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.ShotHelper Class Reference
Inheritance diagram for GTA.NaturalMotion.ShotHelper:
GTA.NaturalMotion.CustomHelper

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...
 

Constructor & Destructor Documentation

◆ ShotHelper()

GTA.NaturalMotion.ShotHelper.ShotHelper ( Ped  ped)

Creates a new Instance of the ShotHelper for sending a Shot Message to a given Ped.

Parameters
pedThe Ped to send the Shot Message to.

Property Documentation

◆ AllowInjuredArm

bool GTA.NaturalMotion.ShotHelper.AllowInjuredArm
set

Injured arm code runs if arm hit (turns and steps and bends injured arm).

Default value = False.

◆ AllowInjuredLeg

bool GTA.NaturalMotion.ShotHelper.AllowInjuredLeg
set

When false injured leg is not bent and character does not bend to reach it.

Default value = True.

◆ AllowInjuredLowerLegReach

bool GTA.NaturalMotion.ShotHelper.AllowInjuredLowerLegReach
set

When false don't try to reach for injured Lower Legs (shins/feet).

Default value = False.

◆ AllowInjuredThighReach

bool GTA.NaturalMotion.ShotHelper.AllowInjuredThighReach
set

When false don't try to reach for injured Thighs.

Default value = True.

◆ AlwaysResetLooseness

bool GTA.NaturalMotion.ShotHelper.AlwaysResetLooseness
set

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.

◆ AlwaysResetNeckLooseness

bool GTA.NaturalMotion.ShotHelper.AlwaysResetNeckLooseness
set

Neck looseness always reset on shotNewBullet even if previous looseness ramp still running.

Default value = True.

◆ AngVelScale

float GTA.NaturalMotion.ShotHelper.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).

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

◆ AngVelScaleMask

string GTA.NaturalMotion.ShotHelper.AngVelScaleMask
set

Parts to scale the initial angular velocity by angVelScale (otherwize scale by 1.0).

Default value = "fb".

◆ ArmStiffness

float GTA.NaturalMotion.ShotHelper.ArmStiffness
set

Arm stiffness.

Default value = 10.0f. Min value = 6.0f. Max value = 16.0f.

◆ BodyStiffness

float GTA.NaturalMotion.ShotHelper.BodyStiffness
set

Stiffness of body. Feeds through to roll_up.

Default value = 11.0f. Min value = 6.0f. Max value = 16.0f.

◆ BulletProofVest

bool GTA.NaturalMotion.ShotHelper.BulletProofVest
set

Looseness applied to spine is different if bulletProofVest is true.

Default value = False.

◆ ChickenArms

bool GTA.NaturalMotion.ShotHelper.ChickenArms
set

Type of reaction.

Default value = False.

◆ CpainDuration

float GTA.NaturalMotion.ShotHelper.CpainDuration
set

Conscious pain duration at cpainMag/cpainTwistMag after cpainSmooth2Time.

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

◆ CpainMag

float GTA.NaturalMotion.ShotHelper.CpainMag
set

Conscious pain spine Lean(back/Forward) magnitude (Replaces spinePainMultiplier).

Default value = 1.0f. Min value = 0.0f. Max value = 10.0f.

◆ CpainSmooth2Time

float GTA.NaturalMotion.ShotHelper.CpainSmooth2Time
set

Conscious pain duration ramping from zero to cpainMag/cpainTwistMag.

Default value = 0.2f. Min value = 0.0f. Max value = 10.0f.

◆ CpainSmooth2Zero

float GTA.NaturalMotion.ShotHelper.CpainSmooth2Zero
set

Conscious pain ramping to zero after cpainSmooth2Time + cpainDuration (Replaces spinePainTime).

Default value = 1.5f. Min value = 0.0f. Max value = 10.0f.

◆ CpainTwistMag

float GTA.NaturalMotion.ShotHelper.CpainTwistMag
set

Conscious pain spine Twist/Lean2Side magnitude Replaces spinePainTwistMultiplier).

Default value = 0.5f. Min value = 0.0f. Max value = 10.0f.

◆ Crouching

bool GTA.NaturalMotion.ShotHelper.Crouching
set

Is the guy crouching or not.

Default value = False.

◆ CStrLowerMax

float GTA.NaturalMotion.ShotHelper.CStrLowerMax
set

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

◆ CStrLowerMin

float GTA.NaturalMotion.ShotHelper.CStrLowerMin
set

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

◆ CStrUpperMax

float GTA.NaturalMotion.ShotHelper.CStrUpperMax
set

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

◆ CStrUpperMin

float GTA.NaturalMotion.ShotHelper.CStrUpperMin
set

Proportions to what the strength would be normally.

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

◆ DeathTime

float GTA.NaturalMotion.ShotHelper.DeathTime
set

Time to death (HACK for underwater). If -ve don't ever die.

Default value = -1.0f. Min value = -1.0f. Max value = 1000.0f.

◆ ExagDuration

float GTA.NaturalMotion.ShotHelper.ExagDuration
set

Exaggerate bullet duration (at exagMag/exagTwistMag).

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

◆ ExagMag

float GTA.NaturalMotion.ShotHelper.ExagMag
set

Exaggerate bullet spine Lean magnitude.

Default value = 1.0f. Min value = 0.0f. Max value = 10.0f.

◆ ExagSmooth2Zero

float GTA.NaturalMotion.ShotHelper.ExagSmooth2Zero
set

Exaggerate bullet duration ramping to zero after exagDuration.

