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.ShotConfigureArmsHelper Class Reference

Configure the arm reactions in shot. More...

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

Public Member Functions

 ShotConfigureArmsHelper (Ped ped)
 Creates a new Instance of the ShotConfigureArmsHelper for sending a ShotConfigureArms 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 Brace [set]
 Blind brace with arms if appropriate. More...
 
bool PointGun [set]
 Point gun if appropriate. More...
 
bool UseArmsWindmill [set]
 ArmsWindmill if going backwards fast enough. More...
 
int ReleaseWound [set]
 Release wound if going sideways/forward fast enough. 0 = don't. 1 = only if bracing. 2 = any default arm reaction. More...
 
int ReachFalling [set]
 Reach for wound when falling. 0 = false, 1 = true, 2 = once per shot performance. More...
 
int ReachFallingWithOneHand [set]
 Force character to reach for wound with only one hand when falling or fallen. 0 = allow two-handed reach, 1 = left only if two-handed possible, 2 = right only if two-handed possible, 3 = one handed but automatic (allows switching of hands). More...
 
int ReachOnFloor [set]
 ReachForWound when on floor - 0 = false, 1 = true, 2 = once per shot performance. More...
 
float AlwaysReachTime [set]
 Inhibit arms brace for this amount of time after reachForWound has begun. More...
 
float AWSpeedMult [set]
 For armsWindmill, multiplier on character speed - increase of speed of circling is proportional to character speed (max speed of circliing increase = 1.5). Eg. lowering the value increases the range of velocity that the 0-1.5 is applied over. More...
 
float AWRadiusMult [set]
 For armsWindmill, multiplier on character speed - increase of radii is proportional to character speed (max radius increase = 0.45). E.g. lowering the value increases the range of velocity that the 0-0.45 is applied over. More...
 
float AWStiffnessAdd [set]
 For armsWindmill, added arm stiffness ranges from 0 to AWStiffnessAdd. More...
 
int ReachWithOneHand [set]
 Force character to reach for wound with only one hand. 0 = allow two-handed reach, 1 = left only if two-handed possible, 2 = right only if two-handed possible. More...
 
bool AllowLeftPistolRFW [set]
 Allow character to reach for wound with left hand if holding a pistol. It never will for a rifle. If pointGun is running this will only happen if the hand cannot point and pointGun:poseUnusedGunArm = false. More...
 
bool AllowRightPistolRFW [set]
 Allow character to reach for wound with right hand if holding a pistol. It never will for a rifle. If pointGun is running this will only happen if the hand cannot point and pointGun:poseUnusedGunArm = false. More...
 
bool RfwWithPistol [set]
 Override pointGun and reachForWound if desired if holding a pistol. It never will for a rifle. More...
 
bool Fling2 [set]
 Type of reaction. More...
 
bool Fling2Left [set]
 Fling the left arm. More...
 
bool Fling2Right [set]
 Fling the right arm. More...
 
bool Fling2OverrideStagger [set]
 Override stagger arms even if staggerFall:m_upperBodyReaction = true. More...
 
float Fling2TimeBefore [set]
 Time after hit that the fling will start (allows for a bit of loose arm movement from bullet impact.snap etc). More...
 
float Fling2Time [set]
 Duration of the fling behavior. More...
 
float Fling2MStiffL [set]
 Muscle stiffness of the left arm. If negative then uses the shots underlying muscle stiffness from controlStiffness (i.e. respects looseness). More...
 
float Fling2MStiffR [set]
 Muscle stiffness of the right arm. If negative then uses the shots underlying muscle stiffness from controlStiffness (i.e. respects looseness). More...
 
float Fling2RelaxTimeL [set]
 Maximum time before the left arm relaxes in the fling. It will relax automatically when the arm has completed it's bent arm fling. This is what causes the arm to straighten. More...
 
float Fling2RelaxTimeR [set]
 Maximum time before the right arm relaxes in the fling. It will relax automatically when the arm has completed it's bent arm fling. This is what causes the arm to straighten. More...
 
