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.ConfigureBalanceHelper Class Reference

This single message allows you to configure various parameters used on any behavior that uses the dynamic balance. More...

Inheritance diagram for GTA.NaturalMotion.ConfigureBalanceHelper:
GTA.NaturalMotion.CustomHelper

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...
 

Detailed Description

This single message allows you to configure various parameters used on any behavior that uses the dynamic balance.

Constructor & Destructor Documentation

◆ ConfigureBalanceHelper()

GTA.NaturalMotion.ConfigureBalanceHelper.ConfigureBalanceHelper ( Ped  ped)

Creates a new Instance of the ConfigureBalanceHelper for sending a ConfigureBalance Message to a given Ped.

Parameters
pedThe Ped to send the ConfigureBalance Message to.

This single message allows you to configure various parameters used on any behavior that uses the dynamic balance.

Property Documentation

◆ AirborneStep

bool GTA.NaturalMotion.ConfigureBalanceHelper.AirborneStep
set

When airborne try to step. Set to false for e.g. shotGun reaction.

Default value = True.

◆ AlwaysStepWithFarthest

bool GTA.NaturalMotion.ConfigureBalanceHelper.AlwaysStepWithFarthest
set

Default value = False.

◆ AnkleEquilibrium

float GTA.NaturalMotion.ConfigureBalanceHelper.AnkleEquilibrium
set

Ankle equilibrium angle used when static balancing.

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

◆ AvoidFeedback

float GTA.NaturalMotion.ConfigureBalanceHelper.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.

Default value = 0.6f. Min value = 0.0f. Max value = 2.0f.

◆ AvoidFootWidth

float GTA.NaturalMotion.ConfigureBalanceHelper.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).

Default value = 0.1f. Min value = 0.0f. Max value = 1.0f.

◆ AvoidLeg

bool GTA.NaturalMotion.ConfigureBalanceHelper.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.

Default value = False.

◆ BackwardsLeanCutoff

float GTA.NaturalMotion.ConfigureBalanceHelper.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.

Default value = 1.1f. Min value = 0.0f. Max value = 2.0f.

◆ BalanceAbortThreshold

float GTA.NaturalMotion.ConfigureBalanceHelper.BalanceAbortThreshold
set

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.

◆ BalanceAbortThresholdEnd

float GTA.NaturalMotion.ConfigureBalanceHelper.BalanceAbortThresholdEnd
set

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.

◆ BalanceIndefinitely

bool GTA.NaturalMotion.ConfigureBalanceHelper.BalanceIndefinitely
set

Ignore maxSteps and maxBalanceTime and try to balance forever.

Default value = False.

◆ ChangeStepTime

float GTA.NaturalMotion.ConfigureBalanceHelper.ChangeStepTime
set

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.

◆ DepthFudge

float GTA.NaturalMotion.ConfigureBalanceHelper.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).

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

◆ DepthFudgeStagger

float GTA.NaturalMotion.ConfigureBalanceHelper.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).

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

◆ DontStepTime

float GTA.NaturalMotion.ConfigureBalanceHelper.DontStepTime
set

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.

◆ ExtraFeetApart

float GTA.NaturalMotion.ConfigureBalanceHelper.ExtraFeetApart
set

Additional feet apart setting.

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

◆ ExtraSteps

int GTA.NaturalMotion.ConfigureBalanceHelper.ExtraSteps
set

Allow the balancer to take this many more steps before hitting maxSteps. If negative nothing happens(safe default).

Default value = -1. Min value = -1.

◆ ExtraTime

float GTA.NaturalMotion.ConfigureBalanceHelper.ExtraTime
set

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.

◆ FailMustCollide

bool GTA.NaturalMotion.ConfigureBalanceHelper.FailMustCollide
set

The upper body of the character must be colliding and other failure conditions met to fail.

Default value = False.

◆ FallMult

float GTA.NaturalMotion.ConfigureBalanceHelper.FallMult
set

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.

