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 | |
StaggerFallHelper (Ped ped) | |
Creates a new Instance of the StaggerFallHelper for sending a StaggerFall 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 | ArmStiffness [set] |
Stiffness of arms. Catch_fall's stiffness scales with this value, but has default values when this is default. More... | |
float | ArmDamping [set] |
Sets damping value for the arms. More... | |
float | SpineDamping [set] |
float | SpineStiffness [set] |
float | ArmStiffnessStart [set] |
ArmStiffness during the yanked timescale i.e. timeAtStartValues. More... | |
float | ArmDampingStart [set] |
ArmDamping during the yanked timescale i.e. timeAtStartValues. More... | |
float | SpineDampingStart [set] |
SpineDamping during the yanked timescale i.e. timeAtStartValues. More... | |
float | SpineStiffnessStart [set] |
SpineStiffness during the yanked timescale i.e. timeAtStartValues. More... | |
float | TimeAtStartValues [set] |
Time spent with Start values for arms and spine stiffness and damping i.e. for whiplash effect. More... | |
float | RampTimeFromStartValues [set] |
Time spent ramping from Start to end values for arms and spine stiffness and damping i.e. for whiplash effect (occurs after timeAtStartValues). More... | |
float | StaggerStepProb [set] |
Probability per step of time spent in a stagger step. More... | |
int | StepsTillStartEnd [set] |
Steps taken before lowerBodyStiffness starts ramping down by perStepReduction1. More... | |
float | TimeStartEnd [set] |
Time from start of behavior before lowerBodyStiffness starts ramping down for rampTimeToEndValues to endValues. More... | |
float | RampTimeToEndValues [set] |
Time spent ramping from lowerBodyStiffness to lowerBodyStiffnessEnd. More... | |
float | LowerBodyStiffness [set] |
LowerBodyStiffness should be 12. More... | |
float | LowerBodyStiffnessEnd [set] |
LowerBodyStiffness at end. More... | |
float | PredictionTime [set] |
Amount of time (seconds) into the future that the character tries to step to. Bigger values try to recover with fewer, bigger steps. Smaller values recover with smaller steps, and generally recover less. More... | |
float | PerStepReduction1 [set] |
LowerBody stiffness will be reduced every step to make the character fallover. More... | |
float | LeanInDirRate [set] |
LeanInDirection will be increased from 0 to leanInDirMax linearly at this rate. More... | |
float | LeanInDirMaxF [set] |
Max of leanInDirection magnitude when going forwards. More... | |
float | LeanInDirMaxB [set] |
Max of leanInDirection magnitude when going backwards. More... | |
float | LeanHipsMaxF [set] |
Max of leanInDirectionHips magnitude when going forwards. More... | |
float | LeanHipsMaxB [set] |
Max of leanInDirectionHips magnitude when going backwards. More... | |
float | Lean2multF [set] |
Lean of spine to side in side velocity direction when going forwards. More... | |
float | Lean2multB [set] |
Lean of spine to side in side velocity direction when going backwards. More... | |
float | PushOffDist [set] |
Amount stance foot is behind com in the direction of velocity before the leg tries to pushOff to increase momentum. Increase to lower the probability of the pushOff making the character bouncy. More... | |
float | MaxPushoffVel [set] |
Stance leg will only pushOff to increase momentum if the vertical hip velocity is less than this value. 0.4 seems like a good value. The higher it is the less this functionality is applied. If it is very low or negative this can stop the pushOff altogether. More... | |
float | HipBendMult [set] |
HipBend scaled with velocity. More... | |
bool | AlwaysBendForwards [set] |
Bend forwards at the hip (hipBendMult) whether moving backwards or forwards. More... | |
float | SpineBendMult [set] |
Spine bend scaled with velocity. More... | |
bool | UseHeadLook [set] |
Enable and provide a look-at target to make the character's head turn to face it while balancing, balancer default is 0.2. More... | |
Vector3 | HeadLookPos [set] |
Position of thing to look at. More... | |
int | HeadLookInstanceIndex [set] |
Level index of thing to look at. More... | |
float | HeadLookAtVelProb [set] |
Probability [0-1] that headLook will be looking in the direction of velocity when stepping. More... | |
float | TurnOffProb [set] |
Weighted probability that turn will be off. This is one of six turn type weights. More... | |
float | Turn2TargetProb [set] |
Weighted probability of turning towards headLook target. This is one of six turn type weights. More... | |
float | Turn2VelProb [set] |
Weighted probability of turning towards velocity. This is one of six turn type weights. More... | |
float | TurnAwayProb [set] |
Weighted probability of turning away from headLook target. This is one of six turn type weights. More... | |
float | TurnLeftProb [set] |
Weighted probability of turning left. This is one of six turn type weights. More... | |
float | TurnRightProb [set] |
Weighted probability of turning right. This is one of six turn type weights. More... | |
bool | UseBodyTurn [set] |
Enable and provide a positive bodyTurnTimeout and provide a look-at target to make the character turn to face it while balancing. More... | |
bool | UpperBodyReaction [set] |
Enable upper body reaction i.e. blindBrace and armswindmill. 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.StaggerFallHelper.StaggerFallHelper | ( | Ped | ped | ) |
Creates a new Instance of the StaggerFallHelper for sending a StaggerFall Message to a given Ped.
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set |
Bend forwards at the hip (hipBendMult) whether moving backwards or forwards.
Default value = False.
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Sets damping value for the arms.
Default value = 1.0f. Min value = 0.0f. Max value = 2.0f.
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ArmDamping during the yanked timescale i.e. timeAtStartValues.
Default value = 0.1f. Min value = 0.0f. Max value = 2.0f.
