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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Sets the type of reaction if catchFall is called. More...
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... | |
Sets the type of reaction if catchFall is called.
GTA.NaturalMotion.SetFallingReactionHelper.SetFallingReactionHelper | ( | Ped | ped | ) |
Creates a new Instance of the SetFallingReactionHelper for sending a SetFallingReaction Message to a given Ped.
Sets the type of reaction if catchFall is called.
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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.
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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.
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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.
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If true catchFall will call rollDownstairs if comVel GT comVelRDSThresh - prevents excessive sliding in catchFall. Was previously only true for handsAndKnees.
Default value = False.
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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.
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ComVel above which rollDownstairs will start - prevents excessive sliding in catchFall.
Default value = 2.0f. Min value = 0.0f. Max value = 20.0f.
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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.
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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.
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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.
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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.
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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.
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Enable head ground avoidance when handsAndKnees is true.
Default value = True.
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Time after hitting ground that the catchFall can call rds.
Default value = 0.2f. Min value = 0.0f. Max value = 10.0f.
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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.
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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.
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Hold rifle in a safe position to reduce complications with collision. Only applied if holding a rifle.
Default value = False.
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Bias spine post towards hunched (away from arched).
Default value = 0.0f. Min value = 0.0f. Max value = 1.0f.
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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.
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Apply tactics to help stop on slopes.
Default value = False.
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Speed at which strength reduces when stopped.
Default value = 5.0f. Min value = 0.0f. Max value = 20.0f.
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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.