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.SetFallingReactionHelper Class Reference

Sets the type of reaction if catchFall is called. More...

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

Public Member Functions

 SetFallingReactionHelper (Ped ped)
 Creates a new Instance of the SetFallingReactionHelper for sending a SetFallingReaction 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 HandsAndKnees [set]
 Set to true to get handsAndKnees catchFall if catchFall called. If true allows the dynBalancer to stay on during the catchfall and modifies the catch fall to give a more alive looking performance (hands and knees for front landing or sitting up for back landing). More...
 
bool CallRDS [set]
 If true catchFall will call rollDownstairs if comVel GT comVelRDSThresh - prevents excessive sliding in catchFall. Was previously only true for handsAndKnees. More...
 
float ComVelRDSThresh [set]
 ComVel above which rollDownstairs will start - prevents excessive sliding in catchFall. More...
 
bool ResistRolling [set]
 For rds catchFall only: True to resist rolling motion (rolling motion is set off by ub contact and a sliding velocity), false to allow more of a continuous rolling (rolling motion is set off at a sliding velocity). More...
 
float ArmReduceSpeed [set]
 Strength is reduced in the catchFall when the arms contact the ground. 0.2 is good for handsAndKnees. 2.5 is good for normal catchFall, anything lower than 1.0 for normal catchFall may lead to bad catchFall poses. More...
 
float ReachLengthMultiplier [set]
 Reach length multiplier that scales characters arm topological length, value in range from (0, 1 GT where 1.0 means reach length is maximum. More...
 
float InhibitRollingTime [set]
 Time after hitting ground that the catchFall can call rds. More...
 
float ChangeFrictionTime [set]
 Time after hitting ground that the catchFall can change the friction of parts to inhibit sliding. More...
 
float GroundFriction [set]
 8.0 was used on yanked) Friction multiplier on body parts when on ground. Character can look too slidy with groundFriction = 1. Higher values give a more jerky reaction but this seems timestep dependent especially for dragged by the feet. More...
 
float FrictionMin [set]
 Min Friction of an impact with a body part (not head, hands or feet) - to increase friction of slippy environment to get character to roll better. Applied in catchFall and rollUp(rollDownStairs). More...
 
float FrictionMax [set]
 Max Friction of an impact with a body part (not head, hands or feet) - to increase friction of slippy environment to get character to roll better. Applied in catchFall and rollUp(rollDownStairs). More...
 
bool StopOnSlopes [set]
 Apply tactics to help stop on slopes. More...
 
float StopManual [set]
 Override slope value to manually force stopping on flat ground. Encourages character to come to rest face down or face up. More...
 
float StoppedStrengthDecay [set]
 Speed at which strength reduces when stopped. More...
 
float SpineLean1Offset [set]
 Bias spine post towards hunched (away from arched). More...
 
bool RiflePose [set]
 Hold rifle in a safe position to reduce complications with collision. Only applied if holding a rifle. More...
 
bool HkHeadAvoid [set]
 Enable head ground avoidance when handsAndKnees is true. More...
 
bool AntiPropClav [set]
 Discourage the character getting stuck propped up by elbows when falling backwards - by inhibiting backwards moving clavicles (keeps the arms slightly wider). More...
 
bool AntiPropWeak [set]
 Discourage the character getting stuck propped up by elbows when falling backwards - by weakening the arms as soon they hit the floor. (Also stops the hands lifting up when flat on back). More...
 
bool HeadAsWeakAsArms [set]
 Head weakens as arms weaken. If false and antiPropWeak when falls onto back doesn't loosen neck so early (matches bodyStrength instead). More...
 
float SuccessStrength [set]
 When bodyStrength is less than successStrength send a success feedback - DO NOT GO OUTSIDE MIN/MAX PARAMETER VALUES OTHERWISE NO SUCCESS FEEDBACK WILL BE SENT. 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

Sets the type of reaction if catchFall is called.

Constructor & Destructor Documentation

◆ SetFallingReactionHelper()

GTA.NaturalMotion.SetFallingReactionHelper.SetFallingReactionHelper ( Ped  ped)

Creates a new Instance of the SetFallingReactionHelper for sending a SetFallingReaction Message to a given Ped.

Parameters
pedThe Ped to send the SetFallingReaction Message to.

Sets the type of reaction if catchFall is called.

Property Documentation

◆ AntiPropClav

bool GTA.NaturalMotion.SetFallingReactionHelper.AntiPropClav
set

Discourage the character getting stuck propped up by elbows when falling backwards - by inhibiting backwards moving clavicles (keeps the arms slightly wider).

Default value = False.

◆ AntiPropWeak

bool GTA.NaturalMotion.SetFallingReactionHelper.AntiPropWeak
set

Discourage the character getting stuck propped up by elbows when falling backwards - by weakening the arms as soon they hit the floor. (Also stops the hands lifting up when flat on back).

Default value = False.

◆ ArmReduceSpeed

float GTA.NaturalMotion.SetFallingReactionHelper.ArmReduceSpeed
set

Strength is reduced in the catchFall when the arms contact the ground. 0.2 is good for handsAndKnees. 2.5 is good for normal catchFall, anything lower than 1.0 for normal catchFall may lead to bad catchFall poses.

