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

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...
 

Constructor & Destructor Documentation

◆ StaggerFallHelper()

GTA.NaturalMotion.StaggerFallHelper.StaggerFallHelper ( Ped  ped)

Creates a new Instance of the StaggerFallHelper for sending a StaggerFall Message to a given Ped.

Parameters
pedThe Ped to send the StaggerFall Message to.

Property Documentation

◆ AlwaysBendForwards

bool GTA.NaturalMotion.StaggerFallHelper.AlwaysBendForwards
set

Bend forwards at the hip (hipBendMult) whether moving backwards or forwards.

Default value = False.

◆ ArmDamping

float GTA.NaturalMotion.StaggerFallHelper.ArmDamping
set

Sets damping value for the arms.

Default value = 1.0f. Min value = 0.0f. Max value = 2.0f.

◆ ArmDampingStart

float GTA.NaturalMotion.StaggerFallHelper.ArmDampingStart
set

ArmDamping during the yanked timescale i.e. timeAtStartValues.

Default value = 0.1f. Min value = 0.0f. Max value = 2.0f.

◆ ArmStiffness

float GTA.NaturalMotion.StaggerFallHelper.ArmStiffness
set

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.

◆ ArmStiffnessStart

float GTA.NaturalMotion.StaggerFallHelper.ArmStiffnessStart
set

ArmStiffness during the yanked timescale i.e. timeAtStartValues.

Default value = 3.0f. Min value = 0.0f. Max value = 16.0f.

◆ HeadLookAtVelProb

float GTA.NaturalMotion.StaggerFallHelper.HeadLookAtVelProb
set

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.

◆ HeadLookInstanceIndex

int GTA.NaturalMotion.StaggerFallHelper.HeadLookInstanceIndex
set

Level index of thing to look at.

Default value = -1. Min value = -1.

◆ HeadLookPos

Vector3 GTA.NaturalMotion.StaggerFallHelper.HeadLookPos
set

Position of thing to look at.

Default value = Vector3(0.0f, 0.0f, 0.0f).

◆ HipBendMult

float GTA.NaturalMotion.StaggerFallHelper.HipBendMult
set

HipBend scaled with velocity.

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

◆ Lean2multB

float GTA.NaturalMotion.StaggerFallHelper.Lean2multB
set

Lean of spine to side in side velocity direction when going backwards.

Default value = -2.0f. Min value = -5.0f. Max value = 5.0f.

◆ Lean2multF

float GTA.NaturalMotion.StaggerFallHelper.Lean2multF
set

Lean of spine to side in side velocity direction when going forwards.

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

◆ LeanHipsMaxB

float GTA.NaturalMotion.StaggerFallHelper.LeanHipsMaxB
set

Max of leanInDirectionHips magnitude when going backwards.

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

◆ LeanHipsMaxF

float GTA.NaturalMotion.StaggerFallHelper.LeanHipsMaxF
set

Max of leanInDirectionHips magnitude when going forwards.

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

◆ LeanInDirMaxB

float GTA.NaturalMotion.StaggerFallHelper.LeanInDirMaxB
set

Max of leanInDirection magnitude when going backwards.

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

◆ LeanInDirMaxF

float GTA.NaturalMotion.StaggerFallHelper.LeanInDirMaxF
set

Max of leanInDirection magnitude when going forwards.

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

◆ LeanInDirRate

float GTA.NaturalMotion.StaggerFallHelper.LeanInDirRate
set

LeanInDirection will be increased from 0 to leanInDirMax linearly at this rate.

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

◆ LowerBodyStiffness

float GTA.NaturalMotion.StaggerFallHelper.LowerBodyStiffness
set

LowerBodyStiffness should be 12.

Default value = 13.0f. Min value = 0.0f. Max value = 16.0f.

◆ LowerBodyStiffnessEnd

float GTA.NaturalMotion.StaggerFallHelper.LowerBodyStiffnessEnd
set

LowerBodyStiffness at end.

Default value = 8.0f. Min value = 0.0f. Max value = 16.0f.

