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.ConfigureBulletsExtraHelper Class Reference
Inheritance diagram for GTA.NaturalMotion.ConfigureBulletsExtraHelper:
GTA.NaturalMotion.CustomHelper

Public Member Functions

 ConfigureBulletsExtraHelper (Ped ped)
 Creates a new Instance of the ConfigureBulletsExtraHelper for sending a ConfigureBulletsExtra 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

bool ImpulseSpreadOverParts [set]
 Spreads impulse across parts. Currently only for spine parts, not limbs. More...
 
float ImpulsePeriod [set]
 Duration that impulse is spread over (triangular shaped). More...
 
float ImpulseTorqueScale [set]
 An impulse applied at a point on a body equivalent to an impulse at the center of the body and a torque. This parameter scales the torque component. (The torque component seems to be excite the rage looseness bug which sends the character in a sometimes wildly different direction to an applied impulse). More...
 
bool LoosenessFix [set]
 Fix the rage looseness bug by applying only the impulse at the center of the body unless it is a spine part then apply the twist component only of the torque as well. More...
 
float ImpulseDelay [set]
 Time from hit before impulses are being applied. More...
 
TorqueMode TorqueMode [set]
 
TorqueSpinMode TorqueSpinMode [set]
 
TorqueFilterMode TorqueFilterMode [set]
 
bool TorqueAlwaysSpine3 [set]
 Always apply torques to spine3 instead of actual part hit. More...
 
float TorqueDelay [set]
 Time from hit before torques are being applied. More...
 
float TorquePeriod [set]
 Duration of torque. More...
 
float TorqueGain [set]
 Multiplies impulse magnitude to arrive at torque that is applied. More...
 
float TorqueCutoff [set]
 Minimum ratio of impulse that remains after converting to torque (if in strength-proportional mode). More...
 
float TorqueReductionPerTick [set]
 Ratio of torque for next tick (e.g. 1.0: not reducing over time, 0.9: each tick torque is reduced by 10%). More...
 
float LiftGain [set]
 Amount of lift (directly multiplies torque axis to give lift force). More...
 
float CounterImpulseDelay [set]
 Time after impulse is applied that counter impulse is applied. More...
 
float CounterImpulseMag [set]
 Amount of the original impulse that is countered. More...
 
bool CounterAfterMagReached [set]
 Applies the counter impulse counterImpulseDelay(secs) after counterImpulseMag of the Impulse has been applied. More...
 
bool DoCounterImpulse [set]
 Add a counter impulse to the pelvis. More...
 
float CounterImpulse2Hips [set]
 Amount of the counter impulse applied to hips - the rest is applied to the part originally hit. More...
 
float ImpulseNoBalMult [set]
 Amount to scale impulse by if the dynamicBalance is not OK. 1.0 means this functionality is not applied. More...
 
float ImpulseBalStabStart [set]
 100% LE Start to impulseBalStabMult*100% GT End. NB: Start LT End. More...
 
float ImpulseBalStabEnd [set]
 100% LE Start to impulseBalStabMult*100% GT End. NB: Start LT End. More...
 
float ImpulseBalStabMult [set]
 100% LE Start to impulseBalStabMult*100% GT End. NB: leaving this as 1.0 means this functionality is not applied and Start and End have no effect. More...
 
float ImpulseSpineAngStart [set]
 100% GE Start to impulseSpineAngMult*100% LT End. NB: Start GT End. This the dot of hip2Head with up. More...
 
float ImpulseSpineAngEnd [set]
 100% GE Start to impulseSpineAngMult*100% LT End. NB: Start GT End. This the dot of hip2Head with up. More...
 
float ImpulseSpineAngMult [set]
 100% GE Start to impulseSpineAngMult*100% LT End. NB: leaving this as 1.0 means this functionality is not applied and Start and End have no effect. More...
 
float ImpulseVelStart [set]
 100% LE Start to impulseVelMult*100% GT End. NB: Start LT End. More...
 
float ImpulseVelEnd [set]
 100% LE Start to impulseVelMult*100% GT End. NB: Start LT End. More...
 
float ImpulseVelMult [set]
 100% LE Start to impulseVelMult*100% GT End. NB: leaving this as 1.0 means this functionality is not applied and Start and End have no effect. More...
 
