Class BalancerCollisionsReactionHelper
Inherited Members
Namespace: GTA.NaturalMotion
Assembly: ScriptHookVDotNet3.dll
Syntax
public sealed class BalancerCollisionsReactionHelper : CustomHelper
Constructors
| Improve this Doc View SourceBalancerCollisionsReactionHelper(Ped)
Creates a new Instance of the BalancerCollisionsReactionHelper for sending a BalancerCollisionsReaction Message to a given Ped.
Declaration
public BalancerCollisionsReactionHelper(Ped ped)
Parameters
Type | Name | Description |
---|---|---|
Ped | ped |
Properties
| Improve this Doc View SourceBackFrictionMultRate
Friction multiplier reduced by this amount every second after slump starts (only if character is not slumping).
Declaration
public float BackFrictionMultRate { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 2.0f. Min value = 0.0f. Max value = 50.0f.
BackFrictionMultStart
Friction multiplier applied to back when slump starts.
Declaration
public float BackFrictionMultStart { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 1.0f. Min value = 0.0f. Max value = 4.0f.
BraceWall
Brace against wall if forwards impact(at the moment only if bodyBalance is running/in charge of arms).
Declaration
public bool BraceWall { set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
Default value = True.
ExclusionZone
Steps are ihibited to not go closer to the wall than this (after impact).
Declaration
public float ExclusionZone { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 0.2f. Min value = 0.0f.
FallOverHighWalls
Trigger fall over wall if hit up to spine2 else only if hit up to spine1.
Declaration
public bool FallOverHighWalls { set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
Default value = False.
FallOverWallDrape
Use fallOverWall as the main drape reaction.
Declaration
public bool FallOverWallDrape { set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
Default value = True.
FootFrictionMultRate
Friction multiplier reduced by this amount every second after slump starts (only if character is not slumping).
Declaration
public float FootFrictionMultRate { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 2.0f. Min value = 0.0f. Max value = 50.0f.
FootFrictionMultStart
Friction multiplier applied to feet when slump starts.
Declaration
public float FootFrictionMultStart { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 1.0f. Min value = 0.0f. Max value = 4.0f.
ForwardMode
0=slump, 1=fallToKnees if shot is running, otherwise slump.
Declaration
public int ForwardMode { set; }
Property Value
Type | Description |
---|---|
Int32 |
Remarks
Default value = 0. Min value = 0. Max value = 1.
GlanceSpinDecayMult
Multiplier used when decaying torque spin over time.
Declaration
public float GlanceSpinDecayMult { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 0.3f. Min value = 0.0f. Max value = 10.0f.
GlanceSpinMag
Magnitude of the glance torque.
Declaration
public float GlanceSpinMag { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 50.0f. Min value = 0.0f. Max value = 1000.0f.
GlanceSpinTime
Duration that the glance torque is applied for.
Declaration
public float GlanceSpinTime { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 0.5f. Min value = 0.0f. Max value = 10.0f.
IgnoreColMassBelow
Collisions with non-fixed objects with mass below this will not set this behavior off (e.g. ignore guns).
Declaration
public float IgnoreColMassBelow { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 20.0f. Min value = -1.0f. Max value = 1000.0f.
IgnoreColVolumeBelow
Collisions with non-fixed objects with volume below this will not set this behavior off.
Declaration
public float IgnoreColVolumeBelow { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 0.1f. Min value = -1.0f. Max value = 1000.0f.
IgnoreColWithIndex
Used so impact with the character that is pushing you over doesn't set off the behavior.
Declaration
public int IgnoreColWithIndex { set; }
Property Value
Type | Description |
---|---|
Int32 |
Remarks
Default value = -2. Min value = -2.
ImpactExagTime
Time that the character exaggerates impact with spine.
Declaration
public float ImpactExagTime { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 0.3f. Min value = 0.0f. Max value = 2.0f.
ImpactLegStiffReduction
Reduce the stiffness of the legs by this much as soon as an impact is detected.
Declaration
public float ImpactLegStiffReduction { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 3.0f. Min value = 0.0f. Max value = 16.0f.
ImpactLoosenessAmount
How loose the character is on impact. Between 0 and 1.
Declaration
public float ImpactLoosenessAmount { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 1.0f. Min value = 0.0f. Max value = 1.0f.
ImpactWeaknessRampDuration
Duration of the ramp to bring the character's upper body stiffness back to normal levels.
Declaration
public float ImpactWeaknessRampDuration { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 0.0f. Min value = 0.0f. Max value = 10.0f.
ImpactWeaknessZeroDuration
Duration for which the character's upper body stays at minimum stiffness (not quite zero).
Declaration
public float ImpactWeaknessZeroDuration { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 0.2f. Min value = 0.0f. Max value = 10.0f.
NumStepsTillSlump
Begin slump and stop stepping after this many steps.
