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    Class RegisterWeaponHelper

    Use this message to register weapon. This is an alternativeto the registerWeapon public function.

    Inheritance
    Object
    CustomHelper
    RegisterWeaponHelper
    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 RegisterWeaponHelper : CustomHelper

    Constructors

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    RegisterWeaponHelper(Ped)

    Creates a new Instance of the RegisterWeaponHelper for sending a RegisterWeapon Message to a given Ped.

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

    The Ped to send the RegisterWeapon Message to.

    Remarks

    Use this message to register weapon. This is an alternativeto the registerWeapon public function.

    Properties

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    ConstraintHandle

    Pointer to the hand-gun constraint handle.

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

    Default value = -1. Min value = -1.

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    GunToButtInGun

    Gun center to butt expressed in gun co-ordinates. The gun pivots around this point when aiming.

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

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

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    GunToHandA

    A vector of the gunToHand matrix. The gunToHandMatrix is the desired gunToHandMatrix in the aimingPose. (The gunToHandMatrix when pointGun starts can be different so will be blended to this desired one).

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

    Default value = Vector3(1.0f, 0.0f, 0.0f). Min value = 0.0f.

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    GunToHandB

    B vector of the gunToHand matrix.

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

    Default value = Vector3(0.0f, 1.0f, 0.0f). Min value = 0.0f.

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    GunToHandC

    C vector of the gunToHand matrix.

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

    Default value = Vector3(0.0f, 0.0f, 1.0f). Min value = 0.0f.

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    GunToHandD

    D vector of the gunToHand matrix.

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

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

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    GunToMuzzleInGun

    Gun center to muzzle expressed in gun co-ordinates. To get the line of sight/barrel of the gun. Assumption: the muzzle direction is always along the same primary axis of the gun.

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

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

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    Hand

    Declaration
    public Hand Hand { set; }
    Property Value
    Type Description
    Hand
    Remarks

    Default value = Right.

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    LevelIndex

    Level index of the weapon.

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

    Default value = -1. Min value = -1.

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