Class BraceForImpactHelper
Inherited Members
Namespace: GTA.NaturalMotion
Assembly: ScriptHookVDotNet3.dll
Syntax
public sealed class BraceForImpactHelper : CustomHelper
Constructors
| Improve this Doc View SourceBraceForImpactHelper(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 |
Properties
| Improve this Doc View SourceBbArms
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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".
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
InstanceIndex
LevelIndex of object to brace.
Declaration
public int InstanceIndex { set; }
Property Value
Type | Description |
---|---|
Int32 |
Remarks
Default value = -1. Min value = -1.
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.
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).
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.
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.
MoveAway
Move away from the car (if in reaching zone).
Declaration
public bool MoveAway { set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
Default value = False.
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.
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.
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.
NewBrace
Use the new brace prediction code.
Declaration
public bool NewBrace { set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
Default value = True.
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).
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.
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.
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.
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.
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.
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.
SnapImpacts
Exaggerate impacts using snap.
Declaration
public bool SnapImpacts { set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
Default value = False.
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.
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.