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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Configure the arm reactions in shot. More...
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... | |
Configure the arm reactions in shot.
GTA.NaturalMotion.ShotConfigureArmsHelper.ShotConfigureArmsHelper | ( | Ped | ped | ) |
Creates a new Instance of the ShotConfigureArmsHelper for sending a ShotConfigureArms Message to a given Ped.
Configure the arm reactions in shot.
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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.
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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.
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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.
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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.
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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.
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For armsWindmill, added arm stiffness ranges from 0 to AWStiffnessAdd.
Default value = 4.0f. Min value = 0.0f. Max value = 16.0f.
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Blind brace with arms if appropriate.
Default value = True.
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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.
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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.
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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.
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Amount reach target to bust (spine2) will be offset forward by.
Default value = 0.1f. Min value = 0.0f. Max value = 1.0f.
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Type of reaction.
Default value = False.
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Maximum fling angle for left arm.
Default value = 1.0f. Min value = -1.5f. Max value = 1.0f.
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Maximum fling angle for right arm.
Default value = 1.0f. Min value = -1.5f. Max value = 1.0f.
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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.
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Minimum fling angle for right arm.
Default value = -1.5f. Min value = -1.5f. Max value = 1.0f.
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Fling the left arm.
Default value = True.
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Maximum left arm length.
Default value = 0.6f. Min value = 0.3f. Max value = 0.6f.
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Max right arm length.
Default value = 0.6f. Min value = 0.3f. Max value = 0.6f.
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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.
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Min right arm length.
Default value = 0.3f. Min value = 0.3f. Max value = 0.6f.
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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.
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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.
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Override stagger arms even if staggerFall:m_upperBodyReaction = true.
Default value = False.
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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.
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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.
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Fling the right arm.
Default value = True.
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Duration of the fling behavior.
Default value = 0.5f. Min value = 0.0f. Max value = 1.0f.
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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.
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Point gun if appropriate.
Default value = False.
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Reach for wound when falling. 0 = false, 1 = true, 2 = once per shot performance.
Default value = 0. Min value = 0. Max value = 2.
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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.
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ReachForWound when on floor - 0 = false, 1 = true, 2 = once per shot performance.
Default value = 0. Min value = 0. Max value = 2.
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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.
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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.
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Override pointGun and reachForWound if desired if holding a pistol. It never will for a rifle.
Default value = False.
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ArmsWindmill if going backwards fast enough.
Default value = True.