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    Class ShotHelper

    Inheritance
    Object
    CustomHelper
    ShotHelper
    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 ShotHelper : CustomHelper

    Constructors

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    ShotHelper(Ped)

    Creates a new Instance of the ShotHelper for sending a Shot Message to a given Ped.

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

    The Ped to send the Shot Message to.

    Properties

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    AllowInjuredArm

    Injured arm code runs if arm hit (turns and steps and bends injured arm).

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

    Default value = False.

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    AllowInjuredLeg

    When false injured leg is not bent and character does not bend to reach it.

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

    Default value = True.

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    AllowInjuredLowerLegReach

    When false don't try to reach for injured Lower Legs (shins/feet).

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

    Default value = False.

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    AllowInjuredThighReach

    When false don't try to reach for injured Thighs.

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

    Default value = True.

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    AlwaysResetLooseness

    Looseness always reset on shotNewBullet even if previous looseness ramp still running. Except for the neck which has it's own ramp.

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

    Default value = True.

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    AlwaysResetNeckLooseness

    Neck looseness always reset on shotNewBullet even if previous looseness ramp still running.

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

    Default value = True.

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    AngVelScale

    How much to scale the angular velocity coming in from animation of a part if it is in angVelScaleMask (otherwise scale by 1.0).

    Declaration
    public float AngVelScale { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 1.0f. Min value = 0.0f. Max value = 1.0f.

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    AngVelScaleMask

    Parts to scale the initial angular velocity by angVelScale (otherwize scale by 1.0).

    Declaration
    public string AngVelScaleMask { set; }
    Property Value
    Type Description
    String
    Remarks

    Default value = "fb".

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    ArmStiffness

    Arm stiffness.

    Declaration
    public float ArmStiffness { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 10.0f. Min value = 6.0f. Max value = 16.0f.

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    BodyStiffness

    Stiffness of body. Feeds through to roll_up.

    Declaration
    public float BodyStiffness { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 11.0f. Min value = 6.0f. Max value = 16.0f.

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    BulletProofVest

    Looseness applied to spine is different if bulletProofVest is true.

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

    Default value = False.

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    ChickenArms

    Type of reaction.

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

    Default value = False.

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    CpainDuration

    Conscious pain duration at cpainMag/cpainTwistMag after cpainSmooth2Time.

    Declaration
    public float CpainDuration { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 0.0f. Min value = 0.0f. Max value = 10.0f.

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    CpainMag

    Conscious pain spine Lean(back/Forward) magnitude (Replaces spinePainMultiplier).

    Declaration
    public float CpainMag { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 1.0f. Min value = 0.0f. Max value = 10.0f.

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    CpainSmooth2Time

    Conscious pain duration ramping from zero to cpainMag/cpainTwistMag.

    Declaration
    public float CpainSmooth2Time { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 0.2f. Min value = 0.0f. Max value = 10.0f.

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    CpainSmooth2Zero

    Conscious pain ramping to zero after cpainSmooth2Time + cpainDuration (Replaces spinePainTime).

    Declaration
    public float CpainSmooth2Zero { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 1.5f. Min value = 0.0f. Max value = 10.0f.

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    CpainTwistMag

    Conscious pain spine Twist/Lean2Side magnitude Replaces spinePainTwistMultiplier).

    Declaration
    public float CpainTwistMag { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 0.5f. Min value = 0.0f. Max value = 10.0f.

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    Crouching

    Is the guy crouching or not.

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

    Default value = False.

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    CStrLowerMax

    Declaration
    public float CStrLowerMax { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 1.0f. Min value = 0.1f. Max value = 1.0f.

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    CStrLowerMin

    Declaration
    public float CStrLowerMin { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 0.1f. Min value = 0.1f. Max value = 1.0f.

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    CStrUpperMax

    Declaration
    public float CStrUpperMax { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 1.0f. Min value = 0.1f. Max value = 1.0f.

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    CStrUpperMin

    Proportions to what the strength would be normally.

    Declaration
    public float CStrUpperMin { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 0.1f. Min value = 0.1f. Max value = 1.0f.

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    DeathTime

    Time to death (HACK for underwater). If -ve don't ever die.

    Declaration
    public float DeathTime { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = -1.0f. Min value = -1.0f. Max value = 1000.0f.

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    ExagDuration

    Exaggerate bullet duration (at exagMag/exagTwistMag).

    Declaration
    public float ExagDuration { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 0.0f. Min value = 0.0f. Max value = 10.0f.

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    ExagMag

    Exaggerate bullet spine Lean magnitude.

    Declaration
    public float ExagMag { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 1.0f. Min value = 0.0f. Max value = 10.0f.

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    ExagSmooth2Zero

    Exaggerate bullet duration ramping to zero after exagDuration.

    Declaration
    public float ExagSmooth2Zero { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 0.0f. Min value = 0.0f. Max value = 10.0f.

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    ExagTwistMag

    Exaggerate bullet spine Twist magnitude.

    Declaration
    public float ExagTwistMag { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 0.5f. Min value = 0.0f. Max value = 10.0f.

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    ExagZeroTime

    Exaggerate bullet time spent at 0 spine lean/twist after exagDuration + exagSmooth2Zero.

    Declaration
    public float ExagZeroTime { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 0.0f. Min value = 0.0f. Max value = 10.0f.

