ScriptHookVDotNet3 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. A with all of its components set to zero. The identity . Gets or sets the component at the specified index. The value of the matrix component, depending on the index. The zero-based index of the component to access. The value of the component at the specified index. Thrown when the is out of the range [0, 15]. 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]. 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. Apply the transformation matrix to a point in world space The original vertex location The vertex location transformed by the given Calculates the position of a point before this transformation matrix gets applied The transformed vertex location The original vertex location before being transformed by the given 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. 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. 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. A with all of its components set to zero. A with all of its components set to one. 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. Multiplies two Quaternions together. The Quaternion on the left side of the multiplication. The Quaternion on the right side of the multiplication. The result of the multiplication. 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. Creates a Quaternion from the given relative x, y, z axis The Vectors need to be perpendicular to each other Relative X axis Relative Y axis Relative Z axis The newly created quaternion. Get direction vectors from the given quaternion The quaternion RightVector = relative x axis ForwardVector = relative y axis UpVector = relative z axis 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. 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, . Rotates the point with rotation. The quaternion to rotate the vector. The vector to be rotated. The vector after rotation. Rotates the point with rotation. The quaternion to rotate the vector. The vector to be rotated. The vector after rotation. Rotates the point with rotation. The quaternion to rotate the vector. The vector to be rotated. The vector representing the origin of the new coordinate system. The vector after rotation in the original coordinate system. Rotates the point with rotation. The vector to be rotated. The vector after rotation. Rotates the point with rotation. The vector to be rotated. The vector representing the origin of the new coordinate system. The vector after rotation in the original coordinate system. 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. 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) The X unit (1, 0). The Y unit (0, 1). 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. Multiplies a vector with another by performing component-wise multiplication. The first vector to multiply. The second vector to multiply. 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. 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. 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) The X unit (1, 0, 0). The Y unit (0, 1, 0). The Z unit (0, 0, 1). 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. Rounds each float inside the vector to a select amount of decimal places (2 by default). Number of decimal places to round to The vector containing rounded values 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. Multiply a vector with another by performing component-wise multiplication. The first vector to multiply. The second vector to multiply. 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. Converts the value of the object to its equivalent string representation. The number 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. An input argument passed to a script function. Initializes a new instance of the class to a script function input argument. The pointer value. Initializes a new instance of the class to a script function input argument. The value. Initializes a new instance of the class and converts a managed object to a script function input argument. The object to convert. Converts the internal value of the argument to its equivalent string representation. An output argument passed to a script function. Initializes a new instance of the class for script functions that output data into pointers. Initializes a new instance of the class with an initial value for script functions that require the pointer to data instead of the actual data. The value to set the data of this to. Frees the unmanaged resources associated with this . Gets the value of data stored in this . A static class which handles script function execution. Calls the specified native script function and returns its return value. The hashed name of the native script function. A list of input and output arguments to pass to the native script function. The return value of the native. Calls the specified native script function and returns its return value. The hashed name of the script function. The return value of the native. Calls the specified native script function and ignores its return value. The hashed name of the script function. The input or output argument to pass to the native script function. The return value of the native. Calls the specified native script function and ignores its return value. The hashed name of the script function. The 1st input or output argument to pass to the native script function. The 2nd input or output argument to pass to the native script function. The return value of the native. Calls the specified native script function and ignores its return value. The hashed name of the script function. The 1st input or output argument to pass to the native script function. The 2nd input or output argument to pass to the native script function. The 3rd input or output argument to pass to the native script function. The return value of the native. Calls the specified native script function and ignores its return value. The hashed name of the script function. The 1st input or output argument to pass to the native script function. The 2nd input or output argument to pass to the native script function. The 3rd input or output argument to pass to the native script function. The 4th input or output argument to pass to the native script function. The return value of the native. Calls the specified native script function and ignores its return value. The hashed name of the script function. The 1st input or output argument to pass to the native script function. The 2nd input or output argument to pass to the native script function. The 3rd input or output argument to pass to the native script function. The 4th input or output argument to pass to the native script function. The 5th input or output argument to pass to the native script function. The return value of the native. Calls the specified native script function and ignores its return value. The hashed name of the script function. The 1st input or output argument to pass to the native script function. The 2nd input or output argument to pass to the native script function. The 3rd input or output argument to pass to the native script function. The 4th input or output argument to pass to the native script function. The 5th input or output argument to pass to the native script function. The 6th input or output argument to pass to the native script function. The return value of the native. Calls the specified native script function and ignores its return value. The hashed name of the script function. The 1st input or output argument to pass to the native script function. The 2nd input or output argument to pass to the native script function. The 3rd input or output argument to pass to the native script function. The 4th input or output argument to pass to the native script function. The 5th input or output argument to pass to the native script function. The 6th input or output argument to pass to the native script function. The 7th input or output argument to pass to the native script function. The return value of the native. Calls the specified native script function and ignores its return value. The hashed name of the script function. The 1st input or output argument to pass to the native script function. The 2nd input or output argument to pass to the native script function. The 3rd input or output argument to pass to the native script function. The 4th input or output argument to pass to the native script function. The 5th input or output argument to pass to the native script function. The 6th input or output argument to pass to the native script function. The 7th input or output argument to pass to the native script function. The 8th input or output argument to pass to the native script function. The return value of the native. Calls the specified native script function and ignores its return value. The hashed name of the script function. The 1st input or output argument to pass to the native script function. The 2nd input or output argument to pass to the native script function. The 3rd input or output argument to pass to the native script function. The 4th input or output argument to pass to the native script function. The 5th input or output argument to pass to the native script function. The 6th input or output argument to pass to the native script function. The 7th input or output argument to pass to the native script function. The 8th input or output argument to pass to the native script function. The 9th input or output argument to pass to the native script function. The return value of the native. Calls the specified native script function and ignores its return value. The hashed name of the script function. The 1st input or output argument to pass to the native script function. The 2nd input or output argument to pass to the native script function. The 3rd input or output argument to pass to the native script function. The 4th input or output argument to pass to the native script function. The 5th input or output argument to pass to the native script function. The 6th input or output argument to pass to the native script function. The 7th input or output argument to pass to the native script function. The 8th input or output argument to pass to the native script function. The 9th input or output argument to pass to the native script function. The 10th input or output argument to pass to the native script function. The return value of the native. Calls the specified native script function and ignores its return value. The hashed name of the script function. The 1st input or output argument to pass to the native script function. The 2nd input or output argument to pass to the native script function. The 3rd input or output argument to pass to the native script function. The 4th input or output argument to pass to the native script function. The 5th input or output argument to pass to the native script function. The 6th input or output argument to pass to the native script function. The 7th input or output argument to pass to the native script function. The 8th input or output argument to pass to the native script function. The 9th input or output argument to pass to the native script function. The 10th input or output argument to pass to the native script function. The 11th input or output argument to pass to the native script function. The return value of the native. Calls the specified native script function and ignores its return value. The hashed name of the script function. The 1st input or output argument to pass to the native script function. The 2nd input or output argument to pass to the native script function. The 3rd input or output argument to pass to the native script function. The 4th input or output argument to pass to the native script function. The 5th input or output argument to pass to the native script function. The 6th input or output argument to pass to the native script function. The 7th input or output argument to pass to the native script function. The 8th input or output argument to pass to the native script function. The 9th input or output argument to pass to the native script function. The 10th input or output argument to pass to the native script function. The 11th input or output argument to pass to the native script function. The 12th input or output argument to pass to the native script function. The return value of the native. Calls the specified native script function and ignores its return value. The hashed name of the script function. The 1st input or output argument to pass to the native script function. The 2nd input or output argument to pass to the native script function. The 3rd input or output argument to pass to the native script function. The 4th input or output argument to pass to the native script function. The 5th input or output argument to pass to the native script function. The 6th input or output argument to pass to the native script function. The 7th input or output argument to pass to the native script function. The 8th input or output argument to pass to the native script function. The 9th input or output argument to pass to the native script function. The 10th input or output argument to pass to the native script function. The 11th input or output argument to pass to the native script function. The 12th input or output argument to pass to the native script function. The 13th input or output argument to pass to the native script function. The return value of the native. Calls the specified native script function and ignores its return value. The hashed name of the script function. The 1st input or output argument to pass to the native script function. The 2nd input or output argument to pass to the native script function. The 3rd input or output argument to pass to the native script function. The 4th input or output argument to pass to the native script function. The 5th input or output argument to pass to the native script function. The 6th input or output argument to pass to the native script function. The 7th input or output argument to pass to the native script function. The 8th input or output argument to pass to the native script function. The 9th input or output argument to pass to the native script function. The 10th input or output argument to pass to the native script function. The 11th input or output argument to pass to the native script function. The 12th input or output argument to pass to the native script function. The 13th input or output argument to pass to the native script function. The 14th input or output argument to pass to the native script function. The return value of the native. Calls the specified native script function and ignores its return value. The hashed name of the script function. The 1st input or output argument to pass to the native script function. The 2nd input or output argument to pass to the native script function. The 3rd input or output argument to pass to the native script function. The 4th input or output argument to pass to the native script function. The 5th input or output argument to pass to the native script function. The 6th input or output argument to pass to the native script function. The 7th input or output argument to pass to the native script function. The 8th input or output argument to pass to the native script function. The 9th input or output argument to pass to the native script function. The 10th input or output argument to pass to the native script function. The 11th input or output argument to pass to the native script function. The 12th input or output argument to pass to the native script function. The 13th input or output argument to pass to the native script function. The 14th input or output argument to pass to the native script function. The 15th input or output argument to pass to the native script function. The return value of the native. Calls the specified native script function and ignores its return value. The hashed name of the script function. The 1st input or output argument to pass to the native script function. The 2nd input or output argument to pass to the native script function. The 3rd input or output argument to pass to the native script function. The 4th input or output argument to pass to the native script function. The 5th input or output argument to pass to the native script function. The 6th input or output argument to pass to the native script function. The 7th input or output argument to pass to the native script function. The 8th input or output argument to pass to the native script function. The 9th input or output argument to pass to the native script function. The 10th input or output argument to pass to the native script function. The 11th input or output argument to pass to the native script function. The 12th input or output argument to pass to the native script function. The 13th input or output argument to pass to the native script function. The 14th input or output argument to pass to the native script function. The 15th input or output argument to pass to the native script function. The 16th input or output argument to pass to the native