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    Class PointGunHelper

    Inheritance
    Object
    CustomHelper
    PointGunHelper
    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 PointGunHelper : CustomHelper

    Constructors

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    PointGunHelper(Ped)

    Creates a new Instance of the PointGunHelper for sending a PointGun Message to a given Ped.

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

    The Ped to send the PointGun Message to.

    Properties

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    AcrossLimit

    Max aiming angle(deg) sideways across body midline measured from chest forward that the character will try to point. i.e. for rightHanded gun this is the angle left of the midline.

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

    Default value = 90.0f. Min value = 0.0f. Max value = 180.0f.

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    Add2WeaponDistConnect

    Add to weaponDistance for point2Connect neutral pointing (to straighten the arm).

    Declaration
    public float Add2WeaponDistConnect { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 0.0f. Min value = -1.0f. Max value = 1000.0f.

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    Add2WeaponDistSide

    Add to weaponDistance for point2Side neutral pointing (to straighten the arm).

    Declaration
    public float Add2WeaponDistSide { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 0.3f. Min value = -1.0f. Max value = 1000.0f.

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    AllowShotLooseness

    Allow shot to set a lower arm muscleStiffness than pointGun normally would.

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

    Default value = False.

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    AlwaysSupport

    Support a non pointing gunHand i.e. if in zero pose (constrain as well if constraint possible).

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

    Default value = False.

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    ArmDamping

    Damping.

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

    Default value = 1.0f. Min value = 0.1f. Max value = 5.0f.

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    ArmStiffness

    Stiffness of the arm.

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

    Default value = 14.0f. Min value = 2.0f. Max value = 15.0f.

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    ArmStiffnessDetSupport

    Stiffness of the arm on pointing arm when a support arm is detached from a two-handed weapon.

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

    Default value = 8.0f. Min value = 2.0f. Max value = 15.0f.

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    AwayLimit

    Max aiming angle(deg) sideways away from body midline measured from chest forward that the character will try to point. i.e. for rightHanded gun this is the angle right of the midline.

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

    Default value = 90.0f. Min value = 0.0f. Max value = 180.0f.

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    BreakingStrength

    For supportConstraint = 1: strength of the supporting hands constraint (kg m/s), -1 to ignore/disable.

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

    Default value = -1.0f. Min value = -1.0f. Max value = 1000.0f.

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    BrokenSupportTime

    Once constraint is broken then do not try to reconnect/support for this amount of time.

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

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

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    BrokenToSideProb

    Probability that the when a constraint is broken that during brokenSupportTime a side pose will be selected.

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

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

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    CheckNeutralPoint

    Check the neutral pointing is pointable, if it isn't then choose a neutral pose instead.

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

    Default value = False.

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    ClavicleBlend

    How much of blend should come from incoming transforms 0(all IK) .. 1(all ITMs) For pointing arms only. (Support arm uses the IK solution as is for clavicles).

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

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

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    ConnectAfter

    If gunArm has been controlled by other behaviors for this time when it could have been pointing but couldn't due to pointing only allowed if connected, change gunArm pose to something that could connect for connectFor seconds.

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

    Default value = 0.7f. Min value = 0.0f. Max value = 5.0f.

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    ConnectFor

    Time to try to reconnect for.

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

    Default value = 0.6f. Min value = 0.0f. Max value = 5.0f.

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    ConstrainRifle

    Use hard constraint to keep rifle stock against shoulder?.

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

    Default value = True.

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    ConstraintMinDistance

    For supportConstraint = 1: Support hand constraint distance will be slowly reduced until it hits this value. This is for stability and also allows the pointing arm to lead a little. Don't set lower than NM_MIN_STABLE_DISTANCECONSTRAINT_DISTANCE 0.001f.

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

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

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    DisableArmCollisions

    Disable collisions between right hand/forearm and the torso/legs.

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

    Default value = False.

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    DisableRifleCollisions

    Disable collisions between right hand/forearm and spine3/spine2 if in rifle mode.

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

    Default value = False.

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    DownLimit

    Max aiming angle(deg) downwards from body midline measured from chest forward that the character will try to point.

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

    Default value = 45.0f. Min value = 0.0f. Max value = 180.0f.

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    ElbowAttitude

    Controls arm twist. (except in pistolIK).

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

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

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    EnableLeft

    Allow right hand to point/support?.

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

    Default value = True.

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    EnableRight

    Allow right hand to point/support?.

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

    Default value = True.

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    ErrorThreshold

    Angular difference between pointing direction and target direction above which feedback will be generated.

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

    Default value = 0.4f. Min value = 0.0f. Max value = 3.1f.

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    FallingLimits

    0= don't apply limits. 1=apply the limits below only when the character is falling. 2 = always apply these limits (instead of applying maxAngleAcross and maxAngleAway which only limits the horizontal angle but implicity limits the updown (the limit shape is a vertical hinge).