◆ FallReduceGravityComp

bool GTA.NaturalMotion.ConfigureBalanceHelper.FallReduceGravityComp
set

Reduce gravity compensation as the legs weaken on falling.

Default value = False.

◆ FallType

FallType GTA.NaturalMotion.ConfigureBalanceHelper.FallType
set

How to fall after maxSteps or maxBalanceTime.

Default value = FallType.RampDownStiffness. If FallType.Slump BCR has to be active.

◆ FlatterStaticFeet

bool GTA.NaturalMotion.ConfigureBalanceHelper.FlatterStaticFeet
set

Default value = False.

◆ FlatterSwingFeet

bool GTA.NaturalMotion.ConfigureBalanceHelper.FlatterSwingFeet
set

Default value = False.

◆ FootFriction

float GTA.NaturalMotion.ConfigureBalanceHelper.FootFriction
set

Foot friction multiplier is multiplied by this amount if balancer is running.

Default value = 1.0f. Min value = 0.0f. Max value = 40.0f.

◆ FootFrictionStagger

float GTA.NaturalMotion.ConfigureBalanceHelper.FootFrictionStagger
set

Foot friction multiplier is multiplied by this amount if staggerFall is running.

Default value = 1.0f. Min value = 0.0f. Max value = 40.0f.

◆ FootSlipCompOnMovingFloor

bool GTA.NaturalMotion.ConfigureBalanceHelper.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.

Default value = True.

◆ GiveUpHeight

float GTA.NaturalMotion.ConfigureBalanceHelper.GiveUpHeight
set

Height between lowest foot and COM below which balancer will give up.

Default value = 0.5f. Min value = 0.0f. Max value = 1.5f.

◆ GiveUpHeightEnd

float GTA.NaturalMotion.ConfigureBalanceHelper.GiveUpHeightEnd
set

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.

◆ GiveUpRampDuration

float GTA.NaturalMotion.ConfigureBalanceHelper.GiveUpRampDuration
set

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.

◆ HipLeanAcc

float GTA.NaturalMotion.ConfigureBalanceHelper.HipLeanAcc
set

Multiplier on the floorAcceleration added to the leanHips.

Default value = 0.5f. Min value = 0.0f. Max value = 1.0f.

◆ IgnoreFailure

bool GTA.NaturalMotion.ConfigureBalanceHelper.IgnoreFailure
set

Ignore maxSteps and maxBalanceTime and try to balance forever.

Default value = False.

◆ LeanAcc

float GTA.NaturalMotion.ConfigureBalanceHelper.LeanAcc
set

Multiplier on the floorAcceleration added to the lean.

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

◆ LeanAccMax

float GTA.NaturalMotion.ConfigureBalanceHelper.LeanAccMax
set

Max floorAcceleration allowed for lean and leanHips.

Default value = 5.0f. Min value = 0.0f. Max value = 10.0f.

◆ LeanAgainstVelocity

float GTA.NaturalMotion.ConfigureBalanceHelper.LeanAgainstVelocity
set

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

◆ LeanToAbort

float GTA.NaturalMotion.ConfigureBalanceHelper.LeanToAbort
set

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.

◆ LeftLegSwingDamping

float GTA.NaturalMotion.ConfigureBalanceHelper.LeftLegSwingDamping
set

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.

◆ LegsApartMax

float GTA.NaturalMotion.ConfigureBalanceHelper.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.

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

◆ LegsApartRestep

float GTA.NaturalMotion.ConfigureBalanceHelper.LegsApartRestep
set

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.

◆ LegStiffness

float GTA.NaturalMotion.ConfigureBalanceHelper.LegStiffness
set

Stiffness of legs.

Default value = 12.0f. Min value = 6.0f. Max value = 16.0f.

◆ LegsTogetherRestep

float GTA.NaturalMotion.ConfigureBalanceHelper.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.

