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    Class ConfigureBulletsHelper

    Inheritance
    Object
    CustomHelper
    ConfigureBulletsHelper
    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 ConfigureBulletsHelper : CustomHelper

    Constructors

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    ConfigureBulletsHelper(Ped)

    Creates a new Instance of the ConfigureBulletsHelper for sending a ConfigureBullets Message to a given Ped.

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

    The Ped to send the ConfigureBullets Message to.

    Properties

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    CounterAfterMagReached

    Applies the counter impulse counterImpulseDelay(secs) after counterImpulseMag of the Impulse has been applied.

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

    Default value = False.

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    CounterImpulse2Hips

    Amount of the counter impulse applied to hips - the rest is applied to the part originally hit.

    Declaration
    public float CounterImpulse2Hips { set; }
    Property Value
    Type Description
    Single
    Remarks

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

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    CounterImpulseDelay

    Time after impulse is applied that counter impulse is applied.

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

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

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    CounterImpulseMag

    Amount of the original impulse that is countered.

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

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

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    DoCounterImpulse

    Add a counter impulse to the pelvis.

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

    Default value = False.

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    ImpulseAirApplyAbove

    If impulse is above this amount then do not scale/clamp just let it through as is - it's a shotgun or cannon.

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

    Default value = 399.0f. Min value = 0.0f.

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    ImpulseAirMax

    Amount to clamp impulse to if character is airborne and dynamicBalance is OK.

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

    Default value = 100.0f. Min value = 0.0f.

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    ImpulseAirMult

    Amount to scale impulse by if the character is airborne and dynamicBalance is OK and impulse is above impulseAirMultStart.

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

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

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    ImpulseAirMultStart

    If impulse is above this value scale it by impulseAirMult.

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

    Default value = 100.0f. Min value = 0.0f.

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    ImpulseAirOn

    Scale and/or clamp impulse if the character is airborne and dynamicBalance is OK.

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

    Default value = False.

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    ImpulseBalStabEnd

    100% LE Start to impulseBalStabMult*100% GT End. NB: Start LT End.

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

    Default value = 10.0f. Min value = 0.0f. Max value = 100.0f.

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    ImpulseBalStabMult

    100% LE Start to impulseBalStabMult*100% GT End. NB: leaving this as 1.0 means this functionality is not applied and Start and End have no effect.

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

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

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    ImpulseBalStabStart

    100% LE Start to impulseBalStabMult*100% GT End. NB: Start LT End.

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

    Default value = 3.0f. Min value = 0.0f. Max value = 100.0f.

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    ImpulseDelay

    Time from hit before impulses are being applied.

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

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

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    ImpulseLeakageStrengthScaled

    For weaker characters subsequent impulses remain strong.

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

    Default value = False.

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    ImpulseMinLeakage

    The minimum amount of impulse leakage allowed.

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

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

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    ImpulseNoBalMult

    Amount to scale impulse by if the dynamicBalance is not OK. 1.0 means this functionality is not applied.

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

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

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    ImpulseOneLegApplyAbove

    If impulse is above this amount then do not scale/clamp just let it through as is - it's a shotgun or cannon.

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

    Default value = 399.0f. Min value = 0.0f.

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    ImpulseOneLegMax

    Amount to clamp impulse to if character is contacting with one foot only and dynamicBalance is OK.

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

    Default value = 100.0f. Min value = 0.0f.

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    ImpulseOneLegMult

    Amount to scale impulse by if the character is contacting with one foot only and dynamicBalance is OK and impulse is above impulseAirMultStart.

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

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

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    ImpulseOneLegMultStart

    If impulse is above this value scale it by impulseOneLegMult.

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

    Default value = 100.0f. Min value = 0.0f.

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    ImpulseOneLegOn

    Scale and/or clamp impulse if the character is contacting with one leg only and dynamicBalance is OK.

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

    Default value = False.

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    ImpulsePeriod

    Duration that impulse is spread over (triangular shaped).

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

    Default value = 0.1f. Min value = 0.0f. Max value = 1.0f.

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    ImpulseRecovery

    Recovery rate of impulse strength per second (impulse strength from 0.0:1.0). At 60fps a impulseRecovery=60.0 will recover in 1 frame.

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

    Default value = 0.0f. Min value = 0.0f. Max value = 60.0f.

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    ImpulseReductionPerShot

    By how much are subsequent impulses reduced (e.g. 0.0: no reduction, 0.1: 10% reduction each new hit).

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

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

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    ImpulseSpineAngEnd

    100% GE Start to impulseSpineAngMult*100% LT End. NB: Start GT End. This the dot of hip2Head with up.

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

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

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    ImpulseSpineAngMult

    100% GE Start to impulseSpineAngMult*100% LT End. NB: leaving this as 1.0 means this functionality is not applied and Start and End have no effect.

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

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

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    ImpulseSpineAngStart

    100% GE Start to impulseSpineAngMult*100% LT End. NB: Start GT End. This the dot of hip2Head with up.

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

    Default value = 0.7f. Min value = -1.0f. Max value = 1.0f.

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    ImpulseSpreadOverParts

    Spreads impulse across parts. Currently only for spine parts, not limbs.

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

    Default value = False.

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    ImpulseTorqueScale

    An impulse applied at a point on a body equivalent to an impulse at the center of the body and a torque. This parameter scales the torque component. (The torque component seems to be excite the rage looseness bug which sends the character in a sometimes wildly different direction to an applied impulse).

