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 | |
BraceForImpactHelper (Ped ped) | |
Creates a new Instance of the BraceForImpactHelper for sending a BraceForImpact 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 | BraceDistance [set] |
Distance from object at which to raise hands to brace 0.5 good if newBrace=true - otherwise 0.65. More... | |
float | TargetPredictionTime [set] |
Time epected to get arms up from idle. More... | |
float | ReachAbsorbtionTime [set] |
Larger values and he absorbs the impact more. More... | |
int | InstanceIndex [set] |
LevelIndex of object to brace. More... | |
float | BodyStiffness [set] |
Stiffness of character. Catch_fall stiffness scales with this too, with its defaults at this values default. More... | |
bool | GrabDontLetGo [set] |
Once a constraint is made, keep reaching with whatever hand is allowed. More... | |
float | GrabStrength [set] |
Strength in hands for grabbing (kg m/s), -1 to ignore/disable. More... | |
float | GrabDistance [set] |
Relative distance at which the grab starts. More... | |
float | GrabReachAngle [set] |
Angle from front at which the grab activates. If the point is outside this angle from front will not try to grab. More... | |
float | GrabHoldTimer [set] |
Amount of time, in seconds, before grab automatically bails. More... | |
float | MaxGrabCarVelocity [set] |
Don't try to grab a car moving above this speed mmmmtodo make this the relative velocity of car to character?. More... | |
float | LegStiffness [set] |
Balancer leg stiffness mmmmtodo remove this parameter and use configureBalance?. More... | |
float | TimeToBackwardsBrace [set] |
Time before arm brace kicks in when hit from behind. More... | |
Vector3 | Look [set] |
Position to look at, e.g. the driver. More... | |
Vector3 | Pos [set] |
Location of the front part of the object to brace against. This should be the center of where his hands should meet the object. More... | |
float | MinBraceTime [set] |
Minimum bracing time so the character doesn't look twitchy. 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... | |
bool | MoveAway [set] |
Move away from the car (if in reaching zone). More... | |
float | MoveAwayAmount [set] |
ForceLean away amount (-ve is lean towards). More... | |
float | MoveAwayLean [set] |
Lean away amount (-ve is lean towards). More... | |
float | MoveSideways [set] |
Amount of sideways movement if at the front or back of the car to add to the move away from car. More... | |
bool | BbArms [set] |
Use bodyBalance arms for the default (non bracing) behavior if bodyBalance is active. More... | |
bool | NewBrace [set] |
Use the new brace prediction code. More... | |
bool | BraceOnImpact [set] |
If true then if a shin or thigh is in contact with the car then brace. NB: newBrace must be true. For those situations where the car has pushed the ped backwards (at the same speed as the car) before the behavior has been started and so doesn't predict an impact. More... | |
bool | Roll2Velocity [set] |
When rollDownStairs is running use roll2Velocity to control the helper torques (this only attempts to roll to the chaarcter's velocity not some default linear velocity mag. More... | |
int | RollType [set] |
0 = original/roll off/stay on car: Roll with character velocity, 1 = //Gentle: roll off/stay on car = use relative velocity of character to car to roll against, 2 = //roll over car: Roll against character velocity. i.e. roll against any velocity picked up by hitting car, 3 = //Gentle: roll over car: use relative velocity of character to car to roll with. More... | |
bool | SnapImpacts [set] |
Exaggerate impacts using snap. More... | |
float | SnapImpact [set] |
Exaggeration amount of the initial impact (legs). +ve fold with car impact (as if pushed at hips in the car velocity direction). -ve fold away from car impact. More... | |
float | SnapBonnet [set] |
Exaggeration amount of the secondary (torso) impact with bonnet. +ve fold with car impact (as if pushed at hips by the impact normal). -ve fold away from car impact. More... | |
float | SnapFloor [set] |
Exaggeration amount of the impact with the floor after falling off of car +ve fold with floor impact (as if pushed at hips in the impact normal direction). -ve fold away from car impact. More... | |
bool | DampVel [set] |
Damp out excessive spin and upward velocity when on car. More... | |
float | DampSpin [set] |
Amount to damp spinning by (cartwheeling and somersaulting). More... | |
float | DampUpVel [set] |
Amount to damp upward velocity by to limit the amount of air above the car the character can get. More... | |
float | DampSpinThresh [set] |
Angular velocity above which we start damping. More... | |
float | DampUpVelThresh [set] |
Upward velocity above which we start damping. More... | |
bool | GsHelp [set] |
Enhance a glancing spin with the side of the car by modulating body friction. More... | |
float | GsEndMin [set] |
ID for glancing spin. Min depth to be considered from either end (front/rear) of a car (-ve is inside the car area). More... | |
