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    Class ShotConfigureArmsHelper

    Configure the arm reactions in shot.

    Inheritance
    Object
    CustomHelper
    ShotConfigureArmsHelper
    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 ShotConfigureArmsHelper : CustomHelper

    Constructors

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    ShotConfigureArmsHelper(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

    The Ped to send the ShotConfigureArms Message to.

    Remarks

    Configure the arm reactions in shot.

    Properties

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    AllowLeftPistolRFW

    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.

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    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.

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    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.

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    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.

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    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.

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    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.

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    Brace

    Blind brace with arms if appropriate.

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

    Default value = True.

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    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.

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    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.

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    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.

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    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.

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    Fling2

    Type of reaction.

    Declaration
    public bool Fling2 { set; }
    Property Value
    Type Description
    Boolean
    Remarks

    Default value = False.

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    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.

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    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.

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    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.

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    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.

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    Fling2Left

    Fling the left arm.

    Declaration
    public bool Fling2Left { set; }
    Property Value
    Type Description
    Boolean
    Remarks

    Default value = True.

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    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.

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    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.

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    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.

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    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.

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    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.

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    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.

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    Fling2OverrideStagger

    Override stagger arms even if staggerFall:m_upperBodyReaction = true.

    Declaration
    public bool Fling2OverrideStagger { set; }
    Property Value
    Type Description
    Boolean
    Remarks

    Default value = False.

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    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.

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    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.

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    Fling2Right

    Fling the right arm.

    Declaration
    public bool Fling2Right { set; }
    Property Value
    Type Description
    Boolean
    Remarks

    Default value = True.

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    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.

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    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.

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    PointGun

    Point gun if appropriate.

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

    Default value = False.

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    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.

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    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.

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    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.

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    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.

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    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.

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    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.

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    UseArmsWindmill

    ArmsWindmill if going backwards fast enough.

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

    Default value = True.

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