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 | |
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... | |
GTA.NaturalMotion.BalancerCollisionsReactionHelper.BalancerCollisionsReactionHelper | ( | Ped | ped | ) |
Creates a new Instance of the BalancerCollisionsReactionHelper for sending a BalancerCollisionsReaction Message to a given Ped.
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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.
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Friction multiplier applied to back when slump starts.
Default value = 1.0f. Min value = 0.0f. Max value = 4.0f.
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Brace against wall if forwards impact(at the moment only if bodyBalance is running/in charge of arms).
Default value = True.
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Steps are ihibited to not go closer to the wall than this (after impact).
Default value = 0.2f. Min value = 0.0f.
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Trigger fall over wall if hit up to spine2 else only if hit up to spine1.
Default value = False.
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Use fallOverWall as the main drape reaction.
Default value = True.
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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.
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Friction multiplier applied to feet when slump starts.
Default value = 1.0f. Min value = 0.0f. Max value = 4.0f.
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0=slump, 1=fallToKnees if shot is running, otherwise slump.
Default value = 0. Min value = 0. Max value = 1.
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Multiplier used when decaying torque spin over time.
Default value = 0.3f. Min value = 0.0f. Max value = 10.0f.
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Magnitude of the glance torque.
Default value = 50.0f. Min value = 0.0f. Max value = 1000.0f.
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Duration that the glance torque is applied for.
Default value = 0.5f. Min value = 0.0f. Max value = 10.0f.
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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.
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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.
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Used so impact with the character that is pushing you over doesn't set off the behavior.
Default value = -2. Min value = -2.
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Time that the character exaggerates impact with spine.
Default value = 0.3f. Min value = 0.0f. Max value = 2.0f.
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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.
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How loose the character is on impact. Between 0 and 1.
Default value = 1.0f. Min value = 0.0f. Max value = 1.0f.
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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.
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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.
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Begin slump and stop stepping after this many steps.
Default value = 4. Min value = 0.
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Detected an object behind a shot victim in the direction of a bullet?.
Default value = False.
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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.
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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).
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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.
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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.
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0=fall2knees/slump if shot not running, 1=stumble, 2=slump, 3=restart.
Default value = 0. Min value = 0. Max value = 3.
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Rate at which the stiffness of the legs is reduced during slump.
Default value = 8.0f. Min value = 0.0f. Max value = 50.0f.
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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.
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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.
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Add a Snap to when you hit a wall to emphasize the hit.
Default value = False.
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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.
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Type of hip reaction 0=none, 1=side2side 2=steplike.
Default value = 0. Min value = 0. Max value = 2.
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Snap the leftArm.
Default value = False.
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Snap the leftLeg.
Default value = False.
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The magnitude of the snap reaction.
Default value = -0.6f. Min value = -10.0f. Max value = 10.0f.
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Snap the neck.
Default value = True.
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Legs are either in phase with each other or not.
Default value = True.
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Snap the rightArm.
Default value = False.
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Snap the rightLeg.
Default value = False.
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Snap the spine.
Default value = True.
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Use torques to make the snap otherwise use a change in the parts angular velocity.
Default value = True.
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Time after becoming stable leaning against a wall that slump starts.
Default value = 0.0f. Min value = 0.0f.
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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.
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Interval before applying reverse snap.
Default value = 0.0f. Min value = 0.0f. Max value = 100.0f.
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The magnitude of the reverse snap.
Default value = 0.7f. Min value = 0.0f. Max value = 100.0f.