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    Class BraceForImpactHelper

    Inheritance
    Object
    CustomHelper
    BraceForImpactHelper
    Inherited Members
    CustomHelper.Start()
    CustomHelper.Start(Int32)
    CustomHelper.Stop()
    CustomHelper.SetArgument(String, Boolean)
    CustomHelper.SetArgument(String, Int32)
    CustomHelper.SetArgument(String, Single)
    CustomHelper.SetArgument(String, String)
    CustomHelper.SetArgument(String, Vector3)
    CustomHelper.ResetArguments()
    CustomHelper.ToString()
    Object.Equals(Object)
    Object.Equals(Object, Object)
    Object.ReferenceEquals(Object, Object)
    Object.GetHashCode()
    Object.GetType()
    Object.MemberwiseClone()
    Namespace: GTA.NaturalMotion
    Assembly: ScriptHookVDotNet3.dll
    Syntax
    public sealed class BraceForImpactHelper : CustomHelper

    Constructors

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    BraceForImpactHelper(Ped)

    Creates a new Instance of the BraceForImpactHelper for sending a BraceForImpact Message to a given Ped.

    Declaration
    public BraceForImpactHelper(Ped ped)
    Parameters
    Type Name Description
    Ped ped

    The Ped to send the BraceForImpact Message to.

    Properties

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    BbArms

    Use bodyBalance arms for the default (non bracing) behavior if bodyBalance is active.

    Declaration
    public bool BbArms { set; }
    Property Value
    Type Description
    Boolean
    Remarks

    Default value = False.

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    BodyStiffness

    Stiffness of character. Catch_fall stiffness scales with this too, with its defaults at this values default.

    Declaration
    public float BodyStiffness { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 12.0f. Min value = 6.0f. Max value = 16.0f.

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    BraceDistance

    Distance from object at which to raise hands to brace 0.5 good if newBrace=true - otherwise 0.65.

    Declaration
    public float BraceDistance { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 0.5f. Min value = 0.0f. Max value = 1.0f.

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    BraceOnImpact

    If true then if a shin or thigh is in contact with the car then brace. NB: newBrace must be true. For those situations where the car has pushed the ped backwards (at the same speed as the car) before the behavior has been started and so doesn't predict an impact.

    Declaration
    public bool BraceOnImpact { set; }
    Property Value
    Type Description
    Boolean
    Remarks

    Default value = False.

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    DampSpin

    Amount to damp spinning by (cartwheeling and somersaulting).

    Declaration
    public float DampSpin { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 0.0f. Min value = 0.0f. Max value = 40.0f.

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    DampSpinThresh

    Angular velocity above which we start damping.

    Declaration
    public float DampSpinThresh { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 4.0f. Min value = 0.0f. Max value = 20.0f.

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    DampUpVel

    Amount to damp upward velocity by to limit the amount of air above the car the character can get.

    Declaration
    public float DampUpVel { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 10.0f. Min value = 0.0f. Max value = 40.0f.

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    DampUpVelThresh

    Upward velocity above which we start damping.

    Declaration
    public float DampUpVelThresh { set; }
    Property Value
    Type Description
    Single
    Remarks

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

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    DampVel

    Damp out excessive spin and upward velocity when on car.

    Declaration
    public bool DampVel { set; }
    Property Value
    Type Description
    Boolean
    Remarks

    Default value = False.

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    GrabDistance

    Relative distance at which the grab starts.

    Declaration
    public float GrabDistance { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 2.0f. Min value = 0.0f. Max value = 4.0f.

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    GrabDontLetGo

    Once a constraint is made, keep reaching with whatever hand is allowed.

    Declaration
    public bool GrabDontLetGo { set; }
    Property Value
    Type Description
    Boolean
    Remarks

    Default value = False.

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    GrabHoldTimer

    Amount of time, in seconds, before grab automatically bails.

    Declaration
    public float GrabHoldTimer { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 2.5f. Min value = 0.0f. Max value = 10.0f.

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    GrabReachAngle

    Angle from front at which the grab activates. If the point is outside this angle from front will not try to grab.

    Declaration
    public float GrabReachAngle { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 1.5f. Min value = 0.0f. Max value = 3.2f.