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

◆ ExagTwistMag

float GTA.NaturalMotion.ShotHelper.ExagTwistMag
set

Exaggerate bullet spine Twist magnitude.

Default value = 0.5f. Min value = 0.0f. Max value = 10.0f.

◆ ExagZeroTime

float GTA.NaturalMotion.ShotHelper.ExagZeroTime
set

Exaggerate bullet time spent at 0 spine lean/twist after exagDuration + exagSmooth2Zero.

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

◆ FallingReaction

int GTA.NaturalMotion.ShotHelper.FallingReaction
set

0=Rollup, 1=Catchfall, 2=rollDownStairs, 3=smartFall.

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

◆ Fling

bool GTA.NaturalMotion.ShotHelper.Fling
set

Type of reaction.

Default value = False.

◆ FlingTime

float GTA.NaturalMotion.ShotHelper.FlingTime
set

Duration of the fling behavior.

Default value = 0.6f. Min value = 0.0f. Max value = 1.0f.

◆ FlingWidth

float GTA.NaturalMotion.ShotHelper.FlingWidth
set

Width of the fling behavior.

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

◆ GrabHoldTime

float GTA.NaturalMotion.ShotHelper.GrabHoldTime
set

How long to hold for before returning to relaxed arm position.

Default value = 2.0f. Min value = 0.0f. Max value = 10.0f.

◆ InitialNeckDamping

float GTA.NaturalMotion.ShotHelper.InitialNeckDamping
set

Intial damping of neck after being shot.

Default value = 1.0f. Min value = 0.1f. Max value = 10.0f.

◆ InitialNeckDuration

float GTA.NaturalMotion.ShotHelper.InitialNeckDuration
set

Duration for which the neck stays at intial stiffness/damping.

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

◆ InitialNeckRampDuration

float GTA.NaturalMotion.ShotHelper.InitialNeckRampDuration
set

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.

◆ InitialNeckStiffness

float GTA.NaturalMotion.ShotHelper.InitialNeckStiffness
set

Initial stiffness of neck after being shot.

Default value = 14.0f. Min value = 3.0f. Max value = 16.0f.

◆ InitialWeaknessRampDuration

float GTA.NaturalMotion.ShotHelper.InitialWeaknessRampDuration
set

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.

◆ InitialWeaknessZeroDuration

float GTA.NaturalMotion.ShotHelper.InitialWeaknessZeroDuration
set

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.

◆ KMult4Legs

float GTA.NaturalMotion.ShotHelper.KMult4Legs
set

How much to add to leg stiffnesses dependent on looseness.

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

◆ KMultOnLoose

float GTA.NaturalMotion.ShotHelper.KMultOnLoose
set

How much to add to upperbody stiffness dependent on looseness.

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

◆ Looseness4Fall

float GTA.NaturalMotion.ShotHelper.Looseness4Fall
set

How loose the character is made by a newBullet if falling.

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

◆ Looseness4Stagger

float GTA.NaturalMotion.ShotHelper.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.

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

◆ LoosenessAmount

float GTA.NaturalMotion.ShotHelper.LoosenessAmount
set

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.

◆ Melee

bool GTA.NaturalMotion.ShotHelper.Melee
set

Default value = False.

◆ MinArmsLooseness

float GTA.NaturalMotion.ShotHelper.MinArmsLooseness
set

Minimum looseness to apply to the arms.

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

◆ MinLegsLooseness

float GTA.NaturalMotion.ShotHelper.MinLegsLooseness
set

Minimum looseness to apply to the Legs.

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

◆ NeckDamping

float GTA.NaturalMotion.ShotHelper.NeckDamping
set

Damping of neck.

Default value = 1.0f. Min value = 0.1f. Max value = 2.0f.

◆ NeckStiffness

float GTA.NaturalMotion.ShotHelper.NeckStiffness
set

Stiffness of neck.

Default value = 14.0f. Min value = 3.0f. Max value = 16.0f.

◆ ReachForWound

bool GTA.NaturalMotion.ShotHelper.ReachForWound
set

Type of reaction.

Default value = True.

◆ SpineBlendExagCPain

bool GTA.NaturalMotion.ShotHelper.SpineBlendExagCPain
set

True: spine is blended with zero pose, false: spine is blended with zero pose if not setting exag or cpain.

Default value = False.

◆ SpineBlendZero

float GTA.NaturalMotion.ShotHelper.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.

Default value = 0.6f. Min value = -0.1f. Max value = 1.0f.

◆ SpineDamping

float GTA.NaturalMotion.ShotHelper.SpineDamping
set

Stiffness of body. Feeds through to roll_up.

Default value = 1.0f. Min value = 0.1f. Max value = 2.0f.

◆ StableHandsAndNeck

bool GTA.NaturalMotion.ShotHelper.StableHandsAndNeck
set

Additional stability for hands and neck (less loose).

Default value = False.

◆ TimeBeforeReachForWound

float GTA.NaturalMotion.ShotHelper.TimeBeforeReachForWound
set

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.

◆ UseCStrModulation

bool GTA.NaturalMotion.ShotHelper.UseCStrModulation
set

If enabled upper and lower body strength scales with character strength, using the range given by parameters below.

Default value = False.

◆ UseExtendedCatchFall

bool GTA.NaturalMotion.ShotHelper.UseExtendedCatchFall
set

Keep the character active instead of relaxing at the end of the catch fall.

Default value = False.


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