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    Class HighFallHelper

    Inheritance
    Object
    CustomHelper
    HighFallHelper
    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 HighFallHelper : CustomHelper

    Constructors

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    HighFallHelper(Ped)

    Creates a new Instance of the HighFallHelper for sending a HighFall Message to a given Ped.

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

    The Ped to send the HighFall Message to.

    Properties

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    AdaptiveCircling

    Stunt man type fall. Arm and legs circling direction controlled by angmom and orientation.

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

    Default value = True.

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    AimAngleBase

    Angle from vertical the pdController is driving to (positive = forwards).

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

    Default value = 0.2f. Min value = -3.1f. Max value = 3.1f.

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    AlanRickman

    If true then orientate the character to face the point from where it started falling. High fall like the one in "Die Hard" with Alan Rickman.

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

    Default value = False.

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    ArmAmplitude

    In armWindMillAdaptive.

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

    Default value = 2.0f. Min value = 0.0f. Max value = 10.0f.

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    ArmAngSpeed

    Arm circling speed in armWindMillAdaptive.

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

    Default value = 7.9f. Min value = 0.0f. Max value = 20.0f.

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    ArmBendElbows

    In armWindMillAdaptive bend the elbows as a function of armAngle. For stunt man true otherwise false.

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

    Default value = True.

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    ArmPhase

    In armWindMillAdaptive 3.1 opposite for stuntman. 1.0 old default. 0.0 in phase.

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

    Default value = 3.1f. Min value = 0.0f. Max value = 6.3f.

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    Arms2LegsPhase

    Phase angle between the arms and legs circling angle.

    Declaration
    public float Arms2LegsPhase { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 0.0f. Min value = 0.0f. Max value = 6.5f.

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    Arms2LegsSync

    Syncs the arms angle to what the leg angle is.

    Declaration
    public Synchroisation Arms2LegsSync { set; }
    Property Value
    Type Description
    Synchroisation
    Remarks

    Default value = AlwaysSynced. All speed/direction parameters of armswindmill are overwritten if = AlwaysSynced. If SyncedAtStart and you want synced arms/legs then armAngSpeed=legAngSpeed, legAsymmetry = 0.0 (to stop randomizations of the leg cicle speed).

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    ArmsUp

    Where to put the arms when preparing to land. Approx 1 = above head, 0 = head height, -1 = down. LT -2.0 use catchFall arms, LT -3.0 use prepare for landing pose if Agent is due to land vertically, feet first.

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

    Default value = -3.1f. Min value = -4.0f. Max value = 2.0f.

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    Balance

    If true have enough strength to balance. If false not enough strength in legs to balance (even though bodyBlance called).

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

    Default value = True.

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    Bodydamping

    The damping of the joints.

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

    Default value = 1.0f. Min value = 0.0f. Max value = 3.0f.

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    BodyStiffness

    Stiffness of body. Value feeds through to bodyBalance (synced with defaults), to armsWindmill (14 for this value at default ), legs pedal, head look and roll down stairs directly.

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

    Default value = 11.0f. Min value = 6.0f. Max value = 16.0f.

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    CatchFallCutOff

    0.5angle is 0.878 dot. Cutoff to go to the catchFall ( internal) //mmmtodo do like crashOrLandCutOff.

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

    Default value = 0.9f. Min value = -1.0f. Max value = 1.0f.

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    Catchfalltime

    The length of time before the impact that the character transitions to the landing.

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

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

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    CrashOrLandCutOff

    0.52angle is 0.868 dot//A threshold for deciding how far away from upright the character needs to be before bailing out (going into a foetal) instead of trying to land (keeping stretched out). NB: never does bailout if ignorWorldCollisions true.

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

    Default value = 0.9f. Min value = -1.0f. Max value = 1.0f.

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    FootVelCompScale

    Scale to change to amount of vel that is added to the foot ik from the velocity (Internal).

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

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

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    FowardOffsetOfLegIK

    Forward offset for the feet during prepareForLanding.

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

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

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    FowardRoll

    Try to execute a forward Roll on landing.

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

    Default value = False.

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    FowardVelRotation

    Scale to add/subtract from aimAngle based on forward speed (Internal).

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

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

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    Hula

    With stunt man type fall. Hula reaction if can't see floor and not rotating fast.

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

    Default value = True.

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    IgnorWorldCollisions

    Never go into bailout (foetal).

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

    Default value = False.

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    LandingNormal

    Ray-cast normal doted with up direction has to be greater than this number to consider object flat enough to land on it.

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

    Default value = 0.6f. Min value = 0.0f. Max value = 1.0f.

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    LegAngSpeed

    In pedal.

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

    Default value = 7.9f. Min value = 0.0f. Max value = 15.0f.

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    LegAsymmetry

    0.0 for stuntman. Random offset applied per leg to the angular speed to desynchronize the pedaling - set to 0 to disable, otherwise should be set to less than the angularSpeed value.

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

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

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    LegL

    Leg Length for ik (Internal)//unused.

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

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

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    LegRadius

    Radius of legs on pedal.

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

    Default value = 0.4f. Min value = 0.0f. Max value = 0.5f.

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    LegStrength

    Strength of the legs at landing.

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

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

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    MaxSpeedForRecoverableFall

    Character needs to be moving less than this speed to consider fall as a recoverable one.

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

    Default value = 15.0f. Min value = 0.0f. Max value = 100.0f.

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    MinSpeedForBrace

    Character needs to be moving at least this fast horizontally to start bracing for impact if there is an object along its trajectory.

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

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

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    OrientateBodyToFallDirection

    Toggle to orientate to fall direction. i.e. orientate so that the character faces the horizontal velocity direction.

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

    Default value = False.

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    OrientateMax

    DEVEL parameter - suggest you don't edit it. Maximum torque the orientation controller can apply. If 0 then no helper torques will be used. 300 will orientate the character softly for all but extreme angles away from aimAngleBase. If abs (current -aimAngleBase) is getting near 3.0 then this can be reduced to give a softer feel.

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

    Default value = 300.0f. Min value = 0.0f. Max value = 2000.0f.

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    OrientateTwist

    If false don't worry about the twist angle of the character when orientating the character. If false this allows the twist axis of the character to be free (You can get a nice twisting highFall like the one in dieHard 4 when the car goes into the helicopter).

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

    Default value = True.

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    PdDamping

    Damping multiplier of the controller to keep the character at angle aimAngleBase from vertical. The actual damping is pdDampingpdStrengthconstant*angVel.

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

    Default value = 1.0f. Min value = 0.0f. Max value = 5.0f.

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    PdStrength

    Strength of the controller to keep the character at angle aimAngleBase from vertical.

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

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

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    SideD

    Side offset for the feet during prepareForLanding. +ve = right.

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

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

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    UseZeroPose_withFowardRoll

    Blend to a zero pose when forward roll is attempted.

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

    Default value = False.

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