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    GrabStrength

    Strength in hands for grabbing (kg m/s), -1 to ignore/disable.

    Declaration
    public float GrabStrength { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 40.0f. Min value = -1.0f. Max value = 1000.0f.

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    GsCarVelMin

    ID for glancing spin. Minimum car velocity.

    Declaration
    public float GsCarVelMin { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 3.0f. Min value = 0.0f. Max value = 10.0f.

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    GsEndMin

    ID for glancing spin. Min depth to be considered from either end (front/rear) of a car (-ve is inside the car area).

    Declaration
    public float GsEndMin { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = -0.1f. Min value = -10.0f. Max value = 1.0f.

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    GsFricMask1

    Glancing spin help. Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see notes for explanation). Note gsFricMask1 and gsFricMask2 are made independent by the code so you can have fb for gsFricMask1 but gsFricScale1 will not be applied to any body parts in gsFricMask2.

    Declaration
    public string GsFricMask1 { set; }
    Property Value
    Type Description
    String
    Remarks

    Default value = "fb".

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    GsFricMask2

    Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see notes for explanation). Note gsFricMask1 and gsFricMask2 are made independent by the code so you can have fb for gsFricMask1 but gsFricScale1 will not be applied to any body parts in gsFricMask2.

    Declaration
    public string GsFricMask2 { set; }
    Property Value
    Type Description
    String
    Remarks

    Default value = la.

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    GsFricScale1

    Glancing spin help. Friction scale applied when to the side of the car. e.g. make the character spin more by upping the friction against the car.

    Declaration
    public float GsFricScale1 { set; }
    Property Value
    Type Description
    Single
    Remarks

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

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    GsFricScale2

    Glancing spin help. Friction scale applied when to the side of the car. e.g. make the character spin more by lowering the feet friction. You could also lower the wrist friction here to stop the car pulling along the hands i.e. gsFricMask2 = la|uw.

    Declaration
    public float GsFricScale2 { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 0.2f. Min value = 0.0f. Max value = 10.0f.

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    GsHelp

    Enhance a glancing spin with the side of the car by modulating body friction.

    Declaration
    public bool GsHelp { set; }
    Property Value
    Type Description
    Boolean
    Remarks

    Default value = False.

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    GsScale1Foot

    Apply gsFricScale1 to the foot if colliding with car. (Otherwise foot friction - with the ground - is determined by gsFricScale2 if it is in gsFricMask2).

    Declaration
    public bool GsScale1Foot { set; }
    Property Value
    Type Description
    Boolean
    Remarks

    Default value = True.

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    GsSideMax

    ID for glancing spin. Max depth to be considered on the side of a car (+ve is outside the car area).

    Declaration
    public float GsSideMax { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 0.5f. Min value = -10.0f. Max value = 1.0f.

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    GsSideMin

    ID for glancing spin. Min depth to be considered on the side of a car (-ve is inside the car area).

    Declaration
    public float GsSideMin { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = -0.2f. Min value = -10.0f. Max value = 1.0f.

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    GsUpness

    ID for glancing spin. Character has to be more upright than this value for it to be considered on the side of a car. Fully upright = 1, upsideDown = -1. Max Angle from upright is acos(gsUpness).

    Declaration
    public float GsUpness { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 0.9f. Min value = 0.0f. Max value = 10.0f.

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    HandsDelayMax

    If bracing with 2 hands delay one hand by at most this amount of time to introduce some asymmetry.

    Declaration
    public float HandsDelayMax { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 0.3f. Min value = 0.0f. Max value = 3.0f.

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    HandsDelayMin

    If bracing with 2 hands delay one hand by at least this amount of time to introduce some asymmetry.

    Declaration
    public float HandsDelayMin { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 0.1f. Min value = 0.0f. Max value = 3.0f.

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    InstanceIndex

    LevelIndex of object to brace.

    Declaration
    public int InstanceIndex { set; }
    Property Value
    Type Description
    Int32
    Remarks

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

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    LegStiffness

    Balancer leg stiffness mmmmtodo remove this parameter and use configureBalance?.

    Declaration
    public float LegStiffness { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 12.0f. Min value = 6.0f. Max value = 16.0f.

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    Look

    Position to look at, e.g. the driver.