    Declaration
    public int FallingLimits { set; }
    Property Value
    Type Description
    Int32
    Remarks

    Default value = 0. Min value = 0. Max value = 2.

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    FallingSupport

    Allow supporting of a rifle(or two handed pistol) when falling. 0 = false, 1 = support if allowed, 2 = support until constraint not active (don't allow support to restart), 3 = support until constraint not effective (support hand to support distance must be less than 0.15 - don't allow support to restart).

    Declaration
    public int FallingSupport { set; }
    Property Value
    Type Description
    Int32
    Remarks

    Default value = 1. Min value = 0. Max value = 3.

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    FallingTypeSupport

    What is considered a fall by fallingSupport). Apply fallingSupport 0=never(will support if allowed), 1 = falling, 2 = falling except if falling backwards, 3 = falling and collided, 4 = falling and collided except if falling backwards, 5 = falling except if falling backwards until collided.

    Declaration
    public int FallingTypeSupport { set; }
    Property Value
    Type Description
    Int32
    Remarks

    Default value = 0. Min value = 0. Max value = 5.

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    FireWeaponRelaxAmount

    Relax multiplier following firing weapon. Recovers over relaxTime.

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

    Default value = 0.5f. Min value = 0.1f. Max value = 1.0f.

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    FireWeaponRelaxDistance

    Range of motion for ik-based recoil.

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

    Default value = 0.1f. Min value = 0.0f. Max value = 0.3f.

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    FireWeaponRelaxTime

    Duration of arms relax following firing weapon. NB:This is clamped (0,5) in pointGun.

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

    Default value = 0.4f. Min value = 0.0f. Max value = 5.0f.

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    GravityOpposition

    Amount of gravity opposition on pointing arm.

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

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

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    GravOppDetachedSupport

    Amount of gravity opposition on pointing arm when a support arm is detached from a two-handed weapon.

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

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

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    LeadTarget

    NB: Only Applied to single handed weapons (some more work is required to have this tech on two handed weapons). Amount to lead target based on target velocity relative to the chest.

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

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

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    LeftHandParentEffector

    1 = Use leftShoulder. Effector from which the left hand pointing originates. Ie, point from this part to the target. -1 causes default offset for active weapon mode to be applied.

    Declaration
    public int LeftHandParentEffector { set; }
    Property Value
    Type Description
    Int32
    Remarks

    Default value = -1. Min value = -1. Max value = 21.

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    LeftHandParentOffset

    Pointing-from offset from parent effector, expressed in spine3's frame, x = back/forward, y = right/left, z = up/down.

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

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

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    LeftHandTarget

    Target for the left Hand.

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

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

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    LeftHandTargetIndex

    Index of the object that the left hand target is specified in, -1 is world space.

    Declaration
    public int LeftHandTargetIndex { set; }
    Property Value
    Type Description
    Int32
    Remarks

    Default value = -1.

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    MakeConstraintDistance

    For supportConstraint = 1: Minimum distance within which support hand constraint will be made.

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

    Default value = 0.1f. Min value = 0.0f. Max value = 3.0f.

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    MassMultDetachedSupport

    Amount of mass of weapon taken into account by gravity opposition on pointing arm when a support arm is detached from a two-handed weapon. The lower the value the more the character doesn't know about the weapon mass and therefore is more affected by it.

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

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

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    MaxAngleAcross

    Max aiming angle(deg) sideways across body midline measured from chest forward that the character will try to point.

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

    Default value = 90.0f. Min value = 0.0f. Max value = 180.0f.

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    MaxAngleAway

    Max aiming angle(deg) sideways away from body midline measured from chest forward that the character will try to point.

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

    Default value = 90.0f. Min value = 0.0f. Max value = 180.0f.

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    MeasureParentOffset

    If useIncomingTransforms = true and measureParentOffset=true then measure the Pointing-from offset from parent effector, using itms - this should point the barrel of the gun to the target. This is added to the rightHandParentOffset. NB NOT used if rightHandParentEffector LT 0.

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

    Default value = True.

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    NeutralPoint4Pistols

    NOT IMPLEMENTED YET KEEP=false - use pointing for neutral targets in pistol modes.

    Declaration
    public bool NeutralPoint4Pistols { set; }
    Property Value
    Type Description
    Boolean
    Remarks

    Default value = False.

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    NeutralPoint4Rifle

    Use pointing for neutral targets in rifle mode.

    Declaration
    public bool NeutralPoint4Rifle { set; }
    Property Value
    Type Description
    Boolean
    Remarks

    Default value = True.

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    OneHandedPointing

    0 = don't allow, 1= allow for kPistol(two handed pistol) only, 2 = allow for kRifle only, 3 = allow for kPistol and kRifle. Allow one handed pointing - no constraint if cant be supported . If not allowed then gunHand does not try to point at target if it cannot be supported - the constraint will be controlled by always support.

