Class HighFallHelper
Inherited Members
Namespace: GTA.NaturalMotion
Assembly: ScriptHookVDotNet3.dll
Syntax
public sealed class HighFallHelper : CustomHelper
Constructors
| Improve this Doc View SourceHighFallHelper(Ped)
Declaration
public HighFallHelper(Ped ped)
Parameters
Type | Name | Description |
---|---|---|
Ped | ped |
Properties
| Improve this Doc View SourceAdaptiveCircling
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
FowardRoll
Try to execute a forward Roll on landing.
Declaration
public bool FowardRoll { set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
Default value = False.
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.
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.
IgnorWorldCollisions
Never go into bailout (foetal).
Declaration
public bool IgnorWorldCollisions { set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
Default value = False.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.