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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This single message allows you to configure various parameters used on any behavior that uses the dynamic balance. More...
Public Member Functions | |
ConfigureBalanceHelper (Ped ped) | |
Creates a new Instance of the ConfigureBalanceHelper for sending a ConfigureBalance 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 | StepHeight [set] |
Maximum height that character steps vertically (above 0.2 is high ... But OK underwater). More... | |
float | StepHeightInc4Step [set] |
Added to stepHeight if going up steps. More... | |
float | LegsApartRestep [set] |
If the legs end up more than (legsApartRestep + hipwidth) apart even though balanced, take another step. More... | |
float | LegsTogetherRestep [set] |
Mmmm0.1 for drunk if the legs end up less than (hipwidth - legsTogetherRestep) apart even though balanced, take another step. A value of 1 will turn off this feature and the max value is hipWidth = 0.23f by default but is model dependent. More... | |
float | LegsApartMax [set] |
FRICTION WORKAROUND: if the legs end up more than (legsApartMax + hipwidth) apart when balanced, adjust the feet positions to slide back so they are legsApartMax + hipwidth apart. Needs to be less than legsApartRestep to see any effect. More... | |
bool | TaperKneeStrength [set] |
Does the knee strength reduce with angle. More... | |
float | LegStiffness [set] |
Stiffness of legs. More... | |
float | LeftLegSwingDamping [set] |
Damping of left leg during swing phase (mmmmDrunk used 1.25 to slow legs movement). More... | |
float | RightLegSwingDamping [set] |
Damping of right leg during swing phase (mmmmDrunk used 1.25 to slow legs movement). More... | |
float | OpposeGravityLegs [set] |
Gravity opposition applied to hips and knees. More... | |
float | OpposeGravityAnkles [set] |
Gravity opposition applied to ankles. General balancer likes 1.0. StaggerFall likes 0.1. More... | |
float | LeanAcc [set] |
Multiplier on the floorAcceleration added to the lean. More... | |
float | HipLeanAcc [set] |
Multiplier on the floorAcceleration added to the leanHips. More... | |
float | LeanAccMax [set] |
Max floorAcceleration allowed for lean and leanHips. More... | |
float | ResistAcc [set] |
Level of cheat force added to character to resist the effect of floorAcceleration (anti-Acceleration) - added to upperbody. More... | |
float | ResistAccMax [set] |
Max floorAcceleration allowed for anti-Acceleration. If GT 20.0 then it is probably in a crash. More... | |
bool | FootSlipCompOnMovingFloor [set] |
This parameter will be removed when footSlipCompensation preserves the foot angle on a moving floor]. If the character detects a moving floor and footSlipCompOnMovingFloor is false then it will turn off footSlipCompensation - at footSlipCompensation preserves the global heading of the feet. If footSlipCompensation is off then the character usually turns to the side in the end although when turning the vehicle turns it looks promising for a while. More... | |
float | AnkleEquilibrium [set] |
Ankle equilibrium angle used when static balancing. More... | |
float | ExtraFeetApart [set] |
Additional feet apart setting. More... | |
float | DontStepTime [set] |
Amount of time at the start of a balance before the character is allowed to start stepping. More... | |
float | BalanceAbortThreshold [set] |
When the character gives up and goes into a fall. Larger values mean that the balancer can lean more before failing. More... | |
float | GiveUpHeight [set] |
Height between lowest foot and COM below which balancer will give up. More... | |
float | StepClampScale [set] |
float | StepClampScaleVariance [set] |
Variance in clamp scale every step. If negative only takes away from clampScale. More... | |
float | PredictionTimeHip [set] |
Amount of time (seconds) into the future that the character tries to move hip to (kind of). Will be controlled by balancer in future but can help recover spine quicker from bending forwards to much. More... | |
float | PredictionTime [set] |
Amount of time (seconds) into the future that the character tries to step to. Bigger values try to recover with fewer, bigger steps. Smaller values recover with smaller steps, and generally recover less. More... | |
float | PredictionTimeVariance [set] |
Variance in predictionTime every step. If negative only takes away from predictionTime. More... | |
int | MaxSteps [set] |
Maximum number of steps that the balancer will take. More... | |
float | MaxBalanceTime [set] |
Maximum time(seconds) that the balancer will balance for. More... | |
int | ExtraSteps [set] |
Allow the balancer to take this many more steps before hitting maxSteps. If negative nothing happens(safe default). More... | |
float | ExtraTime [set] |
Allow the balancer to balance for this many more seconds before hitting maxBalanceTime. If negative nothing happens(safe default). More... | |
FallType | FallType [set] |
How to fall after maxSteps or maxBalanceTime. More... | |
float | FallMult [set] |
