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 fall to knees shot. More...
Public Member Functions | |
ShotFallToKneesHelper (Ped ped) | |
Creates a new Instance of the ShotFallToKneesHelper for sending a ShotFallToKnees 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 | FallToKnees [set] |
Type of reaction. More... | |
bool | FtkAlwaysChangeFall [set] |
Always change fall behavior. If false only change when falling forward. More... | |
float | FtkBalanceTime [set] |
How long the balancer runs for before fallToKnees starts. More... | |
float | FtkHelperForce [set] |
Hip helper force magnitude - to help character lean over balance point of line between toes. More... | |
bool | FtkHelperForceOnSpine [set] |
Helper force applied to spine3 as well. More... | |
float | FtkLeanHelp [set] |
Help balancer lean amount - to help character lean over balance point of line between toes. Half of this is also applied as hipLean. More... | |
float | FtkSpineBend [set] |
Bend applied to spine when falling from knees. (+ve forward - try -0.1) (only if rds called). More... | |
bool | FtkStiffSpine [set] |
Stiffen spine when falling from knees (only if rds called). More... | |
float | FtkImpactLooseness [set] |
Looseness (muscleStiffness = 1.01f - m_parameters.ftkImpactLooseness) applied to upperBody on knee impacts. More... | |
float | FtkImpactLoosenessTime [set] |
Time that looseness is applied after knee impacts. More... | |
float | FtkBendRate [set] |
Rate at which the legs are bent to go from standing to on knees. More... | |
float | FtkHipBlend [set] |
Blend from current hip to balancing on knees hip angle. More... | |
float | FtkLungeProb [set] |
Probability that a lunge reaction will be allowed. More... | |
bool | FtkKneeSpin [set] |
When on knees allow some spinning of the character. If false then the balancers' footSlipCompensation remains on and tends to keep the character facing the same way as when it was balancing. More... | |
float | FtkFricMult [set] |
Multiplier on the reduction of friction for the feet based on angle away from horizontal - helps the character fall to knees quicker. More... | |
float | FtkHipAngleFall [set] |
Apply this hip angle when the character starts to fall backwards when on knees. More... | |
float | FtkPitchForwards [set] |
Hip pitch applied (+ve forward, -ve backwards) if character is falling forwards on way down to it's knees. More... | |
float | FtkPitchBackwards [set] |
Hip pitch applied (+ve forward, -ve backwards) if character is falling backwards on way down to it's knees. More... | |
float | FtkFallBelowStab [set] |
Balancer instability below which the character starts to bend legs even if it isn't going to fall on to it's knees (i.e. if going backwards). 0.3 almost ensures a fall to knees but means the character will keep stepping backward until it slows down enough. More... | |
float | FtkBalanceAbortThreshold [set] |
When the character gives up and goes into a fall. More... | |
int | FtkOnKneesArmType [set] |
Type of arm response when on knees falling forward 0=useFallArms (from RollDownstairs or catchFall), 1= armsIn, 2=armsOut. More... | |
float | FtkReleaseReachForWound [set] |
Release the reachForWound this amount of time after the knees have hit. If LT 0.0 then keep reaching for wound regardless of fall/onground state. More... | |
bool | FtkReachForWound [set] |
True = Keep reaching for wound regardless of fall/onground state. false = respect the shotConfigureArms params: reachFalling, reachFallingWithOneHand, reachOnFloor. More... | |
bool | FtkReleasePointGun [set] |
Override the pointGun when knees hit. More... | |
bool | FtkFailMustCollide [set] |
The upper body of the character must be colliding and other failure conditions met to fail. 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 fall to knees shot.
GTA.NaturalMotion.ShotFallToKneesHelper.ShotFallToKneesHelper | ( | Ped | ped | ) |
Creates a new Instance of the ShotFallToKneesHelper for sending a ShotFallToKnees Message to a given Ped.
Configure the fall to knees shot.
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Type of reaction.
Default value = False.
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set |
Always change fall behavior. If false only change when falling forward.
Default value = False.
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When the character gives up and goes into a fall.
Default value = 2.0f. Min value = 0.0f. Max value = 4.0f.
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How long the balancer runs for before fallToKnees starts.
Default value = 0.7f. Min value = 0.0f. Max value = 5.0f.
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Rate at which the legs are bent to go from standing to on knees.
Default value = 0.7f. Min value = 0.0f. Max value = 4.0f.
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The upper body of the character must be colliding and other failure conditions met to fail.
Default value = True.
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Balancer instability below which the character starts to bend legs even if it isn't going to fall on to it's knees (i.e. if going backwards). 0.3 almost ensures a fall to knees but means the character will keep stepping backward until it slows down enough.
Default value = 0.5f. Min value = 0.0f. Max value = 15.0f.
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Multiplier on the reduction of friction for the feet based on angle away from horizontal - helps the character fall to knees quicker.
Default value = 1.0f. Min value = 0.0f. Max value = 5.0f.
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Hip helper force magnitude - to help character lean over balance point of line between toes.
Default value = 200.0f. Min value = 0.0f. Max value = 2000.0f.
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Helper force applied to spine3 as well.
Default value = True.
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Apply this hip angle when the character starts to fall backwards when on knees.
Default value = 0.5f. Min value = -1.0f. Max value = 1.0f.
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Blend from current hip to balancing on knees hip angle.
Default value = 0.3f. Min value = 0.0f. Max value = 1.0f.
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Looseness (muscleStiffness = 1.01f - m_parameters.ftkImpactLooseness) applied to upperBody on knee impacts.
Default value = 0.5f. Min value = 0.0f. Max value = 1.0f.
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Time that looseness is applied after knee impacts.
Default value = 0.2f. Min value = -0.1f. Max value = 1.0f.
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When on knees allow some spinning of the character. If false then the balancers' footSlipCompensation remains on and tends to keep the character facing the same way as when it was balancing.
Default value = False.
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Help balancer lean amount - to help character lean over balance point of line between toes. Half of this is also applied as hipLean.
Default value = 0.1f. Min value = 0.0f. Max value = 0.3f.
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Probability that a lunge reaction will be allowed.
Default value = 0.0f. Min value = 0.0f. Max value = 1.0f.
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Type of arm response when on knees falling forward 0=useFallArms (from RollDownstairs or catchFall), 1= armsIn, 2=armsOut.
Default value = 2. Min value = 0. Max value = 2.
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Hip pitch applied (+ve forward, -ve backwards) if character is falling backwards on way down to it's knees.
Default value = 0.1f. Min value = -0.5f. Max value = 0.5f.
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Hip pitch applied (+ve forward, -ve backwards) if character is falling forwards on way down to it's knees.
Default value = 0.1f. Min value = -0.5f. Max value = 0.5f.
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True = Keep reaching for wound regardless of fall/onground state. false = respect the shotConfigureArms params: reachFalling, reachFallingWithOneHand, reachOnFloor.
Default value = True.
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Override the pointGun when knees hit.
Default value = False.
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Release the reachForWound this amount of time after the knees have hit. If LT 0.0 then keep reaching for wound regardless of fall/onground state.
Default value = -1.0f. Min value = -1.0f. Max value = 5.0f.
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Bend applied to spine when falling from knees. (+ve forward - try -0.1) (only if rds called).
Default value = 0.0f. Min value = -0.2f. Max value = 0.3f.
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Stiffen spine when falling from knees (only if rds called).
Default value = False.