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 | |
ConfigureBulletsHelper (Ped ped) | |
Creates a new Instance of the ConfigureBulletsHelper for sending a ConfigureBullets 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... | |
bool | ImpulseLeakageStrengthScaled [set] |
For weaker characters subsequent impulses remain strong. 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... | |
float | ImpulseReductionPerShot [set] |
By how much are subsequent impulses reduced (e.g. 0.0: no reduction, 0.1: 10% reduction each new hit). More... | |
float | ImpulseRecovery [set] |
Recovery rate of impulse strength per second (impulse strength from 0.0:1.0). At 60fps a impulseRecovery=60.0 will recover in 1 frame. More... | |
float | ImpulseMinLeakage [set] |
The minimum amount of impulse leakage allowed. 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... | |
GTA.NaturalMotion.ConfigureBulletsHelper.ConfigureBulletsHelper | ( | Ped | ped | ) |
Creates a new Instance of the ConfigureBulletsHelper for sending a ConfigureBullets Message to a given Ped.
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Applies the counter impulse counterImpulseDelay(secs) after counterImpulseMag of the Impulse has been applied.
Default value = False.
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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.
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Time after impulse is applied that counter impulse is applied.
Default value = 0.0f. Min value = 0.0f. Max value = 1.0f.
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Amount of the original impulse that is countered.
Default value = 0.5f. Min value = 0.0f. Max value = 1.0f.
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Add a counter impulse to the pelvis.
Default value = False.
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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.
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Amount to clamp impulse to if character is airborne and dynamicBalance is OK.
Default value = 100.0f. Min value = 0.0f.
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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.
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If impulse is above this value scale it by impulseAirMult.
Default value = 100.0f. Min value = 0.0f.
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Scale and/or clamp impulse if the character is airborne and dynamicBalance is OK.
Default value = False.
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100% LE Start to impulseBalStabMult*100% GT End. NB: Start LT End.
Default value = 10.0f. Min value = 0.0f. Max value = 100.0f.
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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.
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100% LE Start to impulseBalStabMult*100% GT End. NB: Start LT End.
Default value = 3.0f. Min value = 0.0f. Max value = 100.0f.
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Time from hit before impulses are being applied.
Default value = 0.0f. Min value = 0.0f. Max value = 1.0f.
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For weaker characters subsequent impulses remain strong.
Default value = False.
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The minimum amount of impulse leakage allowed.
Default value = 0.2f. Min value = 0.0f. Max value = 1.0f.
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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.
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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.
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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.
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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.
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If impulse is above this value scale it by impulseOneLegMult.
Default value = 100.0f. Min value = 0.0f.
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Scale and/or clamp impulse if the character is contacting with one leg only and dynamicBalance is OK.
Default value = False.
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Duration that impulse is spread over (triangular shaped).
Default value = 0.1f. Min value = 0.0f. Max value = 1.0f.
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Recovery rate of impulse strength per second (impulse strength from 0.0:1.0). At 60fps a impulseRecovery=60.0 will recover in 1 frame.
Default value = 0.0f. Min value = 0.0f. Max value = 60.0f.
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By how much are subsequent impulses reduced (e.g. 0.0: no reduction, 0.1: 10% reduction each new hit).
Default value = 0.0f. Min value = 0.0f. Max value = 1.0f.
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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.
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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.
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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.
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Spreads impulse across parts. Currently only for spine parts, not limbs.
Default value = False.
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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.
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100% LE Start to impulseVelMult*100% GT End. NB: Start LT End.
Default value = 4.0f. Min value = 0.0f. Max value = 100.0f.
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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.
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100% LE Start to impulseVelMult*100% GT End. NB: Start LT End.
Default value = 1.0f. Min value = 0.0f. Max value = 100.0f.
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Amount of lift (directly multiplies torque axis to give lift force).
Default value = 0.0f. Min value = 0.0f. Max value = 1.0f.
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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.
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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.
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Maximum broom((everything but the twist) arm moment of bullet applied.
Default value = 1.0f. Min value = 0.0f. Max value = 2.0f.
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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.
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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.
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Maximum twist arm moment of bullet applied.
Default value = 0.5f. Min value = 0.0f. Max value = 2.0f.
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If Airborne: Maximum twist arm moment of bullet applied.
Default value = 0.5f. Min value = 0.0f. Max value = 2.0f.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Default value = RbTwistAxis.WorldUp.
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Always apply torques to spine3 instead of actual part hit.
Default value = True.
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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.
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Time from hit before torques are being applied.
Default value = 0.0f. Min value = 0.0f. Max value = 1.0f.
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Default value = TorqueFilterMode.ApplyEveryBullet.
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Multiplies impulse magnitude to arrive at torque that is applied.
Default value = 4.0f. Min value = 0.0f. Max value = 10.0f.
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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.
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Duration of torque.
Default value = 0.1f. Min value = 0.0f. Max value = 1.0f.
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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.
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set |
Default value = TorqueSpinMode.FromImpulse. If TorqueSpinMode.Flipping a burst effect is achieved.