float Fling2AngleMinL [set]
 Minimum fling angle for left arm. Fling angle is random in the range fling2AngleMin:fling2AngleMax. Angle of fling in radians measured from the body horizontal sideways from shoulder. Positive is up, 0 shoulder level, negative down. More...
 
float Fling2AngleMaxL [set]
 Maximum fling angle for left arm. More...
 
float Fling2AngleMinR [set]
 Minimum fling angle for right arm. More...
 
float Fling2AngleMaxR [set]
 Maximum fling angle for right arm. More...
 
float Fling2LengthMinL [set]
 Minimum left arm length. Arm length is random in the range fling2LengthMin:fling2LengthMax. Arm length maps one to one with elbow angle. These values are scaled internally for the female character. More...
 
float Fling2LengthMaxL [set]
 Maximum left arm length. More...
 
float Fling2LengthMinR [set]
 Min right arm length. More...
 
float Fling2LengthMaxR [set]
 Max right arm length. More...
 
bool Bust [set]
 Has the character got a bust. If so then cupBust (move bust reach targets below bust) or bustElbowLift and cupSize (stop upperArm penetrating bust and move bust targets to surface of bust) are implemented. More...
 
float BustElbowLift [set]
 Lift the elbows up this much extra to avoid upper arm penetrating the bust (when target hits spine2 or spine3). More...
 
float CupSize [set]
 Amount reach target to bust (spine2) will be offset forward by. More...
 
bool CupBust [set]
 All reach targets above or on the bust will cause a reach below the bust. (specifically moves spine3 and spine2 targets to spine1). BustElbowLift and cupSize are ignored. 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

Configure the arm reactions in shot.

Constructor & Destructor Documentation

◆ ShotConfigureArmsHelper()

GTA.NaturalMotion.ShotConfigureArmsHelper.ShotConfigureArmsHelper ( Ped  ped)

Creates a new Instance of the ShotConfigureArmsHelper for sending a ShotConfigureArms Message to a given Ped.

Parameters
pedThe Ped to send the ShotConfigureArms Message to.

Configure the arm reactions in shot.

Property Documentation

◆ AllowLeftPistolRFW

bool GTA.NaturalMotion.ShotConfigureArmsHelper.AllowLeftPistolRFW
set

Allow character to reach for wound with left hand if holding a pistol. It never will for a rifle. If pointGun is running this will only happen if the hand cannot point and pointGun:poseUnusedGunArm = false.

Default value = True.

◆ AllowRightPistolRFW

bool GTA.NaturalMotion.ShotConfigureArmsHelper.AllowRightPistolRFW
set

Allow character to reach for wound with right hand if holding a pistol. It never will for a rifle. If pointGun is running this will only happen if the hand cannot point and pointGun:poseUnusedGunArm = false.

Default value = False.

◆ AlwaysReachTime

float GTA.NaturalMotion.ShotConfigureArmsHelper.AlwaysReachTime
set

Inhibit arms brace for this amount of time after reachForWound has begun.

Default value = 0.3f. Min value = 0.0f. Max value = 10.0f.

◆ AWRadiusMult

float GTA.NaturalMotion.ShotConfigureArmsHelper.AWRadiusMult
set

For armsWindmill, multiplier on character speed - increase of radii is proportional to character speed (max radius increase = 0.45). E.g. lowering the value increases the range of velocity that the 0-0.45 is applied over.

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

◆ AWSpeedMult

float GTA.NaturalMotion.ShotConfigureArmsHelper.AWSpeedMult
set

For armsWindmill, multiplier on character speed - increase of speed of circling is proportional to character speed (max speed of circliing increase = 1.5). Eg. lowering the value increases the range of velocity that the 0-1.5 is applied over.

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

◆ AWStiffnessAdd

float GTA.NaturalMotion.ShotConfigureArmsHelper.AWStiffnessAdd
set

For armsWindmill, added arm stiffness ranges from 0 to AWStiffnessAdd.

Default value = 4.0f. Min value = 0.0f. Max value = 16.0f.

