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

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...
 

Constructor & Destructor Documentation

◆ YankedHelper()

GTA.NaturalMotion.YankedHelper.YankedHelper ( Ped  ped)

Creates a new Instance of the YankedHelper for sending a Yanked Message to a given Ped.

Parameters
pedThe Ped to send the Yanked Message to.

Property Documentation

◆ ArmDamping

float GTA.NaturalMotion.YankedHelper.ArmDamping
set

Sets damping value for the arms when upright.

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

◆ ArmDampingStart

float GTA.NaturalMotion.YankedHelper.ArmDampingStart
set

Arm damping during the yanked timescale i.e. timeAtStartValues.

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

◆ ArmStiffness

float GTA.NaturalMotion.YankedHelper.ArmStiffness
set

Stiffness of arms when upright.

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

◆ ArmStiffnessStart

float GTA.NaturalMotion.YankedHelper.ArmStiffnessStart
set

Arm stiffness during the yanked timescale i.e. timeAtStartValues.

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

◆ ComVelRDSThresh

float GTA.NaturalMotion.YankedHelper.ComVelRDSThresh
set

For handsAndKnees catchfall ONLY: comVel above which rollDownstairs will start.

Default value = 2.0f. Min value = 0.0f. Max value = 20.0f.

◆ FootFriction

float GTA.NaturalMotion.YankedHelper.FootFriction
set

Foot friction when standing/stepping. 0.5 gives a good slide sometimes.

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

◆ GroundArmDamping

float GTA.NaturalMotion.YankedHelper.GroundArmDamping
set

Arm Damping when on the ground.

Default value = 0.5f. Min value = 0.0f. Max value = 2.0f.

◆ GroundArmStiffness

float GTA.NaturalMotion.YankedHelper.GroundArmStiffness
set

Arm Stiffness when on the ground.

Default value = 11.0f. Min value = 0.0f. Max value = 16.0f.

◆ GroundFriction

float GTA.NaturalMotion.YankedHelper.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.

Default value = 8.0f. Min value = 0.0f. Max value = 10.0f.

◆ GroundLegDamping

float GTA.NaturalMotion.YankedHelper.GroundLegDamping
set

Leg Damping when on the ground.

Default value = 0.5f. Min value = 0.0f. Max value = 2.0f.

◆ GroundLegStiffness

float GTA.NaturalMotion.YankedHelper.GroundLegStiffness
set

Leg Stiffness when on the ground.

Default value = 11.0f. Min value = 0.0f. Max value = 16.0f.

◆ GroundSpineDamping

float GTA.NaturalMotion.YankedHelper.GroundSpineDamping
set

Spine Damping when on the ground.

Default value = 0.5f. Min value = 0.0f. Max value = 2.0f.

◆ GroundSpineStiffness

float GTA.NaturalMotion.YankedHelper.GroundSpineStiffness
set

Spine Stiffness when on the ground.

Default value = 14.0f. Min value = 0.0f. Max value = 16.0f.

◆ HeadLookAtVelProb

float GTA.NaturalMotion.YankedHelper.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.YankedHelper.HeadLookInstanceIndex
set

Level index of thing to look at.

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

◆ HeadLookPos

Vector3 GTA.NaturalMotion.YankedHelper.HeadLookPos
set

Position of thing to look at.

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

◆ HipAmplitude

float GTA.NaturalMotion.YankedHelper.HipAmplitude
set

Amount of hip movement.

Default value = 1.0f. Min value = 0.0f. Max value = 4.0f.

◆ HipPitchBack

float GTA.NaturalMotion.YankedHelper.HipPitchBack
set

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.

◆ HipPitchForward

float GTA.NaturalMotion.YankedHelper.HipPitchForward
set

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.

◆ HulaPeriod

float GTA.NaturalMotion.YankedHelper.HulaPeriod
set

0.25 A complete wiggle will take 4*hulaPeriod.

Default value = 0.3f. Min value = 0.0f. Max value = 2.0f.

◆ LowerBodyStiffness

float GTA.NaturalMotion.YankedHelper.LowerBodyStiffness
set

LowerBodyStiffness should be 12.

Default value = 12.0f. Min value = 0.0f. Max value = 16.0f.

◆ LowerBodyStiffnessEnd

float GTA.NaturalMotion.YankedHelper.LowerBodyStiffnessEnd
set

LowerBodyStiffness at end.

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

◆ MaxRelaxPeriod

float GTA.NaturalMotion.YankedHelper.MaxRelaxPeriod
set

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.

◆ MinRelaxPeriod

float GTA.NaturalMotion.YankedHelper.MinRelaxPeriod
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.

◆ PerStepReduction

float GTA.NaturalMotion.YankedHelper.PerStepReduction
set

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

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

◆ RampTimeFromStartValues

float GTA.NaturalMotion.YankedHelper.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 = 0.1f. Min value = 0.0f. Max value = 2.0f.

◆ RampTimeToEndValues

float GTA.NaturalMotion.YankedHelper.RampTimeToEndValues
set

Time spent ramping from lowerBodyStiffness to lowerBodyStiffnessEnd.

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

◆ RollHelp

float GTA.NaturalMotion.YankedHelper.RollHelp
set

Amount of cheat torque applied to turn the character over.

Default value = 0.5f. Min value = 0.0f. Max value = 2.0f.

◆ SpineAmplitude

float GTA.NaturalMotion.YankedHelper.SpineAmplitude
set

Amount of spine movement.

Default value = 1.0f. Min value = 0.0f. Max value = 4.0f.

◆ SpineBend

float GTA.NaturalMotion.YankedHelper.SpineBend
set

Bend/Twist the spine amount.

Default value = 0.7f. Min value = 0.0f. Max value = 1.0f.

◆ SpineDamping

float GTA.NaturalMotion.YankedHelper.SpineDamping
set

Spine damping when upright.

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

◆ SpineDampingStart

float GTA.NaturalMotion.YankedHelper.SpineDampingStart
set

Spine damping during the yanked timescale i.e. timeAtStartValues.

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

◆ SpineStiffness

float GTA.NaturalMotion.YankedHelper.SpineStiffness
set

Spine stiffness when upright.

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

◆ SpineStiffnessStart

float GTA.NaturalMotion.YankedHelper.SpineStiffnessStart
set

Spine stiffness during the yanked timescale i.e. timeAtStartValues.

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

◆ StepsTillStartEnd

int GTA.NaturalMotion.YankedHelper.StepsTillStartEnd
set

Steps taken before lowerBodyStiffness starts ramping down.

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

◆ TimeAtStartValues

float GTA.NaturalMotion.YankedHelper.TimeAtStartValues
set

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.

◆ TimeStartEnd

float GTA.NaturalMotion.YankedHelper.TimeStartEnd
set

Time from start of behavior before lowerBodyStiffness starts ramping down by perStepReduction1.

Default value = 100.0f. Min value = 0.0f. Max value = 100.0f.

◆ TurnThresholdMax

float GTA.NaturalMotion.YankedHelper.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.

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

◆ TurnThresholdMin

float GTA.NaturalMotion.YankedHelper.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.

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

◆ UseHeadLook

bool GTA.NaturalMotion.YankedHelper.UseHeadLook
set

Enable and provide a look-at target to make the character's head turn to face it while balancing.

Default value = False.


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