[This is preliminary documentation and is subject to change.]
The EuphoriaMessageShot type exposes the following members.
Properties
| Name | Description | |
|---|---|---|
| AllowInjuredArm | 
Injured arm code runs if arm hit (turns and steps and bends injured arm).
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| AllowInjuredLeg | 
When false injured leg is not bent and character does not bend to reach it.
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| AllowInjuredLowerLegReach | 
When false don't try to reach for injured Lower Legs (shins/feet).
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| AllowInjuredThighReach | 
When false don't try to reach for injured Thighs.
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| AlwaysResetLooseness | 
Looseness always reset on shotNewBullet even if previous looseness ramp still running.  Except for the neck which has it's own ramp.
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| AlwaysResetNeckLooseness | 
Neck looseness always reset on shotNewBullet even if previous looseness ramp still running.
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| AngVelScale | 
How much to scale the angular velocity coming in from animation of a part if it is in angVelScaleMask (otherwise scale by 1.0).
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| AngVelScaleMask | 
Parts to scale the initial angular velocity by angVelScale (otherwize scale by 1.0).
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| ArmStiffness | 
Arm stiffness.
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| BodyStiffness | 
Stiffness of body. Feeds through to roll_up.
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| BulletProofVest | 
Looseness applied to spine is different if bulletProofVest is true.
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| ChickenArms | 
Type of reaction.
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| CpainDuration | 
Conscious pain duration at cpainMag/cpainTwistMag after cpainSmooth2Time.
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| CpainMag | 
Conscious pain spine Lean(back/Forward) magnitude (Replaces spinePainMultiplier).
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| CpainSmooth2Time | 
Conscious pain duration ramping from zero to cpainMag/cpainTwistMag.
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| CpainSmooth2Zero | 
Conscious pain ramping to zero after cpainSmooth2Time + cpainDuration (Replaces spinePainTime).
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| CpainTwistMag | 
Conscious pain spine Twist/Lean2Side magnitude Replaces spinePainTwistMultiplier).
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| Crouching | 
Is the guy crouching or not.
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| CStrLowerMax | 
Behaviour unknown.
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| CStrLowerMin | 
Behaviour unknown.
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| CStrUpperMax | 
Behaviour unknown.
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| CStrUpperMin | 
Proportions to what the strength would be normally.
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| DeathTime | 
Time to death (HACK for underwater). If -ve don't ever die.
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| ExagDuration | 
Exaggerate bullet duration (at exagMag/exagTwistMag).
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| ExagMag | 
Exaggerate bullet spine Lean magnitude.
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| ExagSmooth2Zero | 
Exaggerate bullet duration ramping to zero after exagDuration.
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| ExagTwistMag | 
Exaggerate bullet spine Twist magnitude.
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| ExagZeroTime | 
Exaggerate bullet time spent at 0 spine lean/twist after exagDuration + exagSmooth2Zero.
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| FallingReaction | 
0=Rollup, 1=Catchfall, 2=rollDownStairs, 3=smartFall.
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| Fling | 
Type of reaction.
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| FlingTime | 
Duration of the fling behaviour.
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| FlingWidth | 
Width of the fling behaviour.
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| GrabHoldTime | 
How long to hold for before returning to relaxed arm position.
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| InitialNeckDamping | 
Intial damping of neck after being shot.
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| InitialNeckDuration | 
Duration for which the neck stays at intial stiffness/damping.
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| InitialNeckRampDuration | 
Duration of the ramp to bring the neck stiffness/damping back to normal levels.
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| InitialNeckStiffness | 
Initial stiffness of neck after being shot.
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| InitialWeaknessRampDuration | 
Duration of the ramp to bring the character's upper body stiffness back to normal levels.
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| InitialWeaknessZeroDuration | 
Duration for which the character's upper body stays at minimum stiffness (not quite zero).
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| KMult4Legs | 
How much to add to leg stiffnesses dependent on looseness.
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| KMultOnLoose | 
How much to add to upperbody stiffness dependent on looseness.
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| Looseness4Fall | 
How loose the character is made by a newBullet if falling.
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| Looseness4Stagger | 
How loose the upperBody of the character is made by a newBullet if staggerFall is running (and not falling).  Note atm the neck ramp values are ignored in staggerFall.
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| LoosenessAmount | 
How loose the character is made by a newBullet. between 0 and 1.
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| Melee | 
Behaviour unknown.
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| MinArmsLooseness | 
Minimum looseness to apply to the arms.
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| MinLegsLooseness | 
Minimum looseness to apply to the Legs.
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| Name | (Inherited from EuphoriaMessage.) | |
| NeckDamping | 
Damping of neck.
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| NeckStiffness | 
Stiffness of neck.
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| ReachForWound | 
Type of reaction.
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| SpineBlendExagCPain | 
True: spine is blended with zero pose, false: spine is blended with zero pose if not setting exag or cpain.
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| SpineBlendZero | 
Spine is always blended with zero pose this much and up to 1 as the character become stationary.  If negative no blend is ever applied.
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| SpineDamping | 
Stiffness of body. Feeds through to roll_up.
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| StableHandsAndNeck | 
Additional stability for hands and neck (less loose).
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| TimeBeforeReachForWound | 
Time, in seconds, before the character begins to grab for the wound on the first hit.
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| UseCStrModulation | 
If enabled upper and lower body strength scales with character strength, using the range given by parameters below.
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| UseExtendedCatchFall | 
Keep the character active instead of relaxing at the end of the catch fall.
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See Also