Declaration
public int NumStepsTillSlump { set; }
Property Value
Type | Description |
---|---|
Int32 |
Remarks
Default value = 4. Min value = 0.
ObjectBehindVictim
Detected an object behind a shot victim in the direction of a bullet?.
Declaration
public bool ObjectBehindVictim { set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
Default value = False.
ObjectBehindVictimNormal
The normal of a detected object behind a shot victim in the direction of a bullet.
Declaration
public Vector3 ObjectBehindVictimNormal { set; }
Property Value
Type | Description |
---|---|
Vector3 |
Remarks
Default value = Vector3(0.0f, 0.0f, 0.0f). Min value = -1.0f. Max value = 1.0f.
ObjectBehindVictimPos
The intersection pos of a detected object behind a shot victim in the direction of a bullet.
Declaration
public Vector3 ObjectBehindVictimPos { set; }
Property Value
Type | Description |
---|---|
Vector3 |
Remarks
Default value = Vector3(0.0f, 0.0f, 0.0f).
ReactTime
Time that the character reacts to the impact with ub flinch and writhe.
Declaration
public float ReactTime { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 0.3f. Min value = 0.0f. Max value = 2.0f.
ReboundForce
If forwards impact only: cheat force to try to get the character away from the wall. 3 is a good value.
Declaration
public float ReboundForce { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 0.0f. Min value = 0.0f. Max value = 10.0f.
ReboundMode
0=fall2knees/slump if shot not running, 1=stumble, 2=slump, 3=restart.
Declaration
public int ReboundMode { set; }
Property Value
Type | Description |
---|---|
Int32 |
Remarks
Default value = 0. Min value = 0. Max value = 3.
SlumpLegStiffRate
Rate at which the stiffness of the legs is reduced during slump.
Declaration
public float SlumpLegStiffRate { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 8.0f. Min value = 0.0f. Max value = 50.0f.
SlumpLegStiffReduction
Reduce the stiffness of the legs by this much as soon as slump starts.
Declaration
public float SlumpLegStiffReduction { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 1.0f. Min value = 0.0f. Max value = 16.0f.
SlumpMode
0=Normal slump(less movement then slump and movement LT small), 1=fast slump, 2=less movement then slump.
Declaration
public int SlumpMode { set; }
Property Value
Type | Description |
---|---|
Int32 |
Remarks
Default value = 1. Min value = 0. Max value = 2.
Snap
Add a Snap to when you hit a wall to emphasize the hit.
Declaration
public bool Snap { set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
Default value = False.
SnapDirectionRandomness
The character snaps in a prescribed way (decided by bullet direction) - Higher the value the more random this direction is.
Declaration
public float SnapDirectionRandomness { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 0.3f. Min value = 0.0f. Max value = 1.0f.
SnapHipType
Type of hip reaction 0=none, 1=side2side 2=steplike.
Declaration
public int SnapHipType { set; }
Property Value
Type | Description |
---|---|
Int32 |
Remarks
Default value = 0. Min value = 0. Max value = 2.
SnapLeftArm
Snap the leftArm.
Declaration
public bool SnapLeftArm { set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
Default value = False.
SnapLeftLeg
Snap the leftLeg.
Declaration
public bool SnapLeftLeg { set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
Default value = False.
SnapMag
The magnitude of the snap reaction.
Declaration
public float SnapMag { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = -0.6f. Min value = -10.0f. Max value = 10.0f.
SnapNeck
Snap the neck.
Declaration
public bool SnapNeck { set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
Default value = True.
SnapPhasedLegs
Legs are either in phase with each other or not.
Declaration
public bool SnapPhasedLegs { set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
Default value = True.
SnapRightArm
Snap the rightArm.
Declaration
public bool SnapRightArm { set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
Default value = False.
SnapRightLeg
Snap the rightLeg.
Declaration
public bool SnapRightLeg { set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
Default value = False.
SnapSpine
Snap the spine.
Declaration
public bool SnapSpine { set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
Default value = True.
SnapUseTorques
Use torques to make the snap otherwise use a change in the parts angular velocity.
Declaration
public bool SnapUseTorques { set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
Default value = True.
Stable2SlumpTime
Time after becoming stable leaning against a wall that slump starts.
Declaration
public float Stable2SlumpTime { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 0.0f. Min value = 0.0f.
TimeToForward
Time after a forwards impact before forwardMode is called (leave sometime for a rebound or brace - the min of 0.1 is to ensure fallOverWall can start although it probably needs only 1or2 frames for the probes to return).
Declaration
public float TimeToForward { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 0.5f. Min value = 0.1f. Max value = 2.0f.
UnSnapInterval
Interval before applying reverse snap.
Declaration
public float UnSnapInterval { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 0.0f. Min value = 0.0f. Max value = 100.0f.
UnSnapRatio
The magnitude of the reverse snap.
Declaration
public float UnSnapRatio { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 0.7f. Min value = 0.0f. Max value = 100.0f.