    Declaration
    public Vector3 Look { set; }
    Property Value
    Type Description
    Vector3
    Remarks

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

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    MaxGrabCarVelocity

    Don't try to grab a car moving above this speed mmmmtodo make this the relative velocity of car to character?.

    Declaration
    public float MaxGrabCarVelocity { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 95.0f. Min value = 0.0f. Max value = 1000.0f.

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    MinBraceTime

    Minimum bracing time so the character doesn't look twitchy.

    Declaration
    public float MinBraceTime { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 0.3f. Min value = 0.0f. Max value = 3.0f.

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    MoveAway

    Move away from the car (if in reaching zone).

    Declaration
    public bool MoveAway { set; }
    Property Value
    Type Description
    Boolean
    Remarks

    Default value = False.

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    MoveAwayAmount

    ForceLean away amount (-ve is lean towards).

    Declaration
    public float MoveAwayAmount { set; }
    Property Value
    Type Description
    Single
    Remarks

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

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    MoveAwayLean

    Lean away amount (-ve is lean towards).

    Declaration
    public float MoveAwayLean { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 0.1f. Min value = -0.5f. Max value = 0.5f.

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    MoveSideways

    Amount of sideways movement if at the front or back of the car to add to the move away from car.

    Declaration
    public float MoveSideways { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 0.3f. Min value = 0.0f. Max value = 10.0f.

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    NewBrace

    Use the new brace prediction code.

    Declaration
    public bool NewBrace { set; }
    Property Value
    Type Description
    Boolean
    Remarks

    Default value = True.

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    Pos

    Location of the front part of the object to brace against. This should be the center of where his hands should meet the object.

    Declaration
    public Vector3 Pos { set; }
    Property Value
    Type Description
    Vector3
    Remarks

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

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    ReachAbsorbtionTime

    Larger values and he absorbs the impact more.

    Declaration
    public float ReachAbsorbtionTime { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 0.2f. Min value = 0.0f. Max value = 1.0f.

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    Roll2Velocity

    When rollDownStairs is running use roll2Velocity to control the helper torques (this only attempts to roll to the chaarcter's velocity not some default linear velocity mag.

    Declaration
    public bool Roll2Velocity { set; }
    Property Value
    Type Description
    Boolean
    Remarks

    Default value = False.

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    RollType

    0 = original/roll off/stay on car: Roll with character velocity, 1 = //Gentle: roll off/stay on car = use relative velocity of character to car to roll against, 2 = //roll over car: Roll against character velocity. i.e. roll against any velocity picked up by hitting car, 3 = //Gentle: roll over car: use relative velocity of character to car to roll with.

    Declaration
    public int RollType { set; }
    Property Value
    Type Description
    Int32
    Remarks

    Default value = 3. Min value = 0. Max value = 3.

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    SnapBonnet

    Exaggeration amount of the secondary (torso) impact with bonnet. +ve fold with car impact (as if pushed at hips by the impact normal). -ve fold away from car impact.

    Declaration
    public float SnapBonnet { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = -7.0f. Min value = -20.0f. Max value = 20.0f.

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    SnapFloor

    Exaggeration amount of the impact with the floor after falling off of car +ve fold with floor impact (as if pushed at hips in the impact normal direction). -ve fold away from car impact.

    Declaration
    public float SnapFloor { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 7.0f. Min value = -20.0f. Max value = 20.0f.

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    SnapImpact

    Exaggeration amount of the initial impact (legs). +ve fold with car impact (as if pushed at hips in the car velocity direction). -ve fold away from car impact.

    Declaration
    public float SnapImpact { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 7.0f. Min value = -20.0f. Max value = 20.0f.

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    SnapImpacts

    Exaggerate impacts using snap.

    Declaration
    public bool SnapImpacts { set; }
    Property Value
    Type Description
    Boolean
    Remarks

    Default value = False.

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    TargetPredictionTime

    Time epected to get arms up from idle.

    Declaration
    public float TargetPredictionTime { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 0.5f. Min value = 0.0f. Max value = 1.0f.

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    TimeToBackwardsBrace

    Time before arm brace kicks in when hit from behind.

    Declaration
    public float TimeToBackwardsBrace { set; }
    Property Value
    Type Description
    Single
    Remarks

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

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