script function. The return value of the native. Calls the specified native script function and ignores its return value. The hashed name of the script function. A list of input and output arguments to pass to the native script function. Calls the specified native script function and ignores its return value. The hashed name of the script function. Calls the specified native script function and ignores its return value. The hashed name of the script function. The input or output argument to pass to the native script function. Calls the specified native script function and ignores its return value. The hashed name of the script function. The 1st input or output argument to pass to the native script function. The 2nd input or output argument to pass to the native script function. Calls the specified native script function and ignores its return value. The hashed name of the script function. The 1st input or output argument to pass to the native script function. The 2nd input or output argument to pass to the native script function. The 3rd input or output argument to pass to the native script function. Calls the specified native script function and ignores its return value. The hashed name of the script function. The 1st input or output argument to pass to the native script function. The 2nd input or output argument to pass to the native script function. The 3rd input or output argument to pass to the native script function. The 4th input or output argument to pass to the native script function. Calls the specified native script function and ignores its return value. The hashed name of the script function. The 1st input or output argument to pass to the native script function. The 2nd input or output argument to pass to the native script function. The 3rd input or output argument to pass to the native script function. The 4th input or output argument to pass to the native script function. The 5th input or output argument to pass to the native script function. The return value of the native. Calls the specified native script function and ignores its return value. The hashed name of the script function. The 1st input or output argument to pass to the native script function. The 2nd input or output argument to pass to the native script function. The 3rd input or output argument to pass to the native script function. The 4th input or output argument to pass to the native script function. The 5th input or output argument to pass to the native script function. The 6th input or output argument to pass to the native script function. The return value of the native. Calls the specified native script function and ignores its return value. The hashed name of the script function. The 1st input or output argument to pass to the native script function. The 2nd input or output argument to pass to the native script function. The 3rd input or output argument to pass to the native script function. The 4th input or output argument to pass to the native script function. The 5th input or output argument to pass to the native script function. The 6th input or output argument to pass to the native script function. The 7th input or output argument to pass to the native script function. The return value of the native. Calls the specified native script function and ignores its return value. The hashed name of the script function. The 1st input or output argument to pass to the native script function. The 2nd input or output argument to pass to the native script function. The 3rd input or output argument to pass to the native script function. The 4th input or output argument to pass to the native script function. The 5th input or output argument to pass to the native script function. The 6th input or output argument to pass to the native script function. The 7th input or output argument to pass to the native script function. The 8th input or output argument to pass to the native script function. The return value of the native. Calls the specified native script function and ignores its return value. The hashed name of the script function. The 1st input or output argument to pass to the native script function. The 2nd input or output argument to pass to the native script function. The 3rd input or output argument to pass to the native script function. The 4th input or output argument to pass to the native script function. The 5th input or output argument to pass to the native script function. The 6th input or output argument to pass to the native script function. The 7th input or output argument to pass to the native script function. The 8th input or output argument to pass to the native script function. The 9th input or output argument to pass to the native script function. The return value of the native. Calls the specified native script function and ignores its return value. The hashed name of the script function. The 1st input or output argument to pass to the native script function. The 2nd input or output argument to pass to the native script function. The 3rd input or output argument to pass to the native script function. The 4th input or output argument to pass to the native script function. The 5th input or output argument to pass to the native script function. The 6th input or output argument to pass to the native script function. The 7th input or output argument to pass to the native script function. The 8th input or output argument to pass to the native script function. The 9th input or output argument to pass to the native script function. The 10th input or output argument to pass to the native script function. The return value of the native. Calls the specified native script function and ignores its return value. The hashed name of the script function. The 1st input or output argument to pass to the native script function. The 2nd input or output argument to pass to the native script function. The 3rd input or output argument to pass to the native script function. The 4th input or output argument to pass to the native script function. The 5th input or output argument to pass to the native script function. The 6th input or output argument to pass to the native script function. The 7th input or output argument to pass to the native script function. The 8th input or output argument to pass to the native script function. The 9th input or output argument to pass to the native script function. The 10th input or output argument to pass to the native script function. The 11th input or output argument to pass to the native script function. The return value of the native. Calls the specified native script function and ignores its return value. The hashed name of the script function. The 1st input or output argument to pass to the native script function. The 2nd input or output argument to pass to the native script function. The 3rd input or output argument to pass to the native script function. The 4th input or output argument to pass to the native script function. The 5th input or output argument to pass to the native script function. The 6th input or output argument to pass to the native script function. The 7th input or output argument to pass to the native script function. The 8th input or output argument to pass to the native script function. The 9th input or output argument to pass to the native script function. The 10th input or output argument to pass to the native script function. The 11th input or output argument to pass to the native script function. The 12th input or output argument to pass to the native script function. The return value of the native. Calls the specified native script function and ignores its return value. The hashed name of the script function. The 1st input or output argument to pass to the native script function. The 2nd input or output argument to pass to the native script function. The 3rd input or output argument to pass to the native script function. The 4th input or output argument to pass to the native script function. The 5th input or output argument to pass to the native script function. The 6th input or output argument to pass to the native script function. The 7th input or output argument to pass to the native script function. The 8th input or output argument to pass to the native script function. The 9th input or output argument to pass to the native script function. The 10th input or output argument to pass to the native script function. The 11th input or output argument to pass to the native script function. The 12th input or output argument to pass to the native script function. The 13th input or output argument to pass to the native script function. The return value of the native. Calls the specified native script function and ignores its return value. The hashed name of the script function. The 1st input or output argument to pass to the native script function. The 2nd input or output argument to pass to the native script function. The 3rd input or output argument to pass to the native script function. The 4th input or output argument to pass to the native script function. The 5th input or output argument to pass to the native script function. The 6th input or output argument to pass to the native script function. The 7th input or output argument to pass to the native script function. The 8th input or output argument to pass to the native script function. The 9th input or output argument to pass to the native script function. The 10th input or output argument to pass to the native script function. The 11th input or output argument to pass to the native script function. The 12th input or output argument to pass to the native script function. The 13th input or output argument to pass to the native script function. The 14th input or output argument to pass to the native script function. The return value of the native. Calls the specified native script function and ignores its return value. The hashed name of the script function. The 1st input or output argument to pass to the native script function. The 2nd input or output argument to pass to the native script function. The 3rd input or output argument to pass to the native script function. The 4th input or output argument to pass to the native script function. The 5th input or output argument to pass to the native script function. The 6th input or output argument to pass to the native script function. The 7th input or output argument to pass to the native script function. The 8th input or output argument to pass to the native script function. The 9th input or output argument to pass to the native script function. The 10th input or output argument to pass to the native script function. The 11th input or output argument to pass to the native script function. The 12th input or output argument to pass to the native script function. The 13th input or output argument to pass to the native script function. The 14th input or output argument to pass to the native script function. The 15th input or output argument to pass to the native script function. The return value of the native. Calls the specified native script function and ignores its return value. The hashed name of the script function. The 1st input or output argument to pass to the native script function. The 2nd input or output argument to pass to the native script function. The 3rd input or output argument to pass to the native script function. The 4th input or output argument to pass to the native script function. The 5th input or output argument to pass to the native script function. The 6th input or output argument to pass to the native script function. The 7th input or output argument to pass to the native script function. The 8th input or output argument to pass to the native script function. The 9th input or output argument to pass to the native script function. The 10th input or output argument to pass to the native script function. The 11th input or output argument to pass to the native script function. The 12th input or output argument to pass to the native script function. The 13th input or output argument to pass to the native script function. The 14th input or output argument to pass to the native script function. The 15th input or output argument to pass to the native script function. The 16th input or output argument to pass to the native script function. The return value of the native. Converts a managed object to a native value. The object to convert. A native value representing the input . Converts a native value to a managed object of a value type. The return type. The type should be a value type. The native value to convert. A managed object representing the input . Converts a native value to a managed object of a reference type. The type to convert to. The type should be a reference type. The native value to convert. A managed object representing the input . A value class which handles access to global script variables. Initializes a new instance of the class with a variable address. The memory address of the global variable. Gets the global variable at the specified index. The index of the global variable. A instance representing the global variable. Gets the native memory address of the . Gets the value stored in the . Set the value stored in the . The new value to assign to the . Set the value stored in the to a string. The string to set the to. The maximum size of the string. Can be found for a given global variable by checking the decompiled scripts from the game. Set the value of a specific bit of the to true. The zero indexed bit of the to set. Set the value of a specific bit of the to false. The zero indexed bit of the to clear. Gets a value indicating whether a specific bit of the is set. The zero indexed bit of the to check. Gets the stored at a given offset in a global structure. The index the is stored in the structure. For example the Y component of a Vector3 is at index 1. The at the index given. Returns an array of all s in a global array. The number of items stored in each array index. For example an array of Vector3s takes up 3 items. The array of s. Gets the stored at a specific index in a global array. The array index. The number of items stored in each array index. For example an array of Vector3s takes up 3 items. The at the index given. 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 . 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. 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. Initializes a new instance of the class used for grouping items on screen. Initializes a new instance of the class used for grouping items on screen. Set the on screen where to draw the . Set the of the . Initializes a new instance of the class used for grouping items on screen. Set the on screen where to draw the . Set the of the . Set the used to draw the . Initializes a new instance of the class used for grouping items on screen. Set the on screen where to draw the . Set the of the . Set the used to draw the . Position the based on its center instead of top left corner, see also . Gets or sets a value indicating whether this will be drawn. if enabled; otherwise, . Gets or sets the color of this . The color. Gets or sets the position of this . The position scaled on a 1280*720 pixel base. If ScaledDraw is called, the position will be scaled by the width returned in . Gets or sets the size to draw the The size on a 1280*720 pixel base If ScaledDraw is called, the size will be scaled by the width returned in . Gets or sets a value indicating whether this should be positioned based on its center or top left corner if centered; otherwise, . The s Contained inside this Draws this this frame. Draws this this frame at the specified offset. The offset to shift the draw position of this using a 1280*720 pixel base. Draws this this frame using the width returned in . Draws this this frame at the specified offset using the width returned in . The offset to shift the draw position of this using a *720 pixel base. An enumeration of all possible cursor sprites. A sprite element using a custom image texture. Initializes a new instance of the class used for drawing external textures on the screen. Full path to location of the on the disc. Set the of the . Set the on screen where to draw the . Thrown if the specified file doesn't exist Initializes a new instance of the class used for drawing external textures on the screen. Full path to location of the on the disc. Set the of the . Set the on screen where to draw the . Set the used to draw the . Thrown if the specified file doesn't exist Initializes a new instance of the class used for drawing external textures on the screen. Full path to location of the on the disc. Set the of the . Set the on screen where to draw the . Set the used to draw the . Set the rotation to draw the sprite, measured in degrees, see also . Thrown if the specified file doesn't exist Initializes a new instance of the class used for drawing external textures on the screen. Full path to location of the on the disc. Set the of the . Set the on screen where to draw the . Set the used to draw the . Set the