|
| float | StunMag [set] |
| | The magnitude of the reaction. More...
|
| |
| float | InitialMult [set] |
| | InitialMult*stunMag = The magnitude of the 1st snap reaction (other multipliers are applied after this). More...
|
| |
| float | LargeMult [set] |
| | LargeMult*stunMag = The magnitude of a random large snap reaction (other multipliers are applied after this). More...
|
| |
| float | LargeMinTime [set] |
| | Min time to next large random snap (about 14 snaps with stunInterval = 0.07s). More...
|
| |
| float | LargeMaxTime [set] |
| | Max time to next large random snap (about 28 snaps with stunInterval = 0.07s). More...
|
| |
| float | MovingMult [set] |
| | MovingMult*stunMag = The magnitude of the reaction if moving(comVelMag) faster than movingThresh. More...
|
| |
| float | BalancingMult [set] |
| | BalancingMult*stunMag = The magnitude of the reaction if balancing = (not lying on the floor/ not upper body not collided) and not airborne. More...
|
| |
| float | AirborneMult [set] |
| | AirborneMult*stunMag = The magnitude of the reaction if airborne. More...
|
| |
| float | MovingThresh [set] |
| | If moving(comVelMag) faster than movingThresh then mvingMult applied to stunMag. More...
|
| |
| float | StunInterval [set] |
| | Direction flips every stunInterval. More...
|
| |
| float | DirectionRandomness [set] |
| | The character vibrates in a prescribed way - Higher the value the more random this direction is. More...
|
| |
| bool | LeftArm [set] |
| | Vibrate the leftArm. More...
|
| |
| bool | RightArm [set] |
| | Vibrate the rightArm. More...
|
| |
| bool | LeftLeg [set] |
| | Vibrate the leftLeg. More...
|
| |
| bool | RightLeg [set] |
| | Vibrate the rightLeg. More...
|
| |
| bool | Spine [set] |
| | Vibrate the spine. More...
|
| |
| bool | Neck [set] |
| | Vibrate the neck. More...
|
| |
| bool | PhasedLegs [set] |
| | Legs are either in phase with each other or not. More...
|
| |
| bool | ApplyStiffness [set] |
| | Let electrocute apply a (higher generally) stiffness to the character whilst being vibrated. More...
|
| |
| bool | UseTorques [set] |
| | Use torques to make vibration otherwise use a change in the parts angular velocity. More...
|
| |
| int | HipType [set] |
| | Type of hip reaction 0=none, 1=side2side 2=steplike. More...
|
| |
|
| | CustomHelper (Ped target, string message) |
| | Creates a helper class for building Natural Motion messages to send to a given Ped. More...
|
| |
◆ ElectrocuteHelper()
| GTA.NaturalMotion.ElectrocuteHelper.ElectrocuteHelper |
( |
Ped |
ped | ) |
|
◆ AirborneMult
| float GTA.NaturalMotion.ElectrocuteHelper.AirborneMult |
|
set |
AirborneMult*stunMag = The magnitude of the reaction if airborne.
Default value = 1.0f. Min value = 0.0f. Max value = 20.0f.
◆ ApplyStiffness
| bool GTA.NaturalMotion.ElectrocuteHelper.ApplyStiffness |
|
set |
Let electrocute apply a (higher generally) stiffness to the character whilst being vibrated.
Default value = True.
◆ BalancingMult
| float GTA.NaturalMotion.ElectrocuteHelper.BalancingMult |
|
set |
BalancingMult*stunMag = The magnitude of the reaction if balancing = (not lying on the floor/ not upper body not collided) and not airborne.
Default value = 1.0f. Min value = 0.0f. Max value = 20.0f.
◆ DirectionRandomness
| float GTA.NaturalMotion.ElectrocuteHelper.DirectionRandomness |
|
set |
The character vibrates in a prescribed way - Higher the value the more random this direction is.
Default value = 0.3f. Min value = 0.0f. Max value = 1.0f.