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

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

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    ImpulseVelEnd

    100% LE Start to impulseVelMult*100% GT End. NB: Start LT End.

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

    Default value = 4.0f. Min value = 0.0f. Max value = 100.0f.

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    ImpulseVelMult

    100% LE Start to impulseVelMult*100% GT End. NB: leaving this as 1.0 means this functionality is not applied and Start and End have no effect.

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

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

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    ImpulseVelStart

    100% LE Start to impulseVelMult*100% GT End. NB: Start LT End.

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

    Default value = 1.0f. Min value = 0.0f. Max value = 100.0f.

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    LiftGain

    Amount of lift (directly multiplies torque axis to give lift force).

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

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

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    LoosenessFix

    Fix the rage looseness bug by applying only the impulse at the center of the body unless it is a spine part then apply the twist component only of the torque as well.

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

    Default value = False.

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    RbLowerShare

    Rigid body response is shared between the upper and lower body (rbUpperShare = 1-rbLowerShare). RbLowerShare=0.5 gives upper and lower share scaled by mass. i.e. if 70% ub mass and 30% lower mass then rbLowerShare=0.5 gives actualrbShare of 0.7ub and 0.3lb. rbLowerShare GT 0.5 scales the ub share down from 0.7 and the lb up from 0.3.

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

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

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    RbMaxBroomMomentArm

    Maximum broom((everything but the twist) arm moment of bullet applied.

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

    Default value = 1.0f. Min value = 0.0f. Max value = 2.0f.

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    RbMaxBroomMomentArmAirborne

    If Airborne: Maximum broom((everything but the twist) arm moment of bullet applied.

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

    Default value = 1.0f. Min value = 0.0f. Max value = 2.0f.

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    RbMaxBroomMomentArmOneLeg

    If only one leg in contact: Maximum broom((everything but the twist) arm moment of bullet applied.

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

    Default value = 1.0f. Min value = 0.0f. Max value = 2.0f.

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    RbMaxTwistMomentArm

    Maximum twist arm moment of bullet applied.

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

    Default value = 0.5f. Min value = 0.0f. Max value = 2.0f.

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    RbMaxTwistMomentArmAirborne

    If Airborne: Maximum twist arm moment of bullet applied.

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

    Default value = 0.5f. Min value = 0.0f. Max value = 2.0f.

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    RbMaxTwistMomentArmOneLeg

    If only one leg in contact: Maximum twist arm moment of bullet applied.

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

    Default value = 0.5f. Min value = 0.0f. Max value = 2.0f.

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    RbMoment

    0.0 only force, 0.5 = force and half the rigid body moment applied, 1.0 = force and full rigidBody moment.

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

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

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    RbMomentAirborne

    If Airborne: 0.0 only force, 0.5 = force and half the rigid body moment applied, 1.0 = force and full rigidBody moment.

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

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

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    RbMomentOneLeg

    If only one leg in contact: 0.0 only force, 0.5 = force and half the rigid body moment applied, 1.0 = force and full rigidBody moment.

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

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

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    RbPivot

    If false pivot around COM always, if true change pivot depending on foot contact: to feet center if both feet in contact, or foot position if 1 foot in contact or COM position if no feet in contact.

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

    Default value = False.

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    RbRatio

    0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody.

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

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

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    RbRatioAirborne

    If Airborne: 0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody.

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

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

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    RbRatioOneLeg

    If only one leg in contact: 0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody.

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

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

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    RbTwistAxis

    Declaration
    public RbTwistAxis RbTwistAxis { set; }
    Property Value
    Type Description
    RbTwistAxis
    Remarks

    Default value = WorldUp.

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    TorqueAlwaysSpine3

    Always apply torques to spine3 instead of actual part hit.

    Declaration
    public bool TorqueAlwaysSpine3 { set; }
    Property Value
    Type Description
    Boolean
    Remarks

    Default value = True.

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    TorqueCutoff

    Minimum ratio of impulse that remains after converting to torque (if in strength-proportional mode).

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

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

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    TorqueDelay

    Time from hit before torques are being applied.

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

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

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    TorqueFilterMode

    Declaration
    public TorqueFilterMode TorqueFilterMode { set; }
    Property Value
    Type Description
    TorqueFilterMode
    Remarks

    Default value = ApplyEveryBullet.

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    TorqueGain

    Multiplies impulse magnitude to arrive at torque that is applied.

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

    Default value = 4.0f. Min value = 0.0f. Max value = 10.0f.

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    TorqueMode

    Declaration
    public TorqueMode TorqueMode { set; }
    Property Value
    Type Description
    TorqueMode
    Remarks

    Default value = Disabled. If Proportional - proportional to character strength, can reduce impulse amount. If Additive - no reduction of impulse and not proportional to character strength.

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    TorquePeriod

    Duration of torque.

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

    Default value = 0.1f. Min value = 0.0f. Max value = 1.0f.

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    TorqueReductionPerTick

    Ratio of torque for next tick (e.g. 1.0: not reducing over time, 0.9: each tick torque is reduced by 10%).

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

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

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    TorqueSpinMode

    Declaration
    public TorqueSpinMode TorqueSpinMode { set; }
    Property Value
    Type Description
    TorqueSpinMode
    Remarks

    Default value = FromImpulse. If Flipping a burst effect is achieved.

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