Defines a 4x4 matrix. Gets or sets the element of the matrix that exists in the first row and first column. Gets or sets the element of the matrix that exists in the first row and second column. Gets or sets the element of the matrix that exists in the first row and third column. Gets or sets the element of the matrix that exists in the first row and fourth column. Gets or sets the element of the matrix that exists in the second row and first column. Gets or sets the element of the matrix that exists in the second row and second column. Gets or sets the element of the matrix that exists in the second row and third column. Gets or sets the element of the matrix that exists in the second row and fourth column. Gets or sets the element of the matrix that exists in the third row and first column. Gets or sets the element of the matrix that exists in the third row and second column. Gets or sets the element of the matrix that exists in the third row and third column. Gets or sets the element of the matrix that exists in the third row and fourth column. Gets or sets the element of the matrix that exists in the fourth row and first column. Gets or sets the element of the matrix that exists in the fourth row and second column. Gets or sets the element of the matrix that exists in the fourth row and third column. Gets or sets the element of the matrix that exists in the fourth row and fourth column. Initializes a new instance of the structure. The values to assign to the components of the matrix. This must be an array with sixteen elements. Thrown when is . Thrown when contains more or less than sixteen elements. The identity . Gets or sets the component at the specified index. The value of the matrix component, depending on the index. The row of the matrix to access. The column of the matrix to access. The value of the component at the specified index. Thrown when the or is out of the range [0, 3]. Converts the matrix to an array of floats. Gets a value indicating whether this instance is an identity matrix. if this instance is an identity matrix; otherwise, . Gets a value indicating whether this instance has an inverse matrix. Calculates the determinant of the matrix. The determinant of the matrix. Inverts the matrix. Determines the sum of two matrices. The first matrix to add. The second matrix to add. The sum of the two matrices. Determines the difference between two matrices. The first matrix to subtract. The second matrix to subtract. The difference between the two matrices. Determines the product of two matrices. The first matrix to multiply. The second matrix to multiply. The product of the two matrices. Scales a matrix by the given value. The matrix to scale. The amount by which to scale. The scaled matrix. Determines the quotient of two matrices. The first matrix to divide. The second matrix to divide. The quotient of the two matrices. Scales a matrix by the given value. The matrix to scale. The amount by which to scale. The scaled matrix. Negates a matrix. The matrix to be negated. The negated matrix. Calculates the inverse of a matrix if it exists. The inverse of the matrix. Performs a linear interpolation between two matrices. Start matrix. End matrix. Value between 0 and 1 indicating the weight of . The linear interpolation of the two matrices. This method performs the linear interpolation based on the following formula. start + (end - start) * amount Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned. Creates a matrix that rotates around the x-axis. Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin. The created rotation matrix. Creates a matrix that rotates around the y-axis. Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin. The created rotation matrix. Creates a matrix that rotates around the z-axis. Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin. The created rotation matrix. Creates a matrix that rotates around an arbitrary axis. The axis around which to rotate. Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin. The created rotation matrix. Creates a rotation matrix from a rotation. The quaternion to use to build the matrix. The created rotation matrix. Creates a rotation matrix with a specified yaw, pitch, and roll. Yaw around the y-axis, in radians. Pitch around the x-axis, in radians. Roll around the z-axis, in radians. The created rotation matrix. Creates a matrix that scales along the x-axis, y-axis, and y-axis. Scaling factor that is applied along the x-axis. Scaling factor that is applied along the y-axis. Scaling factor that is applied along the z-axis. The created scaling matrix. Creates a matrix that scales along the x-axis, y-axis, and y-axis. Scaling factor for all three axes. The created scaling matrix. Creates a translation matrix using the specified offsets. X-coordinate offset. Y-coordinate offset. Z-coordinate offset. The created translation matrix. Creates a translation matrix using the specified offsets. The offset for all three coordinate planes. The created translation matrix. Calculates the transpose of the specified matrix. The matrix whose transpose is to be calculated. The transpose of the specified matrix. Negates a matrix. The matrix to negate. The negated matrix. Adds two matrices. The first matrix to add. The second matrix to add. The sum of the two matrices. Subtracts two matrices. The first matrix to subtract. The second matrix to subtract. The difference between the two matrices. Divides two matrices. The first matrix to divide. The second matrix to divide. The quotient of the two matrices. Scales a matrix by a given value. The matrix to scale. The amount by which to scale. The scaled matrix. Multiplies two matrices. The first matrix to multiply. The second matrix to multiply. The product of the two matrices. Scales a matrix by a given value. The matrix to scale. The amount by which to scale. The scaled matrix. Scales a matrix by a given value. The matrix to scale. The amount by which to scale. The scaled matrix. Tests for equality between two objects. The first value to compare. The second value to compare. if has the same value as ; otherwise, . Tests for inequality between two objects. The first value to compare. The second value to compare. if has a different value than ; otherwise, . Converts the matrix to an array of floats. Converts the value of the object to its equivalent string representation. The string representation of the value of this instance. Returns the hash code for this instance. A 32-bit signed integer hash code. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. if the current instance is equal to the specified object; otherwise. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. if the current instance is equal to the specified object; otherwise. Determines whether the specified object instances are considered equal. if is the same instance as or if both are references or if value1.Equals(value2) returns ; otherwise, . Gets or sets the X component of the quaternion. The X component of the quaternion. Gets or sets the Y component of the quaternion. The Y component of the quaternion. Gets or sets the Z component of the quaternion. The Z component of the quaternion. Gets or sets the W component of the quaternion. The W component of the quaternion. Initializes a new instance of the structure. The X component of the quaternion. The Y component of the quaternion. The Z component of the quaternion. The W component of the quaternion. Initializes a new instance of the structure. The axis of rotation. The angle of rotation in radians. The identity (0, 0, 0, 1). Gets the axis components of the quaternion. Gets the angle of the quaternion. Calculates the length of the quaternion. The length of the quaternion. Calculates the squared length of the quaternion. The squared length of the quaternion. Converts the quaternion into a unit quaternion. Conjugates the quaternion. Conjugates and renormalizes the quaternion. Reverses the direction of a given quaternion. The quaternion to negate. A quaternion facing in the opposite direction. Adds two quaternions. The first quaternion to add. The second quaternion to add. The sum of the two quaternions. Subtracts two quaternions. The first quaternion to subtract. The second quaternion to subtract. The difference of the two quaternions. Modulates a quaternion by another. The first quaternion to modulate. The second quaternion to modulate. The modulated quaternion. Scales a quaternion by the given value. The quaternion to scale. The amount by which to scale the quaternion. The scaled quaternion. Divides a quaternion by another. The first quaternion to divide. The second quaternion to divide. The divided quaternion. Converts the quaternion into a unit quaternion. The quaternion to normalize. The normalized quaternion. Creates the conjugate of a specified Quaternion. The Quaternion of which to return the conjugate. A new Quaternion that is the conjugate of the specified one. Conjugates and renormalizes the quaternion. The quaternion to conjugate and re-normalize. The conjugated and renormalized quaternion. Calculates the dot product of two quaternions. First source quaternion. Second source quaternion. The dot product of the two quaternions. Performs a linear interpolation between two quaternion. Start quaternion. End quaternion. Value between 0 and 1 indicating the weight of . The linear interpolation of the two quaternions. This method performs the linear interpolation based on the following formula. start + (end - start) * amount Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned. Interpolates between two quaternions, using spherical linear interpolation.. Start quaternion. End quaternion. Value between 0 and 1 indicating the weight of . The spherical linear interpolation of the two quaternions. Interpolates between two quaternions, using spherical linear interpolation. The parameter /t/ is not clamped. Creates a rotation which rotates from fromDirection to toDirection. Rotates a rotation from towards to. From Quaternion. To Quaternion. Returns the angle in degrees between two rotations a and b. The first quaternion to calculate angle. The second quaternion to calculate angle. The angle in degrees between two rotations a and b. Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis (in that order). Z degrees. X degrees. Y degrees. Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis (in that order). Euler angles in degrees. euler.X = around X axis, euler.Y = around Y axis, euler.Z = around Z axis Creates a quaternion given a rotation and an axis. The axis of rotation. The angle of rotation in radians. The newly created quaternion. Creates a quaternion given a rotation matrix. The rotation matrix. The newly created quaternion. Creates a Quaternion from the given yaw, pitch, and roll, in radians. The yaw angle, in radians, around the Z-axis. The pitch angle, in radians, around the X-axis. The roll angle, in radians, around the Y-axis. The newly created quaternion. Reverses the direction of a given quaternion. The quaternion to negate. A quaternion facing in the opposite direction. Adds two quaternions. The first quaternion to add. The second quaternion to add. The sum of the two quaternions. Subtracts two quaternions. The first quaternion to subtract. The second quaternion to subtract. The difference of the two quaternions. Multiplies a quaternion by another. The first quaternion to multiply. The second quaternion to multiply. The multiplied quaternion. Rotates a point using a quaternion. The quaternion to rotate the point with. The point to rotate. The rotated point coordinates. Scales a quaternion by the given value. The quaternion to scale. The amount by which to scale the quaternion. The scaled quaternion. Scales a quaternion by the given value. The quaternion to scale. The amount by which to scale the quaternion. The scaled quaternion. Divides a Quaternion by another Quaternion. The source Quaternion. The divisor. The result of the division. Tests for equality between two objects. The first value to compare. The second value to compare. if has the same value as ; otherwise, . Tests for inequality between two objects. The first value to compare. The second value to compare. if has a different value than ; otherwise, . Converts the value of the object to its equivalent string representation. The string representation of the value of this instance. Converts the value of the object to its equivalent string representation. The format. The string representation of the value of this instance. Returns the hash code for this instance. A 32-bit signed integer hash code. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. if the current instance is equal to the specified object; otherwise. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. if the current instance is equal to the specified object; otherwise. Determines whether the specified object instances are considered equal. if is the same instance as or if both are references or if value1.Equals(value2) returns ; otherwise, . Gets or sets the X component of the vector. The X component of the vector. Gets or sets the Y component of the vector. The Y component of the vector. Initializes a new instance of the class. Initial value for the X component of the vector. Initial value for the Y component of the vector. Returns this vector with a magnitude of 1. Returns a null vector. (0,0) Returns the up vector. (0,1) Returns the down vector. (0,-1) Returns the right vector. (1,0) Returns the left vector. (-1,0) Gets or sets the component at the specified index. The value of the X or Y component, depending on the index. The index of the component to access. Use 0 for the X component and 1 for the Y component. The value of the component at the specified index. Thrown when the is out of the range [0, 1]. Calculates the length of the vector. The length of the vector. Calculates the squared length of the vector. The squared length of the vector. Converts the vector into a unit vector. Calculates the distance between two vectors. The second vector to calculate the distance to. The distance to the other vector. Calculates the squared distance between two vectors. The second vector to calculate the squared distance to. The squared distance to the other vector. Calculates the distance between two vectors. The first vector to calculate the distance to the second vector. The second vector to calculate the distance to the first vector. The distance between the two vectors. Calculates the squared distance between two vectors. The first vector to calculate the squared distance to the second vector. The second vector to calculate the squared distance to the first vector. The squared distance between the two vectors. Returns the angle in degrees between from and to. The angle returned is always the acute angle between the two vectors. Returns the signed angle in degrees between from and to. Converts a vector to a heading. Returns a new normalized vector with random X and Y components. Adds two vectors. The first vector to add. The second vector to add. The sum of the two vectors. Subtracts two vectors. The first vector to subtract. The second vector to subtract. The difference of the two vectors. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Modulates a vector by another. The first vector to modulate. The second vector to modulate. The modulated vector. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Reverses the direction of a given vector. The vector to negate. A vector facing in the opposite direction. Restricts a value to be within a specified range. The value to clamp. The minimum value. The maximum value. The clamped value. Performs a linear interpolation between two vectors. Start vector. End vector. Value between 0 and 1 indicating the weight of . The linear interpolation of the two vectors. This method performs the linear interpolation based on the following formula. start + (end - start) * amount Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned. Converts the vector into a unit vector. The vector to normalize. The normalized vector. Calculates the dot product of two vectors. First source vector. Second source vector. The dot product of the two vectors. Returns the reflection of a vector off a surface that has the specified normal. The source vector. Normal of the surface. The reflected vector. Reflect only gives the direction of a reflection off a surface, it does not determine whether the original vector was close enough to the surface to hit it. Returns a vector containing the smallest components of the specified vectors. The first source vector. The second source vector. A vector containing the smallest components of the source vectors. Returns a vector containing the largest components of the specified vectors. The first source vector. The second source vector. A vector containing the largest components of the source vectors. Adds two vectors. The first vector to add. The second vector to add. The sum of the two vectors. Subtracts two vectors. The first vector to subtract. The second vector to subtract. The difference of the two vectors. Reverses the direction of a given vector. The vector to negate. A vector facing in the opposite direction. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Tests for equality between two objects. The first value to compare. The second value to compare. if has the same value as ; otherwise, . Tests for inequality between two objects. The first value to compare. The second value to compare. if has a different value than ; otherwise, . Converts a Vector2 to a Vector3 implicitly. Converts the value of the object to its equivalent string representation. The string representation of the value of this instance. Converts the value of the object to its equivalent string representation. The format. The string representation of the value of this instance. Returns the hash code for this instance. A 32-bit signed integer hash code. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. if the current instance is equal to the specified object; otherwise, . Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. if the current instance is equal to the specified object; otherwise. Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. if is the same instance as or if both are references or if value1.Equals(value2) returns ; otherwise, . Gets or sets the X component of the vector. The X component of the vector. Gets or sets the Y component of the vector. The Y component of the vector. Gets or sets the Z component of the vector. The Z component of the vector. Initializes a new instance of the class. Initial value for the X component of the vector. Initial value for the Y component of the vector. Initial value for the Z component of the vector. Returns this vector with a magnitude of 1. Returns a null vector. (0,0,0) Returns the world Up vector. (0,0,1) Returns the world Down vector. (0,0,-1) Returns the world North vector. (0,1,0) Returns the world South vector. (0,-1,0) Returns the world East vector. (1,0,0) Returns the world West vector. (-1,0,0) Returns the relative Right vector. (1,0,0) Returns the relative Left vector. (-1,0,0) Returns the relative Front vector. (0,1,0) Returns the relative Back vector. (0,-1,0) Returns the relative Top vector. (0,0,1) Returns the relative Bottom vector as used. (0,0,-1) Gets or sets the component at the specified index. The value of the X, Y or Z component, depending on the index. The index of the component to access. Use 0 for the X component, 1 for the Y component and 2 for the Z component. The value of the component at the specified index. Thrown when the is out of the range [0, 2]. Calculates the length of the vector. The length of the vector. Calculates the squared length of the vector. The squared length of the vector. Converts the vector into a unit vector. Calculates the distance between two vectors. The second vector to calculate the distance to. The distance to the other vector. Calculates the squared distance between two vectors. The second vector to calculate the distance to. The distance to the other vector. Calculates the distance between two vectors, ignoring the Z-component. The second vector to calculate the distance to. The distance to the other vector. Calculates the squared distance between two vectors, ignoring the Z-component. The second vector to calculate the squared distance to. The distance to the other vector. Calculates the distance between two vectors. The first vector to calculate the distance to the second vector. The second vector to calculate the distance to the first vector. The distance between the two vectors. Calculates the squared distance between two vectors. The first vector to calculate the squared distance to the second vector. The second vector to calculate the squared distance to the first vector. The squared distance between the two vectors. Calculates the distance between two vectors, ignoring the Z-component. The first vector to calculate the distance to the second vector. The second vector to calculate the distance to the first vector. The distance between the two vectors. Calculates the squared distance between two vectors, ignoring the Z-component. The first vector to calculate the squared distance to the second vector. The second vector to calculate the squared distance to the first vector. The squared distance between the two vectors. Returns the angle in degrees between from and to. The angle returned is always the acute angle between the two vectors. Returns the signed angle in degrees between from and to. Converts a vector to a heading. Creates a random vector inside the circle around this position. Returns a new normalized vector with random X and Y components. Returns a new normalized vector with random X, Y and Z components. Adds two vectors. The first vector to add. The second vector to add. The sum of the two vectors. Subtracts two vectors. The first vector to subtract. The second vector to subtract. The difference of the two vectors. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Modulates a vector by another. The first vector to modulate. The second vector to modulate. The multiplied vector. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Reverses the direction of a given vector. The vector to negate. A vector facing in the opposite direction. Restricts a value to be within a specified range. The value to clamp. The minimum value. The maximum value. The clamped value. Performs a linear interpolation between two vectors. Start vector. End vector. Value between 0 and 1 indicating the weight of . The linear interpolation of the two vectors. This method performs the linear interpolation based on the following formula. start + (end - start) * amount Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned. Converts the vector into a unit vector. The vector to normalize. The normalized vector. Calculates the dot product of two vectors. First source vector. Second source vector. The dot product of the two vectors. Calculates the cross product of two vectors. First source vector. Second source vector. The cross product of the two vectors. Projects a vector onto another vector. The vector to project. Vector to project onto, does not assume it is normalized. The projected vector. Projects a vector onto a plane defined by a normal orthogonal to the plane. The vector to project. Normal of the plane, does not assume it is normalized. The Projection of vector onto plane. Returns the reflection of a vector off a surface that has the specified normal. The vector to project onto the plane. Normal of the surface. The reflected vector. Reflect only gives the direction of a reflection off a surface, it does not determine whether the original vector was close enough to the surface to hit it. Returns a vector containing the smallest components of the specified vectors. The first source vector. The second source vector. A vector containing the smallest components of the source vectors. Returns a vector containing the largest components of the specified vectors. The first source vector. The second source vector. A vector containing the largest components of the source vectors. Adds two vectors. The first vector to add. The second vector to add. The sum of the two vectors. Subtracts two vectors. The first vector to subtract. The second vector to subtract. The difference of the two vectors. Reverses the direction of a given vector. The vector to negate. A vector facing in the opposite direction. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Tests for equality between two objects. The first value to compare. The second value to compare. if has the same value as ; otherwise, . Tests for inequality between two objects. The first value to compare. The second value to compare. if has a different value than ; otherwise, . Converts a Vector3 to a Vector2 implicitly. Converts the matrix to an array of floats. Converts the value of the object to its equivalent string representation. The string representation of the value of this instance. Returns the hash code for this instance. A 32-bit signed integer hash code. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. if the current instance is equal to the specified object; otherwise. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. if the current instance is equal to the specified object; otherwise. Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. if is the same instance as or if both are references or if value1.Equals(value2) returns ; otherwise, . Gets a ActivePose Helper class for sending ActivePose to this . Gets a ApplyImpulse Helper class for sending ApplyImpulse to this . Gets a ApplyBulletImpulse Helper class for sending ApplyBulletImpulse to this . Gets a BodyRelax Helper class for sending BodyRelax to this . Set the amount of relaxation across the whole body; Used to collapse the character into a rag-doll-like state. Gets a ConfigureBalance Helper class for sending ConfigureBalance to this . This single message allows you to configure various parameters used on any behavior that uses the dynamic balance. Gets a ConfigureBalanceReset Helper class for sending ConfigureBalanceReset to this . reset the values configurable by the Configure Balance message to their defaults. Gets a ConfigureSelfAvoidance Helper class for sending ConfigureSelfAvoidance to this . this single message allows to configure self avoidance for the character.BBDD Self avoidance tech. Gets a ConfigureBullets Helper class for sending ConfigureBullets to this . Gets a ConfigureBulletsExtra Helper class for sending ConfigureBulletsExtra to this . Gets a ConfigureLimits Helper class for sending ConfigureLimits to this . Enable/disable/edit character limits in real time. This adjusts limits in RAGE-native space and will *not* reorient the joint. Gets a ConfigureSoftLimit Helper class for sending ConfigureSoftLimit to this . Gets a ConfigureShotInjuredArm Helper class for sending ConfigureShotInjuredArm to this . This single message allows you to configure the injured arm reaction during shot Gets a ConfigureShotInjuredLeg Helper class for sending ConfigureShotInjuredLeg to this . This single message allows you to configure the injured leg reaction during shot Gets a DefineAttachedObject Helper class for sending DefineAttachedObject to this . Gets a ForceToBodyPart Helper class for sending ForceToBodyPart to this . Apply an impulse to a named body part Gets a LeanInDirection Helper class for sending LeanInDirection to this . Gets a LeanRandom Helper class for sending LeanRandom to this . Gets a LeanToPosition Helper class for sending LeanToPosition to this . Gets a LeanTowardsObject Helper class for sending LeanTowardsObject to this . Gets a HipsLeanInDirection Helper class for sending HipsLeanInDirection to this . Gets a HipsLeanRandom Helper class for sending HipsLeanRandom to this . Gets a HipsLeanToPosition Helper class for sending HipsLeanToPosition to this . Gets a HipsLeanTowardsObject Helper class for sending HipsLeanTowardsObject to this . Gets a ForceLeanInDirection Helper class for sending ForceLeanInDirection to this . Gets a ForceLeanRandom Helper class for sending ForceLeanRandom to this . Gets a ForceLeanToPosition Helper class for sending ForceLeanToPosition to this . Gets a ForceLeanTowardsObject Helper class for sending ForceLeanTowardsObject to this . Gets a SetStiffness Helper class for sending SetStiffness to this . Use this message to manually set the body stiffness values -before using Active Pose to drive to an animated pose, for example. Gets a SetMuscleStiffness Helper class for sending SetMuscleStiffness to this . Use this message to manually set the muscle stiffness values -before using Active Pose to drive to an animated pose, for example. Gets a SetWeaponMode Helper class for sending SetWeaponMode to this . Use this message to set the character's weapon mode. This is an alternative to the setWeaponMode public function. Gets a RegisterWeapon Helper class for sending RegisterWeapon to this . Use this message to register weapon. This is an alternative to the registerWeapon public function. Gets a ShotRelax Helper class for sending ShotRelax to this . Gets a FireWeapon Helper class for sending FireWeapon to this . One shot message apply a force to the hand as we fire the gun that should be in this hand Gets a ConfigureConstraints Helper class for sending ConfigureConstraints to this . One shot to give state of constraints on character and response to constraints Gets a StayUpright Helper class for sending StayUpright to this . Gets a StopAllBehaviors Helper class for sending StopAllBehaviors to this . Send this message to immediately stop all behaviors from executing. Gets a SetCharacterStrength Helper class for sending SetCharacterStrength to this . Sets character's strength on the dead-granny-to-healthy-terminator scale: [0..1] Gets a SetCharacterHealth Helper class for sending SetCharacterHealth to this . Sets character's health on the dead-to-alive scale: [0..1] Gets a SetFallingReaction Helper class for sending SetFallingReaction to this . Sets the type of reaction if catchFall is called Gets a SetCharacterUnderwater Helper class for sending SetCharacterUnderwater to this . Sets viscosity applied to damping limbs Gets a SetCharacterCollisions Helper class for sending SetCharacterCollisions to this . setCharacterCollisions: Gets a SetCharacterDamping Helper class for sending SetCharacterDamping to this . Damp out cartwheeling and somersaulting above a certain threshold Gets a SetFrictionScale Helper class for sending SetFrictionScale to this . setFrictionScale: Gets a AnimPose Helper class for sending AnimPose to this . Gets a ArmsWindmill Helper class for sending ArmsWindmill to this . Gets a ArmsWindmillAdaptive Helper class for sending ArmsWindmillAdaptive to this . Gets a BalancerCollisionsReaction Helper class for sending BalancerCollisionsReaction to this . Gets a BodyBalance Helper class for sending BodyBalance to this . Gets a BodyFoetal Helper class for sending BodyFoetal to this . Gets a BodyRollUp Helper class for sending BodyRollUp to this . Gets a BodyWrithe Helper class for sending BodyWrithe to this . Gets a BraceForImpact Helper class for sending BraceForImpact to this . Gets a Buoyancy Helper class for sending Buoyancy to this . Simple buoyancy model. No character movement just fluid forces/torques added to parts. Gets a CatchFall Helper class for sending CatchFall to this . Gets a Electrocute Helper class for sending Electrocute to this . Gets a FallOverWall Helper class for sending FallOverWall to this . Gets a Grab Helper class for sending Grab to this . Gets a HeadLook Helper class for sending HeadLook to this . Gets a HighFall Helper class for sending HighFall to this . Gets a IncomingTransforms Helper class for sending IncomingTransforms to this . Gets a InjuredOnGround Helper class for sending InjuredOnGround to this . InjuredOnGround Gets a Carried Helper class for sending Carried to this . Carried Gets a Dangle Helper class for sending Dangle to this . Dangle Gets a OnFire Helper class for sending OnFire to this . Gets a PedalLegs Helper class for sending PedalLegs to this . Gets a PointArm Helper class for sending PointArm to this . BEHAVIOURS REFERENCED: AnimPose - allows animPose to overridebodyParts: Arms (useLeftArm, useRightArm) Gets a PointGun Helper class for sending PointGun to this . Gets a PointGunExtra Helper class for sending PointGunExtra to this . Seldom set parameters for pointGun - just to keep number of parameters in any message less than or equal to 64 Gets a RollDownStairs Helper class for sending RollDownStairs to this . Gets a Shot Helper class for sending Shot to this . Gets a ShotNewBullet Helper class for sending ShotNewBullet to this . Send new wound information to the shot. Can cause shot to restart it's performance in part or in whole. Gets a ShotSnap Helper class for sending ShotSnap to this . Gets a ShotShockSpin Helper class for sending ShotShockSpin to this . configure the shockSpin effect in shot. Spin/Lift the character using cheat torques/forces Gets a ShotFallToKnees Helper class for sending ShotFallToKnees to this . configure the fall to knees shot. Gets a ShotFromBehind Helper class for sending ShotFromBehind to this . configure the shot from behind reaction Gets a ShotInGuts Helper class for sending ShotInGuts to this . configure the shot in guts reaction Gets a ShotHeadLook Helper class for sending ShotHeadLook to this . Gets a ShotConfigureArms Helper class for sending ShotConfigureArms to this . configure the arm reactions in shot Gets a SmartFall Helper class for sending SmartFall to this . Clone of High Fall with a wider range of operating conditions. Gets a StaggerFall Helper class for sending StaggerFall to this . Gets a Teeter Helper class for sending Teeter to this . Gets a UpperBodyFlinch Helper class for sending UpperBodyFlinch to this . Gets a Yanked Helper class for sending Yanked to this . A base class for manually building a . Creates a class to manually build s that can be sent to any . The name of the natural motion message. Stops this Natural Motion behavior on the given . The to send the Abort to. Starts this Natural Motion behavior on the that will loop until manually aborted. The to send the to. Starts this Natural Motion behavior on the for a specified duration. The to send the to. How long to apply the behavior for (-1 for looped). Sets a argument to a value. The argument name. The value to set the argument to. Sets a argument to a value. The argument name. The value to set the argument to. Sets a argument to a value. The argument name. The value to set the argument to. Sets a argument to a value. The argument name. The value to set the argument to. Sets a argument to a value. The argument name. The value to set the argument to. Resets all arguments to their default values. Returns the internal message name. A helper class for building a and sending it to a given . Creates a helper class for building Natural Motion messages to send to a given . The that the message will be applied to. The name of the natural motion message. Starts this Natural Motion behavior on the that will loop until manually aborted. Starts this Natural Motion behavior on the for a specified duration. How long to apply the behavior for (-1 for looped). Stops this Natural Motion behavior on the . Creates a new Instance of the ActivePoseHelper for sending a ActivePose to a given . The to send the ActivePose to. Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see notes for explanation). Default value = "fb". Apply gravity compensation. Default value = False. Animation source. Creates a new Instance of the ApplyImpulseHelper for sending a ApplyImpulse to a given . The to send the ApplyImpulse to. 0 means straight impulse, 1 means multiply by the mass (change in velocity). Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Index of part being hit. -1 apply impulse to COM. Default value = 0. Min value = -1. Max value = 28. Impulse vector (impulse is change in momentum). Default value = Vector3(0.0f, 0.0f, 0.0f). Min value = -4500.0f. Max value = 4500.0f. Optional point on part where hit. If not supplied then the impulse is applied at the part center. Default value = Vector3(0.0f, 0.0f, 0.0f). Hit point in local coordinates of body part. Default value = False. Impulse in local coordinates of body part. Default value = False. Impulse should be considered an angular impulse. Default value = False. Creates a new Instance of the ApplyBulletImpulseHelper for sending a ApplyBulletImpulse to a given . The to send the ApplyBulletImpulse to. 0 means straight impulse, 1 means multiply by the mass (change in velocity). Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Index of part being hit. Default value = 0. Min value = 0. Max value = 28. Impulse vector (impulse is change in momentum). Default value = Vector3(0.0f, 0.0f, 0.0f). Min value = -1000.0f. Max value = 1000.0f. Optional point on part where hit. Default value = Vector3(0.0f, 0.0f, 0.0f). True = hitPoint is in local coordinates of bodyPart, false = hit point is in world coordinates. Default value = False. If not 0.0 then have an extra bullet applied to spine0 (approximates the COM). Uses setup from configureBulletsExtra. 0-1 shared 0.0 = no extra bullet, 0.5 = impulse split equally between extra and bullet, 1.0 only extra bullet. LT 0.0 then bullet + scaled extra bullet. Eg.-0.5 = bullet + 0.5 impulse extra bullet. Default value = 0.0f. Min value = -2.0f. Max value = 1.0f. Set the amount of relaxation across the whole body; Used to collapse the character into a rag-doll-like state. Creates a new Instance of the BodyRelaxHelper for sending a BodyRelax to a given . The to send the BodyRelax to. Set the amount of relaxation across the whole body; Used to collapse the character into a rag-doll-like state. How relaxed the body becomes, in percentage relaxed. 100 being totally rag-dolled, 0 being very stiff and rigid. Default value = 50.0f. Min value = 0.0f. Max value = 100.0f. Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see Active Pose notes for possible values). Default value = "fb. Automatically hold the current pose as the character relaxes - can be used to avoid relaxing into a t-pose. Default value = False. Sets the drive state to free - this reduces drifting on the ground. Default value = False. This single message allows you to configure various parameters used on any behavior that uses the dynamic balance. Creates a new Instance of the ConfigureBalanceHelper for sending a ConfigureBalance to a given . The to send the ConfigureBalance to. This single message allows you to configure various parameters used on any behavior that uses the dynamic balance. Maximum height that character steps vertically (above 0.2 is high ... But OK underwater). Default value = 0.1f. Min value = 0.0f. Max value = 0.4f. Added to stepHeight if going up steps. Default value = 0.1f. Min value = 0.0f. Max value = 0.4f. If the legs end up more than (legsApartRestep + hipwidth) apart even though balanced, take another step. Default value = 0.2f. Min value = 0.0f. Max value = 1.0f. Mmmm0.1 for drunk if the legs end up less than (hipwidth - legsTogetherRestep) apart even though balanced, take another step. A value of 1 will turn off this feature and the max value is hipWidth = 0.23f by default but is model dependent. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. FRICTION WORKAROUND: if the legs end up more than (legsApartMax + hipwidth) apart when balanced, adjust the feet positions to slide back so they are legsApartMax + hipwidth apart. Needs to be less than legsApartRestep to see any effect. Default value = 2.0f. Min value = 0.0f. Max value = 2.0f. Does the knee strength reduce with angle. Default value = True. Stiffness of legs. Default value = 12.0f. Min value = 6.0f. Max value = 16.0f. Damping of left leg during swing phase (mmmmDrunk used 1.25 to slow legs movement). Default value = 1.0f. Min value = 0.2f. Max value = 4.0f. Damping of right leg during swing phase (mmmmDrunk used 1.25 to slow legs movement). Default value = 1.0f. Min value = 0.2f. Max value = 4.0f. Gravity opposition applied to hips and knees. Default value = 1.0f. Min value = 0.0f. Max value = 4.0f. Gravity opposition applied to ankles. General balancer likes 1.0. StaggerFall likes 0.1. Default value = 1.0f. Min value = 0.0f. Max value = 4.0f. Multiplier on the floorAcceleration added to the lean. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Multiplier on the floorAcceleration added to the leanHips. Default value = 0.5f. Min value = 0.0f. Max value = 1.0f. Max floorAcceleration allowed for lean and leanHips. Default value = 5.0f. Min value = 0.0f. Max value = 10.0f. Level of cheat force added to character to resist the effect of floorAcceleration (anti-Acceleration) - added to upperbody. Default value = 0.5f. Min value = 0.0f. Max value = 2.0f. Max floorAcceleration allowed for anti-Acceleration. If GT 20.0 then it is probably in a crash. Default value = 3.0f. Min value = 0.0f. Max value = 20.0f. This parameter will be removed when footSlipCompensation preserves the foot angle on a moving floor]. If the character detects a moving floor and footSlipCompOnMovingFloor is false then it will turn off footSlipCompensation - at footSlipCompensation preserves the global heading of the feet. If footSlipCompensation is off then the character usually turns to the side in the end although when turning the vehicle turns it looks promising for a while. Default value = True. Ankle equilibrium angle used when static balancing. Default value = 0.0f. Min value = -1.0f. Max value = 1.0f. Additional feet apart setting. Default value = 0.0f. Min value = -1.0f. Max value = 1.0f. Amount of time at the start of a balance before the character is allowed to start stepping. Default value = 0.0f. Min value = 0.0f. When the character gives up and goes into a fall. Larger values mean that the balancer can lean more before failing. Default value = 0.6f. Min value = 0.0f. Max value = 1.0f. Height between lowest foot and COM below which balancer will give up. Default value = 0.5f. Min value = 0.0f. Max value = 1.5f. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Variance in clamp scale every step. If negative only takes away from clampScale. Default value = 0.0f. Min value = -1.0f. Max value = 1.0f. Amount of time (seconds) into the future that the character tries to move hip to (kind of). Will be controlled by balancer in future but can help recover spine quicker from bending forwards to much. Default value = 0.3f. Min value = -1.0f. Max value = 1.0f. Amount of time (seconds) into the future that the character tries to step to. Bigger values try to recover with fewer, bigger steps. Smaller values recover with smaller steps, and generally recover less. Default value = 0.2f. Min value = 0.0f. Max value = 1.0f. Variance in predictionTime every step. If negative only takes away from predictionTime. Default value = 0.0f. Min value = -1.0f. Max value = 1.0f. Maximum number of steps that the balancer will take. Default value = 100. Min value = 1. Maximum time(seconds) that the balancer will balance for. Default value = 50.0f. Min value = 1.0f. Allow the balancer to take this many more steps before hitting maxSteps. If negative nothing happens(safe default). Default value = -1. Min value = -1. Allow the balancer to balance for this many more seconds before hitting maxBalanceTime. If negative nothing happens(safe default). Default value = -1.0f. Min value = -1.0f. How to fall after maxSteps or maxBalanceTime. Default value = . If BCR has to be active. Multiply the rampDown of stiffness on falling by this amount ( GT 1 fall quicker). Default value = 1.0f. Min value = 0.0f. Max value = 100.0f. Reduce gravity compensation as the legs weaken on falling. Default value = False. Bend over when falling after maxBalanceTime. Default value = False. Linear speed threshold for successful balance. Default value = 0.3f. Min value = 0.0f. Max value = 10.0f. Rotational speed threshold for successful balance. Default value = 0.3f. Min value = 0.0f. Max value = 10.0f. The upper body of the character must be colliding and other failure conditions met to fail. Default value = False. Ignore maxSteps and maxBalanceTime and try to balance forever. Default value = False. Time not in contact (airborne) before step is changed. If -ve don't change step. Default value = -1.0f. Min value = -1.0f. Max value = 5.0f. Ignore maxSteps and maxBalanceTime and try to balance forever. Default value = False. Temporary variable to ignore movingFloor code that generally causes the character to fall over if the feet probe a moving object e.g. treading on a gun. Default value = False. When airborne try to step. Set to false for e.g. shotGun reaction. Default value = True. Velocity below which the balancer turns in the direction of the COM forward instead of the ComVel - for use with shot from running with high upright constraint use 1.9. Default value = 0.0f. Min value = 0.0f. Max value = 10.0f. Minimum knee angle (-ve value will mean this functionality is not applied). 0.4 seems a good value. Default value = -0.5f. Min value = -0.5f. Max value = 1.5f. Default value = False. Default value = False. If true then balancer tries to avoid leg2leg collisions/avoid crossing legs. Avoid tries to not step across a line of the inside of the stance leg's foot. Default value = False. NB. Very sensitive. Avoid tries to not step across a line of the inside of the stance leg's foot. AvoidFootWidth = how much inwards from the ankle this line is in (m). Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. NB. Very sensitive. Avoid tries to not step across a line of the inside of the stance leg's foot. Avoid doesn't allow the desired stepping foot to cross the line. avoidFeedback = how much of the actual crossing of that line is fedback as an error. Default value = 0.6f. Min value = 0.0f. Max value = 2.0f. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. The balancer sometimes decides to step even if balanced. Default value = True. Default value = False. Standup more with increased velocity. Default value = False. Supposed to increase foot friction: Impact depth of a collision with the foot is changed when the balancer is running - impact.SetDepth(impact.GetDepth() - depthFudge). Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Supposed to increase foot friction: Impact depth of a collision with the foot is changed when staggerFall is running - impact.SetDepth(impact.GetDepth() - depthFudgeStagger). Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Foot friction multiplier is multiplied by this amount if balancer is running. Default value = 1.0f. Min value = 0.0f. Max value = 40.0f. Foot friction multiplier is multiplied by this amount if staggerFall is running. Default value = 1.0f. Min value = 0.0f. Max value = 40.0f. Backwards lean threshold to cut off stay upright forces. 0.0 Vertical - 1.0 horizontal. 0.6 is a sensible value. NB: the balancer does not fail in order to give stagger that extra step as it falls. A backwards lean of GT 0.6 will generally mean the balancer will soon fail without stayUpright forces. Default value = 1.1f. Min value = 0.0f. Max value = 2.0f. If this value is different from giveUpHeight, actual giveUpHeight will be ramped toward this value. Default value = 0.5f. Min value = 0.0f. Max value = 1.5f. If this value is different from balanceAbortThreshold, actual balanceAbortThreshold will be ramped toward this value. Default value = 0.6f. Min value = 0.0f. Max value = 1.0f. Duration of ramp from start of behavior for above two parameters. If smaller than 0, no ramp is applied. Default value = -1.0f. Min value = -1.0f. Max value = 10.0f. Lean at which to send abort message when maxSteps or maxBalanceTime is reached. Default value = 0.6f. Min value = 0.0f. Max value = 1.0f. Reset the values configurable by the Configure Balance message to their defaults. Creates a new Instance of the ConfigureBalanceResetHelper for sending a ConfigureBalanceReset to a given . The to send the ConfigureBalanceReset to. Reset the values configurable by the Configure Balance message to their defaults. This single message allows to configure self avoidance for the character.BBDD Self avoidance tech. Creates a new Instance of the ConfigureSelfAvoidanceHelper for sending a ConfigureSelfAvoidance to a given . The to send the ConfigureSelfAvoidance to. This single message allows to configure self avoidance for the character.BBDD Self avoidance tech. Enable or disable self avoidance tech. Default value = False. Specify whether self avoidance tech should use original IK input target or the target that has been already modified by getStabilisedPos() tech i.e. function that compensates for rotational and linear velocity of shoulder/thigh. Default value = False. Place the adjusted target this much along the arc between effector (wrist) and target, value in range [0,1]. Default value = 0.8f. Min value = 0.0f. Max value = 1.0f. Max value on the effector (wrist) to adjusted target offset. Default value = 0.8f. Min value = 0.0f. Max value = 1.6f. Restrict self avoidance to operate on targets that are within character torso bounds only. Default value = False. Amount of self avoidance offset applied when angle from effector (wrist) to target is greater then right angle i.e. when total offset is a blend between where effector currently is to value that is a product of total arm length and selfAvoidAmount. SelfAvoidAmount is in a range between [0, 1]. Default value = 0.5f. Min value = 0.0f. Max value = 1.0f. Overwrite desired IK twist with self avoidance procedural twist. Default value = False. Use the alternative self avoidance algorithm that is based on linear and polar target blending. WARNING: It only requires "radius" in terms of parametrization. Default value = False. Self avoidance radius, measured out from the spine axis along the plane perpendicular to that axis. The closer is the proximity of reaching target to that radius, the more polar (curved) motion is used for offsetting the target. WARNING: Parameter only used by the alternative algorithm that is based on linear and polar target blending. Default value = 0.3f. Min value = 0.0f. Max value = 1.0f. Creates a new Instance of the ConfigureBulletsHelper for sending a ConfigureBullets to a given . The to send the ConfigureBullets to. Spreads impulse across parts. Currently only for spine parts, not limbs. Default value = False. For weaker characters subsequent impulses remain strong. Default value = False. Duration that impulse is spread over (triangular shaped). Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. An impulse applied at a point on a body equivalent to an impulse at the center of the body and a torque. This parameter scales the torque component. (The torque component seems to be excite the rage looseness bug which sends the character in a sometimes wildly different direction to an applied impulse). Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Fix the rage looseness bug by applying only the impulse at the center of the body unless it is a spine part then apply the twist component only of the torque as well. Default value = False. Time from hit before impulses are being applied. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. By how much are subsequent impulses reduced (e.g. 0.0: no reduction, 0.1: 10% reduction each new hit). Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Recovery rate of impulse strength per second (impulse strength from 0.0:1.0). At 60fps a impulseRecovery=60.0 will recover in 1 frame. Default value = 0.0f. Min value = 0.0f. Max value = 60.0f. The minimum amount of impulse leakage allowed. Default value = 0.2f. Min value = 0.0f. Max value = 1.0f. Default value = . If - proportional to character strength, can reduce impulse amount. If - no reduction of impulse and not proportional to character strength. Default value = . If a burst effect is achieved. Default value = . Always apply torques to spine3 instead of actual part hit. Default value = True. Time from hit before torques are being applied. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Duration of torque. Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. Multiplies impulse magnitude to arrive at torque that is applied. Default value = 4.0f. Min value = 0.0f. Max value = 10.0f. Minimum ratio of impulse that remains after converting to torque (if in strength-proportional mode). Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Ratio of torque for next tick (e.g. 1.0: not reducing over time, 0.9: each tick torque is reduced by 10%). Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Amount of lift (directly multiplies torque axis to give lift force). Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Time after impulse is applied that counter impulse is applied. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Amount of the original impulse that is countered. Default value = 0.5f. Min value = 0.0f. Max value = 1.0f. Applies the counter impulse counterImpulseDelay(secs) after counterImpulseMag of the Impulse has been applied. Default value = False. Add a counter impulse to the pelvis. Default value = False. Amount of the counter impulse applied to hips - the rest is applied to the part originally hit. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Amount to scale impulse by if the dynamicBalance is not OK. 1.0 means this functionality is not applied. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. 100% LE Start to impulseBalStabMult*100% GT End. NB: Start LT End. Default value = 3.0f. Min value = 0.0f. Max value = 100.0f. 100% LE Start to impulseBalStabMult*100% GT End. NB: Start LT End. Default value = 10.0f. Min value = 0.0f. Max value = 100.0f. 100% LE Start to impulseBalStabMult*100% GT End. NB: leaving this as 1.0 means this functionality is not applied and Start and End have no effect. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. 100% GE Start to impulseSpineAngMult*100% LT End. NB: Start GT End. This the dot of hip2Head with up. Default value = 0.7f. Min value = -1.0f. Max value = 1.0f. 100% GE Start to impulseSpineAngMult*100% LT End. NB: Start GT End. This the dot of hip2Head with up. Default value = 0.2f. Min value = -1.0f. Max value = 1.0f. 100% GE Start to impulseSpineAngMult*100% LT End. NB: leaving this as 1.0 means this functionality is not applied and Start and End have no effect. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. 100% LE Start to impulseVelMult*100% GT End. NB: Start LT End. Default value = 1.0f. Min value = 0.0f. Max value = 100.0f. 100% LE Start to impulseVelMult*100% GT End. NB: Start LT End. Default value = 4.0f. Min value = 0.0f. Max value = 100.0f. 100% LE Start to impulseVelMult*100% GT End. NB: leaving this as 1.0 means this functionality is not applied and Start and End have no effect. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Amount to scale impulse by if the character is airborne and dynamicBalance is OK and impulse is above impulseAirMultStart. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. If impulse is above this value scale it by impulseAirMult. Default value = 100.0f. Min value = 0.0f. Amount to clamp impulse to if character is airborne and dynamicBalance is OK. Default value = 100.0f. Min value = 0.0f. If impulse is above this amount then do not scale/clamp just let it through as is - it's a shotgun or cannon. Default value = 399.0f. Min value = 0.0f. Scale and/or clamp impulse if the character is airborne and dynamicBalance is OK. Default value = False. Amount to scale impulse by if the character is contacting with one foot only and dynamicBalance is OK and impulse is above impulseAirMultStart. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. If impulse is above this value scale it by impulseOneLegMult. Default value = 100.0f. Min value = 0.0f. Amount to clamp impulse to if character is contacting with one foot only and dynamicBalance is OK. Default value = 100.0f. Min value = 0.0f. If impulse is above this amount then do not scale/clamp just let it through as is - it's a shotgun or cannon. Default value = 399.0f. Min value = 0.0f. Scale and/or clamp impulse if the character is contacting with one leg only and dynamicBalance is OK. Default value = False. 0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Rigid body response is shared between the upper and lower body (rbUpperShare = 1-rbLowerShare). RbLowerShare=0.5 gives upper and lower share scaled by mass. i.e. if 70% ub mass and 30% lower mass then rbLowerShare=0.5 gives actualrbShare of 0.7ub and 0.3lb. rbLowerShare GT 0.5 scales the ub share down from 0.7 and the lb up from 0.3. Default value = 0.5f. Min value = 0.0f. Max value = 1.0f. 0.0 only force, 0.5 = force and half the rigid body moment applied, 1.0 = force and full rigidBody moment. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Maximum twist arm moment of bullet applied. Default value = 0.5f. Min value = 0.0f. Max value = 2.0f. Maximum broom((everything but the twist) arm moment of bullet applied. Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. If Airborne: 0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. If Airborne: 0.0 only force, 0.5 = force and half the rigid body moment applied, 1.0 = force and full rigidBody moment. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. If Airborne: Maximum twist arm moment of bullet applied. Default value = 0.5f. Min value = 0.0f. Max value = 2.0f. If Airborne: Maximum broom((everything but the twist) arm moment of bullet applied. Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. If only one leg in contact: 0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. If only one leg in contact: 0.0 only force, 0.5 = force and half the rigid body moment applied, 1.0 = force and full rigidBody moment. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. If only one leg in contact: Maximum twist arm moment of bullet applied. Default value = 0.5f. Min value = 0.0f. Max value = 2.0f. If only one leg in contact: Maximum broom((everything but the twist) arm moment of bullet applied. Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Default value = . . If false pivot around COM always, if true change pivot depending on foot contact: to feet center if both feet in contact, or foot position if 1 foot in contact or COM position if no feet in contact. Default value = False. Creates a new Instance of the ConfigureBulletsExtraHelper for sending a ConfigureBulletsExtra to a given . The to send the ConfigureBulletsExtra to. Spreads impulse across parts. Currently only for spine parts, not limbs. Default value = False. Duration that impulse is spread over (triangular shaped). Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. An impulse applied at a point on a body equivalent to an impulse at the center of the body and a torque. This parameter scales the torque component. (The torque component seems to be excite the rage looseness bug which sends the character in a sometimes wildly different direction to an applied impulse). Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Fix the rage looseness bug by applying only the impulse at the center of the body unless it is a spine part then apply the twist component only of the torque as well. Default value = False. Time from hit before impulses are being applied. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Default value = . If - proportional to character strength, can reduce impulse amount. If - no reduction of impulse and not proportional to character strength. Default value = . If a burst effect is achieved. Default value = . Always apply torques to spine3 instead of actual part hit. Default value = True. Time from hit before torques are being applied. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Duration of torque. Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. Multiplies impulse magnitude to arrive at torque that is applied. Default value = 4.0f. Min value = 0.0f. Max value = 10.0f. Minimum ratio of impulse that remains after converting to torque (if in strength-proportional mode). Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Ratio of torque for next tick (e.g. 1.0: not reducing over time, 0.9: each tick torque is reduced by 10%). Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Amount of lift (directly multiplies torque axis to give lift force). Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Time after impulse is applied that counter impulse is applied. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Amount of the original impulse that is countered. Default value = 0.5f. Min value = 0.0f. Max value = 1.0f. Applies the counter impulse counterImpulseDelay(secs) after counterImpulseMag of the Impulse has been applied. Default value = False. Add a counter impulse to the pelvis. Default value = False. Amount of the counter impulse applied to hips - the rest is applied to the part originally hit. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Amount to scale impulse by if the dynamicBalance is not OK. 1.0 means this functionality is not applied. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. 100% LE Start to impulseBalStabMult*100% GT End. NB: Start LT End. Default value = 3.0f. Min value = 0.0f. Max value = 100.0f. 100% LE Start to impulseBalStabMult*100% GT End. NB: Start LT End. Default value = 10.0f. Min value = 0.0f. Max value = 100.0f. 100% LE Start to impulseBalStabMult*100% GT End. NB: leaving this as 1.0 means this functionality is not applied and Start and End have no effect. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. 100% GE Start to impulseSpineAngMult*100% LT End. NB: Start GT End. This the dot of hip2Head with up. Default value = 0.7f. Min value = -1.0f. Max value = 1.0f. 100% GE Start to impulseSpineAngMult*100% LT End. NB: Start GT End. This the dot of hip2Head with up. Default value = 0.2f. Min value = -1.0f. Max value = 1.0f. 100% GE Start to impulseSpineAngMult*100% LT End. NB: leaving this as 1.0 means this functionality is not applied and Start and End have no effect. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. 100% LE Start to impulseVelMult*100% GT End. NB: Start LT End. Default value = 4.0f. Min value = 0.0f. Max value = 100.0f. 100% LE Start to impulseVelMult*100% GT End. NB: Start LT End. Default value = 4.0f. Min value = 0.0f. Max value = 100.0f. 100% LE Start to impulseVelMult*100% GT End. NB: leaving this as 1.0 means this functionality is not applied and Start and End have no effect. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Amount to scale impulse by if the character is airborne and dynamicBalance is OK and impulse is above impulseAirMultStart. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. If impulse is above this value scale it by impulseAirMult. Default value = 100.0f. Min value = 0.0f. Amount to clamp impulse to if character is airborne and dynamicBalance is OK. Default value = 100.0f. Min value = 0.0f. If impulse is above this amount then do not scale/clamp just let it through as is - it's a shotgun or cannon. Default value = 399.0f. Min value = 0.0f. Scale and/or clamp impulse if the character is airborne and dynamicBalance is OK. Default value = False. Amount to scale impulse by if the character is contacting with one foot only and dynamicBalance is OK and impulse is above impulseAirMultStart. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. If impulse is above this value scale it by impulseOneLegMult. Default value = 100.0f. Min value = 0.0f. Amount to clamp impulse to if character is contacting with one foot only and dynamicBalance is OK. Default value = 100.0f. Min value = 0.0f. If impulse is above this amount then do not scale/clamp just let it through as is - it's a shotgun or cannon. Default value = 399.0f. Min value = 0.0f. Scale and/or clamp impulse if the character is contacting with one leg only and dynamicBalance is OK. Default value = False. 0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Rigid body response is shared between the upper and lower body (rbUpperShare = 1-rbLowerShare). RbLowerShare=0.5 gives upper and lower share scaled by mass. i.e. if 70% ub mass and 30% lower mass then rbLowerShare=0.5 gives actualrbShare of 0.7ub and 0.3lb. rbLowerShare GT 0.5 scales the ub share down from 0.7 and the lb up from 0.3. Default value = 0.5f. Min value = 0.0f. Max value = 1.0f. 0.0 only force, 0.5 = force and half the rigid body moment applied, 1.0 = force and full rigidBody moment. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Maximum twist arm moment of bullet applied. Default value = 0.5f. Min value = 0.0f. Max value = 2.0f. Maximum broom((everything but the twist) arm moment of bullet applied. Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. If Airborne: 0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. If Airborne: 0.0 only force, 0.5 = force and half the rigid body moment applied, 1.0 = force and full rigidBody moment. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. If Airborne: Maximum twist arm moment of bullet applied. Default value = 0.5f. Min value = 0.0f. Max value = 2.0f. If Airborne: Maximum broom((everything but the twist) arm moment of bullet applied. Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. If only one leg in contact: 0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. If only one leg in contact: 0.0 only force, 0.5 = force and half the rigid body moment applied, 1.0 = force and full rigidBody moment. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. If only one leg in contact: Maximum twist arm moment of bullet applied. Default value = 0.5f. Min value = 0.0f. Max value = 2.0f. If only one leg in contact: Maximum broom((everything but the twist) arm moment of bullet applied. Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Default value = . . If false pivot around COM always, if true change pivot depending on foot contact: to feet center if both feet in contact, or foot position if 1 foot in contact or COM position if no feet in contact. Default value = False. Enable/disable/edit character limits in real time. This adjusts limits in RAGE-native space and will *not* reorient the joint. Creates a new Instance of the ConfigureLimitsHelper for sending a ConfigureLimits to a given . The to send the ConfigureLimits to. Enable/disable/edit character limits in real time. This adjusts limits in RAGE-native space and will *not* reorient the joint. Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value for joint limits to configure. Ignored if index != -1. Default value = "fb". If false, disable (set all to PI, -PI) limits. Default value = True. If true, set limits to accommodate current desired angles. Default value = False. Return to cached defaults?. Default value = False. If true, set limits to the current animated limits. Default value = False. Index of effector to configure. Set to -1 to use mask. Default value = -1. Min value = -1. Custom limit values to use if not setting limits to desired. Limits are RAGE-native, not NM-wrapper-native. Default value = 1.6f. Min value = 0.0f. Max value = 3.1f. Default value = 1.6f. Min value = 0.0f. Max value = 3.1f. Default value = 1.6f. Min value = 0.0f. Max value = 3.1f. Joint limit margin to add to current animation limits when using those to set runtime limits. Default value = 0.2f. Min value = 0.0f. Max value = 3.1f. Creates a new Instance of the ConfigureSoftLimitHelper for sending a ConfigureSoftLimit to a given . The to send the ConfigureSoftLimit to. Select limb that the soft limit is going to be applied to. Default value = 0. Min value = 0. Max value = 3. Stiffness of the soft limit. Parameter is used to calculate spring term that contributes to the desired acceleration. Default value = 15.0f. Min value = 0.0f. Max value = 30.0f. Damping of the soft limit. Parameter is used to calculate damper term that contributes to the desired acceleration. To have the system critically dampened set it to 1.0. Default value = 1.0f. Min value = 0.9f. Max value = 1.1f. Soft limit angle. Positive angle in RAD, measured relatively either from hard limit maxAngle (approach direction = -1) or minAngle (approach direction = 1). This angle will be clamped if outside the joint hard limit range. Default value = 0.4f. Min value = 0.0f. Max value = 6.3f. Limit angle can be measured relatively to joints hard limit minAngle or maxAngle. Set it to +1 to measure soft limit angle relatively to hard limit minAngle that corresponds to the maximum stretch of the elbow. Set it to -1 to measure soft limit angle relatively to hard limit maxAngle that corresponds to the maximum stretch of the knee. Default value = 1. Min value = -1. Max value = 1. Scale stiffness based on character angular velocity. Default value = False. This single message allows you to configure the injured arm reaction during shot. Creates a new Instance of the ConfigureShotInjuredArmHelper for sending a ConfigureShotInjuredArm to a given . The to send the ConfigureShotInjuredArm to. This single message allows you to configure the injured arm reaction during shot. Length of the reaction. Default value = 0.3f. Min value = 0.0f. Max value = 2.0f. Amount of hip twist. (Negative values twist into bullet direction - probably not what is wanted). Default value = 0.8f. Min value = -2.0f. Max value = 2.0f. Amount of hip roll. Default value = 0.0f. Min value = -2.0f. Max value = 2.0f. Additional height added to stepping foot. Default value = 0.1f. Min value = 0.0f. Max value = 0.7f. Force a step to be taken whether pushed out of balance or not. Default value = True. Turn the character using the balancer. Default value = True. Start velocity where parameters begin to be ramped down to zero linearly. Default value = 1.0f. Min value = 0.0f. Max value = 20.0f. End velocity of ramp where parameters are scaled to zero. Default value = 5.0f. Min value = 1.0f. Max value = 40.0f. Velocity above which a step is not forced. Default value = 0.8f. Min value = 0.0f. Max value = 20.0f. Velocity above which a stepTurn is not asked for. Default value = 0.8f. Min value = 0.0f. Max value = 20.0f. Use the velocity scaling parameters. Tune for standing still then use velocity scaling to make sure a running character stays balanced (the turning tends to make the character fall over more at speed). Default value = True. This single message allows you to configure the injured leg reaction during shot. Creates a new Instance of the ConfigureShotInjuredLegHelper for sending a ConfigureShotInjuredLeg to a given . The to send the ConfigureShotInjuredLeg to. This single message allows you to configure the injured leg reaction during shot. Time before a wounded leg is set to be weak and cause the character to collapse. Default value = 0.3f. Min value = 0.0f. Max value = 10.0f. Leg injury duration (reaction to being shot in leg). Default value = 0.4f. Min value = 0.0f. Max value = 2.0f. Force a step to be taken whether pushed out of balance or not. Default value = True. Bend the legs via the balancer by this amount if stepping on the injured leg. 0.2 seems a good default. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Leg lift duration (reaction to being shot in leg). (Lifting happens when not stepping with other leg). Default value = 0.0f. Min value = 0.0f. Max value = 2.0f. Leg injury - leg strength is reduced. Default value = 0.3f. Min value = 0.0f. Max value = 1.0f. Leg injury bend forwards amount when not lifting leg. Default value = 0.0f. Min value = -1.0f. Max value = 1.0f. Leg injury bend forwards amount when lifting leg. (Lifting happens when not stepping with other leg). Default value = 0.0f. Min value = -1.0f. Max value = 1.0f. Leg injury bend forwards amount when not lifting leg. Default value = 0.1f. Min value = -1.0f. Max value = 1.0f. Leg injury bend forwards amount when lifting leg. (Lifting happens when not stepping with other leg). Default value = 0.2f. Min value = -1.0f. Max value = 1.0f. Creates a new Instance of the DefineAttachedObjectHelper for sending a DefineAttachedObject to a given . The to send the DefineAttachedObject to. Index of part to attach to. Default value = -1. Min value = -1. Max value = 21. Mass of the attached object. Default value = 0.0f. Min value = 0.0f. World position of attached object's center of mass. Must be updated each frame. Default value = Vector3(0.0f, 0.0f, 0.0f). Apply an impulse to a named body part. Creates a new Instance of the ForceToBodyPartHelper for sending a ForceToBodyPart to a given . The to send the ForceToBodyPart to. Apply an impulse to a named body part. Part or link or bound index. Default value = 0. Min value = 0. Max value = 28. Force to apply. Default value = Vector3(0.0f, -50.0f, 0.0f). Min value = -100000.0f. Max value = 100000.0f. Default value = False. Creates a new Instance of the LeanInDirectionHelper for sending a LeanInDirection to a given . The to send the LeanInDirection to. Amount of lean, 0 to about 0.5. -ve will move away from the target. Default value = 0.2f. Min value = -1.0f. Max value = 1.0f. Direction to lean in. Default value = Vector3(0.0f, 0.0f, 1.0f). Min value = 0.0f. Creates a new Instance of the LeanRandomHelper for sending a LeanRandom to a given . The to send the LeanRandom to. Minimum amount of lean. Default value = 0.2f. Min value = 0.0f. Max value = 1.0f. Maximum amount of lean. Default value = 0.2f. Min value = 0.0f. Max value = 1.0f. Minimum time until changing direction. Default value = 0.5f. Min value = 0.0f. Max value = 20.0f. Maximum time until changing direction. Default value = 1.0f. Min value = 0.0f. Max value = 20.0f. Creates a new Instance of the LeanToPositionHelper for sending a LeanToPosition to a given . The to send the LeanToPosition to. Amount of lean, 0 to about 0.5. -ve will move away from the target. Default value = 0.2f. Min value = -0.5f. Max value = 0.5f. Position to head towards. Default value = Vector3(0.0f, 0.0f, 0.0f). Creates a new Instance of the LeanTowardsObjectHelper for sending a LeanTowardsObject to a given . The to send the LeanTowardsObject to. Amount of lean, 0 to about 0.5. -ve will move away from the target. Default value = 0.2f. Min value = -0.5f. Max value = 0.5f. Offset from instance position added when calculating position to lean to. Default value = Vector3(0.0f, 0.0f, 0.0f). Min value = -100.0f. Max value = 100.0f. LevelIndex of object to lean towards. Default value = -1. Min value = -1. BoundIndex of object to lean towards (0 = just use instance coordinates). Default value = 0. Min value = 0. Creates a new Instance of the HipsLeanInDirectionHelper for sending a HipsLeanInDirection to a given . The to send the HipsLeanInDirection to. Amount of lean, 0 to about 0.5. -ve will move away from the target. Default value = 0.2f. Min value = -1.0f. Max value = 1.0f. Direction to lean in. Default value = Vector3(0.0f, 0.0f, 1.0f). Min value = 0.0f. Creates a new Instance of the HipsLeanRandomHelper for sending a HipsLeanRandom to a given . The to send the HipsLeanRandom to. Minimum amount of lean. Default value = 0.3f. Min value = 0.0f. Max value = 1.0f. Maximum amount of lean. Default value = 0.4f. Min value = 0.0f. Max value = 1.0f. Min time until changing direction. Default value = 2.0f. Min value = 0.0f. Max value = 20.0f. Maximum time until changing direction. Default value = 4.0f. Min value = 0.0f. Max value = 20.0f. Creates a new Instance of the HipsLeanToPositionHelper for sending a HipsLeanToPosition to a given . The to send the HipsLeanToPosition to. Amount of lean, 0 to about 0.5. -ve will move away from the target. Default value = 0.2f. Min value = -0.5f. Max value = 0.5f. Position to head towards. Default value = Vector3(0.0f, 0.0f, 0.0f). Creates a new Instance of the HipsLeanTowardsObjectHelper for sending a HipsLeanTowardsObject to a given . The to send the HipsLeanTowardsObject to. Amount of lean, 0 to about 0.5. -ve will move away from the target. Default value = 0.2f. Min value = -0.5f. Max value = 0.5f. Offset from instance position added when calculating position to lean to. Default value = Vector3(0.0f, 0.0f, 0.0f). Min value = -100.0f. Max value = 100.0f. LevelIndex of object to lean hips towards. Default value = -1. Min value = -1. BoundIndex of object to lean hips towards (0 = just use instance coordinates). Default value = 0. Min value = 0. Creates a new Instance of the ForceLeanInDirectionHelper for sending a ForceLeanInDirection to a given . The to send the ForceLeanInDirection to. Amount of lean, 0 to about 0.5. -ve will move away from the target. Default value = 0.2f. Min value = -1.0f. Max value = 1.0f. Direction to lean in. Default value = Vector3(0.0f, 0.0f, 1.0f). Min value = 0.0f. Body part that the force is applied to. Default value = 0. Min value = 0. Max value = 21. Creates a new Instance of the ForceLeanRandomHelper for sending a ForceLeanRandom to a given . The to send the ForceLeanRandom to. Minimum amount of lean. Default value = 0.3f. Min value = 0.0f. Max value = 1.0f. Maximum amount of lean. Default value = 0.4f. Min value = 0.0f. Max value = 1.0f. Min time until changing direction. Default value = 2.0f. Min value = 0.0f. Max value = 20.0f. Maximum time until changing direction. Default value = 4.0f. Min value = 0.0f. Max value = 20.0f. Body part that the force is applied to. Default value = 0. Min value = 0. Max value = 21. Creates a new Instance of the ForceLeanToPositionHelper for sending a ForceLeanToPosition to a given . The to send the ForceLeanToPosition to. Amount of lean, 0 to about 0.5. -ve will move away from the target. Default value = 0.2f. Min value = -0.5f. Max value = 0.5f. Position to head towards. Default value = Vector3(0.0f, 0.0f, 0.0f). Body part that the force is applied to. Default value = 0. Min value = 0. Max value = 21. Creates a new Instance of the ForceLeanTowardsObjectHelper for sending a ForceLeanTowardsObject to a given . The to send the ForceLeanTowardsObject to. Amount of lean, 0 to about 0.5. -ve will move away from the target. Default value = 0.2f. Min value = -0.5f. Max value = 0.5f. Offset from instance position added when calculating position to lean to. Default value = Vector3(0.0f, 0.0f, 0.0f). Min value = -100.0f. Max value = 100.0f. LevelIndex of object to move towards. Default value = -1. Min value = -1. BoundIndex of object to move towards (0 = just use instance coordinates). Default value = 0. Min value = 0. Body part that the force is applied to. Default value = 0. Min value = 0. Max value = 21. Use this message to manually set the body stiffness values -before using Active Pose to drive to an animated pose, for example. Creates a new Instance of the SetStiffnessHelper for sending a SetStiffness to a given . The to send the SetStiffness to. Use this message to manually set the body stiffness values -before using Active Pose to drive to an animated pose, for example. Stiffness of whole character. Default value = 12.0f. Min value = 2.0f. Max value = 20.0f. Damping amount, less is underdamped. Default value = 1.0f. Min value = 0.0f. Max value = 3.0f. Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see Active Pose notes for possible values). Default value = "fb". Use this message to manually set the muscle stiffness values -before using Active Pose to drive to an animated pose, for example. Creates a new Instance of the SetMuscleStiffnessHelper for sending a SetMuscle stiffness to a given . The to send the SetMuscle stiffness to. Use this message to manually set the muscle stiffness values -before using Active Pose to drive to an animated pose, for example. Muscle stiffness of joint/s. Default value = 1.0f. Min value = 0.0f. Max value = 20.0f. Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see Active Pose notes for possible values). Default value = "fb". Use this message to set the character's weapon mode. This is an alternativeto the setWeaponMode public function. Creates a new Instance of the SetWeaponModeHelper for sending a SetWeaponMode to a given . The to send the SetWeaponMode to. Use this message to set the character's weapon mode. This is an alternativeto the setWeaponMode public function. Default value = . . Use this message to register weapon. This is an alternativeto the registerWeapon public function. Creates a new Instance of the RegisterWeaponHelper for sending a RegisterWeapon to a given . The to send the RegisterWeapon to. Use this message to register weapon. This is an alternativeto the registerWeapon public function. Default value = . Level index of the weapon. Default value = -1. Min value = -1. Pointer to the hand-gun constraint handle. Default value = -1. Min value = -1. A vector of the gunToHand matrix. The gunToHandMatrix is the desired gunToHandMatrix in the aimingPose. (The gunToHandMatrix when pointGun starts can be different so will be blended to this desired one). Default value = Vector3(1.0f, 0.0f, 0.0f). Min value = 0.0f. B vector of the gunToHand matrix. Default value = Vector3(0.0f, 1.0f, 0.0f). Min value = 0.0f. C vector of the gunToHand matrix. Default value = Vector3(0.0f, 0.0f, 1.0f). Min value = 0.0f. D vector of the gunToHand matrix. Default value = Vector3(0.0f, 0.0f, 0.0f). Min value = 0.0f. Gun center to muzzle expressed in gun co-ordinates. To get the line of sight/barrel of the gun. Assumption: the muzzle direction is always along the same primary axis of the gun. Default value = Vector3(0.0f, 0.0f, 0.0f). Gun center to butt expressed in gun co-ordinates. The gun pivots around this point when aiming. Default value = Vector3(0.0f, 0.0f, 0.0f). Creates a new Instance of the ShotRelaxHelper for sending a ShotRelax to a given . The to send the ShotRelax to. Time over which to relax to full relaxation for upper body. Default value = 2.0f. Min value = 0.0f. Max value = 40.0f. Time over which to relax to full relaxation for lower body. Default value = 0.4f. Min value = 0.0f. Max value = 40.0f. One shot message apply a force to the hand as we fire the gun that should be in this hand. Creates a new Instance of the FireWeaponHelper for sending a FireWeapon to a given . The to send the FireWeapon to. One shot message apply a force to the hand as we fire the gun that should be in this hand. The force of the gun. Default value = 1000.0f. Min value = 0.0f. Max value = 10000.0f. Which hand is the gun in. Default value = . Should we apply some of the force at the shoulder. Force double handed weapons (Ak47 etc). Default value = False. Minimum time before next fire impulse. Default value = 0.4f. Min value = 0.0f. Max value = 10.0f. Direction of impulse in gun frame. Default value = Vector3(0.0f, 0.0f, 0.0f). Split force between hand and clavicle when applyFireGunForceAtClavicle is true. 1 = all hand, 0 = all clavicle. Default value = 0.5f. Min value = 0.0f. Max value = 1.0f. One shot to give state of constraints on character and response to constraints. Creates a new Instance of the ConfigureConstraintsHelper for sending a ConfigureConstraints to a given . The to send the ConfigureConstraints to. One shot to give state of constraints on character and response to constraints. Default value = False. Not implemented. Default value = False. Not implemented. Default value = False. Default value = False. 0 setCurrent, 1= IK to dominant, (2=pointGunLikeIK //not implemented). Default value = 0. Min value = 0. Max value = 5. Not implemented. Default value = False. Blend Arms to zero pose. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Creates a new Instance of the StayUprightHelper for sending a StayUpright to a given . The to send the StayUpright to. Enable force based constraint. Default value = False. Enable torque based constraint. Default value = False. Uses position/orientation control on the spine and drifts in the direction of bullets. This ignores all other stayUpright settings. Default value = False. The sink rate (higher for a faster drop). Default value = 0.3f. Min value = 0.0f. Max value = 1.0f. Higher values for more damping. Default value = 0.4f. Min value = 0.0f. Max value = 1.0f. Max time allowed in last stand mode. Default value = 0.4f. Min value = 0.0f. Max value = 5.0f. Use cheat torques to face the direction of bullets if not facing too far away. Default value = False. Make strength of constraint function of COM velocity. Uses -1 for forceDamping if the damping is positive. Default value = False. Only apply torque based constraint when airBorne. Default value = False. Strength of constraint. Default value = 3.0f. Min value = 0.0f. Max value = 16.0f. Damping in constraint: -1 makes it scale automagically with forceStrength. Other negative values will scale this automagic damping. Default value = -1.0f. Min value = -1.0f. Max value = 50.0f. Multiplier to the force applied to the feet. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Share of pelvis force applied to spine3. Default value = 0.3f. Min value = 0.0f. Max value = 1.0f. How much the character lean is taken into account when reducing the force. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Share of the feet force to the airborne foot. Default value = 0.5f. Min value = 0.0f. Max value = 1.0f. When min and max are greater than 0 the constraint strength is determined from character strength, scaled into the range given by min and max. Default value = -1.0f. Min value = -1.0f. Max value = 16.0f. See above. Default value = -1.0f. Min value = -1.0f. Max value = 16.0f. When in velocityBased mode, the COM velocity at which constraint reaches maximum strength (forceStrength). Default value = 4.0f. Min value = 0.1f. Max value = 10.0f. When in velocityBased mode, the COM velocity above which constraint starts applying forces. Default value = 0.5f. Min value = 0.0f. Max value = 5.0f. Strength of torque based constraint. Default value = 0.0f. Min value = 0.0f. Max value = 16.0f. Damping of torque based constraint. Default value = 0.5f. Min value = 0.0f. Max value = 16.0f. When in velocityBased mode, the COM velocity at which constraint reaches maximum strength (torqueStrength). Default value = 4.0f. Min value = 0.1f. Max value = 10.0f. When in velocityBased mode, the COM velocity above which constraint starts applying torques. Default value = 2.5f. Min value = 0.0f. Max value = 5.0f. Distance the foot is behind Com projection that is still considered able to generate the support for the upright constraint. Default value = 2.0f. Min value = -2.0f. Max value = 2.0f. Still apply this fraction of the upright constaint force if the foot is not in a position (defined by supportPosition) to generate the support for the upright constraint. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Strength of cheat force applied upwards to spine3 to help the character up steps/slopes. Default value = 0.0f. Min value = 0.0f. Max value = 16.0f. How much the cheat force takes into account the acceleration of moving platforms. Default value = 0.7f. Min value = 0.0f. Max value = 2.0f. The maximum floorAcceleration (of a moving platform) that the cheat force takes into account. Default value = 5.0f. Min value = 0.0f. Max value = 15.0f. Send this message to immediately stop all behaviors from executing. Creates a new Instance of the StopAllBehaviorsHelper for sending a StopAllBehaviors to a given . The to send the StopAllBehaviors to. Send this message to immediately stop all behaviors from executing. Sets character's strength on the dead-granny-to-healthy-terminator scale: [0..1]. Creates a new Instance of the SetCharacterStrengthHelper for sending a SetCharacterStrength to a given . The to send the SetCharacterStrength to. Sets character's strength on the dead-granny-to-healthy-terminator scale: [0..1]. Strength of character. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Sets character's health on the dead-to-alive scale: [0..1]. Creates a new Instance of the SetCharacterHealthHelper for sending a SetCharacterHealth to a given . The to send the SetCharacterHealth to. Sets character's health on the dead-to-alive scale: [0..1]. Health of character. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Sets the type of reaction if catchFall is called. Creates a new Instance of the SetFallingReactionHelper for sending a SetFallingReaction to a given . The to send the SetFallingReaction to. Sets the type of reaction if catchFall is called. 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). Default value = False. If true catchFall will call rollDownstairs if comVel GT comVelRDSThresh - prevents excessive sliding in catchFall. Was previously only true for handsAndKnees. Default value = False. ComVel above which rollDownstairs will start - prevents excessive sliding in catchFall. Default value = 2.0f. Min value = 0.0f. Max value = 20.0f. 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). Default value = False. 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. Default value = 2.5f. Min value = 0.0f. Max value = 10.0f. Reach length multiplier that scales characters arm topological length, value in range from (0, 1 GT where 1.0 means reach length is maximum. Default value = 1.0f. Min value = 0.3f. Max value = 1.0f. Time after hitting ground that the catchFall can call rds. Default value = 0.2f. Min value = 0.0f. Max value = 10.0f. Time after hitting ground that the catchFall can change the friction of parts to inhibit sliding. Default value = 0.2f. Min value = 0.0f. Max value = 10.0f. 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. Default value = 1.0f. Min value = 0.0f. Max value = 10.0f. 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). Default value = 0.0f. Min value = 0.0f. Max value = 10.0f. 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). Default value = 9999.0f. Min value = 0.0f. Apply tactics to help stop on slopes. Default value = False. Override slope value to manually force stopping on flat ground. Encourages character to come to rest face down or face up. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Speed at which strength reduces when stopped. Default value = 5.0f. Min value = 0.0f. Max value = 20.0f. Bias spine post towards hunched (away from arched). Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Hold rifle in a safe position to reduce complications with collision. Only applied if holding a rifle. Default value = False. Enable head ground avoidance when handsAndKnees is true. Default value = True. Discourage the character getting stuck propped up by elbows when falling backwards - by inhibiting backwards moving clavicles (keeps the arms slightly wider). Default value = False. 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). Default value = False. Head weakens as arms weaken. If false and antiPropWeak when falls onto back doesn't loosen neck so early (matches bodyStrength instead). Default value = True. 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. Default value = 1.0f. Min value = 0.3f. Max value = 1.0f. Sets viscosity applied to damping limbs. Creates a new Instance of the SetCharacterUnderwaterHelper for sending a SetCharacterUnderwater to a given . The to send the SetCharacterUnderwater to. Sets viscosity applied to damping limbs. Is character underwater?. Default value = False. Viscosity applied to character's parts. Default value = -1.0f. Min value = -1.0f. Max value = 100.0f. Gravity factor applied to character. Default value = 1.0f. Min value = -10.0f. Max value = 10.0f. Swimming force applied to character as a function of handVelocity and footVelocity. Default value = 0.0f. Min value = -1000.0f. Max value = 1000.0f. Swimming force (linearStroke=true,False) = (f(v),f(v*v)). Default value = False. SetCharacterCollisions:. Creates a new Instance of the SetCharacterCollisionsHelper for sending a SetCharacterCollisions to a given . The to send the SetCharacterCollisions to. SetCharacterCollisions:. Sliding friction turned into spin 80.0 (used in demo videos) good for rest of default params below. If 0.0 then no collision enhancement. Default value = 0.0f. Min value = 0.0f. Max value = 100.0f. Torque = spin*(relative velocity) up to this maximum for relative velocity. Default value = 8.0f. Min value = 0.0f. Max value = 100.0f. Default value = False. Default value = True. Default value = True. Default value = True. Default value = True. Allow foot slipping if collided. Default value = True. ClassType of the object against which to enhance the collision. All character vehicle interaction (e.g. braceForImpact glancing spins) relies on this value so EDIT WISELY. If it is used for things other than vehicles then NM should be informed. Default value = 15. Min value = 0. Max value = 100. Damp out cartwheeling and somersaulting above a certain threshold. Creates a new Instance of the SetCharacterDampingHelper for sending a SetCharacterDamping to a given . The to send the SetCharacterDamping to. Damp out cartwheeling and somersaulting above a certain threshold. Somersault AngularMomentum measure above which we start damping - try 34.0. Falling over straight backwards gives 54 on hitting ground. Default value = 34.0f. Min value = 0.0f. Max value = 200.0f. Amount to damp somersaulting by (spinning around left/right axis) - try 0.45. Default value = 0.0f. Min value = 0.0f. Max value = 2.0f. Cartwheel AngularMomentum measure above which we start damping - try 27.0. Default value = 27.0f. Min value = 0.0f. Max value = 200.0f. Amount to damp somersaulting by (spinning around front/back axis) - try 0.8. Default value = 0.0f. Min value = 0.0f. Max value = 2.0f. Time after impact with a vehicle to apply characterDamping. -ve values mean always apply whether collided with vehicle or not. =0.0 never apply. =timestep apply for only that frame. A typical roll from being hit by a car lasts about 4secs. Default value = 0.0f. Min value = -1.0f. Max value = 1000.0f. If true damping is proportional to Angular momentum squared. If false proportional to Angular momentum. Default value = False. SetFrictionScale:. Creates a new Instance of the SetFrictionScaleHelper for sending a SetFrictionScale to a given . The to send the SetFrictionScale to. SetFrictionScale:. Friction scale to be applied to parts in mask. Default value = 1.0f. Min value = 0.0f. Max value = 10.0f. Character-wide minimum impact friction. Affects all parts (not just those in mask). Default value = 0.0f. Min value = 0.0f. Max value = 1000000.0f. Character-wide maximum impact friction. Affects all parts (not just those in mask). Default value = 999999.0f. Min value = 0.0f. Max value = 1000000.0f. Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see Active Pose notes for possible values). Default value = "fb". Creates a new Instance of the AnimPoseHelper for sending a AnimPose to a given . The to send the AnimPose to. Muscle stiffness of masked joints. -values mean don't apply (just use defaults or ones applied by behaviors - safer if you are going to return to a behavior). Default value = -1.0f. Min value = -1.1f. Max value = 10.0f. Stiffness of masked joints. -ve values mean don't apply stiffness or damping (just use defaults or ones applied by behaviors). If you are using animpose fullbody on its own then this gives the opprtunity to use setStffness and setMuscle stiffness messages to set up the character's muscles. Mmmmtodo get rid of this -ve. Default value = -1.0f. Min value = -1.1f. Max value = 16.0f. Damping of masked joints. Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see notes for explanation). Default value = "ub". Overide Headlook behavior (if animPose includes the head). Default value = False. Overide PointArm behavior (if animPose includes the arm/arms). Default value = False. Overide PointGun behavior (if animPose includes the arm/arms)//mmmmtodo not used at moment. Default value = False. If true then modify gravity compensation based on stance (can reduce gravity compensation to zero if cofm is outside of balance area). Default value = True. Gravity compensation applied to joints in the effectorMask. If -ve then not applied (use current setting). Default value = -1.0f. Min value = -1.0f. Max value = 14.0f. Muscle stiffness applied to left arm (applied after stiffness). If -ve then not applied (use current setting). Default value = -1.0f. Min value = -1.0f. Max value = 10.0f. Muscle stiffness applied to right arm (applied after stiffness). If -ve then not applied (use current setting). Default value = -1.0f. Min value = -1.0f. Max value = 10.0f. Muscle stiffness applied to spine (applied after stiffness). If -ve then not applied (use current setting). Default value = -1.0f. Min value = -1.0f. Max value = 10.0f. Muscle stiffness applied to left leg (applied after stiffness). If -ve then not applied (use current setting). Default value = -1.0f. Min value = -1.0f. Max value = 10.0f. Muscle stiffness applied to right leg (applied after stiffness). If -ve then not applied (use current setting). Default value = -1.0f. Min value = -1.0f. Max value = 10.0f. Stiffness applied to left arm (applied after stiffness). If -ve then not applied (use current setting). Default value = -1.0f. Min value = -1.0f. Max value = 16.0f. Stiffness applied to right arm (applied after stiffness). If -ve then not applied (use current setting). Default value = -1.0f. Min value = -1.0f. Max value = 16.0f. Stiffness applied to spine (applied after stiffness). If -ve then not applied (use current setting). Default value = -1.0f. Min value = -1.0f. Max value = 16.0f. Stiffness applied to left leg (applied after stiffness). If -ve then not applied (use current setting). Default value = -1.0f. Min value = -1.0f. Max value = 16.0f. Stiffness applied to right leg (applied after stiffness). If -ve then not applied (use current setting). Default value = -1.0f. Min value = -1.0f. Max value = 16.0f. Damping applied to left arm (applied after stiffness). If stiffness -ve then not applied (use current setting). Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Damping applied to right arm (applied after stiffness). If stiffness -ve then not applied (use current setting). Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Damping applied to spine (applied after stiffness). If stiffness-ve then not applied (use current setting). Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Damping applied to left leg (applied after stiffness). If stiffness-ve then not applied (use current setting). Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Damping applied to right leg (applied after stiffness). If stiffness -ve then not applied (use current setting). Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Gravity compensation applied to left arm (applied after gravityCompensation). If -ve then not applied (use current setting). Default value = -1.0f. Min value = -1.0f. Max value = 14.0f. Gravity compensation applied to right arm (applied after gravityCompensation). If -ve then not applied (use current setting). Default value = -1.0f. Min value = -1.0f. Max value = 14.0f. Gravity compensation applied to spine (applied after gravityCompensation). If -ve then not applied (use current setting). Default value = -1.0f. Min value = -1.0f. Max value = 14.0f. Gravity compensation applied to left leg (applied after gravityCompensation). If -ve then not applied (use current setting). Default value = -1.0f. Min value = -1.0f. Max value = 14.0f. Gravity compensation applied to right leg (applied after gravityCompensation). If -ve then not applied (use current setting). Default value = -1.0f. Min value = -1.0f. Max value = 14.0f. Is the left hand constrained to the world/ an object: -1=auto decide by impact info, 0=no, 1=part fully constrained (not implemented:, 2=part point constraint, 3=line constraint). Default value = 0. Min value = -1. Max value = 2. Is the right hand constrained to the world/ an object: -1=auto decide by impact info, 0=no, 1=part fully constrained (not implemented:, 2=part point constraint, 3=line constraint). Default value = 0. Min value = -1. Max value = 2. Is the left foot constrained to the world/ an object: -2=do not set in animpose (e.g. let the balancer decide), -1=auto decide by impact info, 0=no, 1=part fully constrained (not implemented:, 2=part point constraint, 3=line constraint). Default value = -2. Min value = -2. Max value = 2. Is the right foot constrained to the world/ an object: -2=do not set in animpose (e.g. let the balancer decide),-1=auto decide by impact info, 0=no, 1=part fully constrained (not implemented:, 2=part point constraint, 3=line constraint). Default value = -2. Min value = -2. Max value = 2. LevelIndex of object to dampen side motion relative to. -1 means not used. Default value = -1. Min value = -1. Creates a new Instance of the ArmsWindmillHelper for sending a ArmsWindmill to a given . The to send the ArmsWindmill to. ID of part that the circle uses as local space for positioning. Default value = 10. Min value = 0. Max value = 21. Radius for first axis of ellipse. Default value = 0.8f. Min value = 0.0f. Max value = 1.0f. Radius for second axis of ellipse. Default value = 0.8f. Min value = 0.0f. Max value = 1.0f. Speed of target around the circle. Default value = 1.0f. Min value = -2.0f. Max value = 2.0f. Euler Angles orientation of circle in space of part with part ID. Default value = Vector3(0.0f, 0.2f, 0.2f). Centre of circle in the space of partID. Default value = Vector3(0.0f, 0.5f, -0.1f). ID of part that the circle uses as local space for positioning. Default value = 10. Min value = 0. Max value = 21. Radius for first axis of ellipse. Default value = 0.8f. Min value = 0.0f. Max value = 1.0f. Radius for second axis of ellipse. Default value = 0.8f. Min value = 0.0f. Max value = 1.0f. Speed of target around the circle. Default value = 1.0f. Min value = -2.0f. Max value = 2.0f. Euler Angles orientation of circle in space of part with part ID. Default value = Vector3(0.0f, -0.2f, -0.2f). Centre of circle in the space of partID. Default value = Vector3(0.0f, -0.5f, -0.1f). Stiffness applied to the shoulders. Default value = 12.0f. Min value = 1.0f. Max value = 16.0f. Damping applied to the shoulders. Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Stiffness applied to the elbows. Default value = 12.0f. Min value = 1.0f. Max value = 16.0f. Damping applied to the elbows. Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Minimum left elbow bend. Default value = 0.5f. Min value = 0.0f. Max value = 1.7f. Minimum right elbow bend. Default value = 0.5f. Min value = 0.0f. Max value = 1.7f. Phase offset(degrees) when phase synchronization is turned on. Default value = 0.0f. Min value = -360.0f. Max value = 360.0f. How much to compensate for movement of character/target. Default value = 0.2f. Min value = 0.0f. Max value = 1.0f. Angle of elbow around twist axis ?. Default value = 0.0f. Min value = -3.1f. Max value = 3.1f. Value of character angular speed above which adaptive arm motion starts. Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. Multiplies angular speed of character to get speed of arms. Default value = 1.0f. Min value = 0.0f. Max value = 10.0f. Default value = . If leftArm parameters are used. Default value = . Toggles phase synchronization. Default value = True. Use the left arm. Default value = True. Use the right arm. Default value = True. If true, each arm will stop windmilling if it hits the ground. Default value = True. Creates a new Instance of the ArmsWindmillAdaptiveHelper for sending a ArmsWindmillAdaptive to a given . The to send the ArmsWindmillAdaptive to. Controls the speed of the windmilling. Default value = 6.3f. Min value = 0.1f. Max value = 10.0f. Controls how stiff the rest of the body is. Default value = 11.0f. Min value = 6.0f. Max value = 16.0f. Controls how large the motion is, higher values means the character waves his arms in a massive arc. Default value = 0.6f. Min value = 0.0f. Max value = 2.0f. Set to a non-zero value to desynchronize the left and right arms motion. Default value = 0.0f. Min value = -4.0f. Max value = 8.0f. How stiff the arms are controls how pronounced the windmilling motion appears. Default value = 14.1f. Min value = 6.0f. Max value = 16.0f. If not negative then left arm will blend to this angle. Default value = -1.0f. Min value = -1.0f. Max value = 6.0f. If not negative then right arm will blend to this angle. Default value = -1.0f. Min value = -1.0f. Max value = 6.0f. 0 arms go up and down at the side. 1 circles. 0..1 elipse. Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. 0.f center of circle at side. Default value = 0.0f. Min value = -6.0f. Max value = 6.0f. Rate at which elbow tries to match *ElbowAngle. Default value = 1.0f. Min value = 0.0f. Max value = 6.0f. Default value = . If true, each arm will stop windmilling if it hits the ground. Default value = True. If true, back angles will be set to compliment arms windmill. Default value = True. If true, use angular momentum about com to choose arm circling direction. Otherwise use com angular velocity. Default value = False. If true, bend the left elbow to give a stunt man type scramble look. Default value = False. If true, bend the right elbow to give a stunt man type scramble look. Default value = False. Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see Active Pose notes for possible values). Default value = "ub". Creates a new Instance of the BalancerCollisionsReactionHelper for sending a BalancerCollisionsReaction to a given . The to send the BalancerCollisionsReaction to. Begin slump and stop stepping after this many steps. Default value = 4. Min value = 0. Time after becoming stable leaning against a wall that slump starts. Default value = 0.0f. Min value = 0.0f. Steps are ihibited to not go closer to the wall than this (after impact). Default value = 0.2f. Min value = 0.0f. Friction multiplier applied to feet when slump starts. Default value = 1.0f. Min value = 0.0f. Max value = 4.0f. Friction multiplier reduced by this amount every second after slump starts (only if character is not slumping). Default value = 2.0f. Min value = 0.0f. Max value = 50.0f. Friction multiplier applied to back when slump starts. Default value = 1.0f. Min value = 0.0f. Max value = 4.0f. Friction multiplier reduced by this amount every second after slump starts (only if character is not slumping). Default value = 2.0f. Min value = 0.0f. Max value = 50.0f. Reduce the stiffness of the legs by this much as soon as an impact is detected. Default value = 3.0f. Min value = 0.0f. Max value = 16.0f. Reduce the stiffness of the legs by this much as soon as slump starts. Default value = 1.0f. Min value = 0.0f. Max value = 16.0f. Rate at which the stiffness of the legs is reduced during slump. Default value = 8.0f. Min value = 0.0f. Max value = 50.0f. Time that the character reacts to the impact with ub flinch and writhe. Default value = 0.3f. Min value = 0.0f. Max value = 2.0f. Time that the character exaggerates impact with spine. Default value = 0.3f. Min value = 0.0f. Max value = 2.0f. Duration that the glance torque is applied for. Default value = 0.5f. Min value = 0.0f. Max value = 10.0f. Magnitude of the glance torque. Default value = 50.0f. Min value = 0.0f. Max value = 1000.0f. Multiplier used when decaying torque spin over time. Default value = 0.3f. Min value = 0.0f. Max value = 10.0f. Used so impact with the character that is pushing you over doesn't set off the behavior. Default value = -2. Min value = -2. 0=Normal slump(less movement then slump and movement LT small), 1=fast slump, 2=less movement then slump. Default value = 1. Min value = 0. Max value = 2. 0=fall2knees/slump if shot not running, 1=stumble, 2=slump, 3=restart. Default value = 0. Min value = 0. Max value = 3. Collisions with non-fixed objects with mass below this will not set this behavior off (e.g. ignore guns). Default value = 20.0f. Min value = -1.0f. Max value = 1000.0f. 0=slump, 1=fallToKnees if shot is running, otherwise slump. Default value = 0. Min value = 0. Max value = 1. Time after a forwards impact before forwardMode is called (leave sometime for a rebound or brace - the min of 0.1 is to ensure fallOverWall can start although it probably needs only 1or2 frames for the probes to return). Default value = 0.5f. Min value = 0.1f. Max value = 2.0f. If forwards impact only: cheat force to try to get the character away from the wall. 3 is a good value. Default value = 0.0f. Min value = 0.0f. Max value = 10.0f. Brace against wall if forwards impact(at the moment only if bodyBalance is running/in charge of arms). Default value = True. Collisions with non-fixed objects with volume below this will not set this behavior off. Default value = 0.1f. Min value = -1.0f. Max value = 1000.0f. Use fallOverWall as the main drape reaction. Default value = True. Trigger fall over wall if hit up to spine2 else only if hit up to spine1. Default value = False. Add a Snap to when you hit a wall to emphasize the hit. Default value = False. The magnitude of the snap reaction. Default value = -0.6f. Min value = -10.0f. Max value = 10.0f. The character snaps in a prescribed way (decided by bullet direction) - Higher the value the more random this direction is. Default value = 0.3f. Min value = 0.0f. Max value = 1.0f. Snap the leftArm. Default value = False. Snap the rightArm. Default value = False. Snap the leftLeg. Default value = False. Snap the rightLeg. Default value = False. Snap the spine. Default value = True. Snap the neck. Default value = True. Legs are either in phase with each other or not. Default value = True. Type of hip reaction 0=none, 1=side2side 2=steplike. Default value = 0. Min value = 0. Max value = 2. Interval before applying reverse snap. Default value = 0.0f. Min value = 0.0f. Max value = 100.0f. The magnitude of the reverse snap. Default value = 0.7f. Min value = 0.0f. Max value = 100.0f. Use torques to make the snap otherwise use a change in the parts angular velocity. Default value = True. Duration for which the character's upper body stays at minimum stiffness (not quite zero). Default value = 0.2f. Min value = 0.0f. Max value = 10.0f. Duration of the ramp to bring the character's upper body stiffness back to normal levels. Default value = 0.0f. Min value = 0.0f. Max value = 10.0f. How loose the character is on impact. Between 0 and 1. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Detected an object behind a shot victim in the direction of a bullet?. Default value = False. The intersection pos of a detected object behind a shot victim in the direction of a bullet. Default value = Vector3(0.0f, 0.0f, 0.0f). The normal of a detected object behind a shot victim in the direction of a bullet. Default value = Vector3(0.0f, 0.0f, 0.0f). Min value = -1.0f. Max value = 1.0f. Creates a new Instance of the BodyBalanceHelper for sending a BodyBalance to a given . The to send the BodyBalance to. NB. WAS m_bodyStiffness ClaviclesStiffness=9.0f. Default value = 9.0f. Min value = 6.0f. Max value = 16.0f. How much the elbow swings based on the leg movement. Default value = 0.9f. Min value = 0.0f. Max value = 4.0f. How much the shoulder(lean1) swings based on the leg movement. Default value = 1.0f. Min value = 0.0f. Max value = 4.0f. NB. WAS m_damping NeckDamping=1 ClaviclesDamping=1. Default value = 0.7f. Min value = 0.0f. Max value = 2.0f. Enable and provide a look-at target to make the character's head turn to face it while balancing. Default value = False. Position of thing to look at. Default value = Vector3(0.0f, 0.0f, 0.0f). Level index of thing to look at. Default value = -1. Min value = -1. Default value = 10.0f. Min value = 6.0f. Max value = 16.0f. Multiplier of the somersault 'angle' (lean forward/back) for arms out (lean2). Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Amount of somersault 'angle' before m_somersaultAngle is used for ArmsOut. Unless drunk - DO NOT EXCEED 0.8. Default value = 0.3f. Min value = 0.0f. Max value = 10.0f. Amount of side somersault 'angle' before sideSomersault is used for ArmsOut. Unless drunk - DO NOT EXCEED 0.8. Default value = 1.0f. Min value = 0.0f. Max value = 10.0f. Default value = 0.3f. Min value = 0.0f. Max value = 10.0f. Automatically turn around if moving backwards. Default value = False. 0.9 is a sensible value. If pusher within this distance then turn to get out of the way of the pusher. Default value = -1.0f. Min value = -1.0f. Max value = 10.0f. Bend elbows, relax shoulders and inhibit spine twist when moving backwards. Default value = False. Blend upper body to zero pose as the character comes to rest. If false blend to a stored pose. Default value = False. Put arms out based on lean2 of legs, or angular velocity (lean or twist), or lean (front/back or side/side). Default value = True. Arms out based on lean2 of the legs to simulate being pushed. Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Number of seconds before turning off the armsOutOnPush response only for Arms out based on lean2 of the legs (NOT for the angle or angular velocity). Default value = 1.1f. Min value = 0.0f. Max value = 2.0f. Range 0:1 0 = don't raise arms if returning to upright position, 0.x = 0.x*raise arms based on angvel and 'angle' settings, 1 = raise arms based on angvel and 'angle' settings. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Multiplier for straightening the elbows based on the amount of arms out(lean2) 0 = dont straighten elbows. Otherwise straighten elbows proportionately to armsOut. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Minimum desiredLean2 applied to shoulder (to stop arms going above shoulder height or not). Default value = -9.9f. Min value = -10.0f. Max value = 0.0f. Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Default value = True. On contact with upperbody the desired elbow angle is set to at least this value. Default value = 1.9f. Min value = 0.0f. Max value = 3.0f. Time after contact (with Upper body) that the min m_elbowAngleOnContact is applied. Default value = 0.3f. Min value = 0.0f. Max value = 2.0f. Minimum desired angle of elbow during non contact arm swing. Default value = 0.7f. Min value = -3.0f. Max value = 3.0f. Mmmmdrunk = 0.2 multiplier of hip lean2 (star jump) to give shoulder lean2 (flapping). Default value = 0.3f. Min value = 0.0f. Max value = 1.0f. Mmmmdrunk = 0.7 shoulder lean2 offset. Default value = 0.5f. Min value = -3.0f. Max value = 3.0f. Mmmmdrunk 1.1 shoulder lean1 offset (+ve frankenstein). Default value = 0.0f. Min value = -1.0f. Max value = 2.0f. Mmmmdrunk = 0.0 shoulder twist. Default value = -0.4f. Min value = -3.0f. Max value = 3.0f. Probability [0-1] that headLook will be looking in the direction of velocity when stepping. Default value = -1.0f. Min value = -1.0f. Max value = 1.0f. Weighted probability that turn will be off. This is one of six turn type weights. Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. Weighted probability of turning towards velocity. This is one of six turn type weights. Default value = 0.3f. Min value = 0.0f. Max value = 1.0f. Weighted probability of turning away from headLook target. This is one of six turn type weights. Default value = 0.2f. Min value = 0.0f. Max value = 1.0f. Weighted probability of turning left. This is one of six turn type weights. Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. Weighted probability of turning right. This is one of six turn type weights. Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. Weighted probability of turning towards headLook target. This is one of six turn type weights. Default value = 0.2f. Min value = 0.0f. Max value = 1.0f. Somersault, twist, sideSomersault) multiplier of the angular velocity for arms out (lean2) (somersault, twist, sideSomersault). Default value = Vector3(4.0f, 1.0f, 4.0f). Min value = 0.0f. Max value = 20.0f. Somersault, twist, sideSomersault) threshold above which angVel is used for arms out (lean2) Unless drunk - DO NOT EXCEED 7.0 for each component. Default value = Vector3(1.2f, 3.0f, 1.2f). Min value = 0.0f. Max value = 40.0f. If -ve then do not brace. distance from object at which to raise hands to brace 0.5 good if newBrace=true - otherwise 0.65. Default value = -1.0f. Min value = -1.0f. Max value = 1.0f. Time expected to get arms up from idle. Default value = 0.5f. Min value = 0.0f. Max value = 1.0f. Larger values and he absorbs the impact more. Default value = 0.2f. Min value = 0.0f. Max value = 1.0f. Stiffness of character. Catch_fall stiffness scales with this too, with its defaults at this values default. Default value = 12.0f. Min value = 6.0f. Max value = 16.0f. Minimum bracing time so the character doesn't look twitchy. Default value = 0.3f. Min value = 0.0f. Max value = 3.0f. Time before arm brace kicks in when hit from behind. Default value = 0.5f. Min value = 0.0f. Max value = 10.0f. If bracing with 2 hands delay one hand by at least this amount of time to introduce some asymmetry. Default value = 0.3f. Min value = 0.0f. Max value = 3.0f. If bracing with 2 hands delay one hand by at most this amount of time to introduce some asymmetry. Default value = 0.7f. Min value = 0.0f. Max value = 3.0f. BraceTarget is global headLookPos plus braceOffset m in the up direction. Default value = 0.0f. Min value = -2.0f. Max value = 2.0f. If -ve don't move away from pusher unless moveWhenBracing is true and braceDistance GT 0.0f. if the pusher is closer than moveRadius then move away from it. Default value = -1.0f. Min value = -1.0f. Max value = 2.0f. Amount of leanForce applied away from pusher. Default value = 0.3f. Min value = 0.0f. Max value = 1.0f. Only move away from pusher when bracing against pusher. Default value = False. Creates a new Instance of the BodyFoetalHelper for sending a BodyFoetal to a given . The to send the BodyFoetal to. The stiffness of the body determines how fast the character moves into the position, and how well that they hold it. Default value = 9.0f. Min value = 6.0f. Max value = 16.0f. Sets damping value for the character joints. Default value = 1.4f. Min value = 0.0f. Max value = 2.0f. A value between 0-1 that controls how asymmetric the results are by varying stiffness across the body. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Random seed used to generate asymmetry values. Default value = 100. Min value = 0. Amount of random back twist to add. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see Active Pose notes for possible values). Default value = "fb". Creates a new Instance of the BodyRollUpHelper for sending a BodyRollUp to a given . The to send the BodyRollUp to. Stiffness of whole body. Default value = 10.0f. Min value = 6.0f. Max value = 16.0f. The degree to which the character will try to stop a barrel roll with his arms. Default value = 1.3f. Min value = -2.0f. Max value = 3.0f. The likeliness of the character reaching for the ground with its arms. Default value = 1.4f. Min value = 0.0f. Max value = 3.0f. Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see Active Pose notes for possible values). Default value = "fb". Used to keep rolling down slope, 1 is full (kicks legs out when pointing upwards). Default value = 0.0f. Min value = -1.0f. Max value = 2.0f. 0 is no leg asymmetry in 'foetal' position. greater than 0 a asymmetricalLegs-rand(30%), added/minus each joint of the legs in radians. Random number changes about once every roll. 0.4 gives a lot of asymmetry. Default value = 0.0f. Min value = -2.0f. Max value = 2.0f. Time that roll velocity has to be lower than rollVelForSuccess, before success message is sent. Default value = 0.5f. Min value = 0.0f. Max value = 2.0f. Lower threshold for roll velocity at which success message can be sent. Default value = 0.2f. Min value = 0.0f. Max value = 1.0f. Contribution of linear COM velocity to roll Velocity (if 0, roll velocity equal to COM angular velocity). Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Scales perceived body velocity. The higher this value gets, the more quickly the velocity measure saturates, resulting in a tighter roll at slower speeds. (NB: Set to 1 to match earlier behavior). Default value = 0.2f. Min value = 0.0f. Max value = 1.0f. Offsets perceived body velocity. Increase to create larger "dead zone" around zero velocity where character will be less rolled. (NB: Reset to 0 to match earlier behavior). Default value = 2.0f. Min value = 0.0f. Max value = 10.0f. Controls whether or not behavior enforces min/max friction. Default value = True. Creates a new Instance of the BodyWritheHelper for sending a BodyWrithe to a given . The to send the BodyWrithe to. Default value = 13.0f. Min value = 6.0f. Max value = 16.0f. Default value = 13.0f. Min value = 6.0f. Max value = 16.0f. The stiffness of the character will determine how 'determined' a writhe this is - high values will make him thrash about wildly. Default value = 13.0f. Min value = 6.0f. Max value = 16.0f. Damping amount, less is underdamped. Default value = 0.5f. Min value = 0.0f. Max value = 3.0f. Damping amount, less is underdamped. Default value = 0.5f. Min value = 0.0f. Max value = 3.0f. Damping amount, less is underdamped. Default value = 0.5f. Min value = 0.0f. Max value = 3.0f. Controls how fast the writhe is executed, smaller values make faster motions. Default value = 1.0f. Min value = 0.0f. Max value = 4.0f. Controls how fast the writhe is executed, smaller values make faster motions. Default value = 1.0f. Min value = 0.0f. Max value = 4.0f. Controls how fast the writhe is executed, smaller values make faster motions. Default value = 1.0f. Min value = 0.0f. Max value = 4.0f. Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see Active Pose notes for possible values). Default value = "fb". Default value = 1.0f. Min value = 0.0f. Max value = 3.0f. Scales the amount of writhe. 0 = no writhe. Default value = 1.0f. Min value = 0.0f. Max value = 3.0f. Scales the amount of writhe. 0 = no writhe. Default value = 1.0f. Min value = 0.0f. Max value = 3.0f. Default value = 1.0f. Min value = 0.0f. Max value = 3.0f. Default value = 1.0f. Min value = 0.0f. Max value = 3.0f. Flag to set trying to rollOver. Default value = False. Blend the writhe arms with the current desired arms (0=don't apply any writhe, 1=only writhe). Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Blend the writhe spine and neck with the current desired (0=don't apply any writhe, 1=only writhe). Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Blend the writhe legs with the current desired legs (0=don't apply any writhe, 1=only writhe). Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Use writhe stiffnesses if true. If false don't set any stiffnesses. Default value = True. Extra shoulderBlend. Rolling:one way only, maxRollOverTime, rollOverRadius, doesn't reduce arm stiffness to help rolling. No shoulder twist. Default value = False. Blend writhe shoulder desired lean1 with this angle in RAD. Note that onFire has to be set to true for this parameter to take any effect. Default value = 0.7f. Min value = 0.0f. Max value = 6.3f. Blend writhe shoulder desired lean2 with this angle in RAD. Note that onFire has to be set to true for this parameter to take any effect. Default value = 0.4f. Min value = 0.0f. Max value = 6.3f. Shoulder desired lean1 with shoulderLean1 angle blend factor. Set it to 0 to use original shoulder withe desired lean1 angle for shoulders. Note that onFire has to be set to true for this parameter to take any effect. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Shoulder desired lean2 with shoulderLean2 angle blend factor. Set it to 0 to use original shoulder withe desired lean2 angle for shoulders. Note that onFire has to be set to true for this parameter to take any effect. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Scale rolling torque that is applied to character spine. Default value = 150.0f. Min value = 0.0f. Max value = 300.0f. Rolling torque is ramped down over time. At this time in seconds torque value converges to zero. Use this parameter to restrict time the character is rolling. Note that onFire has to be set to true for this parameter to take any effect. Default value = 8.0f. Min value = 0.0f. Max value = 60.0f. Rolling torque is ramped down with distance measured from position where character hit the ground and started rolling. At this distance in meters torque value converges to zero. Use this parameter to restrict distance the character travels due to rolling. Note that onFire has to be set to true for this parameter to take any effect. Default value = 2.0f. Min value = 0.0f. Max value = 10.0f. Creates a new Instance of the BraceForImpactHelper for sending a BraceForImpact to a given . The to send the BraceForImpact to. Distance from object at which to raise hands to brace 0.5 good if newBrace=true - otherwise 0.65. Default value = 0.5f. Min value = 0.0f. Max value = 1.0f. Time epected to get arms up from idle. Default value = 0.5f. Min value = 0.0f. Max value = 1.0f. Larger values and he absorbs the impact more. Default value = 0.2f. Min value = 0.0f. Max value = 1.0f. LevelIndex of object to brace. Default value = -1. Min value = -1. Stiffness of character. Catch_fall stiffness scales with this too, with its defaults at this values default. Default value = 12.0f. Min value = 6.0f. Max value = 16.0f. Once a constraint is made, keep reaching with whatever hand is allowed. Default value = False. Strength in hands for grabbing (kg m/s), -1 to ignore/disable. Default value = 40.0f. Min value = -1.0f. Max value = 1000.0f. Relative distance at which the grab starts. Default value = 2.0f. Min value = 0.0f. Max value = 4.0f. Angle from front at which the grab activates. If the point is outside this angle from front will not try to grab. Default value = 1.5f. Min value = 0.0f. Max value = 3.2f. Amount of time, in seconds, before grab automatically bails. Default value = 2.5f. Min value = 0.0f. Max value = 10.0f. Don't try to grab a car moving above this speed mmmmtodo make this the relative velocity of car to character?. Default value = 95.0f. Min value = 0.0f. Max value = 1000.0f. Balancer leg stiffness mmmmtodo remove this parameter and use configureBalance?. Default value = 12.0f. Min value = 6.0f. Max value = 16.0f. Time before arm brace kicks in when hit from behind. Default value = 1.0f. Min value = 0.0f. Max value = 10.0f. Position to look at, e.g. the driver. Default value = Vector3(0.0f, 0.0f, 0.0f). Location of the front part of the object to brace against. This should be the center of where his hands should meet the object. Default value = Vector3(0.0f, 0.0f, 0.0f). Minimum bracing time so the character doesn't look twitchy. Default value = 0.3f. Min value = 0.0f. Max value = 3.0f. If bracing with 2 hands delay one hand by at least this amount of time to introduce some asymmetry. Default value = 0.1f. Min value = 0.0f. Max value = 3.0f. If bracing with 2 hands delay one hand by at most this amount of time to introduce some asymmetry. Default value = 0.3f. Min value = 0.0f. Max value = 3.0f. Move away from the car (if in reaching zone). Default value = False. ForceLean away amount (-ve is lean towards). Default value = 0.1f. Min value = -1.0f. Max value = 1.0f. Lean away amount (-ve is lean towards). Default value = 0.1f. Min value = -0.5f. Max value = 0.5f. Amount of sideways movement if at the front or back of the car to add to the move away from car. Default value = 0.3f. Min value = 0.0f. Max value = 10.0f. Use bodyBalance arms for the default (non bracing) behavior if bodyBalance is active. Default value = False. Use the new brace prediction code. Default value = True. If true then if a shin or thigh is in contact with the car then brace. NB: newBrace must be true. For those situations where the car has pushed the ped backwards (at the same speed as the car) before the behavior has been started and so doesn't predict an impact. Default value = False. When rollDownStairs is running use roll2Velocity to control the helper torques (this only attempts to roll to the chaarcter's velocity not some default linear velocity mag. Default value = False. 0 = original/roll off/stay on car: Roll with character velocity, 1 = //Gentle: roll off/stay on car = use relative velocity of character to car to roll against, 2 = //roll over car: Roll against character velocity. i.e. roll against any velocity picked up by hitting car, 3 = //Gentle: roll over car: use relative velocity of character to car to roll with. Default value = 3. Min value = 0. Max value = 3. Exaggerate impacts using snap. Default value = False. Exaggeration amount of the initial impact (legs). +ve fold with car impact (as if pushed at hips in the car velocity direction). -ve fold away from car impact. Default value = 7.0f. Min value = -20.0f. Max value = 20.0f. Exaggeration amount of the secondary (torso) impact with bonnet. +ve fold with car impact (as if pushed at hips by the impact normal). -ve fold away from car impact. Default value = -7.0f. Min value = -20.0f. Max value = 20.0f. Exaggeration amount of the impact with the floor after falling off of car +ve fold with floor impact (as if pushed at hips in the impact normal direction). -ve fold away from car impact. Default value = 7.0f. Min value = -20.0f. Max value = 20.0f. Damp out excessive spin and upward velocity when on car. Default value = False. Amount to damp spinning by (cartwheeling and somersaulting). Default value = 0.0f. Min value = 0.0f. Max value = 40.0f. Amount to damp upward velocity by to limit the amount of air above the car the character can get. Default value = 10.0f. Min value = 0.0f. Max value = 40.0f. Angular velocity above which we start damping. Default value = 4.0f. Min value = 0.0f. Max value = 20.0f. Upward velocity above which we start damping. Default value = 2.0f. Min value = 0.0f. Max value = 20.0f. Enhance a glancing spin with the side of the car by modulating body friction. Default value = False. ID for glancing spin. Min depth to be considered from either end (front/rear) of a car (-ve is inside the car area). Default value = -0.1f. Min value = -10.0f. Max value = 1.0f. ID for glancing spin. Min depth to be considered on the side of a car (-ve is inside the car area). Default value = -0.2f. Min value = -10.0f. Max value = 1.0f. ID for glancing spin. Max depth to be considered on the side of a car (+ve is outside the car area). Default value = 0.5f. Min value = -10.0f. Max value = 1.0f. ID for glancing spin. Character has to be more upright than this value for it to be considered on the side of a car. Fully upright = 1, upsideDown = -1. Max Angle from upright is acos(gsUpness). Default value = 0.9f. Min value = 0.0f. Max value = 10.0f. ID for glancing spin. Minimum car velocity. Default value = 3.0f. Min value = 0.0f. Max value = 10.0f. Apply gsFricScale1 to the foot if colliding with car. (Otherwise foot friction - with the ground - is determined by gsFricScale2 if it is in gsFricMask2). Default value = True. Glancing spin help. Friction scale applied when to the side of the car. e.g. make the character spin more by upping the friction against the car. Default value = 8.0f. Min value = 0.0f. Max value = 10.0f. Glancing spin help. Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see notes for explanation). Note gsFricMask1 and gsFricMask2 are made independent by the code so you can have fb for gsFricMask1 but gsFricScale1 will not be applied to any body parts in gsFricMask2. Default value = "fb". Glancing spin help. Friction scale applied when to the side of the car. e.g. make the character spin more by lowering the feet friction. You could also lower the wrist friction here to stop the car pulling along the hands i.e. gsFricMask2 = la|uw. Default value = 0.2f. Min value = 0.0f. Max value = 10.0f. Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see notes for explanation). Note gsFricMask1 and gsFricMask2 are made independent by the code so you can have fb for gsFricMask1 but gsFricScale1 will not be applied to any body parts in gsFricMask2. Default value = la. Simple buoyancy model. No character movement just fluid forces/torques added to parts. Creates a new Instance of the BuoyancyHelper for sending a Buoyancy to a given . The to send the Buoyancy to. Simple buoyancy model. No character movement just fluid forces/torques added to parts. Arbitrary point on surface of water. Default value = Vector3(0.0f, 0.0f, 0.0f). Normal to surface of water. Default value = Vector3(0.0f, 0.0f, 1.0f). Min value = 0.0f. Buoyancy multiplier. Default value = 1.0f. Min value = 0.0f. Buoyancy multiplier for spine2/3. Helps character float upright. Default value = 8.0f. Min value = 0.0f. Damping for submerged parts. Default value = 40.0f. Min value = 0.0f. Use righting torque to being character face-up in water?. Default value = True. Strength of righting torque. Default value = 25.0f. Min value = 0.0f. How long to wait after chest hits water to begin righting torque. Default value = 1.0f. Min value = 0.0f. Creates a new Instance of the CatchFallHelper for sending a CatchFall to a given . The to send the CatchFall to. Stiffness of torso. Default value = 9.0f. Min value = 6.0f. Max value = 16.0f. Stiffness of legs. Default value = 6.0f. Min value = 4.0f. Max value = 16.0f. Stiffness of arms. Default value = 15.0f. Min value = 6.0f. Max value = 16.0f. 0 will prop arms up near his shoulders. -0.3 will place hands nearer his behind. Default value = -0.3f. Min value = -1.0f. Max value = 0.0f. 0 will point arms down with angled body, 0.45 will point arms forward a bit to catch nearer the head. Default value = 0.4f. Min value = 0.0f. Max value = 1.0f. Tries to reduce the spin around the Z axis. Scale 0 - 1. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Scale extra-sit value 0..1. Setting to 0 helps with arched-back issues. Set to 1 for a more alive-looking finish. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Toggle to use the head look in this behavior. Default value = True. Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see Active Pose notes for possible values). Default value = "fb". Creates a new Instance of the ElectrocuteHelper for sending a Electrocute to a given . The to send the Electrocute to. The magnitude of the reaction. Default value = 0.3f. Min value = 0.0f. Max value = 1.0f. InitialMult*stunMag = The magnitude of the 1st snap reaction (other multipliers are applied after this). Default value = 1.0f. Min value = 0.0f. Max value = 20.0f. LargeMult*stunMag = The magnitude of a random large snap reaction (other multipliers are applied after this). Default value = 1.0f. Min value = 0.0f. Max value = 20.0f. Min time to next large random snap (about 14 snaps with stunInterval = 0.07s). Default value = 1.0f. Min value = 0.0f. Max value = 200.0f. Max time to next large random snap (about 28 snaps with stunInterval = 0.07s). Default value = 2.0f. Min value = 0.0f. Max value = 200.0f. MovingMult*stunMag = The magnitude of the reaction if moving(comVelMag) faster than movingThresh. Default value = 1.0f. Min value = 0.0f. Max value = 20.0f. BalancingMult*stunMag = The magnitude of the reaction if balancing = (not lying on the floor/ not upper body not collided) and not airborne. Default value = 1.0f. Min value = 0.0f. Max value = 20.0f. AirborneMult*stunMag = The magnitude of the reaction if airborne. Default value = 1.0f. Min value = 0.0f. Max value = 20.0f. If moving(comVelMag) faster than movingThresh then mvingMult applied to stunMag. Default value = 1.0f. Min value = 0.0f. Max value = 20.0f. Direction flips every stunInterval. Default value = 0.1f. Min value = 0.0f. Max value = 10.0f. The character vibrates in a prescribed way - Higher the value the more random this direction is. Default value = 0.3f. Min value = 0.0f. Max value = 1.0f. Vibrate the leftArm. Default value = True. Vibrate the rightArm. Default value = True. Vibrate the leftLeg. Default value = True. Vibrate the rightLeg. Default value = True. Vibrate the spine. Default value = True. Vibrate the neck. Default value = True. Legs are either in phase with each other or not. Default value = True. Let electrocute apply a (higher generally) stiffness to the character whilst being vibrated. Default value = True. Use torques to make vibration otherwise use a change in the parts angular velocity. Default value = True. Type of hip reaction 0=none, 1=side2side 2=steplike. Default value = 2. Min value = 0. Max value = 2. Creates a new Instance of the FallOverWallHelper for sending a FallOverWall to a given . The to send the FallOverWall to. Stiffness of the body, roll up stiffness scales with this and defaults at this default value. Default value = 9.0f. Min value = 6.0f. Max value = 16.0f. Damping in the effectors. Default value = 0.5f. Min value = 0.0f. Max value = 3.0f. Magnitude of the falloverWall helper force. Default value = 0.5f. Min value = 0.0f. Max value = 2.0f. The maximum distance away from the pelvis that hit points will be registered. Default value = 0.3f. Min value = 0.0f. Max value = 1.0f. Maximum distance between hitPoint and body part at which forces are applied to part. Default value = 0.8f. Min value = 0.0f. Max value = 2.0f. Specifies extent of area in front of the wall in which balancer won't try to take another step. Default value = 0.5f. Min value = 0.0f. Max value = 2.0f. Minimum height of pelvis above feet at which fallOverWall is attempted. Default value = 0.4f. Min value = 0.1f. Max value = 2.0f. Amount of twist to apply to the spine as the character tries to fling himself over the wall, provides more of a believable roll but increases the amount of lateral space the character needs to successfully flip. Default value = 0.5f. Min value = 0.0f. Max value = 1.0f. Max angle the character can twist before twsit helper torques are turned off. Default value = 3.1f. Min value = 0.0f. Max value = 10.0f. One end of the wall to try to fall over. Default value = Vector3(0.0f, 0.0f, 0.0f). One end of the wall over which we are trying to fall over. Default value = Vector3(0.0f, 0.0f, 0.0f). The angle abort threshold. Default value = -0.2f. The force time out. Default value = 2.0f. Lift the arms up if true. Do nothing with the arms if false (eg when using catchfall arms or brace etc). Default value = True. Move the legs if true. Do nothing with the legs if false (eg when using dynamicBalancer etc). Default value = True. Bend spine to help falloverwall if true. Do nothing with the spine if false. Default value = True. Maximum angle in degrees (between the direction of the velocity of the COM and the wall normal) to start to apply forces and torques to fall over the wall. Default value = 180.0f. Min value = 0.0f. Max value = 180.0f. Maximum angle in degrees (between the vertical vector and a vector from pelvis to lower neck) to start to apply forces and torques to fall over the wall. Default value = 180.0f. Min value = 0.0f. Max value = 180.0f. If the angular velocity is higher than maxAngVel, the torques and forces are not applied. Default value = 2.0f. Min value = -1.0f. Max value = 30.0f. Will reduce the magnitude of the forces applied to the character to help him to fall over wall. Default value = False. Maximum height (from the lowest foot) to start to apply forces and torques to fall over the wall. Default value = -1.0f. Min value = -1.0f. Max value = 3.0f. Minimum distance between the pelvis and the wall to send the success message. If negative doesn't take this parameter into account when sending feedback. Default value = -1.0f. Min value = -1.0f. Max value = 3.0f. Value of the angular velocity about the wallEgde above which the character is considered as rolling backwards i.e. goes in to fow_RollingBack state. Default value = 0.5f. Min value = 0.0f. Max value = 10.0f. On impact with the wall if the rollingPotential(calculated from the characters linear velocity w.r.t the wall) is greater than this value the character will try to go over the wall otherwise it won't try (fow_Aborted). Default value = 0.3f. Min value = -1.0f. Max value = 10.0f. Try to reach the wallEdge. To configure the IK : use limitAngleBack, limitAngleFront and limitAngleTotallyBack. Default value = False. Distance from predicted hitpoint where each hands will try to reach the wall. Default value = 0.3f. Min value = 0.0f. Max value = 1.0f. Minimal distance from predicted hitpoint where each hands will try to reach the wall. Used if the hand target is outside the wall Edge. Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. Max angle in degrees (between 1.the vector between two hips and 2. WallEdge) to try to reach the wall just behind his pelvis with his arms when the character is back to the wall. Default value = 15.0f. Min value = 0.0f. Max value = 180.0f. Creates a new Instance of the GrabHelper for sending a Grab to a given . The to send the Grab to. Flag to toggle use of left hand. Default value = False. Flag to toggle the use of the Right hand. Default value = False. If hasn't grabbed when weapon carrying hand is close to target, grab anyway. Default value = False. Distance below which a weapon carrying hand will request weapon to be dropped. Default value = 0.3f. Min value = 0.0f. Max value = 1.0f. Strength in hands for grabbing (kg m/s), -1 to ignore/disable. Default value = -1.0f. Min value = -1.0f. Max value = 10000.0f. Strength of cheat force on hands to pull towards target and stick to target ("cleverHandIK" strength). Default value = 4.0f. Min value = 0.0f. Max value = 10.0f. Default value = . Amount of time, in seconds, before grab automatically bails. Default value = 100.0f. Min value = 0.0f. Max value = 1000.0f. Time to reach the full pullup strength. Default value = 1.0f. Min value = 0.0f. Max value = 4.0f. Strength to pull up with the right arm. 0 = no pull up. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Strength to pull up with the left arm. 0 = no pull up. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Grab pos1, right hand if not using line or surface grab. Default value = Vector3(0.0f, 0.0f, 0.0f). Grab pos2, left hand if not using line or surface grab. Default value = Vector3(0.0f, 0.0f, 0.0f). Default value = Vector3(0.0f, 0.0f, 0.0f). Default value = Vector3(0.0f, 0.0f, 0.0f). Normal for the right grab point. Default value = Vector3(0.0f, 0.0f, 0.0f). Min value = -1.0f. Max value = 1.0f. Normal for the left grab point. Default value = Vector3(0.0f, 0.0f, 0.0f). Min value = -1.0f. Max value = 1.0f. Normal for the 2nd right grab point (if pointsX4grab=true). Default value = Vector3(0.0f, 0.0f, 0.0f). Min value = -1.0f. Max value = 1.0f. Normal for the 3rd left grab point (if pointsX4grab=true). Default value = Vector3(0.0f, 0.0f, 0.0f). Min value = -1.0f. Max value = 1.0f. Hand collisions on when grabbing (false turns off hand collisions making grab more stable esp. To grab points slightly inside geometry). Default value = False. Flag to toggle between grabbing and bracing. Default value = False. Use the line grab, Grab along the line (x-x2). Default value = False. Use 2 point. Default value = False. Use 2 point. Default value = False. Toggle surface grab on. Requires pos1,pos2,pos3 and pos4 to be specified. Default value = False. LevelIndex of instance to grab (-1 = world coordinates). Default value = -1. Min value = -1. BoundIndex of part on instance to grab (0 = just use instance coordinates). Default value = 0. Min value = 0. Once a constraint is made, keep reaching with whatever hand is allowed - no matter what the angle/distance and whether or not the constraint has broken due to constraintForce GT grabStrength. mmmtodo this is a badly named parameter. Default value = False. Stiffness of upper body. Scales the arm grab such that the armStiffness is default when this is at default value. Default value = 11.0f. Min value = 6.0f. Max value = 16.0f. Angle from front at which the grab activates. If the point is outside this angle from front will not try to grab. Default value = 2.8f. Min value = 0.0f. Max value = 3.0f. Angle at which we will only reach with one hand. Default value = 1.4f. Min value = 0.0f. Max value = 3.0f. Relative distance at which the grab starts. Default value = 1.0f. Min value = 0.0f. Max value = 4.0f. Relative distance (additional to grabDistance - doesn't try to move inside grabDistance)at which the grab tries to use the balancer to move to the grab point. Default value = 0.0f. Min value = 0.0f. Max value = 14.0f. Stiffness of the arm. Default value = 14.0f. Min value = 6.0f. Max value = 16.0f. Distance to reach out towards the grab point. Default value = 0.7f. Min value = 0.0f. Max value = 4.0f. Scale torque used to rotate hands to face normals. Default value = 1.0f. Min value = 0.0f. Max value = 4.0f. When we are grabbing the max angle the wrist ccan be at before we break the grab. Default value = 3.1f. Min value = 0.0f. Max value = 3.2f. If true, the character will look at targetForHeadLook after a hand grabs until the end of the behavior. (Before grabbing it looks at the grab target). Default value = False. If true, the character will look at the grab. Default value = True. Only used if useHeadLookToTarget is true, the target in world space to look at. Default value = Vector3(0.0f, 0.0f, 0.0f). Creates a new Instance of the HeadLookHelper for sending a HeadLook to a given . The to send the HeadLook to. Damping of the muscles. Default value = 1.0f. Min value = 0.0f. Max value = 3.0f. Stiffness of the muscles. Default value = 10.0f. Min value = 6.0f. Max value = 16.0f. LevelIndex of object to be looked at. Vel parameters are ignored if this is non -1. Default value = -1. Min value = -1. The velocity of the point being looked at. Default value = Vector3(0.0f, 0.0f, 0.0f). Min value = -100.0f. Max value = 100.0f. The point being looked at. Default value = Vector3(0.0f, 0.0f, 0.0f). Flag to force always to look. Default value = False. Keep the eyes horizontal. Use true for impact with cars. Use false if you want better look at target accuracy when the character is on the floor or leaned over alot. Default value = True. Keep the eyes horizontal. Use true for impact with cars. Use false if you want better look at target accuracy when the character is on the floor or leaned over (when not leaned over the eyes are still kept horizontal if eyesHorizontal=true ) alot. Default value = True. Default value = False. Allow head look to twist spine. Default value = True. Creates a new Instance of the HighFallHelper for sending a HighFall to a given . The to send the HighFall to. Stiffness of body. Value feeds through to bodyBalance (synced with defaults), to armsWindmill (14 for this value at default ), legs pedal, head look and roll down stairs directly. Default value = 11.0f. Min value = 6.0f. Max value = 16.0f. The damping of the joints. Default value = 1.0f. Min value = 0.0f. Max value = 3.0f. The length of time before the impact that the character transitions to the landing. Default value = 0.3f. Min value = 0.0f. Max value = 1.0f. 0.52angle is 0.868 dot//A threshold for deciding how far away from upright the character needs to be before bailing out (going into a foetal) instead of trying to land (keeping stretched out). NB: never does bailout if ignorWorldCollisions true. Default value = 0.9f. Min value = -1.0f. Max value = 1.0f. Strength of the controller to keep the character at angle aimAngleBase from vertical. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Damping multiplier of the controller to keep the character at angle aimAngleBase from vertical. The actual damping is pdDamping*pdStrength*constant*angVel. Default value = 1.0f. Min value = 0.0f. Max value = 5.0f. Arm circling speed in armWindMillAdaptive. Default value = 7.9f. Min value = 0.0f. Max value = 20.0f. In armWindMillAdaptive. Default value = 2.0f. Min value = 0.0f. Max value = 10.0f. In armWindMillAdaptive 3.1 opposite for stuntman. 1.0 old default. 0.0 in phase. Default value = 3.1f. Min value = 0.0f. Max value = 6.3f. In armWindMillAdaptive bend the elbows as a function of armAngle. For stunt man true otherwise false. Default value = True. Radius of legs on pedal. Default value = 0.4f. Min value = 0.0f. Max value = 0.5f. In pedal. Default value = 7.9f. Min value = 0.0f. Max value = 15.0f. 0.0 for stuntman. Random offset applied per leg to the angular speed to desynchronize the pedaling - set to 0 to disable, otherwise should be set to less than the angularSpeed value. Default value = 4.0f. Min value = -10.0f. Max value = 10.0f. Phase angle between the arms and legs circling angle. Default value = 0.0f. Min value = 0.0f. Max value = 6.5f. Syncs the arms angle to what the leg angle is. Default value = . All speed/direction parameters of armswindmill are overwritten if = . If and you want synced arms/legs then armAngSpeed=legAngSpeed, legAsymmetry = 0.0 (to stop randomizations of the leg cicle speed). Where to put the arms when preparing to land. Approx 1 = above head, 0 = head height, -1 = down. LT -2.0 use catchFall arms, LT -3.0 use prepare for landing pose if Agent is due to land vertically, feet first. Default value = -3.1f. Min value = -4.0f. Max value = 2.0f. Toggle to orientate to fall direction. i.e. orientate so that the character faces the horizontal velocity direction. Default value = False. If false don't worry about the twist angle of the character when orientating the character. If false this allows the twist axis of the character to be free (You can get a nice twisting highFall like the one in dieHard 4 when the car goes into the helicopter). Default value = True. DEVEL parameter - suggest you don't edit it. Maximum torque the orientation controller can apply. If 0 then no helper torques will be used. 300 will orientate the character softly for all but extreme angles away from aimAngleBase. If abs (current -aimAngleBase) is getting near 3.0 then this can be reduced to give a softer feel. Default value = 300.0f. Min value = 0.0f. Max value = 2000.0f. If true then orientate the character to face the point from where it started falling. High fall like the one in "Die Hard" with Alan Rickman. Default value = False. Try to execute a forward Roll on landing. Default value = False. Blend to a zero pose when forward roll is attempted. Default value = False. Angle from vertical the pdController is driving to (positive = forwards). Default value = 0.2f. Min value = -3.1f. Max value = 3.1f. Scale to add/subtract from aimAngle based on forward speed (Internal). Default value = 0.0f. Min value = -1.0f. Max value = 1.0f. Scale to change to amount of vel that is added to the foot ik from the velocity (Internal). Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. Side offset for the feet during prepareForLanding. +ve = right. Default value = 0.2f. Min value = -1.0f. Max value = 1.0f. Forward offset for the feet during prepareForLanding. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Leg Length for ik (Internal)//unused. Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. 0.5angle is 0.878 dot. Cutoff to go to the catchFall ( internal) //mmmtodo do like crashOrLandCutOff. Default value = 0.9f. Min value = -1.0f. Max value = 1.0f. Strength of the legs at landing. Default value = 12.0f. Min value = 6.0f. Max value = 16.0f. If true have enough strength to balance. If false not enough strength in legs to balance (even though bodyBlance called). Default value = True. Never go into bailout (foetal). Default value = False. Stunt man type fall. Arm and legs circling direction controlled by angmom and orientation. Default value = True. With stunt man type fall. Hula reaction if can't see floor and not rotating fast. Default value = True. Character needs to be moving less than this speed to consider fall as a recoverable one. Default value = 15.0f. Min value = 0.0f. Max value = 100.0f. Character needs to be moving at least this fast horizontally to start bracing for impact if there is an object along its trajectory. Default value = 10.0f. Min value = 0.0f. Max value = 100.0f. Ray-cast normal doted with up direction has to be greater than this number to consider object flat enough to land on it. Default value = 0.6f. Min value = 0.0f. Max value = 1.0f. Creates a new Instance of the IncomingTransformsHelper for sending a IncomingTransforms to a given . The to send the IncomingTransforms to. InjuredOnGround. Creates a new Instance of the InjuredOnGroundHelper for sending a InjuredOnGround to a given . The to send the InjuredOnGround to. InjuredOnGround. Default value = 0. Min value = 0. Max value = 2. Default value = 0. Min value = 0. Default value = 0. Min value = 0. Default value = Vector3(0.0f, 0.0f, 0.0f). Default value = Vector3(0.0f, 0.0f, 0.0f). Default value = Vector3(1.0f, 0.0f, 0.0f). Min value = 0.0f. Max value = 1.0f. Default value = Vector3(1.0f, 0.0f, 0.0f). Min value = 0.0f. Max value = 1.0f. Default value = Vector3(1.0f, 0.0f, 0.0f). Min value = 0.0f. Default value = False. Default value = False. Default value = False. Carried. Creates a new Instance of the CarriedHelper for sending a Carried to a given . The to send the Carried to. Carried. Dangle. Creates a new Instance of the DangleHelper for sending a Dangle to a given . The to send the Dangle to. Dangle. Default value = True. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Creates a new Instance of the OnFireHelper for sending a OnFire to a given . The to send the OnFire to. Max time for stumbling around before falling to ground. Default value = 2.5f. Min value = 0.0f. Max value = 30.0f. How quickly the character leans hips when staggering. Default value = 0.9f. Min value = 0.0f. Max value = 1.0f. Max the character leans hips back when staggering. Default value = 0.4f. Min value = 0.0f. Max value = 1.5f. Max the character leans hips forwards when staggering. Default value = 0.5f. Min value = 0.0f. Max value = 1.5f. Blend armsWindmill with the bodyWrithe arms when character is upright. Default value = 0.4f. Min value = 0.0f. Max value = 1.0f. Blend spine stumble with the bodyWrithe spine when character is upright. Default value = 0.7f. Min value = 0.0f. Max value = 1.0f. Blend legs stumble with the bodyWrithe legs when character is upright. Default value = 0.2f. Min value = 0.0f. Max value = 1.0f. Blend the bodyWrithe arms with the current desired pose from on fire behavior when character is on the floor. Default value = 0.7f. Min value = 0.0f. Max value = 1.0f. Blend the bodyWrithe back with the current desired pose from on fire behavior when character is on the floor. Default value = 0.6f. Min value = 0.0f. Max value = 1.0f. Blend the bodyWrithe legs with the current desired pose from on fire behavior when character is on the floor. Default value = 0.5f. Min value = 0.0f. Max value = 1.0f. Flag to set bodyWrithe trying to rollOver. Default value = True. Scale rolling torque that is applied to character spine by bodyWrithe. Torque magnitude is calculated with the following formula: m_rollOverDirection*rollOverPhase*rollTorqueScale. Default value = 25.0f. Min value = 0.0f. Max value = 300.0f. Character pose depends on character facing direction that is evaluated from its COMTM orientation. Set this value to 0 to use no orientation prediction i.e. current character COMTM orientation will be used to determine character facing direction and finally the pose bodyWrithe is blending to. Set this value to GT 0 to predict character COMTM orientation this amount of time in seconds to the future. Default value = 0.1f. Min value = 0.0f. Max value = 2.0f. Rolling torque is ramped down over time. At this time in seconds torque value converges to zero. Use this parameter to restrict time the character is rolling. Default value = 8.0f. Min value = 0.0f. Max value = 60.0f. Rolling torque is ramped down with distance measured from position where character hit the ground and started rolling. At this distance in meters torque value converges to zero. Use this parameter to restrict distance the character travels due to rolling. Default value = 2.0f. Min value = 0.0f. Max value = 10.0f. Creates a new Instance of the PedalLegsHelper for sending a PedalLegs to a given . The to send the PedalLegs to. Pedal with this leg or not. Default value = True. Pedal with this leg or not. Default value = True. Pedal forwards or backwards. Default value = False. Base radius of pedal action. Default value = 0.3f. Min value = 0.0f. Max value = 2.0f. Rate of pedaling. If adaptivePedal4Dragging is true then the legsAngularSpeed calculated to match the linear speed of the character can have a maximum value of angularSpeed (this max used to be hard coded to 13.0). Default value = 10.0f. Min value = 0.0f. Max value = 100.0f. Stiffness of legs. Default value = 10.0f. Min value = 6.0f. Max value = 16.0f. Move the center of the pedal for the left leg up by this amount, the right leg down by this amount. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Random seed used to generate speed changes. Default value = 100. Min value = 0. Random offset applied per leg to the angular speed to desynchronize the pedaling - set to 0 to disable, otherwise should be set to less than the angularSpeed value. Default value = 8.0f. Min value = -10.0f. Max value = 10.0f. Will pedal in the direction of travel (if backPedal = false, against travel if backPedal = true) and with an angular velocity relative to speed upto a maximum of 13(rads/sec). Use when being dragged by a car. Overrides angularSpeed. Default value = False. NewAngularSpeed = Clamp(angSpeedMultiplier4Dragging * linear_speed/pedalRadius, 0.0, angularSpeed). Default value = 0.3f. Min value = 0.0f. Max value = 100.0f. 0-1 value used to add variance to the radius value while pedalling, to desynchonize the legs' movement and provide some variety. Default value = 0.4f. Min value = 0.0f. Max value = 1.0f. 0-1 value used to vary the angle of the legs from the hips during the pedal. Default value = 0.5f. Min value = 0.0f. Max value = 1.0f. Move the center of the pedal for both legs sideways (+ve = right). NB: not applied to hula. Default value = 0.0f. Min value = -1.0f. Max value = 1.0f. Move the center of the pedal for both legs forward (or backward -ve). Default value = 0.0f. Min value = -1.0f. Max value = 1.0f. Move the center of the pedal for both legs up (or down -ve). Default value = 0.0f. Min value = -1.0f. Max value = 1.0f. Turn the circle into an ellipse. Ellipse has horizontal radius a and vertical radius b. If ellipse is +ve then a=radius*ellipse and b=radius. If ellipse is -ve then a=radius and b = radius*ellipse. 0.0 = vertical line of length 2*radius, 0.0:1.0 circle squashed horizontally (vertical radius = radius), 1.0=circle. -0.001 = horizontal line of length 2*radius, -0.0:-1.0 circle squashed vertically (horizontal radius = radius), -1.0 = circle. Default value = 1.0f. Min value = -1.0f. Max value = 1.0f. How much to account for the target moving through space rather than being static. Default value = 0.3f. Min value = 0.0f. Max value = 1.0f. Spread legs. Default value = 0.0f. Min value = -1.0f. Max value = 1.0f. If true circle the legs in a hula motion. Default value = False. BEHAVIOURS REFERENCED: AnimPose - allows animPose to override body parts: Arms (useLeftArm, useRightArm). Creates a new Instance of the PointArmHelper for sending a PointArm to a given . The to send the PointArm to. BEHAVIOURS REFERENCED: AnimPose - allows animPose to override body parts: Arms (useLeftArm, useRightArm). Point to point to (in world space). Default value = Vector3(0.0f, 0.0f, 0.0f). Twist of the arm around point direction. Default value = 0.3f. Min value = -1.0f. Max value = 1.0f. Values less than 1 can give the arm a more bent look. Default value = 0.8f. Min value = 0.0f. Max value = 2.0f. Default value = False. Stiffness of arm. Default value = 15.0f. Min value = 6.0f. Max value = 16.0f. Damping value for arm used to point. Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Level index of thing to point at, or -1 for none. if -1, target is specified in world space, otherwise it is an offset from the object specified by this index. Default value = -1. Min value = -1. Swing limit. Default value = 1.5f. Min value = 0.0f. Max value = 3.0f. Default value = False. Point to point to (in world space). Default value = Vector3(0.0f, 0.0f, 0.0f). Twist of the arm around point direction. Default value = 0.3f. Min value = -1.0f. Max value = 1.0f. Values less than 1 can give the arm a more bent look. Default value = 0.8f. Min value = 0.0f. Max value = 2.0f. Default value = False. Stiffness of arm. Default value = 15.0f. Min value = 6.0f. Max value = 16.0f. Damping value for arm used to point. Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Level index of thing to point at, or -1 for none. if -1, target is specified in world space, otherwise it is an offset from the object specified by this index. Default value = -1. Min value = -1. Swing limit. Default value = 1.5f. Min value = 0.0f. Max value = 3.0f. Default value = False. Creates a new Instance of the PointGunHelper for sending a PointGun to a given . The to send the PointGun to. Allow right hand to point/support?. Default value = True. Allow right hand to point/support?. Default value = True. Target for the left Hand. Default value = Vector3(0.0f, 0.0f, 0.0f). Index of the object that the left hand target is specified in, -1 is world space. Default value = -1. Target for the right Hand. Default value = Vector3(0.0f, 0.0f, 0.0f). Index of the object that the right hand target is specified in, -1 is world space. Default value = -1. NB: Only Applied to single handed weapons (some more work is required to have this tech on two handed weapons). Amount to lead target based on target velocity relative to the chest. Default value = 0.0f. Min value = 0.0f. Max value = 10.0f. Stiffness of the arm. Default value = 14.0f. Min value = 2.0f. Max value = 15.0f. Stiffness of the arm on pointing arm when a support arm is detached from a two-handed weapon. Default value = 8.0f. Min value = 2.0f. Max value = 15.0f. Damping. Default value = 1.0f. Min value = 0.1f. Max value = 5.0f. Amount of gravity opposition on pointing arm. Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Amount of gravity opposition on pointing arm when a support arm is detached from a two-handed weapon. Default value = 0.5f. Min value = 0.0f. Max value = 2.0f. Amount of mass of weapon taken into account by gravity opposition on pointing arm when a support arm is detached from a two-handed weapon. The lower the value the more the character doesn't know about the weapon mass and therefore is more affected by it. Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. Allow shot to set a lower arm muscleStiffness than pointGun normally would. Default value = False. How much of blend should come from incoming transforms 0(all IK) .. 1(all ITMs) For pointing arms only. (Support arm uses the IK solution as is for clavicles). Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Controls arm twist. (except in pistolIK). Default value = 0.3f. Min value = -1.0f. Max value = 1.0f. Type of constraint between the support hand and gun. 0=no constraint, 1=hard distance constraint, 2=Force based constraint, 3=hard spherical constraint. Default value = 1. Min value = 0. Max value = 3. For supportConstraint = 1: Support hand constraint distance will be slowly reduced until it hits this value. This is for stability and also allows the pointing arm to lead a little. Don't set lower than NM_MIN_STABLE_DISTANCECONSTRAINT_DISTANCE 0.001f. Default value = 0.0f. Min value = 0.0f. Max value = 0.1f. For supportConstraint = 1: Minimum distance within which support hand constraint will be made. Default value = 0.1f. Min value = 0.0f. Max value = 3.0f. For supportConstraint = 1: Velocity at which to reduce the support hand constraint length. Default value = 1.5f. Min value = 0.1f. Max value = 10.0f. For supportConstraint = 1: strength of the supporting hands constraint (kg m/s), -1 to ignore/disable. Default value = -1.0f. Min value = -1.0f. Max value = 1000.0f. Once constraint is broken then do not try to reconnect/support for this amount of time. Default value = 1.0f. Min value = 0.0f. Max value = 5.0f. Probability that the when a constraint is broken that during brokenSupportTime a side pose will be selected. Default value = 0.5f. Min value = 0.0f. Max value = 1.0f. If gunArm has been controlled by other behaviors for this time when it could have been pointing but couldn't due to pointing only allowed if connected, change gunArm pose to something that could connect for connectFor seconds. Default value = 0.7f. Min value = 0.0f. Max value = 5.0f. Time to try to reconnect for. Default value = 0.6f. Min value = 0.0f. Max value = 5.0f. 0 = don't allow, 1= allow for kPistol(two handed pistol) only, 2 = allow for kRifle only, 3 = allow for kPistol and kRifle. Allow one handed pointing - no constraint if cant be supported . If not allowed then gunHand does not try to point at target if it cannot be supported - the constraint will be controlled by always support. Default value = 1. Min value = 0. Max value = 3. Support a non pointing gunHand i.e. if in zero pose (constrain as well if constraint possible). Default value = False. Apply neutral pose when a gun arm isn't in use. NB: at the moment Rifle hand is always controlled by pointGun. Default value = False. Apply neutral pose when a support arm isn't in use. Default value = False. Apply neutral pose to the non-gun arm (otherwise it is always under the control of other behaviors or not set). If the non-gun hand is a supporting hand it is not controlled by this parameter but by poseUnusedSupportArm. Default value = False. Max aiming angle(deg) sideways across body midline measured from chest forward that the character will try to point. Default value = 90.0f. Min value = 0.0f. Max value = 180.0f. Max aiming angle(deg) sideways away from body midline measured from chest forward that the character will try to point. Default value = 90.0f. Min value = 0.0f. Max value = 180.0f. 0= don't apply limits. 1=apply the limits below only when the character is falling. 2 = always apply these limits (instead of applying maxAngleAcross and maxAngleAway which only limits the horizontal angle but implicity limits the updown (the limit shape is a vertical hinge). Default value = 0. Min value = 0. Max value = 2. Max aiming angle(deg) sideways across body midline measured from chest forward that the character will try to point. i.e. for rightHanded gun this is the angle left of the midline. Default value = 90.0f. Min value = 0.0f. Max value = 180.0f. Max aiming angle(deg) sideways away from body midline measured from chest forward that the character will try to point. i.e. for rightHanded gun this is the angle right of the midline. Default value = 90.0f. Min value = 0.0f. Max value = 180.0f. Max aiming angle(deg) upwards from body midline measured from chest forward that the character will try to point. Default value = 90.0f. Min value = 0.0f. Max value = 180.0f. Max aiming angle(deg) downwards from body midline measured from chest forward that the character will try to point. Default value = 45.0f. Min value = 0.0f. Max value = 180.0f. Pose the rifle hand to reduce complications with collisions. 0 = false, 1 = always when falling, 2 = when falling except if falling backwards. Default value = 0. Min value = 0. Max value = 2. Allow supporting of a rifle(or two handed pistol) when falling. 0 = false, 1 = support if allowed, 2 = support until constraint not active (don't allow support to restart), 3 = support until constraint not effective (support hand to support distance must be less than 0.15 - don't allow support to restart). Default value = 1. Min value = 0. Max value = 3. What is considered a fall by fallingSupport). Apply fallingSupport 0=never(will support if allowed), 1 = falling, 2 = falling except if falling backwards, 3 = falling and collided, 4 = falling and collided except if falling backwards, 5 = falling except if falling backwards until collided. Default value = 0. Min value = 0. Max value = 5. 0 = byFace, 1=acrossFront, 2=bySide. NB: bySide is not connectible so be careful if combined with kPistol and oneHandedPointing = 0 or 2. Default value = 0. Min value = 0. Max value = 2. NOT IMPLEMENTED YET KEEP=false - use pointing for neutral targets in pistol modes. Default value = False. Use pointing for neutral targets in rifle mode. Default value = True. Check the neutral pointing is pointable, if it isn't then choose a neutral pose instead. Default value = False. Side, up, back) side is left for left arm, right for right arm mmmmtodo. Default value = Vector3(5.0f, -5.0f, -2.0f). Add to weaponDistance for point2Side neutral pointing (to straighten the arm). Default value = 0.3f. Min value = -1.0f. Max value = 1000.0f. Side, up, back) side is left for left arm, right for rght arm mmmmtodo. Default value = Vector3(-1.0f, -0.9f, -0.2f). Add to weaponDistance for point2Connect neutral pointing (to straighten the arm). Default value = 0.0f. Min value = -1.0f. Max value = 1000.0f. Enable new ik for pistol pointing. Default value = True. Use spine twist to orient chest?. Default value = True. Turn balancer to help gun point at target. Default value = False. Use head look to drive head?. Default value = True. Angular difference between pointing direction and target direction above which feedback will be generated. Default value = 0.4f. Min value = 0.0f. Max value = 3.1f. Duration of arms relax following firing weapon. NB:This is clamped (0,5) in pointGun. Default value = 0.4f. Min value = 0.0f. Max value = 5.0f. Relax multiplier following firing weapon. Recovers over relaxTime. Default value = 0.5f. Min value = 0.1f. Max value = 1.0f. Range of motion for ik-based recoil. Default value = 0.1f. Min value = 0.0f. Max value = 0.3f. Use the incoming transforms to inform the pointGun of the primaryWeaponDistance, poleVector for the arm. Default value = True. If useIncomingTransforms = true and measureParentOffset=true then measure the Pointing-from offset from parent effector, using itms - this should point the barrel of the gun to the target. This is added to the rightHandParentOffset. NB NOT used if rightHandParentEffector LT 0. Default value = True. Pointing-from offset from parent effector, expressed in spine3's frame, x = back/forward, y = right/left, z = up/down. Default value = Vector3(0.0f, 0.0f, 0.0f). 1 = Use leftShoulder. Effector from which the left hand pointing originates. Ie, point from this part to the target. -1 causes default offset for active weapon mode to be applied. Default value = -1. Min value = -1. Max value = 21. Pointing-from offset from parent effector, expressed in spine3's frame, x = back/forward, y = right/left, z = up/down. This is added to the measured one if useIncomingTransforms=true and measureParentOffset=true. NB NOT used if rightHandParentEffector LT 0. Pistol(0,0,0) Rifle(0.0032, 0.0, -0.0). Default value = Vector3(0.0f, 0.0f, 0.0f). 1 = Use rightShoulder.. Effector from which the right hand pointing originates. Ie, point from this part to the target. -1 causes default offset for active weapon mode to be applied. Default value = -1. Min value = -1. Max value = 21. Distance from the shoulder to hold the weapon. If -1 and useIncomingTransforms then weaponDistance is read from ITMs. WeaponDistance=primaryHandWeaponDistance clamped [0.2f:m_maxArmReach=0.65] if useIncomingTransforms = false. pistol 0.60383, rifle 0.336. Default value = -1.0f. Min value = -1.0f. Max value = 1.0f. Use hard constraint to keep rifle stock against shoulder?. Default value = True. Rifle constraint distance. Deliberately kept large to create a flat constraint surface where rifle meets the shoulder. Default value = 0.2f. Min value = 0.0f. Disable collisions between right hand/forearm and the torso/legs. Default value = False. Disable collisions between right hand/forearm and spine3/spine2 if in rifle mode. Default value = False. Seldom set parameters for pointGun - just to keep number of parameters in any message less than or equal to 64. Creates a new Instance of the PointGunExtraHelper for sending a PointGunExtra to a given . The to send the PointGunExtra to. Seldom set parameters for pointGun - just to keep number of parameters in any message less than or equal to 64. For supportConstraint = 2: force constraint strength of the supporting hands - it gets shaky at about 4.0. Default value = 2.0f. Min value = 0.0f. Max value = 5.0f. For supportConstraint = 2: Like makeConstraintDistance. Force starts acting when the hands are LT 3.0*thresh apart but is maximum strength LT thresh. For comparison: 0.1 is used for reachForWound in shot, 0.25 is used in grab. Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. Currently unused - no intoWorldTest. RAGE bit mask to exclude weapons from ray probe - currently defaults to MP3 weapon flag. Default value = 1024. Min value = 0. Is timeWarpActive enabled?. Default value = False. Scale for arm and helper strength when timewarp is enabled. 