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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 | |
| YankedHelper (Ped ped) | |
| Creates a new Instance of the YankedHelper for sending a Yanked 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 when upright. More... | |
| float | ArmDamping [set] |
| Sets damping value for the arms when upright. More... | |
| float | SpineDamping [set] |
| Spine damping when upright. More... | |
| float | SpineStiffness [set] |
| Spine stiffness when upright. More... | |
| float | ArmStiffnessStart [set] |
| Arm stiffness during the yanked timescale i.e. timeAtStartValues. More... | |
| float | ArmDampingStart [set] |
| Arm damping during the yanked timescale i.e. timeAtStartValues. More... | |
| float | SpineDampingStart [set] |
| Spine damping during the yanked timescale i.e. timeAtStartValues. More... | |
| float | SpineStiffnessStart [set] |
| Spine stiffness 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... | |
| int | StepsTillStartEnd [set] |
| Steps taken before lowerBodyStiffness starts ramping down. More... | |
| float | TimeStartEnd [set] |
| Time from start of behavior before lowerBodyStiffness starts ramping down by perStepReduction1. 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 | PerStepReduction [set] |
| LowerBody stiffness will be reduced every step to make the character fallover. More... | |
| float | HipPitchForward [set] |
| Amount to bend forward at the hips (+ve forward, -ve backwards). Behavior switches between hipPitchForward and hipPitchBack. More... | |
| float | HipPitchBack [set] |
| Amount to bend backwards at the hips (+ve backwards, -ve forwards). Behavior switches between hipPitchForward and hipPitchBack. More... | |
| float | SpineBend [set] |
| Bend/Twist the spine amount. More... | |
| float | FootFriction [set] |
| Foot friction when standing/stepping. 0.5 gives a good slide sometimes. More... | |
| float | TurnThresholdMin [set] |
| Min angle at which the turn with toggle to the other direction (actual toggle angle is chosen randomly in range min to max). If it is 1 then it will never toggle. If negative then no turn is applied. More... | |
| float | TurnThresholdMax [set] |
| Max angle at which the turn with toggle to the other direction (actual toggle angle is chosen randomly in range min to max). If it is 1 then it will never toggle. If negative then no turn is applied. More... | |
| bool | UseHeadLook [set] |
| Enable and provide a look-at target to make the character's head turn to face it while balancing. 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 | ComVelRDSThresh [set] |
| For handsAndKnees catchfall ONLY: comVel above which rollDownstairs will start. More... | |
| float | HulaPeriod [set] |
| 0.25 A complete wiggle will take 4*hulaPeriod. More... | |
| float | HipAmplitude [set] |
| Amount of hip movement. More... | |
| float | SpineAmplitude [set] |
| Amount of spine movement. More... | |
| float | MinRelaxPeriod [set] |
| Wriggle relaxes for a minimum of minRelaxPeriod (if it is negative it is a multiplier on the time previously spent wriggling). More... | |
| float | MaxRelaxPeriod [set] |
| Wriggle relaxes for a maximum of maxRelaxPeriod (if it is negative it is a multiplier on the time previously spent wriggling). More... | |
| float | RollHelp [set] |
| Amount of cheat torque applied to turn the character over. More... | |
| float | GroundLegStiffness [set] |
| Leg Stiffness when on the ground. More... | |
| float | GroundArmStiffness [set] |
| Arm Stiffness when on the ground. More... | |
| float | GroundSpineStiffness [set] |
| Spine Stiffness when on the ground. More... | |
| float | GroundLegDamping [set] |
| Leg Damping when on the ground. More... | |
| float | GroundArmDamping [set] |
| Arm Damping when on the ground. More... | |
| float | GroundSpineDamping [set] |
| Spine Damping when on the ground. More... | |
| float | GroundFriction [set] |
| Friction multiplier on body parts when on ground. Character can look too slidy with groundFriction = 1. Higher values give a more jerky reaction but this seems timestep dependent especially for dragged by the feet. 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.YankedHelper.YankedHelper | ( | Ped | ped | ) |
Creates a new Instance of the YankedHelper for sending a Yanked Message to a given Ped.
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set |
Sets damping value for the arms when upright.
Default value = 1.0f. Min value = 0.0f. Max value = 2.0f.
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set |
Arm damping during the yanked timescale i.e. timeAtStartValues.
Default value = 0.1f. Min value = 0.0f. Max value = 2.0f.
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set |
Stiffness of arms when upright.
Default value = 11.0f. Min value = 6.0f. Max value = 16.0f.