float | GsSideMin [set] |
ID for glancing spin. Min depth to be considered on the side of a car (-ve is inside the car area). More... | |
float | GsSideMax [set] |
ID for glancing spin. Max depth to be considered on the side of a car (+ve is outside the car area). More... | |
float | GsUpness [set] |
ID for glancing spin. Character has to be more upright than this value for it to be considered on the side of a car. Fully upright = 1, upsideDown = -1. Max Angle from upright is acos(gsUpness). More... | |
float | GsCarVelMin [set] |
ID for glancing spin. Minimum car velocity. More... | |
bool | GsScale1Foot [set] |
Apply gsFricScale1 to the foot if colliding with car. (Otherwise foot friction - with the ground - is determined by gsFricScale2 if it is in gsFricMask2). More... | |
float | GsFricScale1 [set] |
Glancing spin help. Friction scale applied when to the side of the car. e.g. make the character spin more by upping the friction against the car. More... | |
string | GsFricMask1 [set] |
Glancing spin help. Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see notes for explanation). Note gsFricMask1 and gsFricMask2 are made independent by the code so you can have fb for gsFricMask1 but gsFricScale1 will not be applied to any body parts in gsFricMask2. More... | |
float | GsFricScale2 [set] |
Glancing spin help. Friction scale applied when to the side of the car. e.g. make the character spin more by lowering the feet friction. You could also lower the wrist friction here to stop the car pulling along the hands i.e. gsFricMask2 = la|uw. More... | |
string | GsFricMask2 [set] |
Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see notes for explanation). Note gsFricMask1 and gsFricMask2 are made independent by the code so you can have fb for gsFricMask1 but gsFricScale1 will not be applied to any body parts in gsFricMask2. 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.BraceForImpactHelper.BraceForImpactHelper | ( | Ped | ped | ) |
Creates a new Instance of the BraceForImpactHelper for sending a BraceForImpact Message to a given Ped.
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Use bodyBalance arms for the default (non bracing) behavior if bodyBalance is active.
Default value = False.
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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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Distance from object at which to raise hands to brace 0.5 good if newBrace=true - otherwise 0.65.
Default value = 0.5f. Min value = 0.0f. Max value = 1.0f.
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If true then if a shin or thigh is in contact with the car then brace. NB: newBrace must be true. For those situations where the car has pushed the ped backwards (at the same speed as the car) before the behavior has been started and so doesn't predict an impact.
Default value = False.
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Amount to damp spinning by (cartwheeling and somersaulting).
Default value = 0.0f. Min value = 0.0f. Max value = 40.0f.
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Angular velocity above which we start damping.
Default value = 4.0f. Min value = 0.0f. Max value = 20.0f.
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Amount to damp upward velocity by to limit the amount of air above the car the character can get.
Default value = 10.0f. Min value = 0.0f. Max value = 40.0f.
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Upward velocity above which we start damping.
Default value = 2.0f. Min value = 0.0f. Max value = 20.0f.
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Damp out excessive spin and upward velocity when on car.
Default value = False.
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Relative distance at which the grab starts.
Default value = 2.0f. Min value = 0.0f. Max value = 4.0f.
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Once a constraint is made, keep reaching with whatever hand is allowed.
Default value = False.
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Amount of time, in seconds, before grab automatically bails.
Default value = 2.5f. Min value = 0.0f. Max value = 10.0f.
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Angle from front at which the grab activates. If the point is outside this angle from front will not try to grab.
Default value = 1.5f. Min value = 0.0f. Max value = 3.2f.
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Strength in hands for grabbing (kg m/s), -1 to ignore/disable.
Default value = 40.0f. Min value = -1.0f. Max value = 1000.0f.
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ID for glancing spin. Minimum car velocity.
Default value = 3.0f. Min value = 0.0f. Max value = 10.0f.
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ID for glancing spin. Min depth to be considered from either end (front/rear) of a car (-ve is inside the car area).
Default value = -0.1f. Min value = -10.0f. Max value = 1.0f.