float ImpulseAirMult [set]
 Amount to scale impulse by if the character is airborne and dynamicBalance is OK and impulse is above impulseAirMultStart. More...
 
float ImpulseAirMultStart [set]
 If impulse is above this value scale it by impulseAirMult. More...
 
float ImpulseAirMax [set]
 Amount to clamp impulse to if character is airborne and dynamicBalance is OK. More...
 
float ImpulseAirApplyAbove [set]
 If impulse is above this amount then do not scale/clamp just let it through as is - it's a shotgun or cannon. More...
 
bool ImpulseAirOn [set]
 Scale and/or clamp impulse if the character is airborne and dynamicBalance is OK. More...
 
float ImpulseOneLegMult [set]
 Amount to scale impulse by if the character is contacting with one foot only and dynamicBalance is OK and impulse is above impulseAirMultStart. More...
 
float ImpulseOneLegMultStart [set]
 If impulse is above this value scale it by impulseOneLegMult. More...
 
float ImpulseOneLegMax [set]
 Amount to clamp impulse to if character is contacting with one foot only and dynamicBalance is OK. More...
 
float ImpulseOneLegApplyAbove [set]
 If impulse is above this amount then do not scale/clamp just let it through as is - it's a shotgun or cannon. More...
 
bool ImpulseOneLegOn [set]
 Scale and/or clamp impulse if the character is contacting with one leg only and dynamicBalance is OK. More...
 
float RbRatio [set]
 0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody. More...
 
float RbLowerShare [set]
 Rigid body response is shared between the upper and lower body (rbUpperShare = 1-rbLowerShare). RbLowerShare=0.5 gives upper and lower share scaled by mass. i.e. if 70% ub mass and 30% lower mass then rbLowerShare=0.5 gives actualrbShare of 0.7ub and 0.3lb. rbLowerShare GT 0.5 scales the ub share down from 0.7 and the lb up from 0.3. More...
 
float RbMoment [set]
 0.0 only force, 0.5 = force and half the rigid body moment applied, 1.0 = force and full rigidBody moment. More...
 
float RbMaxTwistMomentArm [set]
 Maximum twist arm moment of bullet applied. More...
 
float RbMaxBroomMomentArm [set]
 Maximum broom((everything but the twist) arm moment of bullet applied. More...
 
float RbRatioAirborne [set]
 If Airborne: 0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody. More...
 
float RbMomentAirborne [set]
 If Airborne: 0.0 only force, 0.5 = force and half the rigid body moment applied, 1.0 = force and full rigidBody moment. More...
 
float RbMaxTwistMomentArmAirborne [set]
 If Airborne: Maximum twist arm moment of bullet applied. More...
 
float RbMaxBroomMomentArmAirborne [set]
 If Airborne: Maximum broom((everything but the twist) arm moment of bullet applied. More...
 
float RbRatioOneLeg [set]
 If only one leg in contact: 0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody. More...
 
float RbMomentOneLeg [set]
 If only one leg in contact: 0.0 only force, 0.5 = force and half the rigid body moment applied, 1.0 = force and full rigidBody moment. More...
 
float RbMaxTwistMomentArmOneLeg [set]
 If only one leg in contact: Maximum twist arm moment of bullet applied. More...
 
float RbMaxBroomMomentArmOneLeg [set]
 If only one leg in contact: Maximum broom((everything but the twist) arm moment of bullet applied. More...
 
RbTwistAxis RbTwistAxis [set]
 
bool RbPivot [set]
 If false pivot around COM always, if true change pivot depending on foot contact: to feet center if both feet in contact, or foot position if 1 foot in contact or COM position if no feet in contact. 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...
 

Constructor & Destructor Documentation

◆ ConfigureBulletsExtraHelper()

GTA.NaturalMotion.ConfigureBulletsExtraHelper.ConfigureBulletsExtraHelper ( Ped  ped)

Creates a new Instance of the ConfigureBulletsExtraHelper for sending a ConfigureBulletsExtra Message to a given Ped.

Parameters
pedThe Ped to send the ConfigureBulletsExtra Message to.

Property Documentation

◆ CounterAfterMagReached

bool GTA.NaturalMotion.ConfigureBulletsExtraHelper.CounterAfterMagReached
set

Applies the counter impulse counterImpulseDelay(secs) after counterImpulseMag of the Impulse has been applied.

