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 Namespace Reference

Classes

class  ActivePoseHelper
 
class  AnimPoseHelper
 
class  ApplyBulletImpulseHelper
 
class  ApplyImpulseHelper
 
class  ArmsWindmillAdaptiveHelper
 
class  ArmsWindmillHelper
 
class  BalancerCollisionsReactionHelper
 
class  BodyBalanceHelper
 
class  BodyFoetalHelper
 
class  BodyRelaxHelper
 Set the amount of relaxation across the whole body; Used to collapse the character into a rag-doll-like state. More...
 
class  BodyRollUpHelper
 
class  BodyWritheHelper
 
class  BraceForImpactHelper
 
class  BuoyancyHelper
 Simple buoyancy model. No character movement just fluid forces/torques added to parts. More...
 
class  CarriedHelper
 Carried. More...
 
class  CatchFallHelper
 
class  ConfigureBalanceHelper
 This single message allows you to configure various parameters used on any behavior that uses the dynamic balance. More...
 
class  ConfigureBalanceResetHelper
 Reset the values configurable by the Configure Balance message to their defaults. More...
 
class  ConfigureBulletsExtraHelper
 
class  ConfigureBulletsHelper
 
class  ConfigureConstraintsHelper
 One shot to give state of constraints on character and response to constraints. More...
 
class  ConfigureLimitsHelper
 Enable/disable/edit character limits in real time. This adjusts limits in RAGE-native space and will not reorient the joint. More...
 
class  ConfigureSelfAvoidanceHelper
 This single message allows to configure self avoidance for the character.BBDD Self avoidance tech. More...
 
class  ConfigureShotInjuredArmHelper
 This single message allows you to configure the injured arm reaction during shot. More...
 
class  ConfigureShotInjuredLegHelper
 This single message allows you to configure the injured leg reaction during shot. More...
 
class  ConfigureSoftLimitHelper
 
class  CustomHelper
 A helper class for building a

See also
GTA.NaturalMotion.Message

and sending it to a given Ped. More...

 
class  DangleHelper
 Dangle. More...
 
class  DefineAttachedObjectHelper
 
class  ElectrocuteHelper
 
class  Euphoria
 
class  FallOverWallHelper
 
class  FireWeaponHelper
 One shot message apply a force to the hand as we fire the gun that should be in this hand. More...
 
class  ForceLeanInDirectionHelper
 
class  ForceLeanRandomHelper
 
class  ForceLeanToPositionHelper
 
class  ForceLeanTowardsObjectHelper
 
class  ForceToBodyPartHelper
 Apply an impulse to a named body part. More...
 
class  GrabHelper
 
class  HeadLookHelper
 
class  HighFallHelper
 
class  HipsLeanInDirectionHelper
 
class  HipsLeanRandomHelper
 
class  HipsLeanToPositionHelper
 
class  HipsLeanTowardsObjectHelper
 
class  IncomingTransformsHelper
 
class  InjuredOnGroundHelper
 InjuredOnGround. More...
 
class  LeanInDirectionHelper
 
class  LeanRandomHelper
 
class  LeanToPositionHelper
 
class  LeanTowardsObjectHelper
 
class  Message
 A base class for manually building a GTA.NaturalMotion.Message. More...
 
class  OnFireHelper
 
class  PedalLegsHelper
 
class  PointArmHelper
 BEHAVIOURS REFERENCED: AnimPose - allows animPose to override body parts: Arms (useLeftArm, useRightArm). More...
 
class  PointGunExtraHelper
 Seldom set parameters for pointGun - just to keep number of parameters in any message less than or equal to 64. More...
 
class  PointGunHelper
 
class  RegisterWeaponHelper
 Use this message to register weapon. This is an alternativeto the registerWeapon public function. More...
 
class  RollDownStairsHelper
 
class  SetCharacterCollisionsHelper
 SetCharacterCollisions:. More...
 
class  SetCharacterDampingHelper
 Damp out cartwheeling and somersaulting above a certain threshold. More...
 
class  SetCharacterHealthHelper
 Sets character's health on the dead-to-alive scale: [0..1]. More...
 
class  SetCharacterStrengthHelper
 Sets character's strength on the dead-granny-to-healthy-terminator scale: [0..1]. More...
 
class  SetCharacterUnderwaterHelper
 Sets viscosity applied to damping limbs. More...
 
class  SetFallingReactionHelper
 Sets the type of reaction if catchFall is called. More...
 
class  SetFrictionScaleHelper
 SetFrictionScale:. More...
 
class  SetMuscleStiffnessHelper
 Use this message to manually set the muscle stiffness values -before using Active Pose to drive to an animated pose, for example. More...
 
