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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Public Member Functions | |
ShotHelper (Ped ped) | |
Creates a new Instance of the ShotHelper for sending a Shot 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 | |
float | BodyStiffness [set] |
Stiffness of body. Feeds through to roll_up. More... | |
float | SpineDamping [set] |
Stiffness of body. Feeds through to roll_up. More... | |
float | ArmStiffness [set] |
Arm stiffness. More... | |
float | InitialNeckStiffness [set] |
Initial stiffness of neck after being shot. More... | |
float | InitialNeckDamping [set] |
Intial damping of neck after being shot. More... | |
float | NeckStiffness [set] |
Stiffness of neck. More... | |
float | NeckDamping [set] |
Damping of neck. More... | |
float | KMultOnLoose [set] |
How much to add to upperbody stiffness dependent on looseness. More... | |
float | KMult4Legs [set] |
How much to add to leg stiffnesses dependent on looseness. More... | |
float | LoosenessAmount [set] |
How loose the character is made by a newBullet. Between 0 and 1. More... | |
float | Looseness4Fall [set] |
How loose the character is made by a newBullet if falling. More... | |
float | Looseness4Stagger [set] |
How loose the upperBody of the character is made by a newBullet if staggerFall is running (and not falling). Note atm the neck ramp values are ignored in staggerFall. More... | |
float | MinArmsLooseness [set] |
Minimum looseness to apply to the arms. More... | |
float | MinLegsLooseness [set] |
Minimum looseness to apply to the Legs. More... | |
float | GrabHoldTime [set] |
How long to hold for before returning to relaxed arm position. More... | |
bool | SpineBlendExagCPain [set] |
True: spine is blended with zero pose, false: spine is blended with zero pose if not setting exag or cpain. More... | |
float | SpineBlendZero [set] |
Spine is always blended with zero pose this much and up to 1 as the character become stationary. If negative no blend is ever applied. More... | |
bool | BulletProofVest [set] |
Looseness applied to spine is different if bulletProofVest is true. More... | |
bool | AlwaysResetLooseness [set] |
Looseness always reset on shotNewBullet even if previous looseness ramp still running. Except for the neck which has it's own ramp. More... | |
bool | AlwaysResetNeckLooseness [set] |
Neck looseness always reset on shotNewBullet even if previous looseness ramp still running. More... | |
float | AngVelScale [set] |
How much to scale the angular velocity coming in from animation of a part if it is in angVelScaleMask (otherwise scale by 1.0). More... | |
string | AngVelScaleMask [set] |
Parts to scale the initial angular velocity by angVelScale (otherwize scale by 1.0). More... | |
float | FlingWidth [set] |
Width of the fling behavior. More... | |
float | FlingTime [set] |
Duration of the fling behavior. More... | |
float | TimeBeforeReachForWound [set] |
Time, in seconds, before the character begins to grab for the wound on the first hit. More... | |
float | ExagDuration [set] |
Exaggerate bullet duration (at exagMag/exagTwistMag). More... | |
float | ExagMag [set] |
Exaggerate bullet spine Lean magnitude. More... | |
float | ExagTwistMag [set] |
Exaggerate bullet spine Twist magnitude. More... | |
float | ExagSmooth2Zero [set] |
Exaggerate bullet duration ramping to zero after exagDuration. More... | |
float | ExagZeroTime [set] |
Exaggerate bullet time spent at 0 spine lean/twist after exagDuration + exagSmooth2Zero. More... | |
float | CpainSmooth2Time [set] |
Conscious pain duration ramping from zero to cpainMag/cpainTwistMag. More... | |
float | CpainDuration [set] |
Conscious pain duration at cpainMag/cpainTwistMag after cpainSmooth2Time. More... | |
float | CpainMag [set] |
Conscious pain spine Lean(back/Forward) magnitude (Replaces spinePainMultiplier). More... | |
float | CpainTwistMag [set] |
Conscious pain spine Twist/Lean2Side magnitude Replaces spinePainTwistMultiplier). More... | |
float | CpainSmooth2Zero [set] |
Conscious pain ramping to zero after cpainSmooth2Time + cpainDuration (Replaces spinePainTime). More... | |
bool | Crouching [set] |
Is the guy crouching or not. More... | |
bool | ChickenArms [set] |
Type of reaction. More... | |
bool | ReachForWound [set] |
Type of reaction. More... | |
bool | Fling [set] |
Type of reaction. More... | |
bool | AllowInjuredArm [set] |
Injured arm code runs if arm hit (turns and steps and bends injured arm). More... | |
bool | AllowInjuredLeg [set] |
When false injured leg is not bent and character does not bend to reach it. More... | |
bool | AllowInjuredLowerLegReach [set] |
When false don't try to reach for injured Lower Legs (shins/feet). More... | |
bool | AllowInjuredThighReach [set] |
When false don't try to reach for injured Thighs. More... | |
bool | StableHandsAndNeck [set] |