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Glancing spin help. Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see notes for explanation). Note gsFricMask1 and gsFricMask2 are made independent by the code so you can have fb for gsFricMask1 but gsFricScale1 will not be applied to any body parts in gsFricMask2.
Default value = "fb".
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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). Note gsFricMask1 and gsFricMask2 are made independent by the code so you can have fb for gsFricMask1 but gsFricScale1 will not be applied to any body parts in gsFricMask2.
Default value = la.
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Glancing spin help. Friction scale applied when to the side of the car. e.g. make the character spin more by upping the friction against the car.
Default value = 8.0f. Min value = 0.0f. Max value = 10.0f.
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Glancing spin help. Friction scale applied when to the side of the car. e.g. make the character spin more by lowering the feet friction. You could also lower the wrist friction here to stop the car pulling along the hands i.e. gsFricMask2 = la|uw.
Default value = 0.2f. Min value = 0.0f. Max value = 10.0f.
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Enhance a glancing spin with the side of the car by modulating body friction.
Default value = False.
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Apply gsFricScale1 to the foot if colliding with car. (Otherwise foot friction - with the ground - is determined by gsFricScale2 if it is in gsFricMask2).
Default value = True.
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ID for glancing spin. Max depth to be considered on the side of a car (+ve is outside the car area).
Default value = 0.5f. Min value = -10.0f. Max value = 1.0f.
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ID for glancing spin. Min depth to be considered on the side of a car (-ve is inside the car area).
Default value = -0.2f. Min value = -10.0f. Max value = 1.0f.
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ID for glancing spin. Character has to be more upright than this value for it to be considered on the side of a car. Fully upright = 1, upsideDown = -1. Max Angle from upright is acos(gsUpness).
Default value = 0.9f. Min value = 0.0f. Max value = 10.0f.
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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 = 0.3f. 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 = 0.1f. Min value = 0.0f. Max value = 3.0f.
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LevelIndex of object to brace.
Default value = -1. Min value = -1.
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Balancer leg stiffness mmmmtodo remove this parameter and use configureBalance?.
Default value = 12.0f. Min value = 6.0f. Max value = 16.0f.
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Position to look at, e.g. the driver.
Default value = Vector3(0.0f, 0.0f, 0.0f).
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Don't try to grab a car moving above this speed mmmmtodo make this the relative velocity of car to character?.
Default value = 95.0f. Min value = 0.0f. Max value = 1000.0f.
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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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Move away from the car (if in reaching zone).
Default value = False.
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ForceLean away amount (-ve is lean towards).
Default value = 0.1f. Min value = -1.0f. Max value = 1.0f.
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Lean away amount (-ve is lean towards).
Default value = 0.1f. Min value = -0.5f. Max value = 0.5f.
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Amount of sideways movement if at the front or back of the car to add to the move away from car.
Default value = 0.3f. Min value = 0.0f. Max value = 10.0f.
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Use the new brace prediction code.
Default value = True.
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Location of the front part of the object to brace against. This should be the center of where his hands should meet the object.
Default value = Vector3(0.0f, 0.0f, 0.0f).
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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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When rollDownStairs is running use roll2Velocity to control the helper torques (this only attempts to roll to the chaarcter's velocity not some default linear velocity mag.
Default value = False.
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0 = original/roll off/stay on car: Roll with character velocity, 1 = //Gentle: roll off/stay on car = use relative velocity of character to car to roll against, 2 = //roll over car: Roll against character velocity. i.e. roll against any velocity picked up by hitting car, 3 = //Gentle: roll over car: use relative velocity of character to car to roll with.
Default value = 3. Min value = 0. Max value = 3.
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Exaggeration amount of the secondary (torso) impact with bonnet. +ve fold with car impact (as if pushed at hips by the impact normal). -ve fold away from car impact.
Default value = -7.0f. Min value = -20.0f. Max value = 20.0f.
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Exaggeration amount of the impact with the floor after falling off of car +ve fold with floor impact (as if pushed at hips in the impact normal direction). -ve fold away from car impact.
Default value = 7.0f. Min value = -20.0f. Max value = 20.0f.
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Exaggeration amount of the initial impact (legs). +ve fold with car impact (as if pushed at hips in the car velocity direction). -ve fold away from car impact.
Default value = 7.0f. Min value = -20.0f. Max value = 20.0f.
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Exaggerate impacts using snap.
Default value = False.
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Time epected 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 = 1.0f. Min value = 0.0f. Max value = 10.0f.