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.ShotFallToKneesHelper Class Reference

Configure the fall to knees shot. More...

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

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...
 

Detailed Description

Configure the fall to knees shot.

Constructor & Destructor Documentation

◆ ShotFallToKneesHelper()

GTA.NaturalMotion.ShotFallToKneesHelper.ShotFallToKneesHelper ( Ped  ped)

Creates a new Instance of the ShotFallToKneesHelper for sending a ShotFallToKnees Message to a given Ped.

Parameters
pedThe Ped to send the ShotFallToKnees Message to.

Configure the fall to knees shot.

Property Documentation

◆ FallToKnees

bool GTA.NaturalMotion.ShotFallToKneesHelper.FallToKnees
set

Type of reaction.

Default value = False.

◆ FtkAlwaysChangeFall

bool GTA.NaturalMotion.ShotFallToKneesHelper.FtkAlwaysChangeFall
set

Always change fall behavior. If false only change when falling forward.

Default value = False.

◆ FtkBalanceAbortThreshold

float GTA.NaturalMotion.ShotFallToKneesHelper.FtkBalanceAbortThreshold
set

When the character gives up and goes into a fall.

Default value = 2.0f. Min value = 0.0f. Max value = 4.0f.

◆ FtkBalanceTime

float GTA.NaturalMotion.ShotFallToKneesHelper.FtkBalanceTime
set

How long the balancer runs for before fallToKnees starts.

Default value = 0.7f. Min value = 0.0f. Max value = 5.0f.

◆ FtkBendRate

float GTA.NaturalMotion.ShotFallToKneesHelper.FtkBendRate
set

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.

◆ FtkFailMustCollide

bool GTA.NaturalMotion.ShotFallToKneesHelper.FtkFailMustCollide
set

The upper body of the character must be colliding and other failure conditions met to fail.

Default value = True.

◆ FtkFallBelowStab

float GTA.NaturalMotion.ShotFallToKneesHelper.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.

Default value = 0.5f. Min value = 0.0f. Max value = 15.0f.

◆ FtkFricMult

float GTA.NaturalMotion.ShotFallToKneesHelper.FtkFricMult
set

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.

◆ FtkHelperForce

float GTA.NaturalMotion.ShotFallToKneesHelper.FtkHelperForce
set

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.

◆ FtkHelperForceOnSpine

bool GTA.NaturalMotion.ShotFallToKneesHelper.FtkHelperForceOnSpine
set

Helper force applied to spine3 as well.

Default value = True.

◆ FtkHipAngleFall

float GTA.NaturalMotion.ShotFallToKneesHelper.FtkHipAngleFall
set

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.

◆ FtkHipBlend

float GTA.NaturalMotion.ShotFallToKneesHelper.FtkHipBlend
set

Blend from current hip to balancing on knees hip angle.

Default value = 0.3f. Min value = 0.0f. Max value = 1.0f.

◆ FtkImpactLooseness

float GTA.NaturalMotion.ShotFallToKneesHelper.FtkImpactLooseness
set

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.

◆ FtkImpactLoosenessTime

float GTA.NaturalMotion.ShotFallToKneesHelper.FtkImpactLoosenessTime
set

Time that looseness is applied after knee impacts.

Default value = 0.2f. Min value = -0.1f. Max value = 1.0f.

◆ FtkKneeSpin

bool GTA.NaturalMotion.ShotFallToKneesHelper.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.

Default value = False.

◆ FtkLeanHelp

float GTA.NaturalMotion.ShotFallToKneesHelper.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.

Default value = 0.1f. Min value = 0.0f. Max value = 0.3f.

◆ FtkLungeProb

float GTA.NaturalMotion.ShotFallToKneesHelper.FtkLungeProb
set

Probability that a lunge reaction will be allowed.

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

◆ FtkOnKneesArmType

int GTA.NaturalMotion.ShotFallToKneesHelper.FtkOnKneesArmType
set

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.

◆ FtkPitchBackwards

float GTA.NaturalMotion.ShotFallToKneesHelper.FtkPitchBackwards
set

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.

◆ FtkPitchForwards

float GTA.NaturalMotion.ShotFallToKneesHelper.FtkPitchForwards
set

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.

◆ FtkReachForWound

bool GTA.NaturalMotion.ShotFallToKneesHelper.FtkReachForWound
set

True = Keep reaching for wound regardless of fall/onground state. false = respect the shotConfigureArms params: reachFalling, reachFallingWithOneHand, reachOnFloor.

Default value = True.

◆ FtkReleasePointGun

bool GTA.NaturalMotion.ShotFallToKneesHelper.FtkReleasePointGun
set

Override the pointGun when knees hit.

Default value = False.

◆ FtkReleaseReachForWound

float GTA.NaturalMotion.ShotFallToKneesHelper.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.

Default value = -1.0f. Min value = -1.0f. Max value = 5.0f.

◆ FtkSpineBend

float GTA.NaturalMotion.ShotFallToKneesHelper.FtkSpineBend
set

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.

◆ FtkStiffSpine

bool GTA.NaturalMotion.ShotFallToKneesHelper.FtkStiffSpine
set

Stiffen spine when falling from knees (only if rds called).

Default value = False.


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