◆ HipType
| int GTA.NaturalMotion.ElectrocuteHelper.HipType |
|
set |
Type of hip reaction 0=none, 1=side2side 2=steplike.
Default value = 2. Min value = 0. Max value = 2.
◆ InitialMult
| float GTA.NaturalMotion.ElectrocuteHelper.InitialMult |
|
set |
InitialMult*stunMag = The magnitude of the 1st snap reaction (other multipliers are applied after this).
Default value = 1.0f. Min value = 0.0f. Max value = 20.0f.
◆ LargeMaxTime
| float GTA.NaturalMotion.ElectrocuteHelper.LargeMaxTime |
|
set |
Max time to next large random snap (about 28 snaps with stunInterval = 0.07s).
Default value = 2.0f. Min value = 0.0f. Max value = 200.0f.
◆ LargeMinTime
| float GTA.NaturalMotion.ElectrocuteHelper.LargeMinTime |
|
set |
Min time to next large random snap (about 14 snaps with stunInterval = 0.07s).
Default value = 1.0f. Min value = 0.0f. Max value = 200.0f.
◆ LargeMult
| float GTA.NaturalMotion.ElectrocuteHelper.LargeMult |
|
set |
LargeMult*stunMag = The magnitude of a random large snap reaction (other multipliers are applied after this).
Default value = 1.0f. Min value = 0.0f. Max value = 20.0f.
◆ LeftArm
| bool GTA.NaturalMotion.ElectrocuteHelper.LeftArm |
|
set |
Vibrate the leftArm.
Default value = True.
◆ LeftLeg
| bool GTA.NaturalMotion.ElectrocuteHelper.LeftLeg |
|
set |
Vibrate the leftLeg.
Default value = True.
◆ MovingMult
| float GTA.NaturalMotion.ElectrocuteHelper.MovingMult |
|
set |
MovingMult*stunMag = The magnitude of the reaction if moving(comVelMag) faster than movingThresh.
Default value = 1.0f. Min value = 0.0f. Max value = 20.0f.
◆ MovingThresh
| float GTA.NaturalMotion.ElectrocuteHelper.MovingThresh |
|
set |
If moving(comVelMag) faster than movingThresh then mvingMult applied to stunMag.
Default value = 1.0f. Min value = 0.0f. Max value = 20.0f.
◆ Neck
| bool GTA.NaturalMotion.ElectrocuteHelper.Neck |
|
set |
Vibrate the neck.
Default value = True.
◆ PhasedLegs
| bool GTA.NaturalMotion.ElectrocuteHelper.PhasedLegs |
|
set |
Legs are either in phase with each other or not.
Default value = True.
◆ RightArm
| bool GTA.NaturalMotion.ElectrocuteHelper.RightArm |
|
set |
Vibrate the rightArm.
Default value = True.
◆ RightLeg
| bool GTA.NaturalMotion.ElectrocuteHelper.RightLeg |
|
set |
Vibrate the rightLeg.
Default value = True.
◆ Spine
| bool GTA.NaturalMotion.ElectrocuteHelper.Spine |
|
set |
Vibrate the spine.
Default value = True.
◆ StunInterval
| float GTA.NaturalMotion.ElectrocuteHelper.StunInterval |
|
set |
Direction flips every stunInterval.
Default value = 0.1f. Min value = 0.0f. Max value = 10.0f.
◆ StunMag
| float GTA.NaturalMotion.ElectrocuteHelper.StunMag |
|
set |
The magnitude of the reaction.
Default value = 0.3f. Min value = 0.0f. Max value = 1.0f.
◆ UseTorques
| bool GTA.NaturalMotion.ElectrocuteHelper.UseTorques |
|
set |
Use torques to make vibration otherwise use a change in the parts angular velocity.
Default value = True.
The documentation for this class was generated from the following file:
- C:/Users/nitan/source/repos/scripthookvdotnet/source/scripting_v3/GTA.NaturalMotion/EuphoriaHelpers.cs