rotation to draw the sprite, measured in degrees, see also . Position the based on its center instead of top left corner, see also . Thrown if the specified file doesn't exist Gets or sets a value indicating whether this will be drawn. if enabled; otherwise, . Gets or sets the color of this . The color. Gets or sets the position of this . The position scaled on a 1280*720 pixel base. If ScaledDraw is called, the position will be scaled by the width returned in . Gets or sets the size to draw the The size on a 1280*720 pixel base If ScaledDraw is called, the size will be scaled by the width returned in . Gets or sets the rotation to draw thie . The rotation measured in degrees, clockwise increasing, 0.0 at vertical Gets or sets a value indicating whether this should be positioned based on its center or top left corner if centered; otherwise, . Draws this . Draws the at the specified offset. The offset. Draws this using the width returned in . Draws the at the specified offset using the width returned in . The offset. An enumeration of fonts the game supports. Methods to manipulate the HUD (heads-up-display) of the game. Determines whether a given is active. The to check if the is active; otherwise, Draws the specified this frame. The This will only draw the if the can be drawn Hides the specified this frame. The to hide. Shows the mouse cursor this frame. Gets or sets the sprite the cursor should used when drawn Gets or sets a value indicating whether any HUD components should be rendered. Gets or sets a value indicating whether the radar is visible. Sets how far the minimap should be zoomed in. The radar zoom; accepts values from 0 to 200. An enumeration of all possible component of the HUD. Gets or sets a value indicating whether this will be drawn. if enabled; otherwise, . Gets or sets the color of this . The color. Gets or sets the position of this . The position scaled on a 1280*720 pixel base. If ScaledDraw is called, the position will be scaled by the width returned in . Gets or sets a value indicating whether this should be positioned based on its center or top left corner if centered; otherwise, . Draws this this frame. Draws this this frame at the specified offset. The offset to shift the draw position of this using a 1280*720 pixel base. Draws this this frame using the width returned in . Draws this this frame at the specified offset using the width returned in . The offset to shift the draw position of this using a *720 pixel base. Gets or sets the size to draw the The size on a 1280*720 pixel base If ScaledDraw is called, the size will be scaled by the width returned in . Gets or sets the rotation to draw thie . The rotation measured in degrees, clockwise increasing, 0.0 at vertical Methods to manage the display of a loading spinner prompt. Gets a value indicating whether the Loading Prompt is currently being displayed Creates a loading prompt at the bottom right of the screen with the given text and spinner type The text to display next to the spinner The style of spinner to draw , , and all see to be the same. But Rockstar apparently always uses in their scripts. Remove the loading prompt at the bottom right of the screen An enumeration of possible loading spinner styles. Methods to manage the display of notifications above the minimap. Creates a above the minimap with the given message. The message in the notification. if set to the notification will blink. The handle of the which can be used to hide it using . Creates a more advanced (SMS-alike) above the minimap showing a sender icon, subject and the message. The notification icon. The sender name. The subject line. The message itself. If the message will fade in. if set to the notification will blink. The handle of the which can be used to hide it using . Hides a instantly. The handle of the to hide. Methods to handle UI actions that affect the whole screen. The base width of the screen used for all UI Calculations, unless ScaledDraw is used The base height of the screen used for all UI Calculations Gets the actual screen resolution the game is being rendered at Gets the current screen aspect ratio Gets the screen width scaled against a 720pixel height base. Gets a value indicating whether the screen is faded in. if the screen is faded in; otherwise, . Gets a value indicating whether the screen is faded out. if the screen is faded out; otherwise, . Gets a value indicating whether the screen is fading in. if the screen is fading in; otherwise, . Gets a value indicating whether the screen is fading out. if the screen is fading out; otherwise, . Fades the screen in over a specific time, useful for transitioning The time for the fade in to take Fades the screen out over a specific time, useful for transitioning The time for the fade out to take Gets a value indicating whether screen kill effects are enabled. if screen kill effects are enabled; otherwise, . Gets a value indicating whether the specific screen effect is running. The to check. if the screen effect is active; otherwise, . Starts applying the specified effect to the screen. The to start playing. The duration of the effect in milliseconds or zero to use the default length. If the effect won't stop until is called. Stops applying the specified effect to the screen. The to stop playing. Stops all currently running effects. Gets a value indicating whether a help message is currently displayed. Shows a subtitle at the bottom of the screen for a given time The message to display. The duration to display the subtitle in milliseconds. Shows a subtitle at the bottom of the screen for a given time The message to display. The duration to display the subtitle in milliseconds. Whether to draw immediately or draw after all the queued subtitles have finished. Displays a help message in the top corner of the screen this frame. Beeping sound will be played. The text to display. Displays a help message in the top corner of the screen this frame. Specify whether beeping sound plays. The text to display. Whether to play beeping sound Displays a help message in the top corner of the screen infinitely. The text to display. The duration how long the help text will be displayed in real time (not in game time which is influenced by game speed). if the value is not positive, the help text will be displayed for 7.5 seconds. Whether to play beeping sound. Whether to show this help message forever. Clears a help message immediately. Translates a point in WorldSpace to its given Coordinates on the The position in the World. if set to Returns the screen position scaled by ; otherwise, returns the screen position scaled by . An enumeration of possible screen effects. A sprite element using a built-in texture. Initializes a new instance of the class used for drawing in game textures on the screen. The Texture dictionary where the is stored (the *.ytd file). Name of the inside the Texture dictionary. Set the of the . Set the on screen where to draw the . Initializes a new instance of the class used for drawing in game textures on the screen. The Texture dictionary where the is stored (the *.ytd file). Name of the inside the Texture dictionary. Set the of the . Set the on screen where to draw the . Set the used to draw the . Initializes a new instance of the class used for drawing in game textures on the screen. The Texture dictionary where the is stored (the *.ytd file). Name of the inside the Texture dictionary. Set the of the . Set the on screen where to draw the . Set the used to draw the . Set the rotation to draw the sprite, measured in degrees, see also . Initializes a new instance of the class used for drawing in game textures on the screen. The Texture dictionary where the is stored (the *.ytd file). Name of the inside the Texture dictionary. Set the of the . Set the on screen where to draw the . Set the used to draw the . Set the rotation to draw the sprite, measured in degrees, see also . Position the based on its center instead of top left corner, see also . Gets or sets a value indicating whether this will be drawn. if enabled; otherwise, . Gets or sets the color of this . The color. Gets or sets the position of this . The position scaled on a 1280*720 pixel base. If ScaledDraw is called, the position will be scaled by the width returned in . Gets or sets the size to draw the The size on a 1280*720 pixel base If ScaledDraw is called, the size will be scaled by the width returned in . Gets or sets the rotation to draw thie . The rotation measured in degrees, clockwise increasing, 0.0 at vertical Gets or sets a value indicating whether this should be positioned based on its center or top left corner if centered; otherwise, . Draws this . Draws the at the specified offset. The offset. Draws this using the width returned in . Draws the at the specified offset using the width returned in . The offset. Initializes a new instance of the class used for drawing text on the screen. The to draw. Set the on screen where to draw the . Sets a used to increase of decrease the size of the , for no scaling use 1.0f. Initializes a new instance of the class used for drawing text on the screen. The to draw. Set the on screen where to draw the . Sets a used to increase of decrease the size of the , for no scaling use 1.0f. Set the used to draw the . Initializes a new instance of the class used for drawing text on the screen. The to draw. Set the on screen where to draw the . Sets a used to increase of decrease the size of the , for no scaling use 1.0f. Set the used to draw the . Sets the used when drawing the text. Initializes a new instance of the class used for drawing text on the screen. The to draw. Set the on screen where to draw the . Sets a used to increase of decrease the size of the , for no scaling use 1.0f. Set the used to draw the . Sets the used when drawing the text. Sets the used when drawing the text, , or . Initializes a new instance of the class used for drawing text on the screen. The to draw. Set the on screen where to draw the . Sets a used to increase of decrease the size of the , for no scaling use 1.0f. Set the used to draw the . Sets the used when drawing the text. Sets the used when drawing the text, , or . Sets whether or not to draw the with a effect. Sets whether or not to draw the with an around the letters. Initializes a new instance of the class used for drawing text on the screen. The to draw. Set the on screen where to draw the . Sets a used to increase of decrease the size of the , for no scaling use 1.0f. Set the used to draw the . Sets the used when drawing the text. Sets the used when drawing the text, , or . Sets whether or not to draw the with a effect. Sets whether or not to draw the with an around the letters. Sets how many horizontal pixel to draw before wrapping the on the next line down. Gets or sets a value indicating whether this will be drawn. if enabled; otherwise, . Gets or sets the color of this . The color. Gets or sets the position of this . The position scaled on a 1280*720 pixel base. If ScaledDraw is called, the position will be scaled by the width returned in . Gets or sets the scale of this . The scale usually a value between ~0.5 and 3.0, Default = 1.0 Gets or sets the font of this . The GTA Font use when drawing. Gets or sets the text to draw in this . The caption. Gets or sets the alignment of this . The alignment:Left, Center, Right Justify Gets or sets a value indicating whether this is drawn with a shadow effect. if shadow; otherwise, . Gets or sets a value indicating whether this is drawn with an outline. if outline; otherwise, . Gets or sets the maximum size of the before it wraps to a new line. The width of the . Gets or sets a value indicating whether the alignment of this is centered. See if centered; otherwise, . Measures how many pixels in the horizontal axis this will use when drawn against a 1280 pixel base Measures how many pixels in the horizontal axis this will use when drawn against a pixel base Measures how many pixels in the horizontal axis the string will use when drawn The string of text to measure. The of the textu to measure. Sets a sclae value for increasing or decreasing the size of the text, default value 1.0f - no scaling. The amount of pixels scaled on a 1280 pixel width base Measures how many pixels in the horizontal axis the string will use when drawn The string of text to measure. The of the textu to measure. Sets a sclae value for increasing or decreasing the size of the text, default value 1.0f - no scaling. The amount of pixels scaled by the pixel width base return in Draws the this frame. Draws the this frame at the specified offset. The offset to shift the draw position of this using a 1280*720 pixel base. Draws the this frame using the width returned in . Draws the this frame at the specified offset using the width returned in . The offset to shift the draw position of this using a *720 pixel base. Methods to manipulate audio. Plays music from the game's music files. The music file to play. Cancels playing a music file. The music file to stop. Plays a sound from the game's sound files at the specified . The entity to play the sound at. The sound file to play. The identifier of the active sound effect instance. Plays a sound from the game's sound files at the specified . The entity to play the sound at. The sound file to play. The name of the sound inside the file. The identifier of the active sound effect instance. Plays a sound from the game's sound files at the specified . The world coordinates to play the sound at. The sound file to play. The identifier of the active sound effect instance. Plays a sound from the game's sound files at the specified . The world coordinates to play the sound at. The sound file to play. The name of the sound inside the file. The identifier of the active sound effect instance. Plays a sound from the game's sound files without transformation. The sound file to play. The identifier of the active sound effect instance. Plays a sound from the game's sound files without transformation. The sound file to play. The name of the sound inside the file. The identifier of the active sound effect instance. Cancels playing the specified sound instance. The identifier of the active sound effect instance. Releases the specified sound instance. Call this for every sound effect started. The identifier of the active sound effect instance. Gets a boolean indicating whether the specified sound instance has completed playing. The identifier of the active sound effect instance. Sets an audio flag to modify subsequent sounds. An enumeration of all possible audio flags. Gets the memory address where the is stored in memory. Gets the type of this . Gets or sets the display type of this . Gets or sets the category type of this . Gets or sets the alpha of this on the map. The value is up to 255. Gets or sets the priority of this . Overlapping s with a higher priority cover those with a smaller one. The value is up to 255. Gets or sets this s label to the given number. returns -1 if the internal value of this property value is between 0x80 to 0xFF. Removes the number label from this . Gets or sets the color of this . Gets or sets the secondary color of this . Gets or sets the sprite of this . Get or sets the custom name of this . The custom name appears in the legends list on the map. Returns if the does not exist. Setting will clear this name. Get or sets this s display name hash. When is not set, the game will show the localized from the games language files with a specified GXT key hash. Setting will reset this value. Gets or sets the position of this . Gets or sets the rotation of this on the map as an . Use instead if you need to get or set the value precisely, since a rotation value of a are stored as a in v1.0.944.2 or later versions. The rotation as an . Gets or sets the rotation of this on the map as a . The value does not have any decimal places in v1.0.877.1 or earlier versions because the value is stored as in these versions. The rotation as a . Sets the scale of this on the map. Gets or sets the x-axis scale of this on the map. The value is the same as in v1.0.393.4 or earlier versions. Gets or sets the y-axis scale of this on the map. The value is the same as in v1.0.393.4 or earlier versions. Gets or sets the interval in ms between each blip flashing. The value is up to 65535. Gets or sets the flash time left in ms before this stops flashing. The max value is up to 65534. Set -1 to let the flash forever. returns -1 if the internal value of this property value is set to 65535, which indicates that the flash timer is explicitly not set. Gets the this is attached to. Gets or sets a value indicating whether the route to this should be shown on the map. to show the route; otherwise, . Gets or sets a value indicating whether this shows the dollar sign at the top left corner of the . to show the dollar sign; otherwise, . Gets or sets a value indicating whether this shows the heading indicator used for normal players in GTA: Online. to show the heading indicator; otherwise, . Gets or sets a value indicating whether this shows outline. The outline color can be changed by setting . to show outline; otherwise, . Gets or sets a value indicating whether this shows friend indicator, which highlights the by a right half cyan circle. The right half cyan circle indicator is used to indicate friends in GTA: Online. to show friend indicator; otherwise, . Gets or sets a value indicating whether this shows crew member indicator, which highlights the by a left half cyan circle. The right half cyan circle indicator is used to indicate crew members in GTA: Online. to show crew member indicator; otherwise, . Sets a value indicating whether this is friendly. if this is friendly; otherwise, . Gets or sets a value indicating whether this is flashing. if this is flashing; otherwise, . Gets a value indicating whether this is on minimap. if this is on minimap; otherwise, . Gets or sets a value indicating whether this is short range. if this is short range; otherwise, . Gets or sets a value indicating whether this is hidden on the map legend. if this is hidden on the map legend; otherwise, . Gets the appropriate name of this in the same way the game does. The same as if the custom string is set; otherwise, the localized from the games language files with the same GXT key hash as . Returns if the does not exist. Sets the name of this based on its current . Removes this . Determines if this exists. if this exists; otherwise, . Determines if an refers to the same blip as this . The to check. if the is the same blip as this ; otherwise, . Determines if two s refer to the same blip. The left . The right . if is the same blip as ; otherwise, . Determines if two s don't refer to the same blip. The left . The right . if is not the same blip as ; otherwise, . Converts a to a native input argument. Blips will show under the "Other Players" category listing in the map legend, regardless of name. Also shows distance in the map legend. When the game language is set to a non-CJK language, the blip name will show with . When the game language is set to a CJK language and the vanilla font files are used, the blip name will show with the default CJK font used for the current language. Blips will show under the "Property" category listing in the map legend, regardless of name. Blips will show under the "Owned Property" category listing in the map legend, regardless of name. 