►CAttribute | |
CGTA.RequireScript | |
CGTA.ScriptAttributes | |
►CGTA.NaturalMotion.CustomHelper | A helper class for building a - See also
- GTA.NaturalMotion.Message
and sending it to a given Ped |
CGTA.NaturalMotion.ActivePoseHelper | |
CGTA.NaturalMotion.AnimPoseHelper | |
CGTA.NaturalMotion.ApplyBulletImpulseHelper | |
CGTA.NaturalMotion.ApplyImpulseHelper | |
CGTA.NaturalMotion.ArmsWindmillAdaptiveHelper | |
CGTA.NaturalMotion.ArmsWindmillHelper | |
CGTA.NaturalMotion.BalancerCollisionsReactionHelper | |
CGTA.NaturalMotion.BodyBalanceHelper | |
CGTA.NaturalMotion.BodyFoetalHelper | |
CGTA.NaturalMotion.BodyRelaxHelper | Set the amount of relaxation across the whole body; Used to collapse the character into a rag-doll-like state |
CGTA.NaturalMotion.BodyRollUpHelper | |
CGTA.NaturalMotion.BodyWritheHelper | |
CGTA.NaturalMotion.BraceForImpactHelper | |
CGTA.NaturalMotion.BuoyancyHelper | Simple buoyancy model. No character movement just fluid forces/torques added to parts |
CGTA.NaturalMotion.CarriedHelper | Carried |
CGTA.NaturalMotion.CatchFallHelper | |
CGTA.NaturalMotion.ConfigureBalanceHelper | This single message allows you to configure various parameters used on any behavior that uses the dynamic balance |
CGTA.NaturalMotion.ConfigureBalanceResetHelper | Reset the values configurable by the Configure Balance message to their defaults |
CGTA.NaturalMotion.ConfigureBulletsExtraHelper | |
CGTA.NaturalMotion.ConfigureBulletsHelper | |
CGTA.NaturalMotion.ConfigureConstraintsHelper | One shot to give state of constraints on character and response to constraints |
CGTA.NaturalMotion.ConfigureLimitsHelper | Enable/disable/edit character limits in real time. This adjusts limits in RAGE-native space and will not reorient the joint |
CGTA.NaturalMotion.ConfigureSelfAvoidanceHelper | This single message allows to configure self avoidance for the character.BBDD Self avoidance tech |
CGTA.NaturalMotion.ConfigureShotInjuredArmHelper | This single message allows you to configure the injured arm reaction during shot |
CGTA.NaturalMotion.ConfigureShotInjuredLegHelper | This single message allows you to configure the injured leg reaction during shot |
CGTA.NaturalMotion.ConfigureSoftLimitHelper | |
CGTA.NaturalMotion.DangleHelper | Dangle |
CGTA.NaturalMotion.DefineAttachedObjectHelper | |
CGTA.NaturalMotion.ElectrocuteHelper | |
CGTA.NaturalMotion.FallOverWallHelper | |
CGTA.NaturalMotion.FireWeaponHelper | One shot message apply a force to the hand as we fire the gun that should be in this hand |
CGTA.NaturalMotion.ForceLeanInDirectionHelper | |
CGTA.NaturalMotion.ForceLeanRandomHelper | |
CGTA.NaturalMotion.ForceLeanToPositionHelper | |
CGTA.NaturalMotion.ForceLeanTowardsObjectHelper | |
CGTA.NaturalMotion.ForceToBodyPartHelper | Apply an impulse to a named body part |
CGTA.NaturalMotion.GrabHelper | |
CGTA.NaturalMotion.HeadLookHelper | |
CGTA.NaturalMotion.HighFallHelper | |
CGTA.NaturalMotion.HipsLeanInDirectionHelper | |
CGTA.NaturalMotion.HipsLeanRandomHelper | |
CGTA.NaturalMotion.HipsLeanToPositionHelper | |
CGTA.NaturalMotion.HipsLeanTowardsObjectHelper | |
CGTA.NaturalMotion.IncomingTransformsHelper | |
CGTA.NaturalMotion.InjuredOnGroundHelper | InjuredOnGround |
CGTA.NaturalMotion.LeanInDirectionHelper | |
CGTA.NaturalMotion.LeanRandomHelper | |
CGTA.NaturalMotion.LeanToPositionHelper | |
CGTA.NaturalMotion.LeanTowardsObjectHelper | |
CGTA.NaturalMotion.OnFireHelper | |
CGTA.NaturalMotion.PedalLegsHelper | |
CGTA.NaturalMotion.PointArmHelper | BEHAVIOURS REFERENCED: AnimPose - allows animPose to override body parts: Arms (useLeftArm, useRightArm) |
CGTA.NaturalMotion.PointGunExtraHelper | Seldom set parameters for pointGun - just to keep number of parameters in any message less than or equal to 64 |
CGTA.NaturalMotion.PointGunHelper | |
CGTA.NaturalMotion.RegisterWeaponHelper | Use this message to register weapon. This is an alternativeto the registerWeapon public function |
CGTA.NaturalMotion.RollDownStairsHelper | |
CGTA.NaturalMotion.SetCharacterCollisionsHelper | SetCharacterCollisions: |
CGTA.NaturalMotion.SetCharacterDampingHelper | Damp out cartwheeling and somersaulting above a certain threshold |
CGTA.NaturalMotion.SetCharacterHealthHelper | Sets character's health on the dead-to-alive scale: [0..1] |
CGTA.NaturalMotion.SetCharacterStrengthHelper | Sets character's strength on the dead-granny-to-healthy-terminator scale: [0..1] |
CGTA.NaturalMotion.SetCharacterUnderwaterHelper | Sets viscosity applied to damping limbs |
CGTA.NaturalMotion.SetFallingReactionHelper | Sets the type of reaction if catchFall is called |