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

◆ MaxBalanceTime

float GTA.NaturalMotion.ConfigureBalanceHelper.MaxBalanceTime
set

Maximum time(seconds) that the balancer will balance for.

Default value = 50.0f. Min value = 1.0f.

◆ MaxSteps

int GTA.NaturalMotion.ConfigureBalanceHelper.MaxSteps
set

Maximum number of steps that the balancer will take.

Default value = 100. Min value = 1.

◆ MinKneeAngle

float GTA.NaturalMotion.ConfigureBalanceHelper.MinKneeAngle
set

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.

◆ MovingFloor

bool GTA.NaturalMotion.ConfigureBalanceHelper.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.

Default value = False.

◆ OpposeGravityAnkles

float GTA.NaturalMotion.ConfigureBalanceHelper.OpposeGravityAnkles
set

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.

◆ OpposeGravityLegs

float GTA.NaturalMotion.ConfigureBalanceHelper.OpposeGravityLegs
set

Gravity opposition applied to hips and knees.

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

◆ PredictionTime

float GTA.NaturalMotion.ConfigureBalanceHelper.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.

Default value = 0.2f. Min value = 0.0f. Max value = 1.0f.

◆ PredictionTimeHip

float GTA.NaturalMotion.ConfigureBalanceHelper.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.

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

◆ PredictionTimeVariance

float GTA.NaturalMotion.ConfigureBalanceHelper.PredictionTimeVariance
set

Variance in predictionTime every step. If negative only takes away from predictionTime.

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

◆ RampHipPitchOnFail

bool GTA.NaturalMotion.ConfigureBalanceHelper.RampHipPitchOnFail
set

Bend over when falling after maxBalanceTime.

Default value = False.

◆ ResistAcc

float GTA.NaturalMotion.ConfigureBalanceHelper.ResistAcc
set

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.

◆ ResistAccMax

float GTA.NaturalMotion.ConfigureBalanceHelper.ResistAccMax
set

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.

◆ RightLegSwingDamping

float GTA.NaturalMotion.ConfigureBalanceHelper.RightLegSwingDamping
set

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.

◆ StableLinSpeedThresh

float GTA.NaturalMotion.ConfigureBalanceHelper.StableLinSpeedThresh
set

Linear speed threshold for successful balance.

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

◆ StableRotSpeedThresh

float GTA.NaturalMotion.ConfigureBalanceHelper.StableRotSpeedThresh
set

Rotational speed threshold for successful balance.

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

◆ StandUp

bool GTA.NaturalMotion.ConfigureBalanceHelper.StandUp
set

Standup more with increased velocity.

Default value = False.

◆ StepClampScale

float GTA.NaturalMotion.ConfigureBalanceHelper.StepClampScale
set

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

◆ StepClampScaleVariance

float GTA.NaturalMotion.ConfigureBalanceHelper.StepClampScaleVariance
set

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.

◆ StepDecisionThreshold

float GTA.NaturalMotion.ConfigureBalanceHelper.StepDecisionThreshold
set

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

◆ StepHeight

float GTA.NaturalMotion.ConfigureBalanceHelper.StepHeight
set

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.

◆ StepHeightInc4Step

float GTA.NaturalMotion.ConfigureBalanceHelper.StepHeightInc4Step
set

Added to stepHeight if going up steps.

Default value = 0.1f. Min value = 0.0f. Max value = 0.4f.

◆ StepIfInSupport

bool GTA.NaturalMotion.ConfigureBalanceHelper.StepIfInSupport
set

The balancer sometimes decides to step even if balanced.

Default value = True.

◆ TaperKneeStrength

bool GTA.NaturalMotion.ConfigureBalanceHelper.TaperKneeStrength
set

Does the knee strength reduce with angle.

Default value = True.

◆ UseComDirTurnVelThresh

float GTA.NaturalMotion.ConfigureBalanceHelper.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.

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


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