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 value on blip creation. Works in the same way as . 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 "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". Gets the memory address of this . Gets the memory address of the matrix for this . Gets or sets a value indicating whether this is currently being rendered. if this is active; otherwise, . Gets the matrix of this . Gets or sets the position of this . Gets or sets the rotation of this . The yaw, pitch and roll rotations measured in degrees. Gets or sets the direction this is pointing in. Gets the up vector of this . Gets the right vector of this . Gets the forward vector of this , see also . Gets the position in world coordinates of an offset relative to this The offset from this . Gets the relative offset of this from a world coordinates position The world coordinates. Gets or sets the far clip of this . Gets or sets the near clip of this . Gets or sets the field of view of this . Gets or sets the far depth of field of this . Sets the near depth of field for this . Sets the strength of the motion blur for this Sets the depth of field strength for this . Shakes this . Type of the shake to apply. The amplitude of the shaking. Stops shaking this . Gets a value indicating whether this is shaking. if this is shaking; otherwise, . Sets the shake amplitude for this . Points this at a specified . The to point at. The offset from the to point at. Points this at a specified . The to point at. The offset from the to point at Points this at a specified position. The position to point at. Stops this pointing at a specific target. Moves this to the position. Gets a value indicating whether this is interpolating. if this is interpolating; otherwise, . Attaches this to a specific . The to attach to. The offset from the to attach to. Attaches this to a specific . The to attach to. The offset from the to attach to. Detaches this from any or it may be attached to. Destroys this . Determines if this exists. if this exists; otherwise, . Determines if an refers to the same camera as this . The to check. if the is the same camera as this ; otherwise, . Determines if two s refer to the same camera. The left . The right . if is the same camera as ; otherwise, . Determines if two s don't refer to the same camera. The left . The right . if is not the same camera as ; otherwise, . Converts a to a native input argument. Gets the memory address of this . Gets or sets the position of this . Gets or sets the position where this points to. Gets or sets the icon drawn in this . Gets or sets a custom icon to be drawn in this . Gets or sets the radius of this . Gets or sets the color of this . Gets or sets the color of the icon in this . Gets or sets the radius of the cylinder in this . Gets or sets the near height of the cylinder of this . Gets or sets the far height of the cylinder of this . Removes this . Determines if this exists. if this exists; otherwise, . Determines if an refers to the same checkpoint as this . The to check. if the is the same checkpoint as this ; otherwise, . Determines if two s refer to the same checkpoint. The left . The right . if is the same checkpoint as ; otherwise, . Determines if two s don't refer to the same checkpoint. The left . The right . if is not the same checkpoint as ; otherwise, . Converts a to a native input argument. Initializes a new instance of the struct. The icon style. The icon number, if is allowed range is 0 - 99 otherwise allowed range is 0 - 9. Gets or sets the number to display inside the icon. If is , allowed range is 0 - 99; otherwise allowed range is 0 - 9. Gets or sets the icon style. Converts a to a native input argument. The game does not automatically delete entities when this value is set. The game does not automatically delete entities when this value is set. This value is set when parked vehicles are created. This value is set when scenario peds are created. This value is set when ambient entities are created or when SET_ENTITY_AS_NO_LONGER_NEEDED is called. The game does not automatically delete entities when this value is set. This value is set when entities are created via native functions or when SET_ENTITY_AS_MISSION_ENTITY is called. The game does not automatically delete entities when this value is set. The game does not automatically delete entities when this value is set. The default/invalid type. The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_NONE. The hash value for VEHICLE_TYPE_NONE is 0x2F2B9BC (hashed by Jenkins one-at-a-time hash but without lowercase conversion before hashing). The non-special automobile type, such as general cars, taxis, trucks, and tanks. The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_CAR. The internal class in memory is CAutomobile. The airplane type. The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_PLANE. The internal class in memory is CPlane, which is a subclass of CAutomobile. The trailer type. The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_TRAILER. The internal class in memory is CTrailer, which is a subclass of CAutomobile. The non-special quad bike type. Also includes tricycles, such as , , and . Amphibious quad bikes are not classified as this type but classified as . The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_QUADBIKE. The internal class in memory is CQuadBike, which is a subclass of CAutomobile. The submarine car type for the submarine cars, which can travel underwater like submarines. Amphibious automobiles are not classified as this type but classified as . Submarines are not classified as this type but classified as . The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_SUBMARINECAR. The internal class in memory is CSubmarineCar, which is a subclass of CAutomobile. The amphibious automobile type. Submarine cars are not classified as this type but classified as . The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_AMPHIBIOUS_AUTOMOBILE. The internal class in memory is CAmphibiousAutomobile, which is a subclass of CAutomobile. The amphibious quad bike type. The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_AMPHIBIOUS_QUADBIKE. The internal class in memory is CAmphibiousQuadBike, which is a subclass of CAmphibiousAutomobile. The helicopter type. is also classified as this type. The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_HELI. The internal class in memory is CHeli, which is a subclass of CAutomobile via CRotaryWingAircraft. The blimp type. The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_BLIMP. The internal class in memory is CBlimp, which is a subclass of CHeli. The autogyro type, which is not used in the stock game. The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_AUTOGYRO. The internal class in memory is CAutogyro. The motorcycle type. Tricycles are not classified as this type but classified as . The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_BIKE. The internal class in memory is CBike. The bicycle type. The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_BICYCLE. The internal class in memory is CBmx, which is a subclass of CBike. The boat type. The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_BOAT. The internal class in memory is CBoat. The train type. The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_TRAIN. The internal class in memory is CTrain. The submarine type. Submarine cars are not classified as this type but classified as . The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_TRAIN. The internal class in memory is CSubmarine Creates a new instance of an from the given handle. The entity handle. Returns a if this handle corresponds to a Ped. Returns a if this handle corresponds to a Vehicle. Returns a if this handle corresponds to a Prop. Returns if no exists this the specified Gets the memory address where the is stored in memory. Gets the type of the current . Gets or sets the population type of the current . This property can also be used to add or remove persistence. Gets a value indicating whether this is dead or does not exist. if this is dead or does not exist; otherwise, . Gets a value indicating whether this exists and is alive. if this exists and is alive; otherwise, . Gets the model of the current . Gets or sets how opaque this is. 0 for completely see through, 255 for fully opaque Resets the . Gets or sets the level of detail distance of this . Gets or sets a value indicating whether this is persistent. if this is persistent; otherwise, . If this is , setting to can clear ambient tasks and setting to will clear all tasks immediately. Use instead if you need to keep assigned tasks. Gets or sets a value indicating whether this is frozen. if this is position frozen; otherwise, . Gets a collection of the s in this . Gets or sets the health of this as an . Use instead if you need to get or set the value precisely, since a health value of a are stored as a . The health as an . Gets or sets the maximum health of this as an . Use instead if you need to get or set the value precisely, since a max health value of a are stored as a . The maximum health as a . Gets or sets the health of this as a . The health as a . Gets or sets the maximum health of this as a . The maximum health as a . Gets this s matrix which stores position and rotation information. Gets or sets the position of this . The position in world space. Sets the position of this without any offset. The position in world space. Gets or sets the rotation of this . The yaw, pitch, roll rotation values. Gets or sets the heading of this . The heading in degrees. Gets a value indicating how submersed this is, 1.0f means the whole entity is submerged. Gets how high above ground this is. Gets or sets the quaternion of this . Gets the vector that points above this . Gets the vector that points to the right of this . Gets the vector that points in front of this . Gets a position directly to the left of this . Gets a position directly to the right of this . Gets a position directly behind this . Gets a position directly in front of this . Gets a position directly above this . Gets a position directly below this . Gets the position in world coordinates of an offset relative this . The offset from this . Gets the relative offset of this from a world coordinates position. The world coordinates. Gets or sets this s speed. The speed in m/s. Sets the maximum speed this can move at. Gets or sets the velocity of this . Gets or sets the rotation velocity of this in local space. Gets or sets the rotation velocity of this in world space. Gets a collection of the s in this . Determines whether this has been damaged by a specified . The to check if this has been damaged by the specified ; otherwise, . Determines whether this has been damaged by a specific weapon]. The weapon to check. if this has been damaged by the specified weapon; otherwise, . Determines whether this has been damaged by any weapon. if this has been damaged by any weapon; otherwise, . Determines whether this has been damaged by any melee weapon. if this has been damaged by any melee weapon; otherwise, . Clears the last weapon damage this received. Gets or sets a value indicating whether this is fire proof. This does not catch fire naturally and s do not getting ragdolled for being burned when this property is set to . if this is fire proof; otherwise, . Gets or sets a value indicating whether this is melee proof. s are not susceptible to the reactions of melee attacks when this property is set to . if this is melee proof; otherwise, . Gets or sets a value indicating whether this is bullet proof. if this is bullet proof; otherwise, . Gets or sets a value indicating whether this is explosion proof. Explosions cannot add force to this and s do not getting ragdolled with explosions when this property is set to . if this is explosion proof; otherwise, . Gets or sets a value indicating whether this is collision proof. Setting this property to only does not prevent this from getting ragdolled when another collide with this . if this is collision proof; otherwise, . Gets or sets a value indicating whether this is water cannon proof. s does not get ragdolled by the water jet from fire hydrants when this property is set to . if this is water cannon proof; otherwise, . Gets or sets a value indicating whether this is steam proof. if this is steam proof; otherwise, . Gets or sets a value indicating whether this is smoke proof. if this is smoke proof; otherwise, . Gets or sets a value indicating whether this is invincible. Setting this property to does not prevent s from doing the reactions for getting hit with melee attacks. if this is invincible; otherwise, . Gets or sets a value indicating whether this can only be damaged by s. s are not susceptible to the reactions of melee attacks when this property is set to , unlike . if this can only be damaged by s; otherwise, . Gets or sets a value indicating whether this is visible. if this is visible; otherwise, . Gets a value indicating whether this is occluded. if this is occluded; otherwise, . Gets a value indicating whether this is rendered. if this is rendered; otherwise, . Gets a value indicating whether this is on fire. if this is on fire; otherwise, . Gets a value indicating whether this is on screen. if this is on screen; otherwise, . Gets a value indicating whether this is upright. if this is upright; otherwise, . Gets a value indicating whether this is upside down. if this is upside down; otherwise, . Gets a value indicating whether this is in the air. if this is in the air; otherwise, . Gets a value indicating whether this is in water. if this is in water; otherwise, . Gets or sets a value indicating whether this has gravity. if this has gravity; otherwise, . Stops all particle effects attached to this . Gets a value indicating whether this has collided with anything. if this has collided; otherwise, . must be for this to work. Gets the material this is pushing up against. A material hash if this has collision; otherwise, . This returns in some cases, although this enrity is internally considered touched with something. For example, this returns when this is a and this doesn't push none of the touching entities, including buildings. However, this returns when this touches any ragdolled peds. Note that when this is a this and only its wheels touches something, the game will consider the entity touching nothing and this returns . Gets or sets a value indicating whether this has collision. if this has collision; otherwise, . Gets or sets a value indicating whether this is recording collisions. Sets the collision between this and another