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Arm stiffness during the yanked timescale i.e. timeAtStartValues.
Default value = 3.0f. Min value = 0.0f. Max value = 16.0f.
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set |
For handsAndKnees catchfall ONLY: comVel above which rollDownstairs will start.
Default value = 2.0f. Min value = 0.0f. Max value = 20.0f.
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Foot friction when standing/stepping. 0.5 gives a good slide sometimes.
Default value = 1.0f. Min value = 0.0f. Max value = 10.0f.
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Arm Damping when on the ground.
Default value = 0.5f. Min value = 0.0f. Max value = 2.0f.
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Arm Stiffness when on the ground.
Default value = 11.0f. Min value = 0.0f. Max value = 16.0f.
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Friction multiplier on body parts when on ground. Character can look too slidy with groundFriction = 1. Higher values give a more jerky reaction but this seems timestep dependent especially for dragged by the feet.
Default value = 8.0f. Min value = 0.0f. Max value = 10.0f.
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Leg Damping when on the ground.
Default value = 0.5f. Min value = 0.0f. Max value = 2.0f.
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Leg Stiffness when on the ground.
Default value = 11.0f. Min value = 0.0f. Max value = 16.0f.
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Spine Damping when on the ground.
Default value = 0.5f. Min value = 0.0f. Max value = 2.0f.
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Spine Stiffness when on the ground.
Default value = 14.0f. 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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Amount of hip movement.
Default value = 1.0f. Min value = 0.0f. Max value = 4.0f.
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Amount to bend backwards at the hips (+ve backwards, -ve forwards). Behavior switches between hipPitchForward and hipPitchBack.
Default value = 1.0f. Min value = -1.3f. Max value = 1.3f.
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Amount to bend forward at the hips (+ve forward, -ve backwards). Behavior switches between hipPitchForward and hipPitchBack.
Default value = 0.6f. Min value = -1.3f. Max value = 1.3f.
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0.25 A complete wiggle will take 4*hulaPeriod.
Default value = 0.3f. Min value = 0.0f. Max value = 2.0f.
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LowerBodyStiffness should be 12.
Default value = 12.0f. 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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Wriggle relaxes for a maximum of maxRelaxPeriod (if it is negative it is a multiplier on the time previously spent wriggling).
Default value = 1.5f. Min value = -5.0f. Max value = 5.0f.
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set |
Wriggle relaxes for a minimum of minRelaxPeriod (if it is negative it is a multiplier on the time previously spent wriggling).
Default value = 0.3f. Min value = -5.0f. Max value = 5.0f.
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LowerBody stiffness will be reduced every step to make the character fallover.
Default value = 1.5f. Min value = 0.0f. Max value = 10.0f.
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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 = 0.1f. 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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Amount of cheat torque applied to turn the character over.
Default value = 0.5f. Min value = 0.0f. Max value = 2.0f.
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Amount of spine movement.
Default value = 1.0f. Min value = 0.0f. Max value = 4.0f.
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Bend/Twist the spine amount.
Default value = 0.7f. Min value = 0.0f. Max value = 1.0f.
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Spine damping when upright.
Default value = 1.0f. Min value = 0.0f. Max value = 2.0f.
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Spine damping during the yanked timescale i.e. timeAtStartValues.
Default value = 0.1f. Min value = 0.0f. Max value = 2.0f.
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Spine stiffness when upright.
Default value = 10.0f. Min value = 6.0f. Max value = 16.0f.
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Spine stiffness during the yanked timescale i.e. timeAtStartValues.
Default value = 3.0f. Min value = 0.0f. Max value = 16.0f.
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Steps taken before lowerBodyStiffness starts ramping down.
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 = 0.4f. Min value = 0.0f. Max value = 2.0f.
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Time from start of behavior before lowerBodyStiffness starts ramping down by perStepReduction1.
Default value = 100.0f. Min value = 0.0f. Max value = 100.0f.
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Max angle at which the turn with toggle to the other direction (actual toggle angle is chosen randomly in range min to max). If it is 1 then it will never toggle. If negative then no turn is applied.
Default value = 0.6f. Min value = -0.1f. Max value = 1.0f.
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set |
Min angle at which the turn with toggle to the other direction (actual toggle angle is chosen randomly in range min to max). If it is 1 then it will never toggle. If negative then no turn is applied.
Default value = 0.6f. Min value = -0.1f. Max value = 1.0f.
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set |
Enable and provide a look-at target to make the character's head turn to face it while balancing.
Default value = False.