Class ShotConfigureArmsHelper
Configure the arm reactions in shot.
Inherited Members
Namespace: GTA.NaturalMotion
Assembly: ScriptHookVDotNet3.dll
Syntax
public sealed class ShotConfigureArmsHelper : CustomHelper
Constructors
| Improve this Doc View SourceShotConfigureArmsHelper(Ped)
Creates a new Instance of the ShotConfigureArmsHelper for sending a ShotConfigureArms Message to a given Ped.
Declaration
public ShotConfigureArmsHelper(Ped ped)
Parameters
Type | Name | Description |
---|---|---|
Ped | ped |
Remarks
Configure the arm reactions in shot.
Properties
| Improve this Doc View SourceAllowLeftPistolRFW
Allow character to reach for wound with left hand if holding a pistol. It never will for a rifle. If pointGun is running this will only happen if the hand cannot point and pointGun:poseUnusedGunArm = false.
Declaration
public bool AllowLeftPistolRFW { set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
Default value = True.
AllowRightPistolRFW
Allow character to reach for wound with right hand if holding a pistol. It never will for a rifle. If pointGun is running this will only happen if the hand cannot point and pointGun:poseUnusedGunArm = false.
Declaration
public bool AllowRightPistolRFW { set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
Default value = False.
AlwaysReachTime
Inhibit arms brace for this amount of time after reachForWound has begun.
Declaration
public float AlwaysReachTime { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 0.3f. Min value = 0.0f. Max value = 10.0f.
AWRadiusMult
For armsWindmill, multiplier on character speed - increase of radii is proportional to character speed (max radius increase = 0.45). E.g. lowering the value increases the range of velocity that the 0-0.45 is applied over.
Declaration
public float AWRadiusMult { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 1.0f. Min value = 0.0f. Max value = 1.0f.
AWSpeedMult
For armsWindmill, multiplier on character speed - increase of speed of circling is proportional to character speed (max speed of circliing increase = 1.5). Eg. lowering the value increases the range of velocity that the 0-1.5 is applied over.
Declaration
public float AWSpeedMult { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 1.0f. Min value = 0.0f. Max value = 1.0f.
AWStiffnessAdd
For armsWindmill, added arm stiffness ranges from 0 to AWStiffnessAdd.
Declaration
public float AWStiffnessAdd { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 4.0f. Min value = 0.0f. Max value = 16.0f.
Brace
Blind brace with arms if appropriate.
Declaration
public bool Brace { set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
Default value = True.
Bust
Has the character got a bust. If so then cupBust (move bust reach targets below bust) or bustElbowLift and cupSize (stop upperArm penetrating bust and move bust targets to surface of bust) are implemented.
Declaration
public bool Bust { set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
Default value = False.
BustElbowLift
Lift the elbows up this much extra to avoid upper arm penetrating the bust (when target hits spine2 or spine3).
Declaration
public float BustElbowLift { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 0.7f. Min value = 0.0f. Max value = 2.0f.
CupBust
All reach targets above or on the bust will cause a reach below the bust. (specifically moves spine3 and spine2 targets to spine1). BustElbowLift and cupSize are ignored.
Declaration
public bool CupBust { set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
Default value = False.
CupSize
Amount reach target to bust (spine2) will be offset forward by.
Declaration
public float CupSize { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 0.1f. Min value = 0.0f. Max value = 1.0f.
Fling2
Type of reaction.
Declaration
public bool Fling2 { set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
Default value = False.
Fling2AngleMaxL
Maximum fling angle for left arm.
Declaration
public float Fling2AngleMaxL { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 1.0f. Min value = -1.5f. Max value = 1.0f.
Fling2AngleMaxR
Maximum fling angle for right arm.
Declaration
public float Fling2AngleMaxR { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 1.0f. Min value = -1.5f. Max value = 1.0f.
Fling2AngleMinL
Minimum fling angle for left arm. Fling angle is random in the range fling2AngleMin:fling2AngleMax. Angle of fling in radians measured from the body horizontal sideways from shoulder. Positive is up, 0 shoulder level, negative down.
Declaration
public float Fling2AngleMinL { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = -1.5f. Min value = -1.5f. Max value = 1.0f.
Fling2AngleMinR
Minimum fling angle for right arm.
Declaration
public float Fling2AngleMinR { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = -1.5f. Min value = -1.5f. Max value = 1.0f.
Fling2Left
Fling the left arm.
Declaration
public bool Fling2Left { set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
Default value = True.
Fling2LengthMaxL
Maximum left arm length.
