Class ShotHelper
Inherited Members
Namespace: GTA.NaturalMotion
Assembly: ScriptHookVDotNet3.dll
Syntax
public sealed class ShotHelper : CustomHelper
Constructors
| Improve this Doc View SourceShotHelper(Ped)
Declaration
public ShotHelper(Ped ped)
Parameters
Type | Name | Description |
---|---|---|
Ped | ped |
Properties
| Improve this Doc View SourceAllowInjuredArm
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.
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.
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.
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.
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.
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.
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.
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".
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.
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.
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.
ChickenArms
Type of reaction.
Declaration
public bool ChickenArms { set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
Default value = False.
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.
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.
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.
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.
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.
Crouching
Is the guy crouching or not.
Declaration
public bool Crouching { set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
Default value = False.
CStrLowerMax
Declaration
public float CStrLowerMax { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 1.0f. Min value = 0.1f. Max value = 1.0f.
CStrLowerMin
Declaration
public float CStrLowerMin { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 0.1f. Min value = 0.1f. Max value = 1.0f.
CStrUpperMax
Declaration
public float CStrUpperMax { set; }
Property Value
Type | Description |
---|---|
Single |
Remarks
Default value = 1.0f. Min value = 0.1f. Max value = 1.0f.
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.
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.
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.
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.
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.
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.
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.
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.
Fling
Type of reaction.
Declaration
public bool Fling { set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
Default value = False.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Melee
Declaration
public bool Melee { set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
Default value = False.
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.
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.
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.
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.
ReachForWound
Type of reaction.
Declaration
public bool ReachForWound { set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
Default value = True.
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.
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.
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.
StableHandsAndNeck
Additional stability for hands and neck (less loose).
Declaration
public bool StableHandsAndNeck { set; }
Property Value
Type | Description |
---|---|
Boolean |
Remarks
Default value = False.
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.
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.
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.