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 | |
BodyBalanceHelper (Ped ped) | |
Creates a new Instance of the BodyBalanceHelper for sending a BodyBalance 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 | ArmStiffness [set] |
NB. WAS m_bodyStiffness ClaviclesStiffness=9.0f. More... | |
float | Elbow [set] |
How much the elbow swings based on the leg movement. More... | |
float | Shoulder [set] |
How much the shoulder(lean1) swings based on the leg movement. More... | |
float | ArmDamping [set] |
NB. WAS m_damping NeckDamping=1 ClaviclesDamping=1. More... | |
bool | UseHeadLook [set] |
Enable and provide a look-at target to make the character's head turn to face it while balancing. More... | |
Vector3 | HeadLookPos [set] |
Position of thing to look at. More... | |
int | HeadLookInstanceIndex [set] |
Level index of thing to look at. More... | |
float | SpineStiffness [set] |
float | SomersaultAngle [set] |
Multiplier of the somersault 'angle' (lean forward/back) for arms out (lean2). More... | |
float | SomersaultAngleThreshold [set] |
Amount of somersault 'angle' before m_somersaultAngle is used for ArmsOut. Unless drunk - DO NOT EXCEED 0.8. More... | |
float | SideSomersaultAngle [set] |
Amount of side somersault 'angle' before sideSomersault is used for ArmsOut. Unless drunk - DO NOT EXCEED 0.8. More... | |
float | SideSomersaultAngleThreshold [set] |
bool | BackwardsAutoTurn [set] |
Automatically turn around if moving backwards. More... | |
float | TurnWithBumpRadius [set] |
0.9 is a sensible value. If pusher within this distance then turn to get out of the way of the pusher. More... | |
bool | BackwardsArms [set] |
Bend elbows, relax shoulders and inhibit spine twist when moving backwards. More... | |
bool | BlendToZeroPose [set] |
Blend upper body to zero pose as the character comes to rest. If false blend to a stored pose. More... | |
bool | ArmsOutOnPush [set] |
Put arms out based on lean2 of legs, or angular velocity (lean or twist), or lean (front/back or side/side). More... | |
float | ArmsOutOnPushMultiplier [set] |
Arms out based on lean2 of the legs to simulate being pushed. More... | |
float | ArmsOutOnPushTimeout [set] |
Number of seconds before turning off the armsOutOnPush response only for Arms out based on lean2 of the legs (NOT for the angle or angular velocity). More... | |
float | ReturningToBalanceArmsOut [set] |
Range 0:1 0 = don't raise arms if returning to upright position, 0.x = 0.x*raise arms based on angvel and 'angle' settings, 1 = raise arms based on angvel and 'angle' settings. More... | |
float | ArmsOutStraightenElbows [set] |
Multiplier for straightening the elbows based on the amount of arms out(lean2) 0 = dont straighten elbows. Otherwise straighten elbows proportionately to armsOut. More... | |
float | ArmsOutMinLean2 [set] |
Minimum desiredLean2 applied to shoulder (to stop arms going above shoulder height or not). More... | |
float | SpineDamping [set] |
bool | UseBodyTurn [set] |
float | ElbowAngleOnContact [set] |
On contact with upperbody the desired elbow angle is set to at least this value. More... | |
float | BendElbowsTime [set] |
Time after contact (with Upper body) that the min m_elbowAngleOnContact is applied. More... | |
float | BendElbowsGait [set] |
Minimum desired angle of elbow during non contact arm swing. More... | |
float | HipL2ArmL2 [set] |
Mmmmdrunk = 0.2 multiplier of hip lean2 (star jump) to give shoulder lean2 (flapping). More... | |
float | ShoulderL2 [set] |
Mmmmdrunk = 0.7 shoulder lean2 offset. More... | |
float | ShoulderL1 [set] |
Mmmmdrunk 1.1 shoulder lean1 offset (+ve frankenstein). More... | |
float | ShoulderTwist [set] |
Mmmmdrunk = 0.0 shoulder twist. More... | |
float | HeadLookAtVelProb [set] |
Probability [0-1] that headLook will be looking in the direction of velocity when stepping. More... | |
float | TurnOffProb [set] |
Weighted probability that turn will be off. This is one of six turn type weights. More... | |
float | Turn2VelProb [set] |
Weighted probability of turning towards velocity. This is one of six turn type weights. More... | |
float | TurnAwayProb [set] |
Weighted probability of turning away from headLook target. This is one of six turn type weights. More... | |
float | TurnLeftProb [set] |
Weighted probability of turning left. This is one of six turn type weights. More... | |
float | TurnRightProb [set] |
Weighted probability of turning right. This is one of six turn type weights. More... | |
float | Turn2TargetProb [set] |
Weighted probability of turning towards headLook target. This is one of six turn type weights. More... | |
Vector3 | AngVelMultiplier [set] |
Somersault, twist, sideSomersault) multiplier of the angular velocity for arms out (lean2) (somersault, twist, sideSomersault). More... | |
Vector3 | AngVelThreshold [set] |
Somersault, twist, sideSomersault) threshold above which angVel is used for arms out (lean2) Unless drunk - DO NOT EXCEED 7.0 for each component. More... | |
float | BraceDistance [set] |
If -ve then do not brace. distance from object at which to raise hands to brace 0.5 good if newBrace=true - otherwise 0.65. More... | |
