the value the more random this direction is. More...
 
bool SnapLeftArm [set]
 Snap the leftArm. More...
 
bool SnapRightArm [set]
 Snap the rightArm. More...
 
bool SnapLeftLeg [set]
 Snap the leftLeg. More...
 
bool SnapRightLeg [set]
 Snap the rightLeg. More...
 
bool SnapSpine [set]
 Snap the spine. More...
 
bool SnapNeck [set]
 Snap the neck. More...
 
bool SnapPhasedLegs [set]
 Legs are either in phase with each other or not. More...
 
int SnapHipType [set]
 Type of hip reaction 0=none, 1=side2side 2=steplike. More...
 
float UnSnapInterval [set]
 Interval before applying reverse snap. More...
 
float UnSnapRatio [set]
 The magnitude of the reverse snap. More...
 
bool SnapUseTorques [set]
 Use torques to make the snap otherwise use a change in the parts angular velocity. More...
 
float ImpactWeaknessZeroDuration [set]
 Duration for which the character's upper body stays at minimum stiffness (not quite zero). More...
 
float ImpactWeaknessRampDuration [set]
 Duration of the ramp to bring the character's upper body stiffness back to normal levels. More...
 
float ImpactLoosenessAmount [set]
 How loose the character is on impact. Between 0 and 1. More...
 
bool ObjectBehindVictim [set]
 Detected an object behind a shot victim in the direction of a bullet?. More...
 
Vector3 ObjectBehindVictimPos [set]
 The intersection pos of a detected object behind a shot victim in the direction of a bullet. More...
 
Vector3 ObjectBehindVictimNormal [set]
 The normal of a detected object behind a shot victim in the direction of a bullet. 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

◆ BalancerCollisionsReactionHelper()

GTA.NaturalMotion.BalancerCollisionsReactionHelper.BalancerCollisionsReactionHelper ( Ped  ped)

Creates a new Instance of the BalancerCollisionsReactionHelper for sending a BalancerCollisionsReaction Message to a given Ped.

Parameters
pedThe Ped to send the BalancerCollisionsReaction Message to.

Property Documentation

◆ BackFrictionMultRate

float GTA.NaturalMotion.BalancerCollisionsReactionHelper.BackFrictionMultRate
set

Friction multiplier reduced by this amount every second after slump starts (only if character is not slumping).

Default value = 2.0f. Min value = 0.0f. Max value = 50.0f.

◆ BackFrictionMultStart

float GTA.NaturalMotion.BalancerCollisionsReactionHelper.BackFrictionMultStart
set

Friction multiplier applied to back when slump starts.

Default value = 1.0f. Min value = 0.0f. Max value = 4.0f.

◆ BraceWall

bool GTA.NaturalMotion.BalancerCollisionsReactionHelper.BraceWall
set

Brace against wall if forwards impact(at the moment only if bodyBalance is running/in charge of arms).

Default value = True.

◆ ExclusionZone

float GTA.NaturalMotion.BalancerCollisionsReactionHelper.ExclusionZone
set

Steps are ihibited to not go closer to the wall than this (after impact).

Default value = 0.2f. Min value = 0.0f.

◆ FallOverHighWalls

bool GTA.NaturalMotion.BalancerCollisionsReactionHelper.FallOverHighWalls
set

Trigger fall over wall if hit up to spine2 else only if hit up to spine1.

Default value = False.

◆ FallOverWallDrape

bool GTA.NaturalMotion.BalancerCollisionsReactionHelper.FallOverWallDrape
set

Use fallOverWall as the main drape reaction.

Default value = True.

◆ FootFrictionMultRate

float GTA.NaturalMotion.BalancerCollisionsReactionHelper.FootFrictionMultRate
set

Friction multiplier reduced by this amount every second after slump starts (only if character is not slumping).

Default value = 2.0f. Min value = 0.0f. Max value = 50.0f.

◆ FootFrictionMultStart

float GTA.NaturalMotion.BalancerCollisionsReactionHelper.FootFrictionMultStart
set

Friction multiplier applied to feet when slump starts.

Default value = 1.0f. Min value = 0.0f. Max value = 4.0f.

◆ ForwardMode

int GTA.NaturalMotion.BalancerCollisionsReactionHelper.ForwardMode
set

0=slump, 1=fallToKnees if shot is running, otherwise slump.

Default value = 0. Min value = 0. Max value = 1.

◆ GlanceSpinDecayMult

float GTA.NaturalMotion.BalancerCollisionsReactionHelper.GlanceSpinDecayMult
set

Multiplier used when decaying torque spin over time.