Additional stability for hands and neck (less loose). More... | |
bool | Melee [set] |
int | FallingReaction [set] |
0=Rollup, 1=Catchfall, 2=rollDownStairs, 3=smartFall. More... | |
bool | UseExtendedCatchFall [set] |
Keep the character active instead of relaxing at the end of the catch fall. More... | |
float | InitialWeaknessZeroDuration [set] |
Duration for which the character's upper body stays at minimum stiffness (not quite zero). More... | |
float | InitialWeaknessRampDuration [set] |
Duration of the ramp to bring the character's upper body stiffness back to normal levels. More... | |
float | InitialNeckDuration [set] |
Duration for which the neck stays at intial stiffness/damping. More... | |
float | InitialNeckRampDuration [set] |
Duration of the ramp to bring the neck stiffness/damping back to normal levels. More... | |
bool | UseCStrModulation [set] |
If enabled upper and lower body strength scales with character strength, using the range given by parameters below. More... | |
float | CStrUpperMin [set] |
Proportions to what the strength would be normally. More... | |
float | CStrUpperMax [set] |
float | CStrLowerMin [set] |
float | CStrLowerMax [set] |
float | DeathTime [set] |
Time to death (HACK for underwater). If -ve don't ever die. 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... | |
GTA.NaturalMotion.ShotHelper.ShotHelper | ( | Ped | ped | ) |
Creates a new Instance of the ShotHelper for sending a Shot Message to a given Ped.
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Injured arm code runs if arm hit (turns and steps and bends injured arm).
Default value = False.
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When false injured leg is not bent and character does not bend to reach it.
Default value = True.
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When false don't try to reach for injured Lower Legs (shins/feet).
Default value = False.
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When false don't try to reach for injured Thighs.
Default value = True.
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Looseness always reset on shotNewBullet even if previous looseness ramp still running. Except for the neck which has it's own ramp.
Default value = True.
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Neck looseness always reset on shotNewBullet even if previous looseness ramp still running.
Default value = True.
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How much to scale the angular velocity coming in from animation of a part if it is in angVelScaleMask (otherwise scale by 1.0).
Default value = 1.0f. Min value = 0.0f. Max value = 1.0f.
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Parts to scale the initial angular velocity by angVelScale (otherwize scale by 1.0).
Default value = "fb".
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Arm stiffness.
Default value = 10.0f. Min value = 6.0f. Max value = 16.0f.
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Stiffness of body. Feeds through to roll_up.
Default value = 11.0f. Min value = 6.0f. Max value = 16.0f.
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Looseness applied to spine is different if bulletProofVest is true.
Default value = False.
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Type of reaction.
Default value = False.
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Conscious pain duration at cpainMag/cpainTwistMag after cpainSmooth2Time.
Default value = 0.0f. Min value = 0.0f. Max value = 10.0f.
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Conscious pain spine Lean(back/Forward) magnitude (Replaces spinePainMultiplier).
Default value = 1.0f. Min value = 0.0f. Max value = 10.0f.
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Conscious pain duration ramping from zero to cpainMag/cpainTwistMag.
Default value = 0.2f. Min value = 0.0f. Max value = 10.0f.
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Conscious pain ramping to zero after cpainSmooth2Time + cpainDuration (Replaces spinePainTime).
Default value = 1.5f. Min value = 0.0f. Max value = 10.0f.
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Conscious pain spine Twist/Lean2Side magnitude Replaces spinePainTwistMultiplier).
Default value = 0.5f. Min value = 0.0f. Max value = 10.0f.
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Is the guy crouching or not.
Default value = False.
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Default value = 1.0f. Min value = 0.1f. Max value = 1.0f.
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Default value = 0.1f. Min value = 0.1f. Max value = 1.0f.
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Default value = 1.0f. Min value = 0.1f. Max value = 1.0f.
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Proportions to what the strength would be normally.