The to set collision with if set to the 2 s wont collide with each other. Determines whether this is in a specified area The minimum bounds. The maximum bounds. if this is in the specified area; otherwise, . Determines whether this is in a specified angled area The origin. The edge. The angle. if this is in the specified angled area; otherwise, . Determines whether this is in range of a specified position The position. The maximum range. if this is in range of the ; otherwise, . Determines whether this is near a specified . The to check. The max displacement from the . if this is near the ; otherwise, . Determines whether this is touching an with the . The to check if this is touching a ; otherwise, . Determines whether this is touching the . The to check. if this is touching ; otherwise, . Creates a on this . Gets the attached to this . returns if no s are attached to this Gets an array of all s attached to this . Detaches this from any it may be attached to. Attaches this to a different The to attach this to. The position relative to the to attach this to. The rotation to apply to this relative to the Attaches this to a different The to attach this to. The position relative to the to attach this to. The rotation to apply to this relative to the Determines whether this is attached to any other . if this is attached to another ; otherwise, . Determines whether this is attached to the specified . The to check if this is attached to. if this is attached to ; otherwise, . Gets the this is attached to. returns if this isnt attached to any entity Applies a force to this . The direction to apply the force relative to world coordinates. The rotation force to apply Type of the force to apply. Applies a force to this . The direction to apply the force relative to this s rotation The rotation force to apply Type of the force to apply. Marks this as no longer needed to keep and lets the game delete it when its too far away. You can still manipulate this as long as the exists. Destroys this and sets to 0. If you need to remove this from collections that use for equality comparison (e.g. ), remove this element from these collections before calling this method. Determines if this exists. You should ensure s still exist before manipulating them or getting some values for them on every tick, since some native functions may crash the game if invalid entity handles are passed. if this exists; otherwise, . Determines if an refers to the same entity as this . The to check. if the is the same entity as this ; otherwise, . Determines if two s refer to the same entity. The left . The right . if is the same entity as ; otherwise, . Determines if two s don't refer to the same entity. The left . The right . if is not the same entity as ; otherwise, . Converts an to a native input argument. Gets the bone index of this . Gets the owner this bone belongs to. Determines if this is valid. Gets or sets the dynamic of this relative to the its part of. Gets the of this relative to the its part of. Gets or sets the current pose offset (dynamic position) of this relative to the its part of. Gets the position of this in world coordinates. Gets the position of this relative to the its part of. Gets the vector that points above this relative to the world. Gets the vector that points to the right of this relative to the world. Gets the vector that points in front of this relative to the world. Gets the vector that points above this relative to the its part of. Gets the vector that points to the right of this relative to the its part of. Gets the vector that points in front of this relative to the its part of. Gets the position in world coordinates of an offset relative this The offset from this . Gets the position relative to the of an offset relative this The offset from this . Gets the relative offset of this from a world coordinates position The world coordinates. Gets the relative offset of this from an offset from the The offset. Determines if an refers to the same bone as this . The to check. if the is the same bone as this ; otherwise, . Determines if two s refer to the same bone. The left . The right . if is the same bone as ; otherwise, . Determines if two s don't refer to the same bone. The left . The right . if is not the same bone as ; otherwise, . Determines if an refers to a specific bone. The to check. The ID to check against. if refers to the ; otherwise, . Determines if an doesn't refer to a specific bone. The to check. The ID to check against. if does not refer to the ; otherwise, . Converts an to a bone index. Converts an to a native input argument. Gets the at the specified bone index. The bone index. Gets the with the specified bone name. Name of the bone. Gets the number of bones that this has. Determines whether this has a bone with the specified bone name Name of the bone. if this has a bone with the specified bone name; otherwise, . Gets the core bone of this . Gets the victim . Gets the attacker . Can be null. Gets the game time when the took damage. Gets the weapon hash what the took damage with. Determines if has the same properties as this . The to check. true if the has the same properties as this ; otherwise, false. Determines if an is an and has the same properties as this . The to check. true if the is an and has the same properties as this ; otherwise, false. Determines if two s have the same properties. The left . The right . true if has the same properties as ; otherwise, false. Determines if two s do not have the same properties. The left . The right . true if does not have the same properties as ; otherwise, false. Gets the hash for this . Gets the native representation of this . Gets if this is valid. if this is valid; otherwise, . Gets a value indicating whether this is in the CD image. if this is in the CD image; otherwise, . Gets a value indicating whether this is loaded so it can be spawned. if this is loaded; otherwise, . Gets a value indicating whether the collision for this is loaded. if the collision is loaded; otherwise, . Gets a value indicating whether this is an amphibious car. if this is an amphibious car; otherwise, . Gets a value indicating whether this is an amphibious quad bike. if this is an amphibious quad bike; otherwise, . Gets a value indicating whether this is an amphibious vehicle. if this is an amphibious vehicle; otherwise, . Gets a value indicating whether this is a animal pedestrian. if this is a animal pedestrian; otherwise, . Gets a value indicating whether this is a bicycle. if this is a bicycle; otherwise, . Gets a value indicating whether this is a big vehicle whose vehicle flag has "FLAG_BIG". if this is a big vehicle; otherwise, . Gets a value indicating whether this is a bike (either a motorcycle or a bicycle). if this is a bike; otherwise, . Gets a value indicating whether this is a blimp. if this is a blimp; otherwise, . Gets a value indicating whether this is a boat. if this is a boat; otherwise, . Gets a value indicating whether this is an emergency vehicle. if this is an emergency vehicle; otherwise, . Gets a value indicating whether this is a car. if this is a car; otherwise, . Gets a value indicating whether this is a cargobob. if this is a cargobob; otherwise, . Gets a value indicating whether this is a donk car. if this is a donk car; otherwise, . Gets a value indicating whether this is an electric vehicle. if this is an electric vehicle; otherwise, . Gets a value indicating whether this is an emergency vehicle. if this is an emergency vehicle; otherwise, . Gets a value indicating whether this is a female pedestrian. if this is a female pedestrian; otherwise, . Gets a value indicating whether this is a gangster pedestrian. if this is a gangster pedestrian; otherwise, . Gets a value indicating whether this is a helicopter. if this is a helicopter; otherwise, . Gets a value indicating whether this is a human pedestrian. if this is a human pedestrian; otherwise, . Gets a value indicating whether this is a jet ski. if this is a jet ski; otherwise, . Gets a value indicating whether this is a law enforcement vehicle. if this is a law enforcement vehicle; otherwise, . Gets a value indicating whether this is a regular lowrider. if this is a regular lowrider; otherwise, . Gets a value indicating whether this is a male pedestrian. Without modding pedpersonality.ymt, returns if the is one of the animal hashes. if this is a male pedestrian; otherwise, . Gets a value indicating whether this is a motorcycle. if this is a motorcycle; otherwise, . Gets a value indicating whether this is an off-road vehicle. if this is an off-road vehicle; otherwise, . Gets a value indicating whether this is a pedestrian. if this is a pedestrian; otherwise, . Gets a value indicating whether this is a plane. if this is a plane; otherwise, . Gets a value indicating whether this is a prop. if this is a prop; otherwise, . Gets a value indicating whether this is a quad bike. if this is a quad bike; otherwise, . Gets a value indicating whether this is a submarine. if this is an submarine; otherwise, . Gets a value indicating whether this is a submarine car. if this is an submarine car; otherwise, . Gets a value indicating whether this is a tank. if this is a tank; otherwise, . Gets a value indicating whether this is a train. if this is a train; otherwise, . Gets a value indicating whether this is a trailer. if this is a trailer; otherwise, . Gets a value indicating whether this is a van. if this is a van; otherwise, . Gets a value indicating whether this is a vehicle. if this is a vehicle; otherwise, . Gets the dimensions of this . rearBottomLeft is the minimum dimensions, which contains the rear bottom left relative offset from the origin of the model, frontTopRight is the maximum dimensions, which contains the front top right relative offset from the origin of the model. Attempts to load this into memory. Attempts to load this into memory for a given period of time. The time (in milliseconds) before giving up trying to load this . if this is loaded; otherwise, . Attempts to load this 's collision into memory. Attempts to load this 's collision into memory for a given period of time. The time (in milliseconds) before giving up trying to load this . if this 's collision is loaded; otherwise, . Tells the game we have finished using this and it can be freed from memory. Spawn an identical clone of this . The direction the clone should be facing. Kills this immediately. Resurrects this from death. Determines if this exists. You should ensure s still exist before manipulating them or getting some values for them on every tick, since some native functions may crash the game if invalid entity handles are passed. if this exists; otherwise, Gets a value indicating whether this is human. if this is human; otherwise, . Opens a list of clothing and prop configurations that this can wear. Gets the gender of this . Gets or sets the how much sweat should be rendered on this . The sweat from 0 to 100, 0 being no sweat, 100 being saturated. Sets how high up on this s body water should be visible. The height ranges from 0.0f to 1.99f, 0.0f being no water visible, 1.99f being covered in water. Gets or sets how much armor this is wearing as an . if you need to get or set the value precisely, use instead. The armor as an . Gets or sets how much Armor this is wearing as a . The armor as a . Gets or sets how much money this is carrying. Gets or sets the maximum health of this as an . The maximum health as an . Sets a value indicating whether this is persistent. Unlike , calling this method does not affect assigned tasks. Gets a collection of the s in this . Sets whether permanent events are blocked for this . If permanent events are blocked, this will only do as it's told, and won't flee when shot at, etc. if permanent events are blocked; otherwise, . Opens a list of that this can carry out. Gets the stage of the this is currently executing. Enables this 's ragdoll by starting a ragdoll task and applying to this . If is not set to or , the ragdoll behavior for will be used. Opens a list of Helpers which can be applied to this . Gets or sets how accurate this s shooting ability is. The higher the value of this property is, the more likely it is that this will shoot at exactly where they are aiming at. The accuracy from 0 to 100, 0 being very inaccurate, which means this cannot shoot at exactly where they are aiming at, 100 being perfectly accurate. Sets the rate this will shoot at. The shoot rate from 0.0f to 1000.0f, 100.0f is the default value. Sets the pattern this uses to fire weapons. Gets a collection of all this s s. Gets the vehicle weapon this is using. The vehicle weapon, returns if this isnt using a vehicle weapon. Sets if this can switch between different weapons. Gets a value indicating whether this is jumping out of their vehicle. if this is jumping out of their vehicle; otherwise, . Gets the last this used. returns if the last vehicle doesn't exist. Gets the current this is using. returns if this isn't in a . Gets the this is trying to enter. returns if this isn't trying to enter a . Gets the this is in. The this is in if this is in a ; otherwise, . Sets the maximum driving speed this can drive at. Sets a value indicating whether this will stay in the vehicle when the driver gets jacked. if stays in vehicle when jacked; otherwise, . Gets a value indicating whether this is injured ( of the is lower than ) or does not exist. Can be called safely to check if s exist and are not injured without calling . this is injured or does not exist; otherwise, . Gets a value indicating whether this was killed by a stealth attack. if this was killed by stealth; otherwise, . Gets a value indicating whether this was killed by a takedown. if this was killed by a takedown; otherwise, . Gets or Sets whether this can suffer critical damage (which deals 1000 times base damages to non-player characters with default weapon configs) when bullets hit this 's head bone or its child bones. If this can't suffer critical damage, they will take base damage of weapons when bullets hit their head bone or its child bones, just like when bullets hit a bone other than their head bone, its child bones, or limb bones. if this can suffer critical damage; otherwise, . Sets whether this will drop the equipped weapon when they get killed. Note that s will drop only their equipped weapon when they get killed. if drops the equipped weapon when killed; otherwise, . Gets or sets the injury health threshold for this . The pedestrian is considered injured when its health drops below this value. The pedestrian dies on attacks when its health is below this value. The injury health threshold. Should be below . Note on player controlled pedestrians: One of the game scripts will consider the player wasted when their health drops below this setting value. Gets or sets the fatal injury health threshold for this . The pedestrian health will be set to 0.0 when it drops below this value. The fatal injury health threshold. Should be below . Note on player controlled pedestrians: One of the game scripts will consider the player wasted when their health drops below , regardless of this setting. Gets if this is in a . Gets the PedGroup this is in. Sets the voice to use when this speaks. Sets the animation dictionary or set this should use or to clear it. Gets an array of all loaded s that is appropriate to spawn as ambient vehicles. The result array can contains animal hashes, which CREATE_RANDOM_PED excludes to spawn. All the model hashes of the elements are loaded and the s with the model hashes can be spawned immediately. Gets the with the specified . The bone Id. Gets the at the specified bone index. The bone index. Gets the with the specified bone name. Name of the bone. Gets the core bone of this . Gets the last damaged bone for this . Clears the last damage a bone on this received. Removes this . Determines if this exists. if this exists; otherwise, . Determines if an refers to the same group as this . The to check. if the is the same group as this ; otherwise, . Determines if two s refer to the same group. The left . The right . if is the same group as ; otherwise, . Determines if two s don't refer to the same group. The left . The right . if is not the same group as ; otherwise, . Converts a to a native input argument. s will fall with their muscle relax, just like when s' healths are set to zero and get killed by setting the healths. You can control s' ragdoll behaviors by additional configrations. Consider using the class for advanced and easier ragdoll configrations. s will try to balance. Gets the hash for this . Gets the native representation of this . Gets the this belongs to. Can be . Gets the this was fired with. Explodes this . Note that calling this method does not necessarily delete this due to the weapon configuration. Determines if this exists. You should ensure s still exist before manipulating them or getting some values for them on every tick, since some native functions may crash the game if invalid entity handles are passed. if this exists; otherwise, . Gets the memory address where the is stored in memory. Returns true if this is valid. if this is valid; otherwise, . Gets or sets the bias between front and rear for the anti-roll bar. The anti roll bar bias front. 