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    FallingReaction

    0=Rollup, 1=Catchfall, 2=rollDownStairs, 3=smartFall.

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

    Default value = 0. Min value = 0. Max value = 3.

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    Fling

    Type of reaction.

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

    Default value = False.

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    FlingTime

    Duration of the fling behavior.

    Declaration
    public float FlingTime { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 0.6f. Min value = 0.0f. Max value = 1.0f.

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    FlingWidth

    Width of the fling behavior.

    Declaration
    public float FlingWidth { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 0.5f. Min value = 0.0f. Max value = 1.0f.

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    GrabHoldTime

    How long to hold for before returning to relaxed arm position.

    Declaration
    public float GrabHoldTime { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 2.0f. Min value = 0.0f. Max value = 10.0f.

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    InitialNeckDamping

    Intial damping of neck after being shot.

    Declaration
    public float InitialNeckDamping { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 1.0f. Min value = 0.1f. Max value = 10.0f.

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    InitialNeckDuration

    Duration for which the neck stays at intial stiffness/damping.

    Declaration
    public float InitialNeckDuration { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 0.0f. Min value = 0.0f. Max value = 10.0f.

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    InitialNeckRampDuration

    Duration of the ramp to bring the neck stiffness/damping back to normal levels.

    Declaration
    public float InitialNeckRampDuration { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 0.4f. Min value = 0.0f. Max value = 10.0f.

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    InitialNeckStiffness

    Initial stiffness of neck after being shot.

    Declaration
    public float InitialNeckStiffness { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 14.0f. Min value = 3.0f. Max value = 16.0f.

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    InitialWeaknessRampDuration

    Duration of the ramp to bring the character's upper body stiffness back to normal levels.

    Declaration
    public float InitialWeaknessRampDuration { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 0.4f. Min value = 0.0f. Max value = 10.0f.

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    InitialWeaknessZeroDuration

    Duration for which the character's upper body stays at minimum stiffness (not quite zero).

    Declaration
    public float InitialWeaknessZeroDuration { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 0.0f. Min value = 0.0f. Max value = 10.0f.

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    KMult4Legs

    How much to add to leg stiffnesses dependent on looseness.

    Declaration
    public float KMult4Legs { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 0.3f. Min value = 0.0f. Max value = 1.0f.

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    KMultOnLoose

    How much to add to upperbody stiffness dependent on looseness.

    Declaration
    public float KMultOnLoose { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 0.0f. Min value = 0.0f. Max value = 1.0f.

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    Looseness4Fall

    How loose the character is made by a newBullet if falling.

    Declaration
    public float Looseness4Fall { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 0.0f. Min value = 0.0f. Max value = 1.0f.

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    Looseness4Stagger

    How loose the upperBody of the character is made by a newBullet if staggerFall is running (and not falling). Note atm the neck ramp values are ignored in staggerFall.

    Declaration
    public float Looseness4Stagger { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 0.0f. Min value = 0.0f. Max value = 1.0f.

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    LoosenessAmount

    How loose the character is made by a newBullet. Between 0 and 1.

    Declaration
    public float LoosenessAmount { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 1.0f. Min value = 0.0f. Max value = 1.0f.

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    Melee

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

    Default value = False.

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    MinArmsLooseness

    Minimum looseness to apply to the arms.

    Declaration
    public float MinArmsLooseness { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 0.1f. Min value = 0.0f. Max value = 1.0f.

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    MinLegsLooseness

    Minimum looseness to apply to the Legs.

    Declaration
    public float MinLegsLooseness { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 0.1f. Min value = 0.0f. Max value = 1.0f.

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    NeckDamping

    Damping of neck.

    Declaration
    public float NeckDamping { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 1.0f. Min value = 0.1f. Max value = 2.0f.

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    NeckStiffness

    Stiffness of neck.

    Declaration
    public float NeckStiffness { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 14.0f. Min value = 3.0f. Max value = 16.0f.

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    ReachForWound

    Type of reaction.

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

    Default value = True.

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    SpineBlendExagCPain

    True: spine is blended with zero pose, false: spine is blended with zero pose if not setting exag or cpain.

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

    Default value = False.

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    SpineBlendZero

    Spine is always blended with zero pose this much and up to 1 as the character become stationary. If negative no blend is ever applied.

    Declaration
    public float SpineBlendZero { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 0.6f. Min value = -0.1f. Max value = 1.0f.

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    SpineDamping

    Stiffness of body. Feeds through to roll_up.

    Declaration
    public float SpineDamping { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 1.0f. Min value = 0.1f. Max value = 2.0f.

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    StableHandsAndNeck

    Additional stability for hands and neck (less loose).

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

    Default value = False.

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    TimeBeforeReachForWound

    Time, in seconds, before the character begins to grab for the wound on the first hit.

    Declaration
    public float TimeBeforeReachForWound { set; }
    Property Value
    Type Description
    Single
    Remarks

    Default value = 0.2f. Min value = 0.0f. Max value = 10.0f.

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    UseCStrModulation

    If enabled upper and lower body strength scales with character strength, using the range given by parameters below.

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

    Default value = False.

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    UseExtendedCatchFall

    Keep the character active instead of relaxing at the end of the catch fall.

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

    Default value = False.

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