1 = normal compensation. Default value = 1.0f. Min value = 0.1f. Max value = 2.0f. Hand stabilization controller stiffness. Default value = 0.0f. Min value = 0.0f. Max value = 100.0f. Hand stabilization controller damping. Default value = 0.0f. Min value = 0.0f. Max value = 2.0f. Hand stabilization controller stiffness. Default value = 0.0f. Min value = 0.0f. Max value = 100.0f. Hand stabilization controller damping. Default value = 0.0f. Min value = 0.0f. Max value = 2.0f. Creates a new Instance of the RollDownStairsHelper for sending a RollDownStairs to a given . The to send the RollDownStairs to. Effector Stiffness. Value feeds through to rollUp directly. Default value = 11.0f. Min value = 6.0f. Max value = 16.0f. Effector Damping. Default value = 1.4f. Min value = 0.0f. Max value = 4.0f. Helper force strength. Do not go above 1 for a rollDownStairs/roll along ground reaction. Default value = 0.6f. Min value = 0.0f. Max value = 10.0f. The degree to which the character will try to stop a barrel roll with his arms. Default value = -1.9f. Min value = -3.0f. Max value = 3.0f. Blends between a zeroPose and the Rollup, Faster the character is rotating the less the zeroPose. Default value = False. Applied cheat forces to spin the character when in the air, the forces are 40% of the forces applied when touching the ground. Be careful little bunny rabbits, the character could spin unnaturally in the air. Default value = False. How much the character reaches with his arms to brace against the ground. Default value = 1.4f. Min value = 0.0f. Max value = 3.0f. Amount that the legs push outwards when tumbling. Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Blends between a zeroPose and the Rollup, Faster the character is rotating the less the zeroPose. Default value = False. The length that the arm reaches and so how much it straightens. Default value = 0.4f. Min value = 0.0f. Max value = 1.0f. Pass in a custom direction in to have the character try and roll in that direction. Default value = Vector3(0.0f, 0.0f, 1.0f). Min value = 1.0f. Max value = 1.0f. Pass in true to use the customRollDir parameter. Default value = False. The target linear velocity used to start the rolling. Default value = 9.0f. Min value = 0.0f. Max value = 20.0f. Time, in seconds, to decay stiffness down to the stiffnessDecayTarget value (or -1 to disable). Default value = -1.0f. Min value = -1.0f. Max value = 10.0f. 0 is no leg asymmetry in 'foetal' position. greater than 0 a asymmetricalLegs-rand(30%), added/minus each joint of the legs in radians. Random number changes about once every roll. 0.4 gives a lot of asymmetry. Default value = 0.0f. Min value = -1.0f. Max value = 1.0f. Tries to reduce the spin around the z axis. Scale 0 - 1. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Time for the targetlinearVelocity to decay to zero. Default value = 0.5f. Min value = 0.0f. Max value = 2.0f. Helper torques are applied to match the spin of the character to the max of targetLinearVelocity and COMVelMag. Default value = 1.0f. Min value = 0.0f. Max value = 10.0f. Don't use rollup if true. Default value = False. Scale applied cheat forces/torques to (zero) if object underneath character has velocity greater than 1.f. Default value = False. UseVelocityOfObjectBelow uses a relative velocity of the character to the object underneath. Default value = False. If true, use rollup for upper body and a kind of foetal behavior for legs. Default value = False. Only used if applyFoetalToLegs = true : define the variation of angles for the joints of the legs. Default value = 1.3f. Min value = 0.0f. Max value = 10.0f. Only used if applyNewRollingCheatingTorques or applyHelPerTorqueToAlign defined to true : maximal angular velocity around frontward axis of the pelvis to apply cheating torques. Default value = 2.0f. Min value = -1.0f. Max value = 10.0f. Only used if applyNewRollingCheatingTorques or applyHelPerTorqueToAlign defined to true : minimal angular velocity of the roll to apply cheating torques. Default value = 0.5f. Min value = 0.0f. Max value = 10.0f. If true will use the new way to apply cheating torques (like in fallOverWall), otherwise will use the old way. Default value = False. Only used if applyNewRollingCheatingTorques defined to true : maximal angular velocity of the roll to apply cheating torque. Default value = 5.0f. Min value = 0.0f. Max value = 10.0f. Only used if applyNewRollingCheatingTorques defined to true : magnitude of the torque to roll down the stairs. Default value = 50.0f. Min value = 0.0f. Max value = 500.0f. Apply torque to align the body orthogonally to the direction of the roll. Default value = False. Only used if applyHelPerTorqueToAlign defined to true : delay to start to apply torques. Default value = 0.2f. Min value = 0.0f. Max value = 10.0f. Only used if applyHelPerTorqueToAlign defined to true : magnitude of the torque to align orthogonally the body. Default value = 50.0f. Min value = 0.0f. Max value = 500.0f. Ordinarily keep at 0.85. Make this lower if you want spinning in the air. Default value = 0.9f. Min value = 0.0f. Max value = 1.0f. Pass-through to Roll Up. Controls whether or not behavior enforces min/max friction. Default value = True. Scale zAxisSpinReduction back when rotating end-over-end (somersault) to give the body a chance to align with the axis of rotation. Default value = False. Creates a new Instance of the ShotHelper for sending a Shot to a given . The to send the Shot to. Stiffness of body. Feeds through to roll_up. Default value = 11.0f. Min value = 6.0f. Max value = 16.0f. Stiffness of body. Feeds through to roll_up. Default value = 1.0f. Min value = 0.1f. Max value = 2.0f. Arm stiffness. Default value = 10.0f. Min value = 6.0f. Max value = 16.0f. Initial stiffness of neck after being shot. Default value = 14.0f. Min value = 3.0f. Max value = 16.0f. Intial damping of neck after being shot. Default value = 1.0f. Min value = 0.1f. Max value = 10.0f. Stiffness of neck. Default value = 14.0f. Min value = 3.0f. Max value = 16.0f. Damping of neck. Default value = 1.0f. Min value = 0.1f. Max value = 2.0f. How much to add to upperbody stiffness dependent on looseness. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. How much to add to leg stiffnesses dependent on looseness. Default value = 0.3f. Min value = 0.0f. Max value = 1.0f. How loose the character is made by a newBullet. Between 0 and 1. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. How loose the character is made by a newBullet if falling. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. 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. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Minimum looseness to apply to the arms. Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. Minimum looseness to apply to the Legs. Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. How long to hold for before returning to relaxed arm position. Default value = 2.0f. Min value = 0.0f. Max value = 10.0f. True: spine is blended with zero pose, false: spine is blended with zero pose if not setting exag or cpain. Default value = False. 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. Default value = 0.6f. Min value = -0.1f. Max value = 1.0f. Looseness applied to spine is different if bulletProofVest is true. Default value = False. Looseness always reset on shotNewBullet even if previous looseness ramp still running. Except for the neck which has it's own ramp. Default value = True. Neck looseness always reset on shotNewBullet even if previous looseness ramp still running. Default value = True. How much to scale the angular velocity coming in from animation of a part if it is in angVelScaleMask (otherwise scale by 1.0). Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Parts to scale the initial angular velocity by angVelScale (otherwize scale by 1.0). Default value = "fb". Width of the fling behavior. Default value = 0.5f. Min value = 0.0f. Max value = 1.0f. Duration of the fling behavior. Default value = 0.6f. Min value = 0.0f. Max value = 1.0f. Time, in seconds, before the character begins to grab for the wound on the first hit. Default value = 0.2f. Min value = 0.0f. Max value = 10.0f. Exaggerate bullet duration (at exagMag/exagTwistMag). Default value = 0.0f. Min value = 0.0f. Max value = 10.0f. Exaggerate bullet spine Lean magnitude. Default value = 1.0f. Min value = 0.0f. Max value = 10.0f. Exaggerate bullet spine Twist magnitude. Default value = 0.5f. Min value = 0.0f. Max value = 10.0f. Exaggerate bullet duration ramping to zero after exagDuration. Default value = 0.0f. Min value = 0.0f. Max value = 10.0f. Exaggerate bullet time spent at 0 spine lean/twist after exagDuration + exagSmooth2Zero. Default value = 0.0f. Min value = 0.0f. Max value = 10.0f. Conscious pain duration ramping from zero to cpainMag/cpainTwistMag. Default value = 0.2f. Min value = 0.0f. Max value = 10.0f. Conscious pain duration at cpainMag/cpainTwistMag after cpainSmooth2Time. Default value = 0.0f. Min value = 0.0f. Max value = 10.0f. Conscious pain spine Lean(back/Forward) magnitude (Replaces spinePainMultiplier). Default value = 1.0f. Min value = 0.0f. Max value = 10.0f. Conscious pain spine Twist/Lean2Side magnitude Replaces spinePainTwistMultiplier). Default value = 0.5f. Min value = 0.0f. Max value = 10.0f. Conscious pain ramping to zero after cpainSmooth2Time + cpainDuration (Replaces spinePainTime). Default value = 1.5f. Min value = 0.0f. Max value = 10.0f. Is the guy crouching or not. Default value = False. Type of reaction. Default value = False. Type of reaction. Default value = True. Type of reaction. Default value = False. Injured arm code runs if arm hit (turns and steps and bends injured arm). Default value = False. When false injured leg is not bent and character does not bend to reach it. Default value = True. When false don't try to reach for injured Lower Legs (shins/feet). Default value = False. When false don't try to reach for injured Thighs. Default value = True. Additional stability for hands and neck (less loose). Default value = False. Default value = False. 0=Rollup, 1=Catchfall, 2=rollDownStairs, 3=smartFall. Default value = 0. Min value = 0. Max value = 3. Keep the character active instead of relaxing at the end of the catch fall. Default value = False. Duration for which the character's upper body stays at minimum stiffness (not quite zero). Default value = 0.0f. Min value = 0.0f. Max value = 10.0f. Duration of the ramp to bring the character's upper body stiffness back to normal levels. Default value = 0.4f. Min value = 0.0f. Max value = 10.0f. Duration for which the neck stays at intial stiffness/damping. Default value = 0.0f. Min value = 0.0f. Max value = 10.0f. Duration of the ramp to bring the neck stiffness/damping back to normal levels. Default value = 0.4f. Min value = 0.0f. Max value = 10.0f. If enabled upper and lower body strength scales with character strength, using the range given by parameters below. Default value = False. Proportions to what the strength would be normally. Default value = 0.1f. Min value = 0.1f. Max value = 1.0f. Default value = 1.0f. Min value = 0.1f. Max value = 1.0f. Default value = 0.1f. Min value = 0.1f. Max value = 1.0f. Default value = 1.0f. Min value = 0.1f. Max value = 1.0f. Time to death (HACK for underwater). If -ve don't ever die. Default value = -1.0f. Min value = -1.0f. Max value = 1000.0f. Send new wound information to the shot. Can cause shot to restart it's performance in part or in whole. Creates a new Instance of the ShotNewBulletHelper for sending a ShotNewBullet to a given . The to send the ShotNewBullet to. Send new wound information to the shot. Can cause shot to restart it's performance in part or in whole. Part ID on the body where the bullet hit. Default value = 0. Min value = 0. Max value = 21. If true then normal and hitPoint should be supplied in local coordinates of bodyPart. If false then normal and hitPoint should be supplied in World coordinates. Default value = True. Normal coming out of impact point on character. Can be local or global depending on localHitPointInfo. Default value = Vector3(0.0f, 0.0f, -1.0f). Min value = -1.0f. Max value = 1.0f. Position of impact on character. Can be local or global depending on localHitPointInfo. Default value = Vector3(0.0f, 0.0f, 0.0f). Bullet velocity in world coordinates. Default value = Vector3(0.0f, 0.0f, 0.0f). Min value = -2000.0f. Max value = 2000.0f. Creates a new Instance of the ShotSnapHelper for sending a ShotSnap to a given . The to send the ShotSnap to. Add a Snap to shot. Default value = False. The magnitude of the reaction. Default value = 0.4f. Min value = -10.0f. Max value = 10.0f. MovingMult*snapMag = The magnitude of the reaction if moving(comVelMag) faster than movingThresh. Default value = 1.0f. Min value = 0.0f. Max value = 20.0f. BalancingMult*snapMag = The magnitude of the reaction if balancing = (not lying on the floor/ not upper body not collided) and not airborne. Default value = 1.0f. Min value = 0.0f. Max value = 20.0f. AirborneMult*snapMag = The magnitude of the reaction if airborne. Default value = 1.0f. Min value = 0.0f. Max value = 20.0f. If moving(comVelMag) faster than movingThresh then mvingMult applied to stunMag. Default value = 1.0f. Min value = 0.0f. Max value = 20.0f. The character snaps in a prescribed way (decided by bullet direction) - Higher the value the more random this direction is. Default value = 0.3f. Min value = 0.0f. Max value = 1.0f. Snap the leftArm. Default value = False. Snap the rightArm. Default value = False. Snap the leftLeg. Default value = False. Snap the rightLeg. Default value = False. Snap the spine. Default value = True. Snap the neck. Default value = True. Legs are either in phase with each other or not. Default value = True. Type of hip reaction 0=none, 1=side2side 2=steplike. Default value = 0. Min value = 0. Max value = 2. Legs are either in phase with each other or not. Default value = True. Snap only around the wounded part//mmmmtodo check whether bodyPart doesn't have to be remembered for unSnap. Default value = False. Interval before applying reverse snap. Default value = 0.0f. Min value = 0.0f. Max value = 100.0f. The magnitude of the reverse snap. Default value = 0.7f. Min value = 0.0f. Max value = 100.0f. Use torques to make the snap otherwise use a change in the parts angular velocity. Default value = True. Configure the shockSpin effect in shot. Spin/Lift the character using cheat torques/forces. Creates a new Instance of the ShotShockSpinHelper for sending a ShotShockSpin to a given . The to send the ShotShockSpin to. Configure the shockSpin effect in shot. Spin/Lift the character using cheat torques/forces. If enabled, add a short 'shock' of torque to the character's spine to exaggerate bullet impact. Default value = False. For use with close-range shotgun blasts, or similar. Default value = False. If true, apply the shock spin no matter which body component was hit. Otherwise only apply if the spine or clavicles get hit. Default value = False. Minimum amount of torque to add if using shock-spin feature. Default value = 50.0f. Min value = 0.0f. Max value = 1000.0f. Maximum amount of torque to add if using shock-spin feature. Default value = 90.0f. Min value = 0.0f. Max value = 1000.0f. If greater than 0, apply a force to lift the character up while the torque is applied, trying to produce a dramatic spun/twist shotgun-to-the-chest effect. This is a scale of the torque applied, so 8.0 or so would give a reasonable amount of lift. Default value = 0.0f. Min value = 0.0f. Max value = 2.0f. Multiplier used when decaying torque spin over time. Default value = 4.0f. Min value = 0.0f. Max value = 10.0f. Torque applied is scaled by this amount across the spine components - spine2 recieving the full amount, then 3 and 1 and finally 0. Each time, this value is used to scale it down. 0.5 means half the torque each time. Default value = 0.5f. Min value = 0.0f. Max value = 2.0f. Shock spin ends when twist velocity is greater than this value (try 6.0). If set to -1 does not stop. Default value = -1.0f. Min value = -1.0f. Max value = 200.0f. Shock spin scales by lever arm of bullet i.e. bullet impact point to center line. Default value = True. ShockSpin's torque is multipied by this value when both the character's feet are not in contact. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. ShockSpin's torque is multipied by this value when the one of the character's feet are not in contact. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. ShockSpin scales the torques applied to the feet by footSlipCompensation. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. If shot on a side with a forward foot and both feet are on the ground and balanced, increase the shockspin to compensate for the balancer naturally resisting spin to that side. Default value = 1.0f. Min value = 1.0f. Max value = 5.0f. Configure the fall to knees shot. Creates a new Instance of the ShotFallToKneesHelper for sending a ShotFallToKnees to a given . The to send the ShotFallToKnees to. Configure the fall to knees shot. Type of reaction. Default value = False. Always change fall behavior. If false only change when falling forward. Default value = False. How long the balancer runs for before fallToKnees starts. Default value = 0.7f. Min value = 0.0f. Max value = 5.0f. Hip helper force magnitude - to help character lean over balance point of line between toes. Default value = 200.0f. Min value = 0.0f. Max value = 2000.0f. Helper force applied to spine3 as well. Default value = True. Help balancer lean amount - to help character lean over balance point of line between toes. Half of this is also applied as hipLean. Default value = 0.1f. Min value = 0.0f. Max value = 0.3f. Bend applied to spine when falling from knees. (+ve forward - try -0.1) (only if rds called). Default value = 0.0f. Min value = -0.2f. Max value = 0.3f. Stiffen spine when falling from knees (only if rds called). Default value = False. Looseness (muscleStiffness = 1.01f - m_parameters.ftkImpactLooseness) applied to upperBody on knee impacts. Default value = 0.5f. Min value = 0.0f. Max value = 1.0f. Time that looseness is applied after knee impacts. Default value = 0.2f. Min value = -0.1f. Max value = 1.0f. Rate at which the legs are bent to go from standing to on knees. Default value = 0.7f. Min value = 0.0f. Max value = 4.0f. Blend from current hip to balancing on knees hip angle. Default value = 0.3f. Min value = 0.0f. Max value = 1.0f. Probability that a lunge reaction will be allowed. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. When on knees allow some spinning of the character. If false then the balancers' footSlipCompensation remains on and tends to keep the character facing the same way as when it was balancing. Default value = False. Multiplier on the reduction of friction for the feet based on angle away from horizontal - helps the character fall to knees quicker. Default value = 1.0f. Min value = 0.0f. Max value = 5.0f. Apply this hip angle when the character starts to fall backwards when on knees. Default value = 0.5f. Min value = -1.0f. Max value = 1.0f. Hip pitch applied (+ve forward, -ve backwards) if character is falling forwards on way down to it's knees. Default value = 0.1f. Min value = -0.5f. Max value = 0.5f. Hip pitch applied (+ve forward, -ve backwards) if character is falling backwards on way down to it's knees. Default value = 0.1f. Min value = -0.5f. Max value = 0.5f. Balancer instability below which the character starts to bend legs even if it isn't going to fall on to it's knees (i.e. if going backwards). 0.3 almost ensures a fall to knees but means the character will keep stepping backward until it slows down enough. Default value = 0.5f. Min value = 0.0f. Max value = 15.0f. When the character gives up and goes into a fall. Default value = 2.0f. Min value = 0.0f. Max value = 4.0f. Type of arm response when on knees falling forward 0=useFallArms (from RollDownstairs or catchFall), 1= armsIn, 2=armsOut. Default value = 2. Min value = 0. Max value = 2. Release the reachForWound this amount of time after the knees have hit. If LT 0.0 then keep reaching for wound regardless of fall/onground state. Default value = -1.0f. Min value = -1.0f. Max value = 5.0f. True = Keep reaching for wound regardless of fall/onground state. false = respect the shotConfigureArms params: reachFalling, reachFallingWithOneHand, reachOnFloor. Default value = True. Override the pointGun when knees hit. Default value = False. The upper body of the character must be colliding and other failure conditions met to fail. Default value = True. Configure the shot from behind reaction. Creates a new Instance of the ShotFromBehindHelper for sending a ShotFromBehind to a given . The to send the ShotFromBehind to. Configure the shot from behind reaction. Type of reaction. Default value = False. SpineBend. Default value = 4.0f. Min value = 0.0f. Max value = 10.0f. Neck Bend. Default value = 1.0f. Min value = 0.0f. Max value = 10.0f. Hip Pitch. Default value = 1.0f. Min value = 0.0f. Max value = 10.0f. Knee bend. Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. ShotFromBehind reaction period after being shot. Default value = 0.7f. Min value = 0.0f. Max value = 10.0f. Amount of time not taking a step. Default value = 0.3f. Min value = 0.0f. Max value = 10.0f. Amount of time before applying spread out arms pose. Default value = 0.0f. Min value = 0.0f. Max value = 10.0f. Amount of time before bending knees a bit. Default value = 0.0f. Min value = 0.0f. Max value = 10.0f. Controls additional independent randomized bending of left/right elbows. Default value = 0.0f. Min value = 0.0f. Max value = 2.0f. 0 = balancer fails as normal, 1 = ignore backArchedBack and leanedTooFarBack balancer failures, 2 = ignore backArchedBack balancer failure only, 3 = ignore leanedTooFarBack balancer failure only. Default value = 0. Min value = 0. Max value = 3. Configure the shot in guts reaction. Creates a new Instance of the ShotInGutsHelper for sending a ShotInGuts to a given . The to send the ShotInGuts to. Configure the shot in guts reaction. Type of reaction. Default value = False. SpineBend. Default value = 2.0f. Min value = 0.0f. Max value = 10.0f. Neck Bend. Default value = 1.0f. Min value = 0.0f. Max value = 10.0f. Hip Pitch. Default value = 1.0f. Min value = 0.0f. Max value = 10.0f. Knee bend. Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. Active time after being shot. Default value = 2.0f. Min value = 0.0f. Max value = 10.0f. Amount of time not taking a step. Default value = 0.0f. Min value = 0.0f. Max value = 10.0f. Amount of time not taking a step. Default value = 0.0f. Min value = 0.0f. Max value = 10.0f. Creates a new Instance of the ShotHeadLookHelper for sending a ShotHeadLook to a given . The to send the ShotHeadLook to. Use head look. Default: looks at provided target or if this is zero - looks forward or in velocity direction. If reachForWound is enabled, switches between looking at the wound and at the default target. Default value = False. Position to look at with headlook flag. Default value = Vector3(0.0f, 0.0f, 0.0f). Min time to look at wound. Default value = 0.3f. Min value = 0.0f. Max value = 10.0f. Max time to look at wound. Default value = 0.8f. Min value = 0.0f. Max value = 10.0f. Min time to look headLook or if zero - forward or in velocity direction. Default value = 1.7f. Min value = 0.0f. Max value = 10.0f. Max time to look headLook or if zero - forward or in velocity direction. Default value = 0.6f. Min value = 0.0f. Max value = 10.0f. Configure the arm reactions in shot. Creates a new Instance of the ShotConfigureArmsHelper for sending a ShotConfigureArms to a given . The to send the ShotConfigureArms to. Configure the arm reactions in shot. Blind brace with arms if appropriate. Default value = True. Point gun if appropriate. Default value = False. ArmsWindmill if going backwards fast enough. Default value = True. Release wound if going sideways/forward fast enough. 0 = don't. 1 = only if bracing. 2 = any default arm reaction. Default value = 1. Min value = 0. Max value = 2. Reach for wound when falling. 0 = false, 1 = true, 2 = once per shot performance. Default value = 0. Min value = 0. Max value = 2. 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). Default value = 3. Min value = 0. Max value = 3. ReachForWound when on floor - 0 = false, 1 = true, 2 = once per shot performance. Default value = 0. Min value = 0. Max value = 2. Inhibit arms brace for this amount of time after reachForWound has begun. Default value = 0.3f. Min value = 0.0f. Max value = 10.0f. 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. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. 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. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. For armsWindmill, added arm stiffness ranges from 0 to AWStiffnessAdd. Default value = 4.0f. Min value = 0.0f. Max value = 16.0f. 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. Default value = 0. Min value = 0. Max value = 2. 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. Default value = True. 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. Default value = False. Override pointGun and reachForWound if desired if holding a pistol. It never will for a rifle. Default value = False. Type of reaction. Default value = False. Fling the left arm. Default value = True. Fling the right arm. Default value = True. Override stagger arms even if staggerFall:m_upperBodyReaction = true. Default value = False. Time after hit that the fling will start (allows for a bit of loose arm movement from bullet impact.snap etc). Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. Duration of the fling behavior. Default value = 0.5f. Min value = 0.0f. Max value = 1.0f. Muscle stiffness of the left arm. If negative then uses the shots underlying muscle stiffness from controlStiffness (i.e. respects looseness). Default value = 1.0f. Min value = -1.0f. Max value = 1.5f. Muscle stiffness of the right arm. If negative then uses the shots underlying muscle stiffness from controlStiffness (i.e. respects looseness). Default value = -1.0f. Min value = -1.0f. Max value = 1.5f. 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. Default value = 0.5f. Min value = 0.0f. Max value = 1.0f. 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. Default value = 0.5f. Min value = 0.0f. Max value = 1.0f. 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. Default value = -1.5f. Min value = -1.5f. Max value = 1.0f. Maximum fling angle for left arm. Default value = 1.0f. Min value = -1.5f. Max value = 1.0f. Minimum fling angle for right arm. Default value = -1.5f. Min value = -1.5f. Max value = 1.0f. Maximum fling angle for right arm. Default value = 1.0f. Min value = -1.5f. Max value = 1.0f. 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. Default value = 0.3f. Min value = 0.3f. Max value = 0.6f. Maximum left arm length. Default value = 0.6f. Min value = 0.3f. Max value = 0.6f. Min right arm length. Default value = 0.3f. Min value = 0.3f. Max value = 0.6f. Max right arm length. Default value = 0.6f. Min value = 0.3f. Max value = 0.6f. 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. Default value = False. Lift the elbows up this much extra to avoid upper arm penetrating the bust (when target hits spine2 or spine3). Default value = 0.7f. Min value = 0.0f. Max value = 2.0f. Amount reach target to bust (spine2) will be offset forward by. Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. 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. Default value = False. Clone of High Fall with a wider range of operating conditions. Creates a new Instance of the SmartFallHelper for sending a SmartFall to a given . The to send the SmartFall to. Clone of High Fall with a wider range of operating conditions. Stiffness of body. Value feeds through to bodyBalance (synced with defaults), to armsWindmill (14 for this value at default ), legs pedal, head look and roll down stairs directly. Default value = 11.0f. Min value = 6.0f. Max value = 16.0f. The damping of the joints. Default value = 1.0f. Min value = 0.0f. Max value = 3.0f. The length of time before the impact that the character transitions to the landing. Default value = 0.3f. Min value = 0.0f. Max value = 1.0f. 0.52angle is 0.868 dot//A threshold for deciding how far away from upright the character needs to be before bailing out (going into a foetal) instead of trying to land (keeping stretched out). NB: never does bailout if ignorWorldCollisions true. Default value = 0.9f. Min value = -1.0f. Max value = 1.0f. Strength of the controller to keep the character at angle aimAngleBase from vertical. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Damping multiplier of the controller to keep the character at angle aimAngleBase from vertical. The actual damping is pdDamping*pdStrength*constant*angVel. Default value = 1.0f. Min value = 0.0f. Max value = 5.0f. Arm circling speed in armWindMillAdaptive. Default value = 7.9f. Min value = 0.0f. Max value = 20.0f. In armWindMillAdaptive. Default value = 2.0f. Min value = 0.0f. Max value = 10.0f. In armWindMillAdaptive 3.1 opposite for stuntman. 