Class SetFallingReactionHelper
Sets the type of reaction if catchFall is called.
Inherited Members
Namespace: GTA.NaturalMotion
Assembly: ScriptHookVDotNet3.dll
Syntax
public sealed class SetFallingReactionHelper : CustomHelper
Constructors
| Improve this Doc View SourceSetFallingReactionHelper(Ped)
Creates a new Instance of the SetFallingReactionHelper for sending a SetFallingReaction Message to a given Ped.
Declaration
public SetFallingReactionHelper(Ped ped)
Parameters
Type | Name | Description |
---|---|---|
Ped | ped |
Remarks
Sets the type of reaction if catchFall is called.
Properties
| Improve this Doc View SourceAntiPropClav
Discourage the character getting stuck propped up by elbows when falling backwards - by inhibiting backwards moving clavicles (keeps the arms slightly wider).
Declaration
public bool AntiPropClav { set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
Default value = False.
AntiPropWeak
Discourage the character getting stuck propped up by elbows when falling backwards - by weakening the arms as soon they hit the floor. (Also stops the hands lifting up when flat on back).
Declaration
public bool AntiPropWeak { set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
Default value = False.
ArmReduceSpeed
Strength is reduced in the catchFall when the arms contact the ground. 0.2 is good for handsAndKnees. 2.5 is good for normal catchFall, anything lower than 1.0 for normal catchFall may lead to bad catchFall poses.
Declaration
public float ArmReduceSpeed { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 2.5f. Min value = 0.0f. Max value = 10.0f.
CallRDS
If true catchFall will call rollDownstairs if comVel GT comVelRDSThresh - prevents excessive sliding in catchFall. Was previously only true for handsAndKnees.
Declaration
public bool CallRDS { set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
Default value = False.
ChangeFrictionTime
Time after hitting ground that the catchFall can change the friction of parts to inhibit sliding.
Declaration
public float ChangeFrictionTime { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 0.2f. Min value = 0.0f. Max value = 10.0f.
ComVelRDSThresh
ComVel above which rollDownstairs will start - prevents excessive sliding in catchFall.
Declaration
public float ComVelRDSThresh { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 2.0f. Min value = 0.0f. Max value = 20.0f.
FrictionMax
Max Friction of an impact with a body part (not head, hands or feet) - to increase friction of slippy environment to get character to roll better. Applied in catchFall and rollUp(rollDownStairs).
Declaration
public float FrictionMax { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 9999.0f. Min value = 0.0f.
FrictionMin
Min Friction of an impact with a body part (not head, hands or feet) - to increase friction of slippy environment to get character to roll better. Applied in catchFall and rollUp(rollDownStairs).
Declaration
public float FrictionMin { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 0.0f. Min value = 0.0f. Max value = 10.0f.
GroundFriction
8.0 was used on yanked) Friction multiplier on body parts when on ground. Character can look too slidy with groundFriction = 1. Higher values give a more jerky reaction but this seems timestep dependent especially for dragged by the feet.
Declaration
public float GroundFriction { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 1.0f. Min value = 0.0f. Max value = 10.0f.
HandsAndKnees
Set to true to get handsAndKnees catchFall if catchFall called. If true allows the dynBalancer to stay on during the catchfall and modifies the catch fall to give a more alive looking performance (hands and knees for front landing or sitting up for back landing).
Declaration
public bool HandsAndKnees { set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
Default value = False.
HeadAsWeakAsArms
Head weakens as arms weaken. If false and antiPropWeak when falls onto back doesn't loosen neck so early (matches bodyStrength instead).
Declaration
public bool HeadAsWeakAsArms { set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
Default value = True.
HkHeadAvoid
Enable head ground avoidance when handsAndKnees is true.
Declaration
public bool HkHeadAvoid { set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
Default value = True.
InhibitRollingTime
Time after hitting ground that the catchFall can call rds.
Declaration
public float InhibitRollingTime { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 0.2f. Min value = 0.0f. Max value = 10.0f.
ReachLengthMultiplier
Reach length multiplier that scales characters arm topological length, value in range from (0, 1 GT where 1.0 means reach length is maximum.
Declaration
public float ReachLengthMultiplier { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 1.0f. Min value = 0.3f. Max value = 1.0f.
ResistRolling
For rds catchFall only: True to resist rolling motion (rolling motion is set off by ub contact and a sliding velocity), false to allow more of a continuous rolling (rolling motion is set off at a sliding velocity).
Declaration
public bool ResistRolling { set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
Default value = False.
RiflePose
Hold rifle in a safe position to reduce complications with collision. Only applied if holding a rifle.
Declaration
public bool RiflePose { set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
Default value = False.
SpineLean1Offset
Bias spine post towards hunched (away from arched).
Declaration
public float SpineLean1Offset { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 0.0f. Min value = 0.0f. Max value = 1.0f.
StopManual
Override slope value to manually force stopping on flat ground. Encourages character to come to rest face down or face up.
Declaration
public float StopManual { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 0.0f. Min value = 0.0f. Max value = 1.0f.
StopOnSlopes
Apply tactics to help stop on slopes.
Declaration
public bool StopOnSlopes { set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
Default value = False.
StoppedStrengthDecay
Speed at which strength reduces when stopped.
Declaration
public float StoppedStrengthDecay { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 5.0f. Min value = 0.0f. Max value = 20.0f.
SuccessStrength
When bodyStrength is less than successStrength send a success feedback - DO NOT GO OUTSIDE MIN/MAX PARAMETER VALUES OTHERWISE NO SUCCESS FEEDBACK WILL BE SENT.
Declaration
public float SuccessStrength { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 1.0f. Min value = 0.3f. Max value = 1.0f.