float | TargetPredictionTime [set] |
Time expected to get arms up from idle. More... | |
float | ReachAbsorbtionTime [set] |
Larger values and he absorbs the impact more. More... | |
float | BraceStiffness [set] |
Stiffness of character. Catch_fall stiffness scales with this too, with its defaults at this values default. More... | |
float | MinBraceTime [set] |
Minimum bracing time so the character doesn't look twitchy. More... | |
float | TimeToBackwardsBrace [set] |
Time before arm brace kicks in when hit from behind. More... | |
float | HandsDelayMin [set] |
If bracing with 2 hands delay one hand by at least this amount of time to introduce some asymmetry. More... | |
float | HandsDelayMax [set] |
If bracing with 2 hands delay one hand by at most this amount of time to introduce some asymmetry. More... | |
float | BraceOffset [set] |
BraceTarget is global headLookPos plus braceOffset m in the up direction. More... | |
float | MoveRadius [set] |
If -ve don't move away from pusher unless moveWhenBracing is true and braceDistance GT 0.0f. if the pusher is closer than moveRadius then move away from it. More... | |
float | MoveAmount [set] |
Amount of leanForce applied away from pusher. More... | |
bool | MoveWhenBracing [set] |
Only move away from pusher when bracing against pusher. 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.BodyBalanceHelper.BodyBalanceHelper | ( | Ped | ped | ) |
Creates a new Instance of the BodyBalanceHelper for sending a BodyBalance Message to a given Ped.
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set |
Somersault, twist, sideSomersault) multiplier of the angular velocity for arms out (lean2) (somersault, twist, sideSomersault).
Default value = Vector3(4.0f, 1.0f, 4.0f). Min value = 0.0f. Max value = 20.0f.
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Somersault, twist, sideSomersault) threshold above which angVel is used for arms out (lean2) Unless drunk - DO NOT EXCEED 7.0 for each component.
Default value = Vector3(1.2f, 3.0f, 1.2f). Min value = 0.0f. Max value = 40.0f.
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NB. WAS m_damping NeckDamping=1 ClaviclesDamping=1.
Default value = 0.7f. Min value = 0.0f. Max value = 2.0f.
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Minimum desiredLean2 applied to shoulder (to stop arms going above shoulder height or not).
Default value = -9.9f. Min value = -10.0f. Max value = 0.0f.
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Put arms out based on lean2 of legs, or angular velocity (lean or twist), or lean (front/back or side/side).
Default value = True.
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Arms out based on lean2 of the legs to simulate being pushed.
Default value = 1.0f. Min value = 0.0f. Max value = 2.0f.
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Number of seconds before turning off the armsOutOnPush response only for Arms out based on lean2 of the legs (NOT for the angle or angular velocity).
Default value = 1.1f. Min value = 0.0f. Max value = 2.0f.
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Multiplier for straightening the elbows based on the amount of arms out(lean2) 0 = dont straighten elbows. Otherwise straighten elbows proportionately to armsOut.
Default value = 0.0f. Min value = 0.0f. Max value = 1.0f.
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NB. WAS m_bodyStiffness ClaviclesStiffness=9.0f.
Default value = 9.0f. Min value = 6.0f. Max value = 16.0f.
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Bend elbows, relax shoulders and inhibit spine twist when moving backwards.
Default value = False.
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Automatically turn around if moving backwards.
Default value = False.
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Minimum desired angle of elbow during non contact arm swing.
Default value = 0.7f. Min value = -3.0f. Max value = 3.0f.
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Time after contact (with Upper body) that the min m_elbowAngleOnContact is applied.
Default value = 0.3f. Min value = 0.0f. Max value = 2.0f.
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Blend upper body to zero pose as the character comes to rest. If false blend to a stored pose.
Default value = False.
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If -ve then do not brace. distance from object at which to raise hands to brace 0.5 good if newBrace=true - otherwise 0.65.
Default value = -1.0f. Min value = -1.0f. Max value = 1.0f.
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BraceTarget is global headLookPos plus braceOffset m in the up direction.
Default value = 0.0f. Min value = -2.0f. Max value = 2.0f.
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Stiffness of character. Catch_fall stiffness scales with this too, with its defaults at this values default.
Default value = 12.0f. Min value = 6.0f. Max value = 16.0f.
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How much the elbow swings based on the leg movement.