Default value = False.

◆ CounterImpulse2Hips

float GTA.NaturalMotion.ConfigureBulletsExtraHelper.CounterImpulse2Hips
set

Amount of the counter impulse applied to hips - the rest is applied to the part originally hit.

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

◆ CounterImpulseDelay

float GTA.NaturalMotion.ConfigureBulletsExtraHelper.CounterImpulseDelay
set

Time after impulse is applied that counter impulse is applied.

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

◆ CounterImpulseMag

float GTA.NaturalMotion.ConfigureBulletsExtraHelper.CounterImpulseMag
set

Amount of the original impulse that is countered.

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

◆ DoCounterImpulse

bool GTA.NaturalMotion.ConfigureBulletsExtraHelper.DoCounterImpulse
set

Add a counter impulse to the pelvis.

Default value = False.

◆ ImpulseAirApplyAbove

float GTA.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseAirApplyAbove
set

If impulse is above this amount then do not scale/clamp just let it through as is - it's a shotgun or cannon.

Default value = 399.0f. Min value = 0.0f.

◆ ImpulseAirMax

float GTA.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseAirMax
set

Amount to clamp impulse to if character is airborne and dynamicBalance is OK.

Default value = 100.0f. Min value = 0.0f.

◆ ImpulseAirMult

float GTA.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseAirMult
set

Amount to scale impulse by if the character is airborne and dynamicBalance is OK and impulse is above impulseAirMultStart.

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

◆ ImpulseAirMultStart

float GTA.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseAirMultStart
set

If impulse is above this value scale it by impulseAirMult.

Default value = 100.0f. Min value = 0.0f.

◆ ImpulseAirOn

bool GTA.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseAirOn
set

Scale and/or clamp impulse if the character is airborne and dynamicBalance is OK.

Default value = False.

◆ ImpulseBalStabEnd

float GTA.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseBalStabEnd
set

100% LE Start to impulseBalStabMult*100% GT End. NB: Start LT End.

Default value = 10.0f. Min value = 0.0f. Max value = 100.0f.

◆ ImpulseBalStabMult

float GTA.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseBalStabMult
set

100% LE Start to impulseBalStabMult*100% GT End. NB: leaving this as 1.0 means this functionality is not applied and Start and End have no effect.

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

◆ ImpulseBalStabStart

float GTA.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseBalStabStart
set

100% LE Start to impulseBalStabMult*100% GT End. NB: Start LT End.

Default value = 3.0f. Min value = 0.0f. Max value = 100.0f.

◆ ImpulseDelay

float GTA.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseDelay
set

Time from hit before impulses are being applied.

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

◆ ImpulseNoBalMult

float GTA.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseNoBalMult
set

Amount to scale impulse by if the dynamicBalance is not OK. 1.0 means this functionality is not applied.

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

◆ ImpulseOneLegApplyAbove

float GTA.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseOneLegApplyAbove
set

If impulse is above this amount then do not scale/clamp just let it through as is - it's a shotgun or cannon.

Default value = 399.0f. Min value = 0.0f.

◆ ImpulseOneLegMax

float GTA.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseOneLegMax
set

Amount to clamp impulse to if character is contacting with one foot only and dynamicBalance is OK.

Default value = 100.0f. Min value = 0.0f.

◆ ImpulseOneLegMult

float GTA.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseOneLegMult
set

Amount to scale impulse by if the character is contacting with one foot only and dynamicBalance is OK and impulse is above impulseAirMultStart.

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

◆ ImpulseOneLegMultStart

float GTA.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseOneLegMultStart
set

If impulse is above this value scale it by impulseOneLegMult.

Default value = 100.0f. Min value = 0.0f.

◆ ImpulseOneLegOn

bool GTA.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseOneLegOn
set

Scale and/or clamp impulse if the character is contacting with one leg only and dynamicBalance is OK.

Default value = False.

◆ ImpulsePeriod

float GTA.NaturalMotion.ConfigureBulletsExtraHelper.ImpulsePeriod
set

Duration that impulse is spread over (triangular shaped).