Declaration
public float Fling2LengthMaxL { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 0.6f. Min value = 0.3f. Max value = 0.6f.
Fling2LengthMaxR
Max right arm length.
Declaration
public float Fling2LengthMaxR { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 0.6f. Min value = 0.3f. Max value = 0.6f.
Fling2LengthMinL
Minimum left arm length. Arm length is random in the range fling2LengthMin:fling2LengthMax. Arm length maps one to one with elbow angle. These values are scaled internally for the female character.
Declaration
public float Fling2LengthMinL { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 0.3f. Min value = 0.3f. Max value = 0.6f.
Fling2LengthMinR
Min right arm length.
Declaration
public float Fling2LengthMinR { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 0.3f. Min value = 0.3f. Max value = 0.6f.
Fling2MStiffL
Muscle stiffness of the left arm. If negative then uses the shots underlying muscle stiffness from controlStiffness (i.e. respects looseness).
Declaration
public float Fling2MStiffL { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 1.0f. Min value = -1.0f. Max value = 1.5f.
Fling2MStiffR
Muscle stiffness of the right arm. If negative then uses the shots underlying muscle stiffness from controlStiffness (i.e. respects looseness).
Declaration
public float Fling2MStiffR { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = -1.0f. Min value = -1.0f. Max value = 1.5f.
Fling2OverrideStagger
Override stagger arms even if staggerFall:m_upperBodyReaction = true.
Declaration
public bool Fling2OverrideStagger { set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
Default value = False.
Fling2RelaxTimeL
Maximum time before the left arm relaxes in the fling. It will relax automatically when the arm has completed it's bent arm fling. This is what causes the arm to straighten.
Declaration
public float Fling2RelaxTimeL { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 0.5f. Min value = 0.0f. Max value = 1.0f.
Fling2RelaxTimeR
Maximum time before the right arm relaxes in the fling. It will relax automatically when the arm has completed it's bent arm fling. This is what causes the arm to straighten.
Declaration
public float Fling2RelaxTimeR { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 0.5f. Min value = 0.0f. Max value = 1.0f.
Fling2Right
Fling the right arm.
Declaration
public bool Fling2Right { set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
Default value = True.
Fling2Time
Duration of the fling behavior.
Declaration
public float Fling2Time { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 0.5f. Min value = 0.0f. Max value = 1.0f.
Fling2TimeBefore
Time after hit that the fling will start (allows for a bit of loose arm movement from bullet impact.snap etc).
Declaration
public float Fling2TimeBefore { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 0.1f. Min value = 0.0f. Max value = 1.0f.
PointGun
Point gun if appropriate.
Declaration
public bool PointGun { set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
Default value = False.
ReachFalling
Reach for wound when falling. 0 = false, 1 = true, 2 = once per shot performance.
Declaration
public int ReachFalling { set; }
Property Value
Type | Description |
---|---|
Int32 |
Remarks
Default value = 0. Min value = 0. Max value = 2.
ReachFallingWithOneHand
Force character to reach for wound with only one hand when falling or fallen. 0 = allow two-handed reach, 1 = left only if two-handed possible, 2 = right only if two-handed possible, 3 = one handed but automatic (allows switching of hands).
Declaration
public int ReachFallingWithOneHand { set; }
Property Value
Type | Description |
---|---|
Int32 |
Remarks
Default value = 3. Min value = 0. Max value = 3.
ReachOnFloor
ReachForWound when on floor - 0 = false, 1 = true, 2 = once per shot performance.
Declaration
public int ReachOnFloor { set; }
Property Value
Type | Description |
---|---|
Int32 |
Remarks
Default value = 0. Min value = 0. Max value = 2.
ReachWithOneHand
Force character to reach for wound with only one hand. 0 = allow two-handed reach, 1 = left only if two-handed possible, 2 = right only if two-handed possible.
Declaration
public int ReachWithOneHand { set; }
Property Value
Type | Description |
---|---|
Int32 |
Remarks
Default value = 0. Min value = 0. Max value = 2.
ReleaseWound
Release wound if going sideways/forward fast enough. 0 = don't. 1 = only if bracing. 2 = any default arm reaction.
Declaration
public int ReleaseWound { set; }
Property Value
Type | Description |
---|---|
Int32 |
Remarks
Default value = 1. Min value = 0. Max value = 2.
RfwWithPistol
Override pointGun and reachForWound if desired if holding a pistol. It never will for a rifle.
Declaration
public bool RfwWithPistol { set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
Default value = False.
UseArmsWindmill
ArmsWindmill if going backwards fast enough.
Declaration
public bool UseArmsWindmill { set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
Default value = True.