Class FallOverWallHelper
Inherited Members
Namespace: GTA.NaturalMotion
Assembly: ScriptHookVDotNet3.dll
Syntax
public sealed class FallOverWallHelper : CustomHelper
Constructors
| Improve this Doc View SourceFallOverWallHelper(Ped)
Declaration
public FallOverWallHelper(Ped ped)
Parameters
Type | Name | Description |
---|---|---|
Ped | ped |
Properties
| Improve this Doc View SourceAdaptForcesToLowWall
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.
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.
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.
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.
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.
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.
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.
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.
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).
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).
ForceAngleAbort
The angle abort threshold.
Declaration
public float ForceAngleAbort { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = -0.2f.
ForceTimeOut
The force time out.
Declaration
public float ForceTimeOut { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 2.0f.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.