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

◆ ImpulseSpineAngEnd

float GTA.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseSpineAngEnd
set

100% GE Start to impulseSpineAngMult*100% LT End. NB: Start GT End. This the dot of hip2Head with up.

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

◆ ImpulseSpineAngMult

float GTA.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseSpineAngMult
set

100% GE Start to impulseSpineAngMult*100% LT End. NB: leaving this as 1.0 means this functionality is not applied and Start and End have no effect.

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

◆ ImpulseSpineAngStart

float GTA.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseSpineAngStart
set

100% GE Start to impulseSpineAngMult*100% LT End. NB: Start GT End. This the dot of hip2Head with up.

Default value = 0.7f. Min value = -1.0f. Max value = 1.0f.

◆ ImpulseSpreadOverParts

bool GTA.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseSpreadOverParts
set

Spreads impulse across parts. Currently only for spine parts, not limbs.

Default value = False.

◆ ImpulseTorqueScale

float GTA.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseTorqueScale
set

An impulse applied at a point on a body equivalent to an impulse at the center of the body and a torque. This parameter scales the torque component. (The torque component seems to be excite the rage looseness bug which sends the character in a sometimes wildly different direction to an applied impulse).

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

◆ ImpulseVelEnd

float GTA.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseVelEnd
set

100% LE Start to impulseVelMult*100% GT End. NB: Start LT End.

Default value = 4.0f. Min value = 0.0f. Max value = 100.0f.

◆ ImpulseVelMult

float GTA.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseVelMult
set

100% LE Start to impulseVelMult*100% GT End. NB: leaving this as 1.0 means this functionality is not applied and Start and End have no effect.

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

◆ ImpulseVelStart

float GTA.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseVelStart
set

100% LE Start to impulseVelMult*100% GT End. NB: Start LT End.

Default value = 4.0f. Min value = 0.0f. Max value = 100.0f.

◆ LiftGain

float GTA.NaturalMotion.ConfigureBulletsExtraHelper.LiftGain
set

Amount of lift (directly multiplies torque axis to give lift force).

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

◆ LoosenessFix

bool GTA.NaturalMotion.ConfigureBulletsExtraHelper.LoosenessFix
set

Fix the rage looseness bug by applying only the impulse at the center of the body unless it is a spine part then apply the twist component only of the torque as well.

Default value = False.

◆ RbLowerShare

float GTA.NaturalMotion.ConfigureBulletsExtraHelper.RbLowerShare
set

Rigid body response is shared between the upper and lower body (rbUpperShare = 1-rbLowerShare). RbLowerShare=0.5 gives upper and lower share scaled by mass. i.e. if 70% ub mass and 30% lower mass then rbLowerShare=0.5 gives actualrbShare of 0.7ub and 0.3lb. rbLowerShare GT 0.5 scales the ub share down from 0.7 and the lb up from 0.3.

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

◆ RbMaxBroomMomentArm

float GTA.NaturalMotion.ConfigureBulletsExtraHelper.RbMaxBroomMomentArm
set

Maximum broom((everything but the twist) arm moment of bullet applied.

Default value = 1.0f. Min value = 0.0f. Max value = 2.0f.

◆ RbMaxBroomMomentArmAirborne

float GTA.NaturalMotion.ConfigureBulletsExtraHelper.RbMaxBroomMomentArmAirborne
set

If Airborne: Maximum broom((everything but the twist) arm moment of bullet applied.

Default value = 1.0f. Min value = 0.0f. Max value = 2.0f.

◆ RbMaxBroomMomentArmOneLeg

float GTA.NaturalMotion.ConfigureBulletsExtraHelper.RbMaxBroomMomentArmOneLeg
set

If only one leg in contact: Maximum broom((everything but the twist) arm moment of bullet applied.

Default value = 1.0f. Min value = 0.0f. Max value = 2.0f.

◆ RbMaxTwistMomentArm

float GTA.NaturalMotion.ConfigureBulletsExtraHelper.RbMaxTwistMomentArm
set

Maximum twist arm moment of bullet applied.

Default value = 0.5f. Min value = 0.0f. Max value = 2.0f.

◆ RbMaxTwistMomentArmAirborne

float GTA.NaturalMotion.ConfigureBulletsExtraHelper.RbMaxTwistMomentArmAirborne
set

If Airborne: Maximum twist arm moment of bullet applied.