CGTA.NaturalMotion.SetFrictionScaleHelper | SetFrictionScale: |
CGTA.NaturalMotion.SetMuscleStiffnessHelper | Use this message to manually set the muscle stiffness values -before using Active Pose to drive to an animated pose, for example |
CGTA.NaturalMotion.SetStiffnessHelper | Use this message to manually set the body stiffness values -before using Active Pose to drive to an animated pose, for example |
CGTA.NaturalMotion.SetWeaponModeHelper | Use this message to set the character's weapon mode. This is an alternativeto the setWeaponMode public function |
CGTA.NaturalMotion.ShotConfigureArmsHelper | Configure the arm reactions in shot |
CGTA.NaturalMotion.ShotFallToKneesHelper | Configure the fall to knees shot |
CGTA.NaturalMotion.ShotFromBehindHelper | Configure the shot from behind reaction |
CGTA.NaturalMotion.ShotHeadLookHelper | |
CGTA.NaturalMotion.ShotHelper | |
CGTA.NaturalMotion.ShotInGutsHelper | Configure the shot in guts reaction |
CGTA.NaturalMotion.ShotNewBulletHelper | Send new wound information to the shot. Can cause shot to restart it's performance in part or in whole |
CGTA.NaturalMotion.ShotRelaxHelper | |
CGTA.NaturalMotion.ShotShockSpinHelper | Configure the shockSpin effect in shot. Spin/Lift the character using cheat torques/forces |
CGTA.NaturalMotion.ShotSnapHelper | |
CGTA.NaturalMotion.SmartFallHelper | Clone of High Fall with a wider range of operating conditions |
CGTA.NaturalMotion.StaggerFallHelper | |
CGTA.NaturalMotion.StayUprightHelper | |
CGTA.NaturalMotion.StopAllBehaviorsHelper | Send this message to immediately stop all behaviors from executing |
CGTA.NaturalMotion.TeeterHelper | |
CGTA.NaturalMotion.UpperBodyFlinchHelper | |
CGTA.NaturalMotion.YankedHelper | |
►CGTA.EntityBone | |
CGTA.PedBone | |
CGTA.NaturalMotion.Euphoria | |
CGTA.Native.GlobalVariable | A value class which handles access to global script variables |
CGTA.HandlingData | |
►CIDisposable | |
CGTA.Native.OutputArgument | An output argument passed to a script function |
CGTA.PedGroup | |
CGTA.Scaleform | A class which handles rendering of Scaleform elements |
CGTA.TaskSequence | |
CGTA.UI.Sprite | A sprite element using a built-in texture |
►CGTA.UI.IElement | |
CGTA.UI.ContainerElement | |
►CGTA.UI.ISpriteElement | |
CGTA.UI.CustomSprite | A sprite element using a custom image texture |
CGTA.UI.Sprite | A sprite element using a built-in texture |
CGTA.UI.TextElement | |
►CIEnumerable | |
►CGTA.EntityBoneCollection | |
CGTA.PedBoneCollection | |
CGTA.PedBoneCollection | |
CGTA.PedGroup | |
►CIEnumerator | |
CGTA.EntityBoneCollection.Enumerator | |
CGTA.PedBoneCollection.Enumerator | |
CGTA.PedGroup.Enumerator | |
►CIEquatable | |
CGTA.Math.Matrix | Defines a 4x4 matrix |
CGTA.Math.Quaternion | |
CGTA.Math.Vector2 | |
CGTA.Math.Vector3 | |
CGTA.Model | |
CGTA.ParticleEffectAsset | |
CGTA.RelationshipGroup | |
CGTA.WeaponAsset | |
►CGTA.IExistable | An object that can exist in the world |
►CGTA.IDeletable | An object that can be deleted from the world |
►CGTA.PoolObject | An object that resides in one of the available object pools |
CGTA.Blip | |
CGTA.Camera | |
CGTA.Checkpoint | |
►CGTA.Entity | |
CGTA.Ped | |
CGTA.Prop | |
CGTA.Vehicle | |
CGTA.ParticleEffect | |
CGTA.PedGroup | |
CGTA.Pickup | |
CGTA.Rope | |
►CGTA.Native.INativeValue | |
CGTA.CheckpointCustomIcon | |
CGTA.Model | |
CGTA.Player | |
CGTA.PoolObject | An object that resides in one of the available object pools |
CGTA.RelationshipGroup | |
CGTA.Scaleform | A class which handles rendering of Scaleform elements |
CGTA.WeaponAsset | |
CGTA.Native.InputArgument | An input argument passed to a script function |
►CGTA.IPedVariation | |
CGTA.PedComponent | |
CGTA.PedProp | |
►CGTA.ISpatial | An object with position and rotation information |
CGTA.Camera | |
CGTA.Entity | |
CGTA.NaturalMotion.Message | A base class for manually building a GTA.NaturalMotion.Message |
CGTA.RaycastResult | |
CGTA.ScaleformArgumentTXD | |
CGTA.Script | A base class for all user scripts to inherit. Only scripts that inherit directly from this class and have a default (parameterless) public constructor will be detected and started |
CGTA.ScriptSettings | |
CGTA.Style | |
CGTA.TaskInvoker | |
CGTA.VehicleDoor | |
CGTA.VehicleDoorCollection | |
CGTA.VehicleMod | |
CGTA.VehicleModCollection | |
CGTA.VehicleToggleMod | |
CGTA.VehicleWheel | |
CGTA.VehicleWheelCollection | |
CGTA.VehicleWindow | |
CGTA.VehicleWindowCollection | |
CGTA.Weapon | |
CGTA.WeaponCollection | |
CGTA.WeaponComponent | |
CGTA.WeaponComponentCollection | |