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    Class FallOverWallHelper

    Inheritance
    Object
    CustomHelper
    FallOverWallHelper
    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 FallOverWallHelper : CustomHelper

    Constructors

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    FallOverWallHelper(Ped)

    Creates a new Instance of the FallOverWallHelper for sending a FallOverWall Message to a given Ped.

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

    The Ped to send the FallOverWall Message to.

    Properties

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    AdaptForcesToLowWall

    Will reduce the magnitude of the forces applied to the character to help him to fall over wall.

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

    Default value = False.

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    AngleDirWithWallNormal

    Maximum angle in degrees (between the direction of the velocity of the COM and the wall normal) to start to apply forces and torques to fall over the wall.

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

    Default value = 180.0f. Min value = 0.0f. Max value = 180.0f.

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    AngleTotallyBack

    Max angle in degrees (between 1.the vector between two hips and 2. WallEdge) to try to reach the wall just behind his pelvis with his arms when the character is back to the wall.

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

    Default value = 15.0f. Min value = 0.0f. Max value = 180.0f.

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    BendSpine

    Bend spine to help falloverwall if true. Do nothing with the spine if false.

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

    Default value = True.

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    BodyStiffness

    Stiffness of the body, roll up stiffness scales with this and defaults at this default value.

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

    Default value = 9.0f. Min value = 6.0f. Max value = 16.0f.

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    BodyTwist

    Amount of twist to apply to the spine as the character tries to fling himself over the wall, provides more of a believable roll but increases the amount of lateral space the character needs to successfully flip.

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

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

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    Damping

    Damping in the effectors.

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

    Default value = 0.5f. Min value = 0.0f. Max value = 3.0f.

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    DistanceToSendSuccessMessage

    Minimum distance between the pelvis and the wall to send the success message. If negative doesn't take this parameter into account when sending feedback.

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

    Default value = -1.0f. Min value = -1.0f. Max value = 3.0f.

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    FallOverWallEndA

    One end of the wall to try to fall over.

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

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

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    FallOverWallEndB

    One end of the wall over which we are trying to fall over.

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

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

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    ForceAngleAbort

    The angle abort threshold.

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

    Default value = -0.2f.

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    ForceTimeOut

    The force time out.

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

    Default value = 2.0f.

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    LeaningAngleThreshold

    Maximum angle in degrees (between the vertical vector and a vector from pelvis to lower neck) to start to apply forces and torques to fall over the wall.

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

    Default value = 180.0f. Min value = 0.0f. Max value = 180.0f.

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    MagOfForce

    Magnitude of the falloverWall helper force.

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

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

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    MaxAngVel

    If the angular velocity is higher than maxAngVel, the torques and forces are not applied.

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

    Default value = 2.0f. Min value = -1.0f. Max value = 30.0f.

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    MaxDistanceFromPelToHitPoint

    The maximum distance away from the pelvis that hit points will be registered.

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

    Default value = 0.3f. Min value = 0.0f. Max value = 1.0f.

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    MaxForceDist

    Maximum distance between hitPoint and body part at which forces are applied to part.

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

    Default value = 0.8f. Min value = 0.0f. Max value = 2.0f.

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    MaxTwist

    Max angle the character can twist before twsit helper torques are turned off.

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

    Default value = 3.1f. Min value = 0.0f. Max value = 10.0f.

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    MaxWallHeight

    Maximum height (from the lowest foot) to start to apply forces and torques to fall over the wall.

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

    Default value = -1.0f. Min value = -1.0f. Max value = 3.0f.

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    MinLegHeight

    Minimum height of pelvis above feet at which fallOverWall is attempted.

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

    Default value = 0.4f. Min value = 0.1f. Max value = 2.0f.

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    MinReachDistanceFromHitPoint

    Minimal distance from predicted hitpoint where each hands will try to reach the wall. Used if the hand target is outside the wall Edge.

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

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

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    MoveArms

    Lift the arms up if true. Do nothing with the arms if false (eg when using catchfall arms or brace etc).

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

    Default value = True.

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    MoveLegs

    Move the legs if true. Do nothing with the legs if false (eg when using dynamicBalancer etc).

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

    Default value = True.

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    ReachDistanceFromHitPoint

    Distance from predicted hitpoint where each hands will try to reach the wall.

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

    Default value = 0.3f. Min value = 0.0f. Max value = 1.0f.

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    RollingBackThr

    Value of the angular velocity about the wallEgde above which the character is considered as rolling backwards i.e. goes in to fow_RollingBack state.

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

    Default value = 0.5f. Min value = 0.0f. Max value = 10.0f.

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    RollingPotential

    On impact with the wall if the rollingPotential(calculated from the characters linear velocity w.r.t the wall) is greater than this value the character will try to go over the wall otherwise it won't try (fow_Aborted).

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

    Default value = 0.3f. Min value = -1.0f. Max value = 10.0f.

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    StepExclusionZone

    Specifies extent of area in front of the wall in which balancer won't try to take another step.

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

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

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    UseArmIK

    Try to reach the wallEdge. To configure the IK : use limitAngleBack, limitAngleFront and limitAngleTotallyBack.

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

    Default value = False.

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