Default value = 0.3f. Min value = 0.0f. Max value = 10.0f.

◆ GlanceSpinMag

float GTA.NaturalMotion.BalancerCollisionsReactionHelper.GlanceSpinMag
set

Magnitude of the glance torque.

Default value = 50.0f. Min value = 0.0f. Max value = 1000.0f.

◆ GlanceSpinTime

float GTA.NaturalMotion.BalancerCollisionsReactionHelper.GlanceSpinTime
set

Duration that the glance torque is applied for.

Default value = 0.5f. Min value = 0.0f. Max value = 10.0f.

◆ IgnoreColMassBelow

float GTA.NaturalMotion.BalancerCollisionsReactionHelper.IgnoreColMassBelow
set

Collisions with non-fixed objects with mass below this will not set this behavior off (e.g. ignore guns).

Default value = 20.0f. Min value = -1.0f. Max value = 1000.0f.

◆ IgnoreColVolumeBelow

float GTA.NaturalMotion.BalancerCollisionsReactionHelper.IgnoreColVolumeBelow
set

Collisions with non-fixed objects with volume below this will not set this behavior off.

Default value = 0.1f. Min value = -1.0f. Max value = 1000.0f.

◆ IgnoreColWithIndex

int GTA.NaturalMotion.BalancerCollisionsReactionHelper.IgnoreColWithIndex
set

Used so impact with the character that is pushing you over doesn't set off the behavior.

Default value = -2. Min value = -2.

◆ ImpactExagTime

float GTA.NaturalMotion.BalancerCollisionsReactionHelper.ImpactExagTime
set

Time that the character exaggerates impact with spine.

Default value = 0.3f. Min value = 0.0f. Max value = 2.0f.

◆ ImpactLegStiffReduction

float GTA.NaturalMotion.BalancerCollisionsReactionHelper.ImpactLegStiffReduction
set

Reduce the stiffness of the legs by this much as soon as an impact is detected.

Default value = 3.0f. Min value = 0.0f. Max value = 16.0f.

◆ ImpactLoosenessAmount

float GTA.NaturalMotion.BalancerCollisionsReactionHelper.ImpactLoosenessAmount
set

How loose the character is on impact. Between 0 and 1.

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

◆ ImpactWeaknessRampDuration

float GTA.NaturalMotion.BalancerCollisionsReactionHelper.ImpactWeaknessRampDuration
set

Duration of the ramp to bring the character's upper body stiffness back to normal levels.

Default value = 0.0f. Min value = 0.0f. Max value = 10.0f.

◆ ImpactWeaknessZeroDuration

float GTA.NaturalMotion.BalancerCollisionsReactionHelper.ImpactWeaknessZeroDuration
set

Duration for which the character's upper body stays at minimum stiffness (not quite zero).

Default value = 0.2f. Min value = 0.0f. Max value = 10.0f.

◆ NumStepsTillSlump

int GTA.NaturalMotion.BalancerCollisionsReactionHelper.NumStepsTillSlump
set

Begin slump and stop stepping after this many steps.

Default value = 4. Min value = 0.

◆ ObjectBehindVictim

bool GTA.NaturalMotion.BalancerCollisionsReactionHelper.ObjectBehindVictim
set

Detected an object behind a shot victim in the direction of a bullet?.

Default value = False.

◆ ObjectBehindVictimNormal

Vector3 GTA.NaturalMotion.BalancerCollisionsReactionHelper.ObjectBehindVictimNormal
set

The normal of a detected object behind a shot victim in the direction of a bullet.

Default value = Vector3(0.0f, 0.0f, 0.0f). Min value = -1.0f. Max value = 1.0f.

◆ ObjectBehindVictimPos

Vector3 GTA.NaturalMotion.BalancerCollisionsReactionHelper.ObjectBehindVictimPos
set

The intersection pos of a detected object behind a shot victim in the direction of a bullet.

Default value = Vector3(0.0f, 0.0f, 0.0f).

◆ ReactTime

float GTA.NaturalMotion.BalancerCollisionsReactionHelper.ReactTime
set

Time that the character reacts to the impact with ub flinch and writhe.

Default value = 0.3f. Min value = 0.0f. Max value = 2.0f.

◆ ReboundForce

float GTA.NaturalMotion.BalancerCollisionsReactionHelper.ReboundForce
set

If forwards impact only: cheat force to try to get the character away from the wall. 3 is a good value.

Default value = 0.0f. Min value = 0.0f. Max value = 10.0f.