Default value = 0.9f. Min value = 0.0f. Max value = 4.0f.
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On contact with upperbody the desired elbow angle is set to at least this value.
Default value = 1.9f. Min value = 0.0f. Max value = 3.0f.
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If bracing with 2 hands delay one hand by at most this amount of time to introduce some asymmetry.
Default value = 0.7f. Min value = 0.0f. Max value = 3.0f.
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If bracing with 2 hands delay one hand by at least this amount of time to introduce some asymmetry.
Default value = 0.3f. Min value = 0.0f. Max value = 3.0f.
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Probability [0-1] that headLook will be looking in the direction of velocity when stepping.
Default value = -1.0f. Min value = -1.0f. Max value = 1.0f.
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Level index of thing to look at.
Default value = -1. Min value = -1.
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Position of thing to look at.
Default value = Vector3(0.0f, 0.0f, 0.0f).
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Mmmmdrunk = 0.2 multiplier of hip lean2 (star jump) to give shoulder lean2 (flapping).
Default value = 0.3f. Min value = 0.0f. Max value = 1.0f.
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Minimum bracing time so the character doesn't look twitchy.
Default value = 0.3f. Min value = 0.0f. Max value = 3.0f.
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Amount of leanForce applied away from pusher.
Default value = 0.3f. Min value = 0.0f. Max value = 1.0f.
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If -ve don't move away from pusher unless moveWhenBracing is true and braceDistance GT 0.0f. if the pusher is closer than moveRadius then move away from it.
Default value = -1.0f. Min value = -1.0f. Max value = 2.0f.
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Only move away from pusher when bracing against pusher.
Default value = False.
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Larger values and he absorbs the impact more.
Default value = 0.2f. Min value = 0.0f. Max value = 1.0f.
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Range 0:1 0 = don't raise arms if returning to upright position, 0.x = 0.x*raise arms based on angvel and 'angle' settings, 1 = raise arms based on angvel and 'angle' settings.
Default value = 0.0f. Min value = 0.0f. Max value = 1.0f.
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How much the shoulder(lean1) swings based on the leg movement.
Default value = 1.0f. Min value = 0.0f. Max value = 4.0f.
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Mmmmdrunk 1.1 shoulder lean1 offset (+ve frankenstein).
Default value = 0.0f. Min value = -1.0f. Max value = 2.0f.
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Mmmmdrunk = 0.7 shoulder lean2 offset.
Default value = 0.5f. Min value = -3.0f. Max value = 3.0f.
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Mmmmdrunk = 0.0 shoulder twist.
Default value = -0.4f. Min value = -3.0f. Max value = 3.0f.
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Amount of side somersault 'angle' before sideSomersault is used for ArmsOut. Unless drunk - DO NOT EXCEED 0.8.
Default value = 1.0f. Min value = 0.0f. Max value = 10.0f.
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Default value = 0.3f. Min value = 0.0f. Max value = 10.0f.
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Multiplier of the somersault 'angle' (lean forward/back) for arms out (lean2).
Default value = 1.0f. Min value = 0.0f. Max value = 2.0f.
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Amount of somersault 'angle' before m_somersaultAngle is used for ArmsOut. Unless drunk - DO NOT EXCEED 0.8.
Default value = 0.3f. Min value = 0.0f. Max value = 10.0f.
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Default value = 1.0f. Min value = 0.0f. Max value = 2.0f.
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Default value = 10.0f. Min value = 6.0f. Max value = 16.0f.
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Time expected to get arms up from idle.
Default value = 0.5f. Min value = 0.0f. Max value = 1.0f.
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Time before arm brace kicks in when hit from behind.
Default value = 0.5f. Min value = 0.0f. Max value = 10.0f.
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Weighted probability of turning towards headLook target. This is one of six turn type weights.
Default value = 0.2f. Min value = 0.0f. Max value = 1.0f.
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Weighted probability of turning towards velocity. This is one of six turn type weights.
Default value = 0.3f. Min value = 0.0f. Max value = 1.0f.
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Weighted probability of turning away from headLook target. This is one of six turn type weights.
Default value = 0.2f. Min value = 0.0f. Max value = 1.0f.
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Weighted probability of turning left. This is one of six turn type weights.
Default value = 0.1f. Min value = 0.0f. Max value = 1.0f.
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Weighted probability that turn will be off. This is one of six turn type weights.
Default value = 0.1f. Min value = 0.0f. Max value = 1.0f.
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Weighted probability of turning right. This is one of six turn type weights.
Default value = 0.1f. Min value = 0.0f. Max value = 1.0f.
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0.9 is a sensible value. If pusher within this distance then turn to get out of the way of the pusher.
Default value = -1.0f. Min value = -1.0f. Max value = 10.0f.
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Default value = True.
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Enable and provide a look-at target to make the character's head turn to face it while balancing.
Default value = False.