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    Class SetFallingReactionHelper

    Sets the type of reaction if catchFall is called.

    Inheritance
    Object
    CustomHelper
    SetFallingReactionHelper
    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 SetFallingReactionHelper : CustomHelper

    Constructors

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    SetFallingReactionHelper(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

    The Ped to send the SetFallingReaction Message to.

    Remarks

    Sets the type of reaction if catchFall is called.

    Properties

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    AntiPropClav

    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.

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    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.

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    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.

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    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.

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    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.

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    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.

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    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.

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    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.

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    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.

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    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.

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    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.

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    HkHeadAvoid

    Enable head ground avoidance when handsAndKnees is true.

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

    Default value = True.

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    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.

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    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.

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    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.

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    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.

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    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.

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    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.

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    StopOnSlopes

    Apply tactics to help stop on slopes.

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

    Default value = False.

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    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.

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    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.

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