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

Public Member Functions

 FallOverWallHelper (Ped ped)
 Creates a new Instance of the FallOverWallHelper for sending a FallOverWall 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 BodyStiffness [set]
 Stiffness of the body, roll up stiffness scales with this and defaults at this default value. More...
 
float Damping [set]
 Damping in the effectors. More...
 
float MagOfForce [set]
 Magnitude of the falloverWall helper force. More...
 
float MaxDistanceFromPelToHitPoint [set]
 The maximum distance away from the pelvis that hit points will be registered. More...
 
float MaxForceDist [set]
 Maximum distance between hitPoint and body part at which forces are applied to part. More...
 
float StepExclusionZone [set]
 Specifies extent of area in front of the wall in which balancer won't try to take another step. More...
 
float MinLegHeight [set]
 Minimum height of pelvis above feet at which fallOverWall is attempted. More...
 
float BodyTwist [set]
 Amount of twist to apply to the spine as the character tries to fling himself over the wall, provides more of a believable roll but increases the amount of lateral space the character needs to successfully flip. More...
 
float MaxTwist [set]
 Max angle the character can twist before twsit helper torques are turned off. More...
 
Vector3 FallOverWallEndA [set]
 One end of the wall to try to fall over. More...
 
Vector3 FallOverWallEndB [set]
 One end of the wall over which we are trying to fall over. More...
 
float ForceAngleAbort [set]
 The angle abort threshold. More...
 
float ForceTimeOut [set]
 The force time out. More...
 
bool MoveArms [set]
 Lift the arms up if true. Do nothing with the arms if false (eg when using catchfall arms or brace etc). More...
 
bool MoveLegs [set]
 Move the legs if true. Do nothing with the legs if false (eg when using dynamicBalancer etc). More...
 
bool BendSpine [set]
 Bend spine to help falloverwall if true. Do nothing with the spine if false. More...
 
float AngleDirWithWallNormal [set]
 Maximum angle in degrees (between the direction of the velocity of the COM and the wall normal) to start to apply forces and torques to fall over the wall. More...
 
float LeaningAngleThreshold [set]
 Maximum angle in degrees (between the vertical vector and a vector from pelvis to lower neck) to start to apply forces and torques to fall over the wall. More...
 
float MaxAngVel [set]
 If the angular velocity is higher than maxAngVel, the torques and forces are not applied. More...
 
bool AdaptForcesToLowWall [set]
 Will reduce the magnitude of the forces applied to the character to help him to fall over wall. More...
 
float MaxWallHeight [set]
 Maximum height (from the lowest foot) to start to apply forces and torques to fall over the wall. More...
 
float DistanceToSendSuccessMessage [set]
 Minimum distance between the pelvis and the wall to send the success message. If negative doesn't take this parameter into account when sending feedback. More...
 
float RollingBackThr [set]
 Value of the angular velocity about the wallEgde above which the character is considered as rolling backwards i.e. goes in to fow_RollingBack state. More...
 
float RollingPotential [set]
 On impact with the wall if the rollingPotential(calculated from the characters linear velocity w.r.t the wall) is greater than this value the character will try to go over the wall otherwise it won't try (fow_Aborted). More...
 
bool UseArmIK [set]
 Try to reach the wallEdge. To configure the IK : use limitAngleBack, limitAngleFront and limitAngleTotallyBack. More...
 
float ReachDistanceFromHitPoint [set]
 Distance from predicted hitpoint where each hands will try to reach the wall. More...
 
float MinReachDistanceFromHitPoint [set]
 Minimal distance from predicted hitpoint where each hands will try to reach the wall. Used if the hand target is outside the wall Edge. More...
 
float AngleTotallyBack [set]
 Max angle in degrees (between 1.the vector between two hips and 2. WallEdge) to try to reach the wall just behind his pelvis with his arms when the character is back to the wall. 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

◆ FallOverWallHelper()

GTA.NaturalMotion.FallOverWallHelper.FallOverWallHelper ( Ped  ped)

Creates a new Instance of the FallOverWallHelper for sending a FallOverWall Message to a given Ped.

Parameters
pedThe Ped to send the FallOverWall Message to.

Property Documentation

◆ AdaptForcesToLowWall

bool GTA.NaturalMotion.FallOverWallHelper.AdaptForcesToLowWall
set

Will reduce the magnitude of the forces applied to the character to help him to fall over wall.

Default value = False.

◆ AngleDirWithWallNormal

float GTA.NaturalMotion.FallOverWallHelper.AngleDirWithWallNormal
set

Maximum angle in degrees (between the direction of the velocity of the COM and the wall normal) to start to apply forces and torques to fall over the wall.

Default value = 180.0f. Min value = 0.0f. Max value = 180.0f.

◆ AngleTotallyBack

float GTA.NaturalMotion.FallOverWallHelper.AngleTotallyBack
set

Max angle in degrees (between 1.the vector between two hips and 2. WallEdge) to try to reach the wall just behind his pelvis with his arms when the character is back to the wall.

Default value = 15.0f. Min value = 0.0f. Max value = 180.0f.

◆ BendSpine

bool GTA.NaturalMotion.FallOverWallHelper.BendSpine
set

Bend spine to help falloverwall if true. Do nothing with the spine if false.

Default value = True.

◆ BodyStiffness

float GTA.NaturalMotion.FallOverWallHelper.BodyStiffness
set

Stiffness of the body, roll up stiffness scales with this and defaults at this default value.

Default value = 9.0f. Min value = 6.0f. Max value = 16.0f.