Default value = 0.1f. Min value = 0.1f. Max value = 1.0f.
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Time to death (HACK for underwater). If -ve don't ever die.
Default value = -1.0f. Min value = -1.0f. Max value = 1000.0f.
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Exaggerate bullet duration (at exagMag/exagTwistMag).
Default value = 0.0f. Min value = 0.0f. Max value = 10.0f.
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Exaggerate bullet spine Lean magnitude.
Default value = 1.0f. Min value = 0.0f. Max value = 10.0f.
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Exaggerate bullet duration ramping to zero after exagDuration.
Default value = 0.0f. Min value = 0.0f. Max value = 10.0f.
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Exaggerate bullet spine Twist magnitude.
Default value = 0.5f. Min value = 0.0f. Max value = 10.0f.
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Exaggerate bullet time spent at 0 spine lean/twist after exagDuration + exagSmooth2Zero.
Default value = 0.0f. Min value = 0.0f. Max value = 10.0f.
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0=Rollup, 1=Catchfall, 2=rollDownStairs, 3=smartFall.
Default value = 0. Min value = 0. Max value = 3.
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Type of reaction.
Default value = False.
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Duration of the fling behavior.
Default value = 0.6f. Min value = 0.0f. Max value = 1.0f.
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Width of the fling behavior.
Default value = 0.5f. Min value = 0.0f. Max value = 1.0f.
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How long to hold for before returning to relaxed arm position.
Default value = 2.0f. Min value = 0.0f. Max value = 10.0f.
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Intial damping of neck after being shot.
Default value = 1.0f. Min value = 0.1f. Max value = 10.0f.
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Duration for which the neck stays at intial stiffness/damping.
Default value = 0.0f. Min value = 0.0f. Max value = 10.0f.
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Duration of the ramp to bring the neck stiffness/damping back to normal levels.
Default value = 0.4f. Min value = 0.0f. Max value = 10.0f.
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Initial stiffness of neck after being shot.
Default value = 14.0f. Min value = 3.0f. Max value = 16.0f.
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Duration of the ramp to bring the character's upper body stiffness back to normal levels.
Default value = 0.4f. Min value = 0.0f. Max value = 10.0f.
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Duration for which the character's upper body stays at minimum stiffness (not quite zero).
Default value = 0.0f. Min value = 0.0f. Max value = 10.0f.
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How much to add to leg stiffnesses dependent on looseness.
Default value = 0.3f. Min value = 0.0f. Max value = 1.0f.
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How much to add to upperbody stiffness dependent on looseness.
Default value = 0.0f. Min value = 0.0f. Max value = 1.0f.
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How loose the character is made by a newBullet if falling.
Default value = 0.0f. Min value = 0.0f. Max value = 1.0f.
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How loose the upperBody of the character is made by a newBullet if staggerFall is running (and not falling). Note atm the neck ramp values are ignored in staggerFall.
Default value = 0.0f. Min value = 0.0f. Max value = 1.0f.
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How loose the character is made by a newBullet. Between 0 and 1.
Default value = 1.0f. Min value = 0.0f. Max value = 1.0f.
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Default value = False.
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Minimum looseness to apply to the arms.
Default value = 0.1f. Min value = 0.0f. Max value = 1.0f.
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Minimum looseness to apply to the Legs.
Default value = 0.1f. Min value = 0.0f. Max value = 1.0f.
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Damping of neck.
Default value = 1.0f. Min value = 0.1f. Max value = 2.0f.
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Stiffness of neck.
Default value = 14.0f. Min value = 3.0f. Max value = 16.0f.
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Type of reaction.
Default value = True.
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True: spine is blended with zero pose, false: spine is blended with zero pose if not setting exag or cpain.
Default value = False.
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Spine is always blended with zero pose this much and up to 1 as the character become stationary. If negative no blend is ever applied.
Default value = 0.6f. Min value = -0.1f. Max value = 1.0f.
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Stiffness of body. Feeds through to roll_up.
Default value = 1.0f. Min value = 0.1f. Max value = 2.0f.
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Additional stability for hands and neck (less loose).
Default value = False.
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Time, in seconds, before the character begins to grab for the wound on the first hit.
Default value = 0.2f. Min value = 0.0f. Max value = 10.0f.
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If enabled upper and lower body strength scales with character strength, using the range given by parameters below.
Default value = False.
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Keep the character active instead of relaxing at the end of the catch fall.
Default value = False.