Default value = 2.5f. Min value = 0.0f. Max value = 10.0f.

◆ CallRDS

bool GTA.NaturalMotion.SetFallingReactionHelper.CallRDS
set

If true catchFall will call rollDownstairs if comVel GT comVelRDSThresh - prevents excessive sliding in catchFall. Was previously only true for handsAndKnees.

Default value = False.

◆ ChangeFrictionTime

float GTA.NaturalMotion.SetFallingReactionHelper.ChangeFrictionTime
set

Time after hitting ground that the catchFall can change the friction of parts to inhibit sliding.

Default value = 0.2f. Min value = 0.0f. Max value = 10.0f.

◆ ComVelRDSThresh

float GTA.NaturalMotion.SetFallingReactionHelper.ComVelRDSThresh
set

ComVel above which rollDownstairs will start - prevents excessive sliding in catchFall.

Default value = 2.0f. Min value = 0.0f. Max value = 20.0f.

◆ FrictionMax

float GTA.NaturalMotion.SetFallingReactionHelper.FrictionMax
set

Max Friction of an impact with a body part (not head, hands or feet) - to increase friction of slippy environment to get character to roll better. Applied in catchFall and rollUp(rollDownStairs).

Default value = 9999.0f. Min value = 0.0f.

◆ FrictionMin

float GTA.NaturalMotion.SetFallingReactionHelper.FrictionMin
set

Min Friction of an impact with a body part (not head, hands or feet) - to increase friction of slippy environment to get character to roll better. Applied in catchFall and rollUp(rollDownStairs).

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

◆ GroundFriction

float GTA.NaturalMotion.SetFallingReactionHelper.GroundFriction
set

8.0 was used on yanked) Friction multiplier on body parts when on ground. Character can look too slidy with groundFriction = 1. Higher values give a more jerky reaction but this seems timestep dependent especially for dragged by the feet.

Default value = 1.0f. Min value = 0.0f. Max value = 10.0f.

◆ HandsAndKnees

bool GTA.NaturalMotion.SetFallingReactionHelper.HandsAndKnees
set

Set to true to get handsAndKnees catchFall if catchFall called. If true allows the dynBalancer to stay on during the catchfall and modifies the catch fall to give a more alive looking performance (hands and knees for front landing or sitting up for back landing).

Default value = False.

◆ HeadAsWeakAsArms

bool GTA.NaturalMotion.SetFallingReactionHelper.HeadAsWeakAsArms
set

Head weakens as arms weaken. If false and antiPropWeak when falls onto back doesn't loosen neck so early (matches bodyStrength instead).

Default value = True.

◆ HkHeadAvoid

bool GTA.NaturalMotion.SetFallingReactionHelper.HkHeadAvoid
set

Enable head ground avoidance when handsAndKnees is true.

Default value = True.

◆ InhibitRollingTime

float GTA.NaturalMotion.SetFallingReactionHelper.InhibitRollingTime
set

Time after hitting ground that the catchFall can call rds.

Default value = 0.2f. Min value = 0.0f. Max value = 10.0f.

◆ ReachLengthMultiplier

float GTA.NaturalMotion.SetFallingReactionHelper.ReachLengthMultiplier
set

Reach length multiplier that scales characters arm topological length, value in range from (0, 1 GT where 1.0 means reach length is maximum.

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

◆ ResistRolling

bool GTA.NaturalMotion.SetFallingReactionHelper.ResistRolling
set

For rds catchFall only: True to resist rolling motion (rolling motion is set off by ub contact and a sliding velocity), false to allow more of a continuous rolling (rolling motion is set off at a sliding velocity).

Default value = False.

◆ RiflePose

bool GTA.NaturalMotion.SetFallingReactionHelper.RiflePose
set

Hold rifle in a safe position to reduce complications with collision. Only applied if holding a rifle.

Default value = False.

◆ SpineLean1Offset

float GTA.NaturalMotion.SetFallingReactionHelper.SpineLean1Offset
set

Bias spine post towards hunched (away from arched).

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

◆ StopManual

float GTA.NaturalMotion.SetFallingReactionHelper.StopManual
set

Override slope value to manually force stopping on flat ground. Encourages character to come to rest face down or face up.

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

◆ StopOnSlopes

bool GTA.NaturalMotion.SetFallingReactionHelper.StopOnSlopes
set

Apply tactics to help stop on slopes.

Default value = False.

◆ StoppedStrengthDecay

float GTA.NaturalMotion.SetFallingReactionHelper.StoppedStrengthDecay
set

Speed at which strength reduces when stopped.

Default value = 5.0f. Min value = 0.0f. Max value = 20.0f.

◆ SuccessStrength

float GTA.NaturalMotion.SetFallingReactionHelper.SuccessStrength
set

When bodyStrength is less than successStrength send a success feedback - DO NOT GO OUTSIDE MIN/MAX PARAMETER VALUES OTHERWISE NO SUCCESS FEEDBACK WILL BE SENT.

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


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