◆ Brace

bool GTA.NaturalMotion.ShotConfigureArmsHelper.Brace
set

Blind brace with arms if appropriate.

Default value = True.

◆ Bust

bool GTA.NaturalMotion.ShotConfigureArmsHelper.Bust
set

Has the character got a bust. If so then cupBust (move bust reach targets below bust) or bustElbowLift and cupSize (stop upperArm penetrating bust and move bust targets to surface of bust) are implemented.

Default value = False.

◆ BustElbowLift

float GTA.NaturalMotion.ShotConfigureArmsHelper.BustElbowLift
set

Lift the elbows up this much extra to avoid upper arm penetrating the bust (when target hits spine2 or spine3).

Default value = 0.7f. Min value = 0.0f. Max value = 2.0f.

◆ CupBust

bool GTA.NaturalMotion.ShotConfigureArmsHelper.CupBust
set

All reach targets above or on the bust will cause a reach below the bust. (specifically moves spine3 and spine2 targets to spine1). BustElbowLift and cupSize are ignored.

Default value = False.

◆ CupSize

float GTA.NaturalMotion.ShotConfigureArmsHelper.CupSize
set

Amount reach target to bust (spine2) will be offset forward by.

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

◆ Fling2

bool GTA.NaturalMotion.ShotConfigureArmsHelper.Fling2
set

Type of reaction.

Default value = False.

◆ Fling2AngleMaxL

float GTA.NaturalMotion.ShotConfigureArmsHelper.Fling2AngleMaxL
set

Maximum fling angle for left arm.

Default value = 1.0f. Min value = -1.5f. Max value = 1.0f.

◆ Fling2AngleMaxR

float GTA.NaturalMotion.ShotConfigureArmsHelper.Fling2AngleMaxR
set

Maximum fling angle for right arm.

Default value = 1.0f. Min value = -1.5f. Max value = 1.0f.

◆ Fling2AngleMinL

float GTA.NaturalMotion.ShotConfigureArmsHelper.Fling2AngleMinL
set

Minimum fling angle for left arm. Fling angle is random in the range fling2AngleMin:fling2AngleMax. Angle of fling in radians measured from the body horizontal sideways from shoulder. Positive is up, 0 shoulder level, negative down.

Default value = -1.5f. Min value = -1.5f. Max value = 1.0f.

◆ Fling2AngleMinR

float GTA.NaturalMotion.ShotConfigureArmsHelper.Fling2AngleMinR
set

Minimum fling angle for right arm.

Default value = -1.5f. Min value = -1.5f. Max value = 1.0f.

◆ Fling2Left

bool GTA.NaturalMotion.ShotConfigureArmsHelper.Fling2Left
set

Fling the left arm.

Default value = True.

◆ Fling2LengthMaxL

float GTA.NaturalMotion.ShotConfigureArmsHelper.Fling2LengthMaxL
set

Maximum left arm length.

Default value = 0.6f. Min value = 0.3f. Max value = 0.6f.

◆ Fling2LengthMaxR

float GTA.NaturalMotion.ShotConfigureArmsHelper.Fling2LengthMaxR
set

Max right arm length.

Default value = 0.6f. Min value = 0.3f. Max value = 0.6f.

◆ Fling2LengthMinL

float GTA.NaturalMotion.ShotConfigureArmsHelper.Fling2LengthMinL
set

Minimum left arm length. Arm length is random in the range fling2LengthMin:fling2LengthMax. Arm length maps one to one with elbow angle. These values are scaled internally for the female character.

Default value = 0.3f. Min value = 0.3f. Max value = 0.6f.

◆ Fling2LengthMinR

float GTA.NaturalMotion.ShotConfigureArmsHelper.Fling2LengthMinR
set

Min right arm length.

Default value = 0.3f. Min value = 0.3f. Max value = 0.6f.

◆ Fling2MStiffL

float GTA.NaturalMotion.ShotConfigureArmsHelper.Fling2MStiffL
set

Muscle stiffness of the left arm. If negative then uses the shots underlying muscle stiffness from controlStiffness (i.e. respects looseness).