0.0f is fully front, 1.0f is fully rear. Gets or sets the spring constant that is transmitted to the opposite wheel when under compression. Larger numbers result in a larger force being applied. The anti roll bar force. Gets or sets the clutch speed multiplier on down shifts. The clutch speed multiplier on down shifts. Gets or sets the clutch speed multiplier on up shifts. The clutch speed multiplier on up shifts. Gets or sets the drive inertia that determines how fast the engine acceleration is. The drive inertia. If you want a vehicle with high torque but slow acceleration (e.g. a truck), lower the driver inertia and specify a high drive force. Gets or sets the power engine produces in top gear. The power engine that produces in top gear. Gets or sets the number of gears (excluding reverse). The number of gears (excluding reverse). Gets or sets the weight. The weight in Kilograms. Gets or sets the amount of oil. The amount of oil. Gets or sets the percentage of the "floating height" after it falls into the water, before sinking. The percentage between 0 and 1. The default value for vanilla land vehicles is 0.85. The value will stop sinking the vehicle to float for a moment before sinking. An invalid number will cause the vehicle to sink without the driver drowning. Gets or sets the amount of petrol that will leak after damaging a vehicle's tank. The amount of petrol. Gets or sets a value that multiplies the game's calculation of the angle of the steer wheel will turn while at full turn. Steering lock is directly related to over/under-steer. The value that multiplies the game's calculation of the angle of the steer wheel, between 0.01 and above. Gets or sets the damping scale bias between front and rear wheels. This value determines which suspension is stronger, front or rear. The suspension bias front. if more wheels at back (e.g. trucks), front suspension should be stronger. Gets or sets the suspension force. Lower limit for zero force at full extension is calculated using (1.0f / (force * number of wheels)). The suspension force. Gets or sets how far the wheels can move down from their original position. The suspension lower limit. Gets or sets the adjustment from artist positioning. The suspension raise. Gets or sets how far the wheels can move up from their original position. The suspension upper limit. Gets or sets the value that determines the distribution of traction from front to rear. The value that determines distribution of traction from front to rear. Gets or sets how much traction is affected by material grip differences from 1.0f. The traction loss multiplier. Gets or sets the maximum distance for traction spring. The traction loss multiplier. Repair all damage to this instantaneously. Explode this instantaneously. Determines if this exists. You should ensure s still exist before manipulating them or getting some values for them on every tick, since some native functions may crash the game if invalid entity handles are passed. if this exists; otherwise, Gets a value indicating whether this is a regular automobile. Gets a value indicating whether this is an amphibious automobile. Gets a value indicating whether this is a submarine car. Gets a value indicating whether this is an automobile. Gets a value indicating whether this is a regular quad bike. Gets a value indicating whether this is an amphibious quad bike. Gets a value indicating whether this is a quad bike. Gets a value indicating whether this is an amphibious vehicle. Gets a value indicating whether this is a trailer. Gets a value indicating whether this is a plane. Gets a value indicating whether this is a helicopter. Gets a value indicating whether this is a helicopter. Gets a value indicating whether this is an aircraft. Gets a value indicating whether this is a motorcycle. Gets a value indicating whether this is a bicycle. Gets a value indicating whether this is a bike. Gets a value indicating whether this is a boat. Gets a value indicating whether this is a train. Gets a value indicating whether this is a submarine. Gets or sets a value indicating whether this can pretend it has the same s. Set to to prevent this from creating new s as its occupants. s do not pretend occupants regardless of this value if is set to or . Gets or sets a value indicating whether this was stolen. Gets or sets a value indicating whether this is wanted by the police. if this is wanted by the police; otherwise, . Gets or sets a value indicating whether this needs to be hotwired to start. if this needs to be hotwired to start; otherwise, . Gets or sets a value indicating whether this was previously owned by a . if this was previously owned by a ; otherwise, . Gets a value indicating whether this allows s to rappel. if this allows s to rappel; otherwise, . Gets a value indicating whether s can stand on this regardless of s speed. if s can stand on this regardless of s speed; otherwise, . Gets a value indicating whether this can jump. if this can jump; otherwise, . Gets the display name of this . Use to get the localized name. Gets the localized name of this Gets the display name of this s . Use to get the localized class name. Gets the localized name of this s . Gets the class of this . Gets the type of this . Gets or sets this s body health. Gets or sets this engine health. Gets or sets this petrol tank health. Gets or sets the engine health for this heli. Gets or sets the main rotor health for this heli. Gets or sets the tail rotor health for this heli. Turns this s radio on or off Sets this s radio station. Gets or sets a value indicating whether this s engine is running. if this s engine is running; otherwise, . Gets or sets a value indicating whether this s engine is currently starting. if this s engine is starting; otherwise, . Gets the engine temperature of this . Gets or sets this oil level. If this value is above zero, this value decreases instead of when the engine emits black smoke. Gets the oil volume of this . Gets or sets this fuel level. Gets the petrol tank volume of this . Gets or sets the gears value of this . Gets or sets the next gear value of this . Gets or sets the current gear this is using. Gets or sets the current turbo value of this . Gets or sets the current clutch of this . Gets or sets the current throttle of this . Gets or sets the current brake power of this . Gets or sets the current throttle power of this . Gets the maximum brake power of this . Gets the maximum traction of this . Gets the speed the drive wheels are turning at, This is the value used for the dashboard speedometers(after being converted to mph). Sets this s forward speed. The forward speed in m/s. Gets or sets the blades speed for this heli. Gets or sets the current RPM of this . The current RPM between 0.0f and 1.0f. Gets the acceleration of this . Gets or sets the steering angle of this . The steering angle in degrees. Gets or sets the steering scale of this . Sets a value indicating whether this has an alarm set. if this has an alarm set; otherwise, . Gets a value indicating whether this is sounding its alarm. if this is sounding its alarm; otherwise, . Gets or sets time left before this alarm stops. If greater than zero, the vehicle alarm will be sounding. the value is up to 65534. The time left before this alarm stops. Starts sounding the alarm on this . Gets a value indicating whether this has a siren. if this has a siren; otherwise, . Gets or sets a value indicating whether this has its siren turned on. if this has its siren turned on; otherwise, . Sets a value indicating whether the siren on this plays sounds. if the siren on this plays sounds; otherwise, . Sounds the horn on this . The duration in milliseconds to sound the horn for. Gets or sets a value indicating whether this has its lights on. if this has its lights on; otherwise, . Gets or sets a value indicating whether this has its high beams on. if this has its high beams on; otherwise, . Gets or sets a value indicating whether this has its interior lights on. if this has its interior lights on; otherwise, . Gets or sets a value indicating whether this has its search light on. if this has its search light on; otherwise, . Gets or sets a value indicating whether this has its taxi light on. if this has its taxi light on; otherwise, . Gets or sets a value indicating whether this has its left indicator light on. if this has its left indicator light on; otherwise, . Gets or sets a value indicating whether this has its right indicator light on. if this has its right indicator light on; otherwise, . Gets or sets a value indicating whether this has its brake light on. if this has its brake light on; otherwise, . Gets or sets a value indicating whether this is considered destroyed. Will be set to when s are exploded or sinking for a short time. will return and will return if this value is set to . Does not affect if this will rendered scorched. Many features of will be disabled when this value is set to . For example, s cannot enter s considered destroyed or start the engines of them. s cannot use weapons of them. The player cannot unflip s considered destroyed. Gets or sets a value indicating whether this drops money when destroyed. Only works when the vehicle model is a car, quad bikes or trikes (strictly when the internal vehicle class is CAutomobile or derived class from CAutomobile). if this drops money when destroyed; otherwise, . Sets a value indicating whether the Handbrake on this is forced on. if the Handbrake on this is forced on; otherwise, . Gets or sets a value indicating whether peds can use this for cover. if peds can use this for cover; otherwise, . Gets a value indicating whether this has forks. if this has forks; otherwise, . Gets an array of all loaded s that is appropriate to spawn as ambient vehicles. All the model hashes of the elements are loaded and the s with the model hashes can be spawned immediately. The cannot be entered regardless of whether the door is open or closed, or missing entirely. Warping into the is the only way to make s get in on a seat. Players cannot enter the regardless of whether the door is open or closed, or missing entirely. Warping into the is the only way to make s get in on a seat. Doesn't allow players to exit the with the exit vehicle key or button. The is locked and must be broken into even if already broken into (the same as ). For players, the cannot open any door if it has a driver. For AI, entering vehicle tasks will not start if the target 's lock status is set to this value and the has a driver. When a is about to open the 's door or the 's driver instance is changed, the lock status will be set to . AI s can still get the driver out of the to kill the driver, while players cannot do that even if given a task. Can be broken into the car. When a breaks the window of the door the is entering through, the value will be set to . If the glass is broken when a is about to open the 's door, the value immediately will be set to . The is locked and must be broken into. Even if the door the is entering through has its window broken, s will always have to try to break it and enter the consecutively. s can only get in on the driver's seat normally only when the does not have a driver. Warping into the is the only way to make s get in on any other seat. s cannot get any other s out of the to kill them. Changing the 's lock status to this value does not immediately block s' entering vehicle tasks. Players cannot attempt to enter the with the enter vehicle key or button. The is locked and must be broken into even if already broken into (the same as ). Doesn't allow players to exit the with the exit vehicle key or button. Gets the this belongs to. Gets the index for native functions. Obsoleted in v3 API because there is no legiminate ways to get value from or modify any of the 4 wheels wheel_lm2, wheel_rm2, wheel_lm3, or wheel_lm3 in native functions. Gets the bone id this . Gets the memory address where this is stored in memory. Gets the last contact position. Gets or sets the limit multiplier that affects how much this can turn. Gets or sets the temperature of . This value rises when is drifting, braking, or in burnout. If this value is kept at 59f when is on burnout for a short time, the tire will burst. Gets a value indicating whether this is touching any surface. Gets or sets a value indicating whether this 's tire is on fire. Gets or sets a value indicating whether this is a steering wheel. Gets or sets a value indicating whether this is a driving wheel. Sets a value indicating whether this is punctured. Sets a value indicating whether this is bursted. Gets or sets the wheel health. Gets or sets the tire health. If is set to exactly 0f, the value will default to 350f if the value is positive and less than 1000f. Gets or sets the value indicating how fast the tires will wear out. The higher this value is, the greater downforce will be created. Only supported in v1.0.1868.0 and later versions. Will throw if the setter is called in earlier versions (the getter always returns in earlier versions). Fixes this 's tire. Fixes this 's tire. If set to , bursted tires will appear again just like SET_VEHICLE_TYRE_FIXED does. Punctures this 's tire. How much damage this will take. Bursts this 's tire completely. Gets the by index. The index of the wheel collection. The order is the same as how the wheel array of the owner is aligned. Gets the this belongs to. Gets the number of this has. 0 will be returned if the owner vehicle does not exist. Gets an array of all s this has. Gets the that you are controlling. Gets the blip of the that you are controlling. Gets the north blip, which is shown on the radar. Gets the current game language. Gets the version of the game. Gets the measurement system the game uses to display. Gets how many milliseconds the game has been open in this session Gets or Sets the time scale of the game. The time scale, only accepts values in range 0.0f to 1.0f. Gets the total number of frames that have been rendered in this session. Gets the current frame rate in frames per second. Gets the time in seconds it took for the last frame to render. Gets or sets the maximum wanted level a can receive. The maximum wanted level, only accepts values 0 to 5. Gets or sets the current radio station. Gets or sets a value indicating whether to render the world with a night vision filter. Gets or sets a value indicating whether to render the world with a thermal vision filter. Gets or sets a value informing the engine if a mission is in progress. Gets or sets a value informing the engine if a random event is in progress. Gets a value indicating whether the cutscene is active. Gets a value indicating whether there is a waypoint set on the map. Performs an automatic game save. Shows the save menu enabling the user to perform a manual game save. Gets or sets a value indicating whether the pause menu is active. Pause/resume the game. True/false for pause/resume. Gets a value indicating whether there is a loading screen being displayed. Creates an input box for the user to input text using the keyboard. The default text. The of what the user entered or if the user canceled. Creates an input box for the user to input text using the keyboard. The title of the input box window. The maximum length of text input allowed. The default text. The of what the user entered or if the user canceled. Gets whether a cheat code was entered into the cheat text box. The name of the cheat to check. if the cheat was just entered; otherwise, Gets whether a specific sequence of s has been pressed. The sequence of s in the order the user should enter them in-game. if the combination was just entered; otherwise, There must be between 6 and 29 inclusive s otherwise an is thrown. It only works for GamePad inputs. The in-game cheat combinations use the same system. Gets whether the last input was made with a GamePad or keyboard and mouse. Gets the current targeting mode of the local player. Gets a value indicating whether the controller vibration is enabled. Gets an analog value of a input. The to check. The value. Gets an analog value of a input between -1.0f and 1.0f. The to check. The normalized value. Gets an analog value of a disabled input between -1.0f and 1.0f. The to check. The normalized value. Override a by giving it a user-defined value this frame. The to check. the value to set the control to. Gets whether the specified key is currently held down. The key to check. Gets whether a is currently pressed. The to check. if the is pressed; otherwise, Gets whether a was just pressed this frame The to check. if the was just pressed this frame; otherwise, Gets whether a was just released this frame The to check. if the was just released this frame; otherwise, Gets whether a is enabled and currently pressed. The to check. if the is pressed; otherwise, Gets whether a is enabled and was just pressed this frame. The to check. if the was just pressed this frame; otherwise, Gets whether a is enabled and was just released this frame. The to check. if the was just released this frame; otherwise, Gets whether a is enabled or disabled this frame. The to check. if the is Enabled; otherwise, Makes the engine respond to the given this frame. The to enable.. Makes the engine ignore input from the given this frame. The . Enables all s this frame. Disables all s this frame. Calculates a Jenkins One At A Time hash from the given which can then be used by any native function that takes a hash. Can be called in any thread. The input to hash. The Jenkins hash of the input . Returns a localized from the games language files with a specified GXT key. The GXT key. The localized if the key exists; otherwise, Returns a localized from the games language files with a specified GXT key hash. The GXT key hash. The localized if the key hash exists; otherwise, Gets an value associated with the specified index of the profile setting. The index of the profile setting values. The integer value associated with the specified index of the profile setting. Searches the address space of the current process for a memory pattern. The pattern. The address of a region matching the pattern, or if none was found. This function takes the Cheat Engine/IDA format ("48 8B 0D ?? ?? ? ? 