    Declaration
    public int OneHandedPointing { set; }
    Property Value
    Type Description
    Int32
    Remarks

    Default value = 1. Min value = 0. Max value = 3.

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    PistolNeutralType

    0 = byFace, 1=acrossFront, 2=bySide. NB: bySide is not connectible so be careful if combined with kPistol and oneHandedPointing = 0 or 2.

    Declaration
    public int PistolNeutralType { set; }
    Property Value
    Type Description
    Int32
    Remarks

    Default value = 0. Min value = 0. Max value = 2.

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    Point2Connect

    Side, up, back) side is left for left arm, right for rght arm mmmmtodo.

    Declaration
    public Vector3 Point2Connect { set; }
    Property Value
    Type Description
    Vector3
    Remarks

    Default value = Vector3(-1.0f, -0.9f, -0.2f).

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    Point2Side

    Side, up, back) side is left for left arm, right for right arm mmmmtodo.

    Declaration
    public Vector3 Point2Side { set; }
    Property Value
    Type Description
    Vector3
    Remarks

    Default value = Vector3(5.0f, -5.0f, -2.0f).

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    PoseUnusedGunArm

    Apply neutral pose when a gun arm isn't in use. NB: at the moment Rifle hand is always controlled by pointGun.

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

    Default value = False.

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    PoseUnusedOtherArm

    Apply neutral pose to the non-gun arm (otherwise it is always under the control of other behaviors or not set). If the non-gun hand is a supporting hand it is not controlled by this parameter but by poseUnusedSupportArm.

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

    Default value = False.

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    PoseUnusedSupportArm

    Apply neutral pose when a support arm isn't in use.

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

    Default value = False.

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    PrimaryHandWeaponDistance

    Distance from the shoulder to hold the weapon. If -1 and useIncomingTransforms then weaponDistance is read from ITMs. WeaponDistance=primaryHandWeaponDistance clamped [0.2f:m_maxArmReach=0.65] if useIncomingTransforms = false. pistol 0.60383, rifle 0.336.

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

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

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    ReduceConstraintLengthVel

    For supportConstraint = 1: Velocity at which to reduce the support hand constraint length.

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

    Default value = 1.5f. Min value = 0.1f. Max value = 10.0f.

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    RifleConstraintMinDistance

    Rifle constraint distance. Deliberately kept large to create a flat constraint surface where rifle meets the shoulder.

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

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

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    RifleFall

    Pose the rifle hand to reduce complications with collisions. 0 = false, 1 = always when falling, 2 = when falling except if falling backwards.

    Declaration
    public int RifleFall { set; }
    Property Value
    Type Description
    Int32
    Remarks

    Default value = 0. Min value = 0. Max value = 2.

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    RightHandParentEffector

    1 = Use rightShoulder.. Effector from which the right hand pointing originates. Ie, point from this part to the target. -1 causes default offset for active weapon mode to be applied.

    Declaration
    public int RightHandParentEffector { set; }
    Property Value
    Type Description
    Int32
    Remarks

    Default value = -1. Min value = -1. Max value = 21.

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    RightHandParentOffset

    Pointing-from offset from parent effector, expressed in spine3's frame, x = back/forward, y = right/left, z = up/down. This is added to the measured one if useIncomingTransforms=true and measureParentOffset=true. NB NOT used if rightHandParentEffector LT 0. Pistol(0,0,0) Rifle(0.0032, 0.0, -0.0).

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

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

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    RightHandTarget

    Target for the right Hand.

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

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

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    RightHandTargetIndex

    Index of the object that the right hand target is specified in, -1 is world space.

    Declaration
    public int RightHandTargetIndex { set; }
    Property Value
    Type Description
    Int32
    Remarks

    Default value = -1.

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    SupportConstraint

    Type of constraint between the support hand and gun. 0=no constraint, 1=hard distance constraint, 2=Force based constraint, 3=hard spherical constraint.

    Declaration
    public int SupportConstraint { set; }
    Property Value
    Type Description
    Int32
    Remarks

    Default value = 1. Min value = 0. Max value = 3.

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    UpLimit

    Max aiming angle(deg) upwards from body midline measured from chest forward that the character will try to point.

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

    Default value = 90.0f. Min value = 0.0f. Max value = 180.0f.

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    UseHeadLook

    Use head look to drive head?.

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

    Default value = True.

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    UseIncomingTransforms

    Use the incoming transforms to inform the pointGun of the primaryWeaponDistance, poleVector for the arm.

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

    Default value = True.

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    UsePistolIK

    Enable new ik for pistol pointing.

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

    Default value = True.

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    UseSpineTwist

    Use spine twist to orient chest?.

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

    Default value = True.

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    UseTurnToTarget

    Turn balancer to help gun point at target.

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

    Default value = False.

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