class  SetStiffnessHelper
 Use this message to manually set the body stiffness values -before using Active Pose to drive to an animated pose, for example. More...
 
class  SetWeaponModeHelper
 Use this message to set the character's weapon mode. This is an alternativeto the setWeaponMode public function. More...
 
class  ShotConfigureArmsHelper
 Configure the arm reactions in shot. More...
 
class  ShotFallToKneesHelper
 Configure the fall to knees shot. More...
 
class  ShotFromBehindHelper
 Configure the shot from behind reaction. More...
 
class  ShotHeadLookHelper
 
class  ShotHelper
 
class  ShotInGutsHelper
 Configure the shot in guts reaction. More...
 
class  ShotNewBulletHelper
 Send new wound information to the shot. Can cause shot to restart it's performance in part or in whole. More...
 
class  ShotRelaxHelper
 
class  ShotShockSpinHelper
 Configure the shockSpin effect in shot. Spin/Lift the character using cheat torques/forces. More...
 
class  ShotSnapHelper
 
class  SmartFallHelper
 Clone of High Fall with a wider range of operating conditions. More...
 
class  StaggerFallHelper
 
class  StayUprightHelper
 
class  StopAllBehaviorsHelper
 Send this message to immediately stop all behaviors from executing. More...
 
class  TeeterHelper
 
class  UpperBodyFlinchHelper
 
class  YankedHelper
 

Enumerations

enum  ArmDirection { ArmDirection.Backwards = -1, ArmDirection.Adaptive, ArmDirection.Forwards }
 
enum  AnimSource { AnimSource.CurrentItems, AnimSource.PreviousItems, AnimSource.AnimItems }
 
enum  FallType { FallType.RampDownStiffness, FallType.DontChangeStep, FallType.ForceBalance, FallType.Slump }
 
enum  Synchroisation { Synchroisation.NotSynced, Synchroisation.AlwaysSynced, Synchroisation.SyncedAtStart }
 
enum  TurnType { TurnType.DontTurn, TurnType.ToTarget, TurnType.AwayFromTarget }
 
enum  TorqueMode { TorqueMode.Disabled, TorqueMode.Proportional, TorqueMode.Additive }
 
enum  TorqueSpinMode { TorqueSpinMode.FromImpulse, TorqueSpinMode.Random, TorqueSpinMode.Flipping }
 
enum  TorqueFilterMode { TorqueFilterMode.ApplyEveryBullet, TorqueFilterMode.ApplyIfLastFinished, TorqueFilterMode.ApplyIfSpinDifferent }
 
enum  RbTwistAxis { RbTwistAxis.WorldUp, RbTwistAxis.CharacterComUp }
 
enum  WeaponMode {
  WeaponMode.None = -1, WeaponMode.Pistol, WeaponMode.Dual, WeaponMode.Rifle,
  WeaponMode.SideArm, WeaponMode.PistolLeft, WeaponMode.PistolRight
}
 
enum  Hand { Hand.Left, Hand.Right }
 
enum  MirrorMode { MirrorMode.Independant, MirrorMode.Mirrored, MirrorMode.Parallel }
 
enum  AdaptiveMode { AdaptiveMode.NotAdaptive, AdaptiveMode.OnlyDirection, AdaptiveMode.DirectionAndSpeed, AdaptiveMode.DirectionSpeedAndStrength }
 

Enumeration Type Documentation

◆ AdaptiveMode

Enumerator
NotAdaptive 
OnlyDirection 
DirectionAndSpeed 
DirectionSpeedAndStrength 

◆ AnimSource

Enumerator
CurrentItems 
PreviousItems 
AnimItems 

◆ ArmDirection

Enumerator
Backwards 
Adaptive 
Forwards 

◆ FallType

Enumerator
RampDownStiffness 
DontChangeStep 
ForceBalance 
Slump 

◆ Hand

Enumerator
Left 
Right 

◆ MirrorMode

Enumerator
Independant 
Mirrored 
Parallel 

◆ RbTwistAxis

Enumerator
WorldUp 
CharacterComUp 

◆ Synchroisation

Enumerator
NotSynced 
AlwaysSynced 
SyncedAtStart 

◆ TorqueFilterMode

Enumerator
ApplyEveryBullet 
ApplyIfLastFinished 
ApplyIfSpinDifferent 

◆ TorqueMode

Enumerator
Disabled 
Proportional 
Additive 

◆ TorqueSpinMode

Enumerator
FromImpulse 
Random 
Flipping 

◆ TurnType

Enumerator
DontTurn 
ToTarget 
AwayFromTarget 

◆ WeaponMode

Enumerator
None 
Pistol 
Dual 
Rifle 
SideArm 
PistolLeft 
PistolRight