◆ ReboundMode

int GTA.NaturalMotion.BalancerCollisionsReactionHelper.ReboundMode
set

0=fall2knees/slump if shot not running, 1=stumble, 2=slump, 3=restart.

Default value = 0. Min value = 0. Max value = 3.

◆ SlumpLegStiffRate

float GTA.NaturalMotion.BalancerCollisionsReactionHelper.SlumpLegStiffRate
set

Rate at which the stiffness of the legs is reduced during slump.

Default value = 8.0f. Min value = 0.0f. Max value = 50.0f.

◆ SlumpLegStiffReduction

float GTA.NaturalMotion.BalancerCollisionsReactionHelper.SlumpLegStiffReduction
set

Reduce the stiffness of the legs by this much as soon as slump starts.

Default value = 1.0f. Min value = 0.0f. Max value = 16.0f.

◆ SlumpMode

int GTA.NaturalMotion.BalancerCollisionsReactionHelper.SlumpMode
set

0=Normal slump(less movement then slump and movement LT small), 1=fast slump, 2=less movement then slump.

Default value = 1. Min value = 0. Max value = 2.

◆ Snap

bool GTA.NaturalMotion.BalancerCollisionsReactionHelper.Snap
set

Add a Snap to when you hit a wall to emphasize the hit.

Default value = False.

◆ SnapDirectionRandomness

float GTA.NaturalMotion.BalancerCollisionsReactionHelper.SnapDirectionRandomness
set

The character snaps in a prescribed way (decided by bullet direction) - Higher the value the more random this direction is.

Default value = 0.3f. Min value = 0.0f. Max value = 1.0f.

◆ SnapHipType

int GTA.NaturalMotion.BalancerCollisionsReactionHelper.SnapHipType
set

Type of hip reaction 0=none, 1=side2side 2=steplike.

Default value = 0. Min value = 0. Max value = 2.

◆ SnapLeftArm

bool GTA.NaturalMotion.BalancerCollisionsReactionHelper.SnapLeftArm
set

Snap the leftArm.

Default value = False.

◆ SnapLeftLeg

bool GTA.NaturalMotion.BalancerCollisionsReactionHelper.SnapLeftLeg
set

Snap the leftLeg.

Default value = False.

◆ SnapMag

float GTA.NaturalMotion.BalancerCollisionsReactionHelper.SnapMag
set

The magnitude of the snap reaction.

Default value = -0.6f. Min value = -10.0f. Max value = 10.0f.

◆ SnapNeck

bool GTA.NaturalMotion.BalancerCollisionsReactionHelper.SnapNeck
set

Snap the neck.

Default value = True.

◆ SnapPhasedLegs

bool GTA.NaturalMotion.BalancerCollisionsReactionHelper.SnapPhasedLegs
set

Legs are either in phase with each other or not.

Default value = True.

◆ SnapRightArm

bool GTA.NaturalMotion.BalancerCollisionsReactionHelper.SnapRightArm
set

Snap the rightArm.

Default value = False.

◆ SnapRightLeg

bool GTA.NaturalMotion.BalancerCollisionsReactionHelper.SnapRightLeg
set

Snap the rightLeg.

Default value = False.

◆ SnapSpine

bool GTA.NaturalMotion.BalancerCollisionsReactionHelper.SnapSpine
set

Snap the spine.

Default value = True.

◆ SnapUseTorques

bool GTA.NaturalMotion.BalancerCollisionsReactionHelper.SnapUseTorques
set

Use torques to make the snap otherwise use a change in the parts angular velocity.

Default value = True.

◆ Stable2SlumpTime

float GTA.NaturalMotion.BalancerCollisionsReactionHelper.Stable2SlumpTime
set

Time after becoming stable leaning against a wall that slump starts.

Default value = 0.0f. Min value = 0.0f.

◆ TimeToForward

float GTA.NaturalMotion.BalancerCollisionsReactionHelper.TimeToForward
set

Time after a forwards impact before forwardMode is called (leave sometime for a rebound or brace - the min of 0.1 is to ensure fallOverWall can start although it probably needs only 1or2 frames for the probes to return).

Default value = 0.5f. Min value = 0.1f. Max value = 2.0f.

◆ UnSnapInterval

float GTA.NaturalMotion.BalancerCollisionsReactionHelper.UnSnapInterval
set

Interval before applying reverse snap.

Default value = 0.0f. Min value = 0.0f. Max value = 100.0f.

◆ UnSnapRatio

float GTA.NaturalMotion.BalancerCollisionsReactionHelper.UnSnapRatio
set

The magnitude of the reverse snap.

Default value = 0.7f. Min value = 0.0f. Max value = 100.0f.


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