Default value = 0.5f. Min value = 0.0f. Max value = 2.0f.

◆ RbMaxTwistMomentArmOneLeg

float GTA.NaturalMotion.ConfigureBulletsExtraHelper.RbMaxTwistMomentArmOneLeg
set

If only one leg in contact: Maximum twist arm moment of bullet applied.

Default value = 0.5f. Min value = 0.0f. Max value = 2.0f.

◆ RbMoment

float GTA.NaturalMotion.ConfigureBulletsExtraHelper.RbMoment
set

0.0 only force, 0.5 = force and half the rigid body moment applied, 1.0 = force and full rigidBody moment.

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

◆ RbMomentAirborne

float GTA.NaturalMotion.ConfigureBulletsExtraHelper.RbMomentAirborne
set

If Airborne: 0.0 only force, 0.5 = force and half the rigid body moment applied, 1.0 = force and full rigidBody moment.

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

◆ RbMomentOneLeg

float GTA.NaturalMotion.ConfigureBulletsExtraHelper.RbMomentOneLeg
set

If only one leg in contact: 0.0 only force, 0.5 = force and half the rigid body moment applied, 1.0 = force and full rigidBody moment.

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

◆ RbPivot

bool GTA.NaturalMotion.ConfigureBulletsExtraHelper.RbPivot
set

If false pivot around COM always, if true change pivot depending on foot contact: to feet center if both feet in contact, or foot position if 1 foot in contact or COM position if no feet in contact.

Default value = False.

◆ RbRatio

float GTA.NaturalMotion.ConfigureBulletsExtraHelper.RbRatio
set

0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody.

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

◆ RbRatioAirborne

float GTA.NaturalMotion.ConfigureBulletsExtraHelper.RbRatioAirborne
set

If Airborne: 0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody.

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

◆ RbRatioOneLeg

float GTA.NaturalMotion.ConfigureBulletsExtraHelper.RbRatioOneLeg
set

If only one leg in contact: 0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody.

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

◆ RbTwistAxis

RbTwistAxis GTA.NaturalMotion.ConfigureBulletsExtraHelper.RbTwistAxis
set

Default value = RbTwistAxis.WorldUp.

.

◆ TorqueAlwaysSpine3

bool GTA.NaturalMotion.ConfigureBulletsExtraHelper.TorqueAlwaysSpine3
set

Always apply torques to spine3 instead of actual part hit.

Default value = True.

◆ TorqueCutoff

float GTA.NaturalMotion.ConfigureBulletsExtraHelper.TorqueCutoff
set

Minimum ratio of impulse that remains after converting to torque (if in strength-proportional mode).

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

◆ TorqueDelay

float GTA.NaturalMotion.ConfigureBulletsExtraHelper.TorqueDelay
set

Time from hit before torques are being applied.

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

◆ TorqueFilterMode

TorqueFilterMode GTA.NaturalMotion.ConfigureBulletsExtraHelper.TorqueFilterMode
set

◆ TorqueGain

float GTA.NaturalMotion.ConfigureBulletsExtraHelper.TorqueGain
set

Multiplies impulse magnitude to arrive at torque that is applied.

Default value = 4.0f. Min value = 0.0f. Max value = 10.0f.

◆ TorqueMode

TorqueMode GTA.NaturalMotion.ConfigureBulletsExtraHelper.TorqueMode
set

Default value = TorqueMode.Disabled. If TorqueMode.Proportional - proportional to character strength, can reduce impulse amount. If TorqueMode.Additive - no reduction of impulse and not proportional to character strength.

◆ TorquePeriod

float GTA.NaturalMotion.ConfigureBulletsExtraHelper.TorquePeriod
set

Duration of torque.

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

◆ TorqueReductionPerTick

float GTA.NaturalMotion.ConfigureBulletsExtraHelper.TorqueReductionPerTick
set

Ratio of torque for next tick (e.g. 1.0: not reducing over time, 0.9: each tick torque is reduced by 10%).

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

◆ TorqueSpinMode

TorqueSpinMode GTA.NaturalMotion.ConfigureBulletsExtraHelper.TorqueSpinMode
set

Default value = TorqueSpinMode.FromImpulse. If TorqueSpinMode.Flipping a burst effect is achieved.


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