Multiply the rampDown of stiffness on falling by this amount ( GT 1 fall quicker). More... | |
bool | FallReduceGravityComp [set] |
Reduce gravity compensation as the legs weaken on falling. More... | |
bool | RampHipPitchOnFail [set] |
Bend over when falling after maxBalanceTime. More... | |
float | StableLinSpeedThresh [set] |
Linear speed threshold for successful balance. More... | |
float | StableRotSpeedThresh [set] |
Rotational speed threshold for successful balance. More... | |
bool | FailMustCollide [set] |
The upper body of the character must be colliding and other failure conditions met to fail. More... | |
bool | IgnoreFailure [set] |
Ignore maxSteps and maxBalanceTime and try to balance forever. More... | |
float | ChangeStepTime [set] |
Time not in contact (airborne) before step is changed. If -ve don't change step. More... | |
bool | BalanceIndefinitely [set] |
Ignore maxSteps and maxBalanceTime and try to balance forever. More... | |
bool | MovingFloor [set] |
Temporary variable to ignore movingFloor code that generally causes the character to fall over if the feet probe a moving object e.g. treading on a gun. More... | |
bool | AirborneStep [set] |
When airborne try to step. Set to false for e.g. shotGun reaction. More... | |
float | UseComDirTurnVelThresh [set] |
Velocity below which the balancer turns in the direction of the COM forward instead of the ComVel - for use with shot from running with high upright constraint use 1.9. More... | |
float | MinKneeAngle [set] |
Minimum knee angle (-ve value will mean this functionality is not applied). 0.4 seems a good value. More... | |
bool | FlatterSwingFeet [set] |
bool | FlatterStaticFeet [set] |
bool | AvoidLeg [set] |
If true then balancer tries to avoid leg2leg collisions/avoid crossing legs. Avoid tries to not step across a line of the inside of the stance leg's foot. More... | |
float | AvoidFootWidth [set] |
NB. Very sensitive. Avoid tries to not step across a line of the inside of the stance leg's foot. AvoidFootWidth = how much inwards from the ankle this line is in (m). More... | |
float | AvoidFeedback [set] |
NB. Very sensitive. Avoid tries to not step across a line of the inside of the stance leg's foot. Avoid doesn't allow the desired stepping foot to cross the line. avoidFeedback = how much of the actual crossing of that line is fedback as an error. More... | |
float | LeanAgainstVelocity [set] |
float | StepDecisionThreshold [set] |
bool | StepIfInSupport [set] |
The balancer sometimes decides to step even if balanced. More... | |
bool | AlwaysStepWithFarthest [set] |
bool | StandUp [set] |
Standup more with increased velocity. More... | |
float | DepthFudge [set] |
Supposed to increase foot friction: Impact depth of a collision with the foot is changed when the balancer is running - impact.SetDepth(impact.GetDepth() - depthFudge). More... | |
float | DepthFudgeStagger [set] |
Supposed to increase foot friction: Impact depth of a collision with the foot is changed when staggerFall is running - impact.SetDepth(impact.GetDepth() - depthFudgeStagger). More... | |
float | FootFriction [set] |
Foot friction multiplier is multiplied by this amount if balancer is running. More... | |
float | FootFrictionStagger [set] |
Foot friction multiplier is multiplied by this amount if staggerFall is running. More... | |
float | BackwardsLeanCutoff [set] |
Backwards lean threshold to cut off stay upright forces. 0.0 Vertical - 1.0 horizontal. 0.6 is a sensible value. NB: the balancer does not fail in order to give stagger that extra step as it falls. A backwards lean of GT 0.6 will generally mean the balancer will soon fail without stayUpright forces. More... | |
float | GiveUpHeightEnd [set] |
If this value is different from giveUpHeight, actual giveUpHeight will be ramped toward this value. More... | |
float | BalanceAbortThresholdEnd [set] |
If this value is different from balanceAbortThreshold, actual balanceAbortThreshold will be ramped toward this value. More... | |
float | GiveUpRampDuration [set] |
Duration of ramp from start of behavior for above two parameters. If smaller than 0, no ramp is applied. More... | |
float | LeanToAbort [set] |
Lean at which to send abort message when maxSteps or maxBalanceTime is reached. 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... | |
This single message allows you to configure various parameters used on any behavior that uses the dynamic balance.
GTA.NaturalMotion.ConfigureBalanceHelper.ConfigureBalanceHelper | ( | Ped | ped | ) |
Creates a new Instance of the ConfigureBalanceHelper for sending a ConfigureBalance Message to a given Ped.
This single message allows you to configure various parameters used on any behavior that uses the dynamic balance.
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When airborne try to step. Set to false for e.g. shotGun reaction.
Default value = True.
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Default value = False.
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Ankle equilibrium angle used when static balancing.