◆ MaxPushoffVel

float GTA.NaturalMotion.StaggerFallHelper.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.

Default value = 20.0f. Min value = -20.0f. Max value = 20.0f.

◆ PerStepReduction1

float GTA.NaturalMotion.StaggerFallHelper.PerStepReduction1
set

LowerBody stiffness will be reduced every step to make the character fallover.

Default value = 0.7f. Min value = 0.0f. Max value = 10.0f.

◆ PredictionTime

float GTA.NaturalMotion.StaggerFallHelper.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.

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

◆ PushOffDist

float GTA.NaturalMotion.StaggerFallHelper.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.

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

◆ RampTimeFromStartValues

float GTA.NaturalMotion.StaggerFallHelper.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).

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

◆ RampTimeToEndValues

float GTA.NaturalMotion.StaggerFallHelper.RampTimeToEndValues
set

Time spent ramping from lowerBodyStiffness to lowerBodyStiffnessEnd.

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

◆ SpineBendMult

float GTA.NaturalMotion.StaggerFallHelper.SpineBendMult
set

Spine bend scaled with velocity.

Default value = 0.4f. Min value = -10.0f. Max value = 10.0f.

◆ SpineDamping

float GTA.NaturalMotion.StaggerFallHelper.SpineDamping
set

Default value = 1.0f. Min value = 0.0f. Max value = 2.0f.

◆ SpineDampingStart

float GTA.NaturalMotion.StaggerFallHelper.SpineDampingStart
set

SpineDamping during the yanked timescale i.e. timeAtStartValues.

Default value = 0.1f. Min value = 0.0f. Max value = 2.0f.

◆ SpineStiffness

float GTA.NaturalMotion.StaggerFallHelper.SpineStiffness
set

Default value = 10.0f. Min value = 0.0f. Max value = 16.0f.

◆ SpineStiffnessStart

float GTA.NaturalMotion.StaggerFallHelper.SpineStiffnessStart
set

SpineStiffness during the yanked timescale i.e. timeAtStartValues.

Default value = 3.0f. Min value = 0.0f. Max value = 16.0f.

◆ StaggerStepProb

float GTA.NaturalMotion.StaggerFallHelper.StaggerStepProb
set

Probability per step of time spent in a stagger step.

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

◆ StepsTillStartEnd

int GTA.NaturalMotion.StaggerFallHelper.StepsTillStartEnd
set

Steps taken before lowerBodyStiffness starts ramping down by perStepReduction1.

Default value = 2. Min value = 0. Max value = 100.

◆ TimeAtStartValues

float GTA.NaturalMotion.StaggerFallHelper.TimeAtStartValues
set

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.

◆ TimeStartEnd

float GTA.NaturalMotion.StaggerFallHelper.TimeStartEnd
set

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.

◆ Turn2TargetProb

float GTA.NaturalMotion.StaggerFallHelper.Turn2TargetProb
set

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.

◆ Turn2VelProb

float GTA.NaturalMotion.StaggerFallHelper.Turn2VelProb
set

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.

◆ TurnAwayProb

float GTA.NaturalMotion.StaggerFallHelper.TurnAwayProb
set

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.

◆ TurnLeftProb

float GTA.NaturalMotion.StaggerFallHelper.TurnLeftProb
set

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.

◆ TurnOffProb

float GTA.NaturalMotion.StaggerFallHelper.TurnOffProb
set

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.

◆ TurnRightProb

float GTA.NaturalMotion.StaggerFallHelper.TurnRightProb
set

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.

◆ UpperBodyReaction

bool GTA.NaturalMotion.StaggerFallHelper.UpperBodyReaction
set

Enable upper body reaction i.e. blindBrace and armswindmill.

Default value = True.

◆ UseBodyTurn

bool GTA.NaturalMotion.StaggerFallHelper.UseBodyTurn
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.

◆ UseHeadLook

bool GTA.NaturalMotion.StaggerFallHelper.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.

Default value = True.


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