◆ BodyTwist

float GTA.NaturalMotion.FallOverWallHelper.BodyTwist
set

Amount of twist to apply to the spine as the character tries to fling himself over the wall, provides more of a believable roll but increases the amount of lateral space the character needs to successfully flip.

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

◆ Damping

float GTA.NaturalMotion.FallOverWallHelper.Damping
set

Damping in the effectors.

Default value = 0.5f. Min value = 0.0f. Max value = 3.0f.

◆ DistanceToSendSuccessMessage

float GTA.NaturalMotion.FallOverWallHelper.DistanceToSendSuccessMessage
set

Minimum distance between the pelvis and the wall to send the success message. If negative doesn't take this parameter into account when sending feedback.

Default value = -1.0f. Min value = -1.0f. Max value = 3.0f.

◆ FallOverWallEndA

Vector3 GTA.NaturalMotion.FallOverWallHelper.FallOverWallEndA
set

One end of the wall to try to fall over.

Default value = Vector3(0.0f, 0.0f, 0.0f).

◆ FallOverWallEndB

Vector3 GTA.NaturalMotion.FallOverWallHelper.FallOverWallEndB
set

One end of the wall over which we are trying to fall over.

Default value = Vector3(0.0f, 0.0f, 0.0f).

◆ ForceAngleAbort

float GTA.NaturalMotion.FallOverWallHelper.ForceAngleAbort
set

The angle abort threshold.

Default value = -0.2f.

◆ ForceTimeOut

float GTA.NaturalMotion.FallOverWallHelper.ForceTimeOut
set

The force time out.

Default value = 2.0f.

◆ LeaningAngleThreshold

float GTA.NaturalMotion.FallOverWallHelper.LeaningAngleThreshold
set

Maximum angle in degrees (between the vertical vector and a vector from pelvis to lower neck) to start to apply forces and torques to fall over the wall.

Default value = 180.0f. Min value = 0.0f. Max value = 180.0f.

◆ MagOfForce

float GTA.NaturalMotion.FallOverWallHelper.MagOfForce
set

Magnitude of the falloverWall helper force.

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

◆ MaxAngVel

float GTA.NaturalMotion.FallOverWallHelper.MaxAngVel
set

If the angular velocity is higher than maxAngVel, the torques and forces are not applied.

Default value = 2.0f. Min value = -1.0f. Max value = 30.0f.

◆ MaxDistanceFromPelToHitPoint

float GTA.NaturalMotion.FallOverWallHelper.MaxDistanceFromPelToHitPoint
set

The maximum distance away from the pelvis that hit points will be registered.

Default value = 0.3f. Min value = 0.0f. Max value = 1.0f.

◆ MaxForceDist

float GTA.NaturalMotion.FallOverWallHelper.MaxForceDist
set

Maximum distance between hitPoint and body part at which forces are applied to part.

Default value = 0.8f. Min value = 0.0f. Max value = 2.0f.

◆ MaxTwist

float GTA.NaturalMotion.FallOverWallHelper.MaxTwist
set

Max angle the character can twist before twsit helper torques are turned off.

Default value = 3.1f. Min value = 0.0f. Max value = 10.0f.

◆ MaxWallHeight

float GTA.NaturalMotion.FallOverWallHelper.MaxWallHeight
set

Maximum height (from the lowest foot) to start to apply forces and torques to fall over the wall.

Default value = -1.0f. Min value = -1.0f. Max value = 3.0f.

◆ MinLegHeight

float GTA.NaturalMotion.FallOverWallHelper.MinLegHeight
set

Minimum height of pelvis above feet at which fallOverWall is attempted.

Default value = 0.4f. Min value = 0.1f. Max value = 2.0f.

◆ MinReachDistanceFromHitPoint

float GTA.NaturalMotion.FallOverWallHelper.MinReachDistanceFromHitPoint
set

Minimal distance from predicted hitpoint where each hands will try to reach the wall. Used if the hand target is outside the wall Edge.

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

◆ MoveArms

bool GTA.NaturalMotion.FallOverWallHelper.MoveArms
set

Lift the arms up if true. Do nothing with the arms if false (eg when using catchfall arms or brace etc).

Default value = True.

◆ MoveLegs

bool GTA.NaturalMotion.FallOverWallHelper.MoveLegs
set

Move the legs if true. Do nothing with the legs if false (eg when using dynamicBalancer etc).

Default value = True.

◆ ReachDistanceFromHitPoint

float GTA.NaturalMotion.FallOverWallHelper.ReachDistanceFromHitPoint
set

Distance from predicted hitpoint where each hands will try to reach the wall.

Default value = 0.3f. Min value = 0.0f. Max value = 1.0f.

◆ RollingBackThr

float GTA.NaturalMotion.FallOverWallHelper.RollingBackThr
set

Value of the angular velocity about the wallEgde above which the character is considered as rolling backwards i.e. goes in to fow_RollingBack state.

Default value = 0.5f. Min value = 0.0f. Max value = 10.0f.

◆ RollingPotential

float GTA.NaturalMotion.FallOverWallHelper.RollingPotential
set

On impact with the wall if the rollingPotential(calculated from the characters linear velocity w.r.t the wall) is greater than this value the character will try to go over the wall otherwise it won't try (fow_Aborted).

Default value = 0.3f. Min value = -1.0f. Max value = 10.0f.

◆ StepExclusionZone

float GTA.NaturalMotion.FallOverWallHelper.StepExclusionZone
set

Specifies extent of area in front of the wall in which balancer won't try to take another step.

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

◆ UseArmIK

bool GTA.NaturalMotion.FallOverWallHelper.UseArmIK
set

Try to reach the wallEdge. To configure the IK : use limitAngleBack, limitAngleFront and limitAngleTotallyBack.

Default value = False.


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