Default value = 0.0f. Min value = -1.0f. Max value = 1.0f.
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NB. Very sensitive. Avoid tries to not step across a line of the inside of the stance leg's foot. Avoid doesn't allow the desired stepping foot to cross the line. avoidFeedback = how much of the actual crossing of that line is fedback as an error.
Default value = 0.6f. Min value = 0.0f. Max value = 2.0f.
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NB. Very sensitive. Avoid tries to not step across a line of the inside of the stance leg's foot. AvoidFootWidth = how much inwards from the ankle this line is in (m).
Default value = 0.1f. Min value = 0.0f. Max value = 1.0f.
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If true then balancer tries to avoid leg2leg collisions/avoid crossing legs. Avoid tries to not step across a line of the inside of the stance leg's foot.
Default value = False.
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Backwards lean threshold to cut off stay upright forces. 0.0 Vertical - 1.0 horizontal. 0.6 is a sensible value. NB: the balancer does not fail in order to give stagger that extra step as it falls. A backwards lean of GT 0.6 will generally mean the balancer will soon fail without stayUpright forces.
Default value = 1.1f. Min value = 0.0f. Max value = 2.0f.
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When the character gives up and goes into a fall. Larger values mean that the balancer can lean more before failing.
Default value = 0.6f. Min value = 0.0f. Max value = 1.0f.
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If this value is different from balanceAbortThreshold, actual balanceAbortThreshold will be ramped toward this value.
Default value = 0.6f. Min value = 0.0f. Max value = 1.0f.
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Ignore maxSteps and maxBalanceTime and try to balance forever.
Default value = False.
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Time not in contact (airborne) before step is changed. If -ve don't change step.
Default value = -1.0f. Min value = -1.0f. Max value = 5.0f.
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Supposed to increase foot friction: Impact depth of a collision with the foot is changed when the balancer is running - impact.SetDepth(impact.GetDepth() - depthFudge).
Default value = 0.0f. Min value = 0.0f. Max value = 1.0f.
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Supposed to increase foot friction: Impact depth of a collision with the foot is changed when staggerFall is running - impact.SetDepth(impact.GetDepth() - depthFudgeStagger).
Default value = 0.0f. Min value = 0.0f. Max value = 1.0f.
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Amount of time at the start of a balance before the character is allowed to start stepping.
Default value = 0.0f. Min value = 0.0f.
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Additional feet apart setting.
Default value = 0.0f. Min value = -1.0f. Max value = 1.0f.
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Allow the balancer to take this many more steps before hitting maxSteps. If negative nothing happens(safe default).
Default value = -1. Min value = -1.
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Allow the balancer to balance for this many more seconds before hitting maxBalanceTime. If negative nothing happens(safe default).
Default value = -1.0f. Min value = -1.0f.
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The upper body of the character must be colliding and other failure conditions met to fail.
Default value = False.
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Multiply the rampDown of stiffness on falling by this amount ( GT 1 fall quicker).
Default value = 1.0f. Min value = 0.0f. Max value = 100.0f.
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Reduce gravity compensation as the legs weaken on falling.
Default value = False.
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How to fall after maxSteps or maxBalanceTime.
Default value = FallType.RampDownStiffness. If FallType.Slump BCR has to be active.
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Default value = False.
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Default value = False.
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Foot friction multiplier is multiplied by this amount if balancer is running.
Default value = 1.0f. Min value = 0.0f. Max value = 40.0f.
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Foot friction multiplier is multiplied by this amount if staggerFall is running.
Default value = 1.0f. Min value = 0.0f. Max value = 40.0f.
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This parameter will be removed when footSlipCompensation preserves the foot angle on a moving floor]. If the character detects a moving floor and footSlipCompOnMovingFloor is false then it will turn off footSlipCompensation - at footSlipCompensation preserves the global heading of the feet. If footSlipCompensation is off then the character usually turns to the side in the end although when turning the vehicle turns it looks promising for a while.
Default value = True.
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Height between lowest foot and COM below which balancer will give up.
Default value = 0.5f. Min value = 0.0f. Max value = 1.5f.
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If this value is different from giveUpHeight, actual giveUpHeight will be ramped toward this value.
Default value = 0.5f. Min value = 0.0f. Max value = 1.5f.
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Duration of ramp from start of behavior for above two parameters. If smaller than 0, no ramp is applied.
Default value = -1.0f. Min value = -1.0f. Max value = 10.0f.
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Multiplier on the floorAcceleration added to the leanHips.
Default value = 0.5f. Min value = 0.0f. Max value = 1.0f.
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Ignore maxSteps and maxBalanceTime and try to balance forever.
Default value = False.
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Multiplier on the floorAcceleration added to the lean.