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Stiffness of arms. Catch_fall's stiffness scales with this value, but has default values when this is default.
Default value = 12.0f. Min value = 0.0f. Max value = 16.0f.
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ArmStiffness during the yanked timescale i.e. timeAtStartValues.
Default value = 3.0f. Min value = 0.0f. Max value = 16.0f.
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Probability [0-1] that headLook will be looking in the direction of velocity when stepping.
Default value = 1.0f. Min value = -1.0f. Max value = 1.0f.
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Level index of thing to look at.
Default value = -1. Min value = -1.
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Position of thing to look at.
Default value = Vector3(0.0f, 0.0f, 0.0f).
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HipBend scaled with velocity.
Default value = 0.0f. Min value = -10.0f. Max value = 10.0f.
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Lean of spine to side in side velocity direction when going backwards.
Default value = -2.0f. Min value = -5.0f. Max value = 5.0f.
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Lean of spine to side in side velocity direction when going forwards.
Default value = -1.0f. Min value = -5.0f. Max value = 5.0f.
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Max of leanInDirectionHips magnitude when going backwards.
Default value = 0.0f. Min value = 0.0f. Max value = 1.0f.
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Max of leanInDirectionHips magnitude when going forwards.
Default value = 0.0f. Min value = 0.0f. Max value = 1.0f.
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Max of leanInDirection magnitude when going backwards.
Default value = 0.3f. Min value = 0.0f. Max value = 1.0f.
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Max of leanInDirection magnitude when going forwards.
Default value = 0.1f. Min value = 0.0f. Max value = 1.0f.
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LeanInDirection will be increased from 0 to leanInDirMax linearly at this rate.
Default value = 1.0f. Min value = 0.0f. Max value = 10.0f.
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LowerBodyStiffness should be 12.
Default value = 13.0f. Min value = 0.0f. Max value = 16.0f.
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LowerBodyStiffness at end.
Default value = 8.0f. Min value = 0.0f. Max value = 16.0f.
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Stance leg will only pushOff to increase momentum if the vertical hip velocity is less than this value. 0.4 seems like a good value. The higher it is the less this functionality is applied. If it is very low or negative this can stop the pushOff altogether.
Default value = 20.0f. Min value = -20.0f. Max value = 20.0f.
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LowerBody stiffness will be reduced every step to make the character fallover.
Default value = 0.7f. Min value = 0.0f. Max value = 10.0f.
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Amount of time (seconds) into the future that the character tries to step to. Bigger values try to recover with fewer, bigger steps. Smaller values recover with smaller steps, and generally recover less.
Default value = 0.1f. Min value = 0.0f. Max value = 1.0f.
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Amount stance foot is behind com in the direction of velocity before the leg tries to pushOff to increase momentum. Increase to lower the probability of the pushOff making the character bouncy.
Default value = 0.2f. Min value = -1.0f. Max value = 1.0f.
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Time spent ramping from Start to end values for arms and spine stiffness and damping i.e. for whiplash effect (occurs after timeAtStartValues).
Default value = 0.0f. Min value = 0.0f. Max value = 2.0f.
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Time spent ramping from lowerBodyStiffness to lowerBodyStiffnessEnd.
Default value = 0.0f. Min value = 0.0f. Max value = 10.0f.
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Spine bend scaled with velocity.
Default value = 0.4f. Min value = -10.0f. Max value = 10.0f.
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Default value = 1.0f. Min value = 0.0f. Max value = 2.0f.
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SpineDamping during the yanked timescale i.e. timeAtStartValues.
Default value = 0.1f. Min value = 0.0f. Max value = 2.0f.
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Default value = 10.0f. Min value = 0.0f. Max value = 16.0f.
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SpineStiffness during the yanked timescale i.e. timeAtStartValues.
Default value = 3.0f. Min value = 0.0f. Max value = 16.0f.
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Probability per step of time spent in a stagger step.
Default value = 0.0f. Min value = 0.0f. Max value = 1.0f.
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Steps taken before lowerBodyStiffness starts ramping down by perStepReduction1.
Default value = 2. Min value = 0. Max value = 100.
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Time spent with Start values for arms and spine stiffness and damping i.e. for whiplash effect.
Default value = 0.0f. Min value = 0.0f. Max value = 2.0f.
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Time from start of behavior before lowerBodyStiffness starts ramping down for rampTimeToEndValues to endValues.
Default value = 100.0f. Min value = 0.0f. Max value = 100.0f.
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Weighted probability of turning towards headLook target. This is one of six turn type weights.
Default value = 0.0f. Min value = 0.0f. Max value = 1.0f.
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Weighted probability of turning towards velocity. This is one of six turn type weights.
Default value = 1.0f. Min value = 0.0f. Max value = 1.0f.
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Weighted probability of turning away from headLook target. This is one of six turn type weights.
Default value = 0.0f. Min value = 0.0f. Max value = 1.0f.
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Weighted probability of turning left. This is one of six turn type weights.
Default value = 0.0f. Min value = 0.0f. Max value = 1.0f.
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Weighted probability that turn will be off. This is one of six turn type weights.
Default value = 0.0f. Min value = 0.0f. Max value = 1.0f.
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Weighted probability of turning right. This is one of six turn type weights.
Default value = 0.0f. Min value = 0.0f. Max value = 1.0f.
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Enable upper body reaction i.e. blindBrace and armswindmill.
Default value = True.
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set |
Enable and provide a positive bodyTurnTimeout and provide a look-at target to make the character turn to face it while balancing.
Default value = False.
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Enable and provide a look-at target to make the character's head turn to face it while balancing, balancer default is 0.2.
Default value = True.