Default value = 1.0f. Min value = -1.0f. Max value = 1.5f.

◆ Fling2MStiffR

float GTA.NaturalMotion.ShotConfigureArmsHelper.Fling2MStiffR
set

Muscle stiffness of the right arm. If negative then uses the shots underlying muscle stiffness from controlStiffness (i.e. respects looseness).

Default value = -1.0f. Min value = -1.0f. Max value = 1.5f.

◆ Fling2OverrideStagger

bool GTA.NaturalMotion.ShotConfigureArmsHelper.Fling2OverrideStagger
set

Override stagger arms even if staggerFall:m_upperBodyReaction = true.

Default value = False.

◆ Fling2RelaxTimeL

float GTA.NaturalMotion.ShotConfigureArmsHelper.Fling2RelaxTimeL
set

Maximum time before the left arm relaxes in the fling. It will relax automatically when the arm has completed it's bent arm fling. This is what causes the arm to straighten.

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

◆ Fling2RelaxTimeR

float GTA.NaturalMotion.ShotConfigureArmsHelper.Fling2RelaxTimeR
set

Maximum time before the right arm relaxes in the fling. It will relax automatically when the arm has completed it's bent arm fling. This is what causes the arm to straighten.

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

◆ Fling2Right

bool GTA.NaturalMotion.ShotConfigureArmsHelper.Fling2Right
set

Fling the right arm.

Default value = True.

◆ Fling2Time

float GTA.NaturalMotion.ShotConfigureArmsHelper.Fling2Time
set

Duration of the fling behavior.

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

◆ Fling2TimeBefore

float GTA.NaturalMotion.ShotConfigureArmsHelper.Fling2TimeBefore
set

Time after hit that the fling will start (allows for a bit of loose arm movement from bullet impact.snap etc).

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

◆ PointGun

bool GTA.NaturalMotion.ShotConfigureArmsHelper.PointGun
set

Point gun if appropriate.

Default value = False.

◆ ReachFalling

int GTA.NaturalMotion.ShotConfigureArmsHelper.ReachFalling
set

Reach for wound when falling. 0 = false, 1 = true, 2 = once per shot performance.

Default value = 0. Min value = 0. Max value = 2.

◆ ReachFallingWithOneHand

int GTA.NaturalMotion.ShotConfigureArmsHelper.ReachFallingWithOneHand
set

Force character to reach for wound with only one hand when falling or fallen. 0 = allow two-handed reach, 1 = left only if two-handed possible, 2 = right only if two-handed possible, 3 = one handed but automatic (allows switching of hands).

Default value = 3. Min value = 0. Max value = 3.

◆ ReachOnFloor

int GTA.NaturalMotion.ShotConfigureArmsHelper.ReachOnFloor
set

ReachForWound when on floor - 0 = false, 1 = true, 2 = once per shot performance.

Default value = 0. Min value = 0. Max value = 2.

◆ ReachWithOneHand

int GTA.NaturalMotion.ShotConfigureArmsHelper.ReachWithOneHand
set

Force character to reach for wound with only one hand. 0 = allow two-handed reach, 1 = left only if two-handed possible, 2 = right only if two-handed possible.

Default value = 0. Min value = 0. Max value = 2.

◆ ReleaseWound

int GTA.NaturalMotion.ShotConfigureArmsHelper.ReleaseWound
set

Release wound if going sideways/forward fast enough. 0 = don't. 1 = only if bracing. 2 = any default arm reaction.

Default value = 1. Min value = 0. Max value = 2.

◆ RfwWithPistol

bool GTA.NaturalMotion.ShotConfigureArmsHelper.RfwWithPistol
set

Override pointGun and reachForWound if desired if holding a pistol. It never will for a rifle.

Default value = False.

◆ UseArmsWindmill

bool GTA.NaturalMotion.ShotConfigureArmsHelper.UseArmsWindmill
set

ArmsWindmill if going backwards fast enough.

Default value = True.


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