Default value = 0.0f. Min value = 0.0f. Max value = 1.0f.
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Max floorAcceleration allowed for lean and leanHips.
Default value = 5.0f. Min value = 0.0f. Max value = 10.0f.
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Default value = 0.0f. Min value = 0.0f. Max value = 1.0f.
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Lean at which to send abort message when maxSteps or maxBalanceTime is reached.
Default value = 0.6f. Min value = 0.0f. Max value = 1.0f.
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Damping of left leg during swing phase (mmmmDrunk used 1.25 to slow legs movement).
Default value = 1.0f. Min value = 0.2f. Max value = 4.0f.
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FRICTION WORKAROUND: if the legs end up more than (legsApartMax + hipwidth) apart when balanced, adjust the feet positions to slide back so they are legsApartMax + hipwidth apart. Needs to be less than legsApartRestep to see any effect.
Default value = 2.0f. Min value = 0.0f. Max value = 2.0f.
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If the legs end up more than (legsApartRestep + hipwidth) apart even though balanced, take another step.
Default value = 0.2f. Min value = 0.0f. Max value = 1.0f.
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Stiffness of legs.
Default value = 12.0f. Min value = 6.0f. Max value = 16.0f.
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Mmmm0.1 for drunk if the legs end up less than (hipwidth - legsTogetherRestep) apart even though balanced, take another step. A value of 1 will turn off this feature and the max value is hipWidth = 0.23f by default but is model dependent.
Default value = 1.0f. Min value = 0.0f. Max value = 1.0f.
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Maximum time(seconds) that the balancer will balance for.
Default value = 50.0f. Min value = 1.0f.
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Maximum number of steps that the balancer will take.
Default value = 100. Min value = 1.
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Minimum knee angle (-ve value will mean this functionality is not applied). 0.4 seems a good value.
Default value = -0.5f. Min value = -0.5f. Max value = 1.5f.
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Temporary variable to ignore movingFloor code that generally causes the character to fall over if the feet probe a moving object e.g. treading on a gun.
Default value = False.
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Gravity opposition applied to ankles. General balancer likes 1.0. StaggerFall likes 0.1.
Default value = 1.0f. Min value = 0.0f. Max value = 4.0f.
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Gravity opposition applied to hips and knees.
Default value = 1.0f. Min value = 0.0f. Max value = 4.0f.
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Amount of time (seconds) into the future that the character tries to step to. Bigger values try to recover with fewer, bigger steps. Smaller values recover with smaller steps, and generally recover less.
Default value = 0.2f. Min value = 0.0f. Max value = 1.0f.
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Amount of time (seconds) into the future that the character tries to move hip to (kind of). Will be controlled by balancer in future but can help recover spine quicker from bending forwards to much.
Default value = 0.3f. Min value = -1.0f. Max value = 1.0f.
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Variance in predictionTime every step. If negative only takes away from predictionTime.
Default value = 0.0f. Min value = -1.0f. Max value = 1.0f.
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Bend over when falling after maxBalanceTime.
Default value = False.
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Level of cheat force added to character to resist the effect of floorAcceleration (anti-Acceleration) - added to upperbody.
Default value = 0.5f. Min value = 0.0f. Max value = 2.0f.
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Max floorAcceleration allowed for anti-Acceleration. If GT 20.0 then it is probably in a crash.
Default value = 3.0f. Min value = 0.0f. Max value = 20.0f.
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Damping of right leg during swing phase (mmmmDrunk used 1.25 to slow legs movement).
Default value = 1.0f. Min value = 0.2f. Max value = 4.0f.
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Linear speed threshold for successful balance.
Default value = 0.3f. Min value = 0.0f. Max value = 10.0f.
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Rotational speed threshold for successful balance.
Default value = 0.3f. Min value = 0.0f. Max value = 10.0f.
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Standup more with increased velocity.
Default value = False.
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Default value = 1.0f. Min value = 0.0f. Max value = 1.0f.
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Variance in clamp scale every step. If negative only takes away from clampScale.
Default value = 0.0f. Min value = -1.0f. Max value = 1.0f.
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Default value = 0.0f. Min value = 0.0f. Max value = 1.0f.
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Maximum height that character steps vertically (above 0.2 is high ... But OK underwater).
Default value = 0.1f. Min value = 0.0f. Max value = 0.4f.
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Added to stepHeight if going up steps.
Default value = 0.1f. Min value = 0.0f. Max value = 0.4f.
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The balancer sometimes decides to step even if balanced.
Default value = True.
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Does the knee strength reduce with angle.
Default value = True.
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Velocity below which the balancer turns in the direction of the COM forward instead of the ComVel - for use with shot from running with high upright constraint use 1.9.
Default value = 0.0f. Min value = 0.0f. Max value = 10.0f.