1.0 old default. 0.0 in phase. Default value = 3.1f. Min value = 0.0f. Max value = 6.3f. In armWindMillAdaptive bend the elbows as a function of armAngle. For stunt man true otherwise false. Default value = True. Radius of legs on pedal. Default value = 0.4f. Min value = 0.0f. Max value = 0.5f. In pedal. Default value = 7.9f. Min value = 0.0f. Max value = 15.0f. 0.0 for stunt man. Random offset applied per leg to the angular speed to desynchronize the pedaling - set to 0 to disable, otherwise should be set to less than the angularSpeed value. Default value = 4.0f. Min value = -10.0f. Max value = 10.0f. Phase angle between the arms and legs circling angle. Default value = 0.0f. Min value = 0.0f. Max value = 6.5f. Syncs the arms angle to what the leg angle is. Default value = . All speed/direction parameters of armswindmill are overwritten if = . If and you want synced arms/legs then armAngSpeed=legAngSpeed, legAsymmetry = 0.0 (to stop randomizations of the leg cicle speed). Where to put the arms when preparing to land. Approx 1 = above head, 0 = head height, -1 = down. LT -2.0 use catchFall arms, LT -3.0 use prepare for landing pose if Agent is due to land vertically, feet first. Default value = -3.1f. Min value = -4.0f. Max value = 2.0f. Toggle to orientate to fall direction. i.e. orientate so that the character faces the horizontal velocity direction. Default value = False. If false don't worry about the twist angle of the character when orientating the character. If false this allows the twist axis of the character to be free (You can get a nice twisting highFall like the one in dieHard 4 when the car goes into the helicopter). Default value = True. DEVEL parameter - suggest you don't edit it. Maximum torque the orientation controller can apply. If 0 then no helper torques will be used. 300 will orientate the character softly for all but extreme angles away from aimAngleBase. If abs (current -aimAngleBase) is getting near 3.0 then this can be reduced to give a softer feel. Default value = 300.0f. Min value = 0.0f. Max value = 2000.0f. If true then orientate the character to face the point from where it started falling. High fall like the one in "Die Hard" with Alan Rickman. Default value = False. Try to execute a forward Roll on landing. Default value = False. Blend to a zero pose when forward roll is attempted. Default value = False. Angle from vertical the pdController is driving to (positive = forwards). Default value = 0.2f. Min value = -3.1f. Max value = 3.1f. Scale to add/subtract from aimAngle based on forward speed (Internal). Default value = 0.0f. Min value = -1.0f. Max value = 1.0f. Scale to change to amount of vel that is added to the foot ik from the velocity (Internal). Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. Sideoffset for the feet during prepareForLanding. +ve = right. Default value = 0.2f. Min value = -1.0f. Max value = 1.0f. Forward offset for the feet during prepareForLanding. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Leg Length for ik (Internal)//unused. Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. 0.5angle is 0.878 dot. Cutoff to go to the catchFall (internal) //mmmtodo do like crashOrLandCutOff. Default value = 0.9f. Min value = -1.0f. Max value = 1.0f. Strength of the legs at landing. Default value = 12.0f. Min value = 6.0f. Max value = 16.0f. If true have enough strength to balance. If false not enough strength in legs to balance (even though bodyBlance called). Default value = True. Never go into bailout (foetal). Default value = False. Stunt man type fall. Arm and legs circling direction controlled by angmom and orientation. Default value = True. With stunt man type fall. Hula reaction if can't see floor and not rotating fast. Default value = True. Character needs to be moving less than this speed to consider fall as a recoverable one. Default value = 15.0f. Min value = 0.0f. Max value = 100.0f. Character needs to be moving at least this fast horizontally to start bracing for impact if there is an object along its trajectory. Default value = 10.0f. Min value = 0.0f. Max value = 100.0f. Ray-cast normal doted with up direction has to be greater than this number to consider object flat enough to land on it. Default value = 0.6f. Min value = 0.0f. Max value = 1.0f. Default value = 0.8f. Min value = 0.0f. Max value = 10.0f. RDS: Time for the targetlinearVelocity to decay to zero. Default value = 0.5f. Min value = 0.0f. Max value = 10.0f. RDS: Helper torques are applied to match the spin of the character to the max of targetLinearVelocity and COMVelMag. -1 to use initial character velocity. Default value = 1.0f. Min value = 0.0f. Max value = 30.0f. Start Catch Fall/RDS state with specified friction. Catch fall will overwrite based on setFallingReaction. Default value = False. Catch Fall/RDS starting friction. Catch fall will overwrite based on setFallingReaction. Default value = 0.0f. Min value = 0.0f. Max value = 10.0f. Catch Fall/RDS starting friction minimum. Catch fall will overwrite based on setFallingReaction. Default value = 0.0f. Min value = 0.0f. Max value = 10.0f. Velocity threshold under which RDS force mag will be applied. Default value = 10.0f. Min value = 0.0f. Max value = 100.0f. Force initial state (used in vehicle bail out to start SF_CatchFall (6) earlier. Default value = 0. Min value = 0. Max value = 7. Allow friction changes to be applied to the hands and feet. Default value = False. Set up an immediate teeter in the direction of trave if initial state is SF_Balance. Default value = False. Offset the default Teeter edge in the direction of travel. Will need to be tweaked depending on how close to the real edge AI tends to trigger the behavior. Default value = 0.3f. Min value = 0.0f. Max value = 1.0f. Time in seconds before ped should start actively trying to stop rolling. Default value = 2.0f. Min value = 0.0f. Max value = 100.0f. Scale for rebound assistance. 0 = off, 1 = very bouncy, 2 = jbone crazy. Default value = 0.0f. Min value = 0.0f. Max value = 2.0f. Part mask to apply rebound assistance. Default value = uk. Force head avoid to be active during Catch Fall even when character is not on the ground. Default value = False. Pass-through parameter for Catch Fall spin reduction. Increase to stop more spin. 0..1. Default value = 0.5f. Min value = 0.0f. Max value = 1.0f. Transition to splat state when com vel is below value, regardless of character health or fall velocity. Set to zero to disable. Default value = 0.0f. Min value = 0.0f. Max value = 100.0f. Blend head to neutral pose com vel approaches zero. Linear between zero and value. Set to zero to disable. Default value = 0.0f. Min value = 0.0f. Max value = 100.0f. Spread legs amount for pedal during fall. Default value = 0.1f. Min value = -1.0f. Max value = 1.0f. Creates a new Instance of the StaggerFallHelper for sending a StaggerFall to a given . The to send the StaggerFall to. Stiffness of arms. Catch_fall's stiffness scales with this value, but has default values when this is default. Default value = 12.0f. Min value = 0.0f. Max value = 16.0f. Sets damping value for the arms. Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Default value = 10.0f. Min value = 0.0f. Max value = 16.0f. ArmStiffness during the yanked timescale i.e. timeAtStartValues. Default value = 3.0f. Min value = 0.0f. Max value = 16.0f. ArmDamping during the yanked timescale i.e. timeAtStartValues. Default value = 0.1f. Min value = 0.0f. Max value = 2.0f. SpineDamping during the yanked timescale i.e. timeAtStartValues. Default value = 0.1f. Min value = 0.0f. Max value = 2.0f. SpineStiffness during the yanked timescale i.e. timeAtStartValues. Default value = 3.0f. Min value = 0.0f. Max value = 16.0f. Time spent with Start values for arms and spine stiffness and damping i.e. for whiplash effect. Default value = 0.0f. Min value = 0.0f. Max value = 2.0f. Time spent ramping from Start to end values for arms and spine stiffness and damping i.e. for whiplash effect (occurs after timeAtStartValues). Default value = 0.0f. Min value = 0.0f. Max value = 2.0f. Probability per step of time spent in a stagger step. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Steps taken before lowerBodyStiffness starts ramping down by perStepReduction1. Default value = 2. Min value = 0. Max value = 100. Time from start of behavior before lowerBodyStiffness starts ramping down for rampTimeToEndValues to endValues. Default value = 100.0f. Min value = 0.0f. Max value = 100.0f. Time spent ramping from lowerBodyStiffness to lowerBodyStiffnessEnd. Default value = 0.0f. Min value = 0.0f. Max value = 10.0f. LowerBodyStiffness should be 12. Default value = 13.0f. Min value = 0.0f. Max value = 16.0f. LowerBodyStiffness at end. Default value = 8.0f. Min value = 0.0f. Max value = 16.0f. Amount of time (seconds) into the future that the character tries to step to. Bigger values try to recover with fewer, bigger steps. Smaller values recover with smaller steps, and generally recover less. Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. LowerBody stiffness will be reduced every step to make the character fallover. Default value = 0.7f. Min value = 0.0f. Max value = 10.0f. LeanInDirection will be increased from 0 to leanInDirMax linearly at this rate. Default value = 1.0f. Min value = 0.0f. Max value = 10.0f. Max of leanInDirection magnitude when going forwards. Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. Max of leanInDirection magnitude when going backwards. Default value = 0.3f. Min value = 0.0f. Max value = 1.0f. Max of leanInDirectionHips magnitude when going forwards. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Max of leanInDirectionHips magnitude when going backwards. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Lean of spine to side in side velocity direction when going forwards. Default value = -1.0f. Min value = -5.0f. Max value = 5.0f. Lean of spine to side in side velocity direction when going backwards. Default value = -2.0f. Min value = -5.0f. Max value = 5.0f. Amount stance foot is behind com in the direction of velocity before the leg tries to pushOff to increase momentum. Increase to lower the probability of the pushOff making the character bouncy. Default value = 0.2f. Min value = -1.0f. Max value = 1.0f. Stance leg will only pushOff to increase momentum if the vertical hip velocity is less than this value. 0.4 seems like a good value. The higher it is the less this functionality is applied. If it is very low or negative this can stop the pushOff altogether. Default value = 20.0f. Min value = -20.0f. Max value = 20.0f. HipBend scaled with velocity. Default value = 0.0f. Min value = -10.0f. Max value = 10.0f. Bend forwards at the hip (hipBendMult) whether moving backwards or forwards. Default value = False. Spine bend scaled with velocity. Default value = 0.4f. Min value = -10.0f. Max value = 10.0f. Enable and provide a look-at target to make the character's head turn to face it while balancing, balancer default is 0.2. Default value = True. Position of thing to look at. Default value = Vector3(0.0f, 0.0f, 0.0f). Level index of thing to look at. Default value = -1. Min value = -1. Probability [0-1] that headLook will be looking in the direction of velocity when stepping. Default value = 1.0f. Min value = -1.0f. Max value = 1.0f. Weighted probability that turn will be off. This is one of six turn type weights. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Weighted probability of turning towards headLook target. This is one of six turn type weights. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Weighted probability of turning towards velocity. This is one of six turn type weights. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Weighted probability of turning away from headLook target. This is one of six turn type weights. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Weighted probability of turning left. This is one of six turn type weights. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Weighted probability of turning right. This is one of six turn type weights. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Enable and provide a positive bodyTurnTimeout and provide a look-at target to make the character turn to face it while balancing. Default value = False. Enable upper body reaction i.e. blindBrace and armswindmill. Default value = True. Creates a new Instance of the TeeterHelper for sending a Teeter to a given . The to send the Teeter to. Defines the left edge point (left of character facing edge). Default value = Vector3(39.5f, 38.9f, 21.1f). Min value = 0.0f. Defines the right edge point (right of character facing edge). Default value = Vector3(39.5f, 39.9f, 21.1f). Min value = 0.0f. Stop stepping across the line defined by edgeLeft and edgeRight. Default value = True. Default value = True. Call highFall if fallen over the edge. If false just call blended writhe (to go over the top of the fall behavior of the underlying behavior e.g. bodyBalance). Default value = True. Lean away from the edge based on velocity towards the edge (if closer than 2m from edge). Default value = True. Time-to-edge threshold to start pre-teeter (windmilling, etc). Default value = 2.0f. Min value = 0.0f. Max value = 10.0f. Time-to-edge threshold to start leaning away from a potential fall. Default value = 1.0f. Min value = 0.0f. Max value = 10.0f. Scales stay upright lean and hip pitch. Default value = 0.5f. Min value = 0.0f. Max value = 1.0f. Time-to-edge threshold to start full-on teeter (more aggressive lean, drop-and-twist, etc). Default value = 1.0f. Min value = 0.0f. Max value = 10.0f. Creates a new Instance of the UpperBodyFlinchHelper for sending a UpperBodyFlinch to a given . The to send the UpperBodyFlinch to. Left-Right distance between the hands. Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. Front-Back distance between the hands. Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. Vertical distance between the hands. Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. Stiffness of body. Value carries over to head look, spine twist. Default value = 11.0f. Min value = 6.0f. Max value = 16.0f. Damping value used for upper body. Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Amount to bend the back during the flinch. Default value = -0.6f. Min value = -1.0f. Max value = 1.0f. Toggle to use the right arm. Default value = True. Toggle to Use the Left arm. Default value = True. Amplitude of the perlin noise applied to the arms positions in the flinch to the front part of the behavior. Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. Relaxes the character for 1 frame if set. Default value = True. Always protect head. Note if false then character flinches if target is in front, protects head if target is behind. Default value = False. Don't protect head only brace from front. Turned on by bcr. Default value = False. Turned of by bcr. Default value = True. Look away from target (unless protecting head then look between feet). Default value = False. Use headlook. Default value = True. Ve balancer turn Towards, negative balancer turn Away, 0 balancer won't turn. There is a 50% chance that the character will not turn even if this parameter is set to turn. Default value = 1. Min value = -2. Max value = 2. Position in world-space of object to flinch from. Default value = Vector3(0.0f, 0.0f, 0.0f). Creates a new Instance of the YankedHelper for sending a Yanked to a given . The to send the Yanked to. Stiffness of arms when upright. Default value = 11.0f. Min value = 6.0f. Max value = 16.0f. Sets damping value for the arms when upright. Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Spine damping when upright. Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Spine stiffness when upright. Default value = 10.0f. Min value = 6.0f. Max value = 16.0f. Arm stiffness during the yanked timescale i.e. timeAtStartValues. Default value = 3.0f. Min value = 0.0f. Max value = 16.0f. Arm damping during the yanked timescale i.e. timeAtStartValues. Default value = 0.1f. Min value = 0.0f. Max value = 2.0f. Spine damping during the yanked timescale i.e. timeAtStartValues. Default value = 0.1f. Min value = 0.0f. Max value = 2.0f. Spine stiffness during the yanked timescale i.e. timeAtStartValues. Default value = 3.0f. Min value = 0.0f. Max value = 16.0f. Time spent with Start values for arms and spine stiffness and damping i.e. for whiplash effect. Default value = 0.4f. Min value = 0.0f. Max value = 2.0f. Time spent ramping from Start to end values for arms and spine stiffness and damping i.e. for whiplash effect (occurs after timeAtStartValues). Default value = 0.1f. Min value = 0.0f. Max value = 2.0f. Steps taken before lowerBodyStiffness starts ramping down. Default value = 2. Min value = 0. Max value = 100. Time from start of behavior before lowerBodyStiffness starts ramping down by perStepReduction1. Default value = 100.0f. Min value = 0.0f. Max value = 100.0f. Time spent ramping from lowerBodyStiffness to lowerBodyStiffnessEnd. Default value = 0.0f. Min value = 0.0f. Max value = 10.0f. LowerBodyStiffness should be 12. Default value = 12.0f. Min value = 0.0f. Max value = 16.0f. LowerBodyStiffness at end. Default value = 8.0f. Min value = 0.0f. Max value = 16.0f. LowerBody stiffness will be reduced every step to make the character fallover. Default value = 1.5f. Min value = 0.0f. Max value = 10.0f. Amount to bend forward at the hips (+ve forward, -ve backwards). Behavior switches between hipPitchForward and hipPitchBack. Default value = 0.6f. Min value = -1.3f. Max value = 1.3f. Amount to bend backwards at the hips (+ve backwards, -ve forwards). Behavior switches between hipPitchForward and hipPitchBack. Default value = 1.0f. Min value = -1.3f. Max value = 1.3f. Bend/Twist the spine amount. Default value = 0.7f. Min value = 0.0f. Max value = 1.0f. Foot friction when standing/stepping. 0.5 gives a good slide sometimes. Default value = 1.0f. Min value = 0.0f. Max value = 10.0f. Min angle at which the turn with toggle to the other direction (actual toggle angle is chosen randomly in range min to max). If it is 1 then it will never toggle. If negative then no turn is applied. Default value = 0.6f. Min value = -0.1f. Max value = 1.0f. Max angle at which the turn with toggle to the other direction (actual toggle angle is chosen randomly in range min to max). If it is 1 then it will never toggle. If negative then no turn is applied. Default value = 0.6f. Min value = -0.1f. Max value = 1.0f. Enable and provide a look-at target to make the character's head turn to face it while balancing. Default value = False. Position of thing to look at. Default value = Vector3(0.0f, 0.0f, 0.0f). Level index of thing to look at. Default value = -1. Min value = -1. Probability [0-1] that headLook will be looking in the direction of velocity when stepping. Default value = -1.0f. Min value = -1.0f. Max value = 1.0f. For handsAndKnees catchfall ONLY: comVel above which rollDownstairs will start. Default value = 2.0f. Min value = 0.0f. Max value = 20.0f. 0.25 A complete wiggle will take 4*hulaPeriod. Default value = 0.3f. Min value = 0.0f. Max value = 2.0f. Amount of hip movement. Default value = 1.0f. Min value = 0.0f. Max value = 4.0f. Amount of spine movement. Default value = 1.0f. Min value = 0.0f. Max value = 4.0f. Wriggle relaxes for a minimum of minRelaxPeriod (if it is negative it is a multiplier on the time previously spent wriggling). Default value = 0.3f. Min value = -5.0f. Max value = 5.0f. Wriggle relaxes for a maximum of maxRelaxPeriod (if it is negative it is a multiplier on the time previously spent wriggling). Default value = 1.5f. Min value = -5.0f. Max value = 5.0f. Amount of cheat torque applied to turn the character over. Default value = 0.5f. Min value = 0.0f. Max value = 2.0f. Leg Stiffness when on the ground. Default value = 11.0f. Min value = 0.0f. Max value = 16.0f. Arm Stiffness when on the ground. Default value = 11.0f. Min value = 0.0f. Max value = 16.0f. Spine Stiffness when on the ground. Default value = 14.0f. Min value = 0.0f. Max value = 16.0f. Leg Damping when on the ground. Default value = 0.5f. Min value = 0.0f. Max value = 2.0f. Arm Damping when on the ground. Default value = 0.5f. Min value = 0.0f. Max value = 2.0f. Spine Damping when on the ground. Default value = 0.5f. Min value = 0.0f. Max value = 2.0f. 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. Default value = 8.0f. Min value = 0.0f. Max value = 10.0f. The default RGB value of this color is the same as HUD_COLOUR_PURE_WHITE, whose default RGB value is #FFFFFF. The default RGB value of this color is the same as HUD_COLOUR_WHITE, whose default RGB value is #F0F0F0. This color is always the same as , the only difference is color index. This color is usually #65B4D4 sky blue, which is similar to . This color is usually #ABEDAB light green, which is very similar to . This color is usually #ABEDAB orange, which is very similar to . This color is always the same as , the only difference is color index. This color is always the same as , the only difference is color index. This color is always the same as , the only difference is color index. This color is always the same as , the only difference is color index. This color is always the same as , the only difference is color index. This color is always the same as , the only difference is color index. This color is always the same as , the only difference is color index. This color is always the same as , the only difference is color index. This color is always the same as , the only difference is color index. This color is always the same as , the only difference is color index. This color is always the same as , the only difference is color index. This color is always the same as , the only difference is color index. This color is always the same as , the only difference is color index. This color is always the same as , the only difference is color index. This color is always the same as , the only difference is color index. This color is always the same as , the only difference is color index. This color is always the same as , the only difference is color index. The default English text for this value is "Destination". The default English text for this value is "Destination". The default English text for this value is "Police". When this value is set, the blip will flash. The default English text for this value is "Objective". The sprite shape is square and the default English text for this value is "Objective". The default English text for this value is "Police Plane". The default English text for this value is "Cable Car". The default English text for this value is "Police". The default English text for this value is "Police Chase". The default English text for this value is "Snitch". The default English text for this value is "Criminal Carsteal". The default English text for this value is "Criminal Drugs". The default English text for this value is "Criminal Holdups". The default English text for this value is "Clothes Store". The default English text for this value is "Darts". The default English text for this value is "Devin". The default English text for this value is "Off Road Racing". The default English text for this value is "Criminal Cuff Keys". The default English text for this value is "Music Venue". The default English text for this value is "Stash". The default English text for this value is "Gang Police Partner". The default English text for this value is "Property Takeover". The default English text for this value is "Biker Handcuffs Closed". The default English text for this value is "Gang Vehicle". The default English text for this value is "Gang Vehicle Bikers". The default English text for this value is "Drop Off Hooker". The default English text for this value is "UGC Mission". The default English text for this value is "Horde". The default English text for this value is "Ammu-Nation with Shooting Range". The default English text for this value is "Street Race". The default English text for this value is "Sea Race". The default English text for this value is "Property For Sale". The default English text for this value is "Gang Attack Package". The default English text for this value is "Masks Store". The default English text for this value is "Spawn Point Pickup". The default English text for this value is "Missiles". The default English text for this value is "Dock For Sale". The default English text for this value is "Bike Race". The default English text for this value is "Foot Race". The default English text for this value is "Aim". The default English text for this value is "Raging". This blip sprite is invisible and the default English text for this value is "Invisible". In GTA Online, when some player is a bounty and is in a safehouse, a blip with this sprite will be attached. The sprite is the same as has, but the default English text for this value is "Jet". This enum is wrongly named. The sprite doesn't have outline, but you can change the color. The default English text for this value is "Insurgent". The default English text for this value is "Player King". The default English text for this value is "Zoned". The default English text for this value is "Flipped". The sprite image is a shield, but the default English text for this value is "Beast". The default English text for this value is "Weed Production". The default English text for this value is "Weed Production". The default English text for this value is "Weed Production". The default English text for this value is "Weed Production". The default English text for this value is "Weed Production". The default English text for this value is "Package", whose label text hash is used in Biker Business missions in GTA Online. The default English text for this value is "Drugs Package". The default English text for this value is "Deadline". The default English text for this value is "Registration Papers". The default English text for this value is "Special Vehicle Race Series". The default English text for this value is "Challenge Series". The default English text for this value is "Homing Rocket". The default English text for this value is "Anti-Aircraft Trailer". The default English text for this value is "Wheel", but the text can be confusing. The default English text for this value is "Enemy". Doesn't allow players to exit the vehicle with the exit vehicle key. Can be broken into the car. If the glass is broken, the value will be set to 1. This value also represents the exe version 1.0.1734.0 for Steam version. 1.0.1737.0 basically works in the same way as 1.0.1734.0 but with bug fixes. This value also represents the exe version 1.0.1734.0 for non-Steam version. 1.0.1737.0 basically works in the same way as 1.0.1734.0 but with bug fixes. This value also represents the exe version 1.0.2372.2 for Steam version. 1.0.2372.2 basically works in the same way as 1.0.2372.0 but with bug fixes. This value also represents the exe version 1.0.2372.2 for non-Steam version. 1.0.2372.2 basically works in the same way as 1.0.2372.0 but with bug fixes. Traditional Chinese Draws the menu Draws the menu with an offset Called when the menu is first added to the Viewport Called when the menu gains or regains focus Called when the user hits the back button or unfocuses from this menu Called when the user hits the activate button Called when the user changes the current element (i.e. left and right) Called when the user changes what element is selected (i.e. up and down) Called when the MenuItem should be drawn Called when the MenuItem should be drawn with an offset Called when the user selects this item Called when the user deselects this item Called when the user activates this item (e.g. numpad-5) Called when the user changes this item (e.g. numpad-4 and 6) Called by the Menu to set this item's origin Set by the parent so that the MenuItem can access its properties Use Ok and Cancel instead of Yes and No Add a menu to the stack of active menus and set it as focused Remove a menu from the stack of active menus Remove the active menu from the stack, this will focus the next highest menu Closes all menus Draw all the active UIs Handles when the activate button is pressed (e.g. numpad-5) Handles when the back button is pressed (e.g. numpad-0) Handles when the user presses the up or down button (e.g. numpad-2 and 8) Handles when the user presses the left or right button (e.g. numpad-4 and 6) Number of active menus Have more than one menu on the screen on the time and transition them The offset each menu in the stack has from the one above it The top left position of the current menu