44 8B C6 8B D5 8B D8" for example, where ?? and ? are wildcards). Searches the address space of the current process for a memory pattern. The pattern. The pattern mask. The address of a region matching the pattern, or if none was found. This function takes the classic format ("\x48\x8B\x0D\x00\x00\x00\x00\x44\x8B\xC6\x8B\xD5\x8B\xD8" as the pattern and "xxx????xxxxxxx" as the mask for example, where \x00 in the pattern and ? In the mask is a wildcard). Gets the memory address of the . Gets the matrix of the . Gets the position of the . Gets the rotation of the . The yaw, pitch and roll rotations measured in degrees. Gets the direction the is pointing in. Gets the up vector of the . Gets the right vector of the . Gets the forward vector of the , see also . Gets the position in world coordinates of an offset relative to the . The offset from the . Gets the relative offset of the from a world coordinates position. The world coordinates. Clamps the yaw of the . The minimum yaw value. The maximum yaw value. Clamps the pitch of the . The minimum pitch value. The maximum pitch value. Gets or sets the relative pitch of the . Gets or sets the relative heading of the . Gets the zoom of the . Gets the field of view of the . Gets a value indicating whether the is rendering. if the is rendering; otherwise, . Gets a value indicating whether the aiming camera is rendering. if the aiming camera is rendering; otherwise, . Gets a value indicating whether the first person aiming camera is rendering. if the aiming camera is rendering; otherwise, . Gets a value indicating whether the is looking behind. if the is looking behind; otherwise, . Shakes the . Type of the shake to apply. The amplitude of the shaking. Stops shaking the . Gets a value indicating whether the is shaking. if the is shaking; otherwise, . Sets the shake amplitude for the . 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 Gets the memory address where this is located in game memory. Gets the this is attached to or if there is none. Gets the that this is attached to or if there is none. Gets the name of the asset used for this . Gets the name of the effect used for this . Gets or sets the offset. If this is attached to an , this refers to the offset from the ; otherwise, this refers to its position in World coordinates Sets the rotation of this Gets or sets the of this . Gets or sets the size scaling factor of this . The scale, default = 1.0f; To Decrease the size use a value less than 1.0f; To Increase the size use a value greater than 1.0f; Gets or sets the range of this . Modifys parameters of this . Name of the parameter you want to modify, these are stored inside the effect files. The new value for the parameter. Stops and removes this . Determines if this exists. if this exists; otherwise, . Determines if an refers to the same effect as this . The to check. if the is the same effect as this ; otherwise, . Determines if two s refer to the same effect. The left . The right . if is the same effect as ; otherwise, . Determines if two s don't refer to the same effect. The left . The right . if is not the same effect as ; otherwise, . Converts a to a native input argument. Creates a class used for loading s than can be used to start s from inside the Asset The name of the asset file which contains all the s you are wanting to start The files have the extension *.ypt in OpenIV, use the file name withouth the extension for the Gets a value indicating whether this is Loaded Use or to load the asset Gets the name of the this file. Sets the for all NonLooped Particle Effects Make this the current particle asset. Attempts to load this into memory so it can be used for starting s. Attempts to load this into memory so it can be used for starting s. How long in milliseconds should the game wait while the model hasn't been loaded before giving up if the is Loaded; otherwise, Tells the game we have finished using this and it can be freed from memory. Converts a to a native input argument. The position of this . Gets if this has been collected. Determines if the object of this exists. Destroys this . Determines if this exists. if this exists; otherwise, . Determines if an refers to the same pickup as this . The to check. if the is the same pickup as this ; otherwise, . Determines if two s refer to the same pickup. The left . The right . if is the same pickup as ; otherwise, . Determines if two s don't refer to the same pickup. The left . The right . if is not the same pickup as ; otherwise, . Converts a to a native input argument. Gets the this is controlling. Gets the Social Club name of this . Gets or sets how much money this has. Only works if current player is , or Gets or sets the wanted level for this . Gets or sets the wanted center position for this . The place in world coordinates where the police think this is. Gets or sets the maximum amount of armor this can carry. Gets or sets the primary parachute tint for this . Gets or sets the reserve parachute tint for this . Sets a value indicating whether this can leave a parachute smoke trail. if this can leave a parachute smoke trail; otherwise, . Gets or sets the color of the parachute smoke trail for this . The color of the parachute smoke trail for this . Gets a value indicating whether this is dead. if this is dead; otherwise, . Gets a value indicating whether this is alive. if this is alive; otherwise, . Gets a value indicating whether this is aiming. if this is aiming; otherwise, . Gets a value indicating whether this is climbing. if this is climbing; otherwise, . Gets a value indicating whether this is riding a train. if this is riding a train; otherwise, . Gets a value indicating whether this is pressing a horn. if this is pressing a horn; otherwise, . Gets a value indicating whether this is playing. if this is playing; otherwise, . Gets or sets a value indicating whether this is invincible. if this is invincible; otherwise, . Sets a value indicating whether this is ignored by the police. if this is ignored by the police; otherwise, . Sets a value indicating whether this is ignored by everyone. if this is ignored by everyone; otherwise, . Sets a value indicating whether cops will be dispatched for this if cops will be dispatched; otherwise, . Sets a value indicating whether this can use cover. if this can use cover; otherwise, . Gets a value indicating whether this can start a mission. if this can start a mission; otherwise, . Sets a value indicating whether this can control ragdoll. if this can control ragdoll; otherwise, . Gets or sets a value indicating whether this can control its . if this can control its ; otherwise, . Attempts to change the of this . The to change this to. if the change was successful; otherwise, . Gets how long this can remain sprinting for. Gets how much sprint stamina this currently has. Gets how long this can stay underwater before they start losing health. Gets a value indicating whether this is using their special ability. if this is using their special ability; otherwise, . Gets or sets a value indicating whether this can use their special ability. if this can use their special ability; otherwise, . Charges the special ability for this . The absolute amount. Charges the special ability for this . The amount between 0.0f and 1.0f Refills the special ability for this . Depletes the special ability for this . Gets the last this used. returns if the last vehicle doesn't exist. Determines whether this is targeting the specified . The to check. if this is targeting the specified ; otherwise, . Gets a value indicating whether this is targeting anything. if this is targeting anything; otherwise, . Gets the this is free aiming. The if this is free aiming any ; otherwise, Gets the this is locking on when they are aiming with a firearm using a controller or they are locking on unarmed or with a melee weapon. The if this is automatically locking on any ; otherwise, Sets a value indicating whether the player is forced to aim. to make the player always be aiming; otherwise, . Prevents this firing this frame. Sets the run speed multiplier for this this frame. The factor - min: 0.0f, default: 1.0f, max: 1.499f. Sets the swim speed multiplier for this this frame. The factor - min: 0.0f, default: 1.0f, max: 1.499f. Makes this shoot fire bullets this frame. Makes this shoot explosive bullets this frame. Makes this have an explosive melee attack this frame. Lets this jump really high this frame. Blocks this from entering any this frame. Only lets this enter a specific this frame. The this is allowed to enter. Determines if an refers to the same player as this . The to check. if the is the same player as this ; otherwise, . Determines if two s refer to the same player. The left . The right . if is the same player as ; otherwise, . Determines if two s don't refer to the same player. The left . The right . if is not the same player as ; otherwise, . Converts a to a native input argument. An object with position and rotation information. An object that can exist in the world. An object that can be deleted from the world. An object that resides in one of the available object pools. The handle of the object. The handle of the object translated to a native value. Gets all the at the moment. The return array can contain up to 3 s. Gets the result code. Gets a value indicating whether this ray cast collided with anything. Gets the this ray cast collided with. Returns if the ray cast didn't collide with any . Gets the world coordinates where this ray cast collided. Returns if the ray cast didn't collide with anything. Gets the normal of the surface where this ray cast collided. Returns if the ray cast didn't collide with anything. Gets a hash indicating the material type of what this ray cast collided with. Returns if the ray cast didn't collide with anything. Gets the number of vertices of this . Gets or sets the length of this . Activates physics interactions for this . Attaches a single to this . The entity to attach. Attaches a single to this at the specified . The entity to attach. The position in world coordinates to attach to. Detaches a single from this . The entity to detach. Connects two s with this . The first entity to attach. The second entity to attach. The rope length. Connects two s with this at the specified positions. The first entity to attach. The second entity to attach. The position in world coordinates to attach the first entity to. The position in world coordinates to attach the second entity to. The rope length. Pin a vertex of this to a . The index of the vertex. The position in world coordinates to pin to. Unpin a vertex of this . The index of the vertex. Gets the world coordinates of a single vertex of this . The index of the vertex. The position of the vertex in world coordinates. Destroys this . Determines if this exists. if this exists; otherwise, . Determines if an refers to the same rope as this . The to check. if the is the same rope as this ; otherwise, . Determines if two s refer to the same rope. The left . The right . if is the same rope as ; otherwise, . Determines if two s don't refer to the same rope. The left . The right . if is not the same rope as ; otherwise, . Converts a to a native input argument. A class which handles rendering of Scaleform elements. A base class for all user scripts to inherit. Only scripts that inherit directly from this class and have a default (parameterless) public constructor will be detected and started. An event that is raised every tick of the script. Put code that needs to be looped each frame in here. An event that is raised when this gets aborted for any reason. This should be used for cleaning up anything created during this . An event that is raised when a key is lifted. The contains the key that was lifted. An event that is raised when a key is first pressed. The contains the key that was pressed. Gets the name of this . Gets the filename of this . Gets the Directory where this is stored. Checks if this is paused. Checks if this is running. Checks if this is executing. Gets an INI file associated with this . The File will be in the same location as this but with an extension of ".ini". Use this to save and load settings for this . Gets or sets the interval in ms between for this . Default value is 0 meaning the event will execute once each frame. Returns a string that represents this . Gets the full file path for a file relative to this . e.g: GetRelativeFilePath("ScriptFiles\texture1.png") may return "C:\Program Files\Rockstar Games\Grand Theft Auto V\scripts\ScriptFiles\texture1.png". The file path relative to the location of this . Aborts execution of this . Pause execution of this . Starts execution of this after it has been Paused. Pauses execution of the for a specific amount of time. Must be called inside the main script loop (the event or any sub methods called from it). The time in milliseconds to pause for. Yields the execution of the script for 1 frame. Spawns a new instance of the specified type. Loads a from the specified file. The filename to load the settings from. Saves this to file. if the file saved successfully; otherwise, Reads a value from this . The section where the value is. The name of the key the value is saved at. The fall-back value if the key doesn't exist or casting to type fails. The value at in . Sets a value in this . The section where the value is. The name of the key the value is saved at. The value to set the key to. Reads all the values at a specified key and section from this . The section where the value is. The name of the key the values are saved at. Used for . Used for . Gets the hash for this . Gets the native representation of this . Gets a value indicating whether this is valid as a weapon or a ammo hash. Gets a value indicating whether this is valid as a weapon hash. Gets a value indicating whether this is loaded so it can be spawned. Attempts to load this into memory. Attempts to load this into memory for a given period of time. The time (in milliseconds) before giving up trying to load this . if this is loaded; otherwise, . Tells the game we have finished using this and it can be freed from memory. Gets the number of compatible components. Gets the clip component at the index. The index of the clip component subset of all the weapon component array. A instance if the at the of the clip component subset is found; otherwise, the instance representing the invalid component. Gets the number of compatible clip components. Gets the scope component at the index. The index of the scope component subset of all the weapon component array. A instance if the at the of the scope component subset is found; otherwise, the instance representing the invalid component. Gets the number of compatible scope components. Gets the barrel component at the index. The index of the barrel component subset of all the weapon component array. A instance if the at the of the barrel component subset is found; otherwise, the instance representing the invalid component. Gets the number of compatible barrel components. Gets the suppressor or muzzle brake component at the index. The index of the subset of the suppressor and muzzle brake components of all the weapon component array. A instance if the at the of the subset of the suppressor and muzzle brake components is found; otherwise, the instance representing the invalid component. Gets the number of compatible suppressor and muzzle brake components. Gets the component for at the index. The index of the components for subset of all the weapon component array. A instance if the at the of the components for is found; otherwise, the instance representing the invalid component. Gets the number of compatible components for . Gets the suppressor component. The instance if the suppressor component is found; otherwise, the instance representing the invalid component. Gets the flashlight component. The instance if the flashlight component is found; otherwise, the instance representing the invalid component. Gets the first component of all the components for . Despite the method name, return value is not guaranteed to a instance that represents the luxury finish component. The instance if the first component of all the components for is found; otherwise, the instance representing the invalid component. Gets all the compatible weapon component hashes for the speficied weapon hash. The weapon hash. "Enter your Eyefind message (MAX 500 characters)" "Message too long. Try again (MAX 500 characters)" "Forbidden message. Try again (MAX 500 characters)" "Enter your Eyefind subject (MAX 60 characters)" "Subject too long. Try again (MAX 60 characters)" "Enter Synopsis (MAX 125 characters)" "Enter Custom Team Name (MAX 15 characters)" "Forbidden Text. Try again (MAX 15 characters)" "Custom Team Name" "Enter Message (MAX 60 characters)" "Forbidden Text. Try again (MAX 60 characters)" "Invalid Message. Try again (MAX 20 characters)" "Enter Message (MAX 20 characters)" "Enter Outfit Name (MAX 15 characters)" "Invalid Outfit Name. Try again (MAX 15 characters)" "Outfit Name" "Enter your Challenge name (MAX 30 characters)" Gets or sets a value indicating whether the in-game clock is paused. Pauses or resumes the in-game clock. Pauses the game clock if set to ; otherwise, resumes the game clock. Gets or sets the current date and time in the GTA World. The current date and time. Gets or sets the current time of day in the GTA World. The current time of day Gets or sets how many milliseconds in the real world one game minute takes. The milliseconds one game minute takes in the real world. Sets a value indicating whether lights in the should be rendered. if blackout; otherwise, . Gets or sets the weather. The weather. Gets or sets the next weather. The next weather. Transitions to weather. The weather. The duration. Sets the gravity level for all objects. The gravity level: 9.8f - Default gravity. 2.4f - Moon gravity. 0.1f - Very low gravity. 0.0f - No gravity. Gets the waypoint blip. The coordinates of the Waypoint Returns if a waypoint hasn't been set Removes the waypoint. Gets or sets the waypoint position. The coordinates of the Waypoint Returns an empty if a waypoint hasn't been set If the game engine cant extract height information the Z component will be 0.0f Gets an array of all the s on the map with a given . The blip types to include, leave blank to get all s. Gets an array of all s in a given region in the World. The position to check the against. The maximum distance from the to detect s. The blip types to include, leave blank to get all s. Creates a at the given position on the map. The position of the blip on the map. Creates a for a circular area at the given position on the map. The position of the blip on the map. The radius of the area on the map. A fast way to get the total number of s spawned in the world. A fast way to get the total number of s spawned in the world. A fast way to get the total number of s spawned in the world. A fast way to get the total number of s in the world associated with a . A fast way to get the total number of s spawned in the world. The total number of s that can exist in the world. The game will crash when the number of is the same as this limit and the game tries to create a . The total number of s that can exist in the world. The game will crash when the number of is the same as this limit and the game tries to create a . The total number of s that can exist in the world. The game will crash when the number of is the same as this limit and the game tries to create a . The total number of s in the world associated with a that can exist in the world. The total number of s that can exist in the world. Always returns 50 currently since the limit is hard-coded in the exe. Gets the closest to a given position in the World. The position to find the nearest . The maximum distance from the to detect s. The of s to get, leave blank for all s. Returns if no was in the given region. Gets an arrayof all s in the World. The of s to get, leave blank for all s. Gets an array of all s near a given in the world The ped to check. The maximun distance from the to detect s. The of s to get, leave blank for all s. Doesnt include the in the result Gets an array of all s in a given region in the World. The position to check the against. The maximun distance from the to detect s. The of s to get, leave blank for all s. Gets the closest to a given position in the World. The position to find the nearest . The maximum distance from the to detect s. The of s to get, leave blank for all s. Returns if no was in the given region. Gets an array of all s in the World. The of s to get, leave blank for all s. Gets an array of all s near a given in the world The ped to check. The maximun distance from the to detect s. The of s to get, leave blank for all s. Doesnt include the the is using in the result Gets an array of all s in a given region in the World. The position to check the against. The maximun distance from the to detect s. The of s to get, leave blank for all s. Gets the closest to a given position in the World. The position to find the nearest . The maximum distance from the to detect s. The of s to get, leave blank for all s. Returns if no was in the given region. Gets an array of all s in the World. The of s to get, leave blank for all s. Gets an array of all s in a given region in the World. The position to check the against. The maximun distance from the to detect s. The of s to get, leave blank for all s. Gets the closest to a given position in the World associated with a . The position to find the nearest . The maximum distance from the to detect s. Returns if no was in the given region. Gets an array of all s in the World associated with a . Gets an array of all s in a given region in the World associated with a . The position to check the against. The maximun distance from the to detect s. Gets the closest to a given position in the World. The position to find the nearest . The maximum distance from the to detect s. Returns if no was in the given region. Gets an array of all s in the World. Gets an array of all s in a given region in the World. The position to check the against. The maximum distance from the to detect s. Gets an array of all s in the World. Gets an array of all s in a given region in the World. The position to check the against. The maximun distance from the to detect s. Gets the closest to a given position in the World. The position to check against. The spatials to check. The closest to the Gets the closest to a given position in the World ignoring height. The position to check against. The spatials to check. The closest to the Spawns a of the given at the position and heading specified. The of the . The position to spawn the at. The heading of the . returns if the could not be spawned. Spawns a of a random at the position specified. The position to spawn the at. Spawns a of a random at the position specified. The position to spawn the at. The heading of the . The method that determines whether a model should be considered when choosing a random model for the . If is set, gangster and animal models will not be chosen, just like CREATE_PED does. Spawns a of the given at the position and heading specified. The of the . The position to spawn the at. The heading of the . returns if the could not be spawned. Spawns a of a random at the position specified. The position to spawn the at. The heading of the . The method that determines whether a model should be considered when choosing a random model for the . returns if the could not be spawned. Spawns a of the given at the specified position. The of the . The position to spawn the at. if set to the will have physics; otherwise, it will be static. if set to place the prop on the ground nearest to the . returns if the could not be spawned. Spawns a of the given at the specified position. The of the . The position to spawn the at. The rotation of the . if set to the will have physics; otherwise, it will be static. if set to place the prop on the ground nearest to the . returns if the could not be spawned. Spawns a of the given at the specified position without any offset. The of the . The position to spawn the at. if set to the will have physics; otherwise, it will be static. returns if the could not be spawned. Spawns a of the given at the specified position without any offset. The of the . The position to spawn the at. The rotation of the . if set to the will have physics; otherwise, it will be static. returns if the could not be spawned. Spawns a pickup at the specified position. Spawns a at the specified position. Spawns a at the specified position. Gets an array of all the s. Creates a in the world. The to display inside the . The position in the World. The position in the world where this should point. The radius of the . The color of the . returns if the could not be created Creates a in the world. The to display inside the . The position in the World. The position in the world where this should point. The radius of the . The color of the . returns if the could not be created Destroys all user created s. Creates a , use to switch to this camera The position of the camera. The rotation of the camera. The field of view of the camera. Gets or sets the rendering camera. The rendering . Setting to sets the rendering to . Starts a Particle Effect that runs once at a given position then is destroyed. The effect asset to use. The name of the effect. The World position where the effect is. What rotation to apply to the effect. How much to scale the size of the effect by. Which axis to flip the effect in. If the effect was able to start; otherwise, . Starts a Particle Effect on an that runs once then is destroyed. The effect asset to use. the name of the effect. The the effect is attached to. The offset from the to attach the effect. The rotation, relative to the , the effect has. How much to scale the size of the effect by. Which axis to flip the effect in. For a car side exahust you may need to flip in the Y Axis If the effect was able to start; otherwise, . Starts a Particle Effect on an that runs once then is destroyed. The effect asset to use. the name of the effect. The the effect is attached to. The offset from the to attach the effect. The rotation, relative to the , the effect has. How much to scale the size of the effect by. Which axis to flip the effect in. For a car side exahust you may need to flip in the Y Axis If the effect was able to start; otherwise, . Creates a on an that runs looped. The effect asset to use. The name of the Effect The the effect is attached to. The offset from the to attach the effect. The rotation, relative to the , the effect has. How much to scale the size of the effect by. Which axis to flip the effect in. For a car side exhaust you may need to flip in the Y Axis. Creates a on an that runs looped. The effect asset to use. The name of the Effect The the effect is attached to. The offset from the to attach the effect. The rotation, relative to the , the effect has. How much to scale the size of the effect by. Which axis to flip the effect in. For a car side exhaust you may need to flip in the Y Axis. Creates a at a position that runs looped. The effect asset to use. The name of the effect. The world coordinates where the effect is. What rotation to apply to the effect. How much to scale the size of the effect by. Which axis to flip the effect in. Stops all particle effects in a range. The position in the world to stop particle effects. The maximum distance from the to stop particle effects. Spawns a . The type of . The position of the . The rotation of the . The length of the . The minimum length of the . if set to the will break if shot. Fires a single bullet in the world Where the bullet is fired from. Where the bullet is fired to. The who fired the bullet, leave for no one. The weapon that the bullet is fired from. The damage the bullet will cause. The speed, only affects projectile weapons, leave -1 for default. Creates an explosion in the world The position of the explosion. The type of explosion. The radius of the explosion. The amount of camera shake to apply to nearby cameras. The who caused the explosion, leave null if no one caused the explosion. if set to explosion can be heard. if set to explosion is invisible. Creates a with the given name. The name of the relationship group. Draws a marker in the world, this needs to be done on a per frame basis The type of marker. The position of the marker. The direction the marker points in. The rotation of the marker. The amount to scale the marker by. The color of the marker. if set to the marker will bob up and down. if set to the marker will always face the camera, regardless of its rotation. if set to rotates only on the y axis(heading). Name of texture dictionary to load the texture from, leave null for no texture in the marker. Name of texture inside the dictionary to load the texture from, leave null for no texture in the marker. if set to draw on any that intersects the marker. Draws light around a region. The position to center the light around. The color of the light. How far the light should extend to. The intensity: 0.0f being no intensity, 1.0f being full intensity. Creates a raycast between 2 points. The source of the raycast. The target of the raycast. What type of objects the raycast should intersect with. Specify an that the raycast should ignore, leave null for no entities ignored. Creates a raycast between 2 points. The source of the raycast. The direction of the raycast. How far the raycast should go out to. What type of objects the raycast should intersect with. Specify an that the raycast should ignore, leave null for no entities ignored. Creates a 3D raycast between 2 points. The source of the raycast. The target of the raycast. The radius of the raycast. What type of objects the raycast should intersect with. Specify an that the raycast should ignore, leave null for no entities ignored. Creates a 3D raycast between 2 points. The source of the raycast. The direction of the raycast. The radius of the raycast. How far the raycast should go out to. What type of objects the raycast should intersect with. Specify an that the raycast should ignore, leave null for no entities ignored. Determines where the crosshair intersects with the world. A containing information about where the crosshair intersects with the world. Determines where the crosshair intersects with the world. Type of environment the raycast should intersect with. Prevent the raycast detecting a specific . A containing information about where the crosshair intersects with the world. Gets the straight line distance between 2 positions. The origin. The destination. The distance Calculates the travel distance using roads and paths between 2 positions. The origin. The destination. The travel distance Gets the height of the ground at a given position. The position. The height measured in meters Gets the height of the ground at a given position. Note : If the Vector3 is already below the ground, this will return 0. You may want to use the other overloaded function to be safe. The position. The height measured in meters Gets the nearest safe coordinate to position a . The position to check around. if set to Only find positions on the sidewalk. The flags. Gets the next position on the street where a can be placed. The position to check around. if set to only find positions that dont already have a vehicle in them. Gets the next position on the street where a can be placed. The position to check around. if set to only find positions that dont already have a vehicle in them. Gets the next position on the street where a can be placed. The position to check around. Gets the next position on the street where a can be placed. The position to check around. Determines the name of the street which is the closest to the given coordinates. Determines the name of the street which is the closest to the given coordinates. Determines the name of the street which is the closest to the given coordinates. The coordinates of the street If the coordinates are on an intersection, the name of the crossing road Returns the name of the street the coordinates are on. Gets the display name of the a zone in the map. Use to convert to the localized name. The position on the map. Gets the display name of the a zone in the map. Use to convert to the localized name. The position on the map. Gets the localized name of the a zone in the map. The position on the map. Gets the localized name of the a zone in the map. The position on the map.