EuphoriaMessageShot Properties

RAGE Plugin Hook Documentation

[This is preliminary documentation and is subject to change.]

The EuphoriaMessageShot type exposes the following members.

Properties

  NameDescription
Public propertyAllowInjuredArm
Injured arm code runs if arm hit (turns and steps and bends injured arm).
Public propertyAllowInjuredLeg
When false injured leg is not bent and character does not bend to reach it.
Public propertyAllowInjuredLowerLegReach
When false don't try to reach for injured Lower Legs (shins/feet).
Public propertyAllowInjuredThighReach
When false don't try to reach for injured Thighs.
Public propertyAlwaysResetLooseness
Looseness always reset on shotNewBullet even if previous looseness ramp still running. Except for the neck which has it's own ramp.
Public propertyAlwaysResetNeckLooseness
Neck looseness always reset on shotNewBullet even if previous looseness ramp still running.
Public propertyAngVelScale
How much to scale the angular velocity coming in from animation of a part if it is in angVelScaleMask (otherwise scale by 1.0).
Public propertyAngVelScaleMask
Parts to scale the initial angular velocity by angVelScale (otherwize scale by 1.0).
Public propertyArmStiffness
Arm stiffness.
Public propertyBodyStiffness
Stiffness of body. Feeds through to roll_up.
Public propertyBulletProofVest
Looseness applied to spine is different if bulletProofVest is true.
Public propertyChickenArms
Type of reaction.
Public propertyCpainDuration
Conscious pain duration at cpainMag/cpainTwistMag after cpainSmooth2Time.
Public propertyCpainMag
Conscious pain spine Lean(back/Forward) magnitude (Replaces spinePainMultiplier).
Public propertyCpainSmooth2Time
Conscious pain duration ramping from zero to cpainMag/cpainTwistMag.
Public propertyCpainSmooth2Zero
Conscious pain ramping to zero after cpainSmooth2Time + cpainDuration (Replaces spinePainTime).
Public propertyCpainTwistMag
Conscious pain spine Twist/Lean2Side magnitude Replaces spinePainTwistMultiplier).
Public propertyCrouching
Is the guy crouching or not.
Public propertyCStrLowerMax
Behaviour unknown.
Public propertyCStrLowerMin
Behaviour unknown.
Public propertyCStrUpperMax
Behaviour unknown.
Public propertyCStrUpperMin
Proportions to what the strength would be normally.
Public propertyDeathTime
Time to death (HACK for underwater). If -ve don't ever die.
Public propertyExagDuration
Exaggerate bullet duration (at exagMag/exagTwistMag).
Public propertyExagMag
Exaggerate bullet spine Lean magnitude.
Public propertyExagSmooth2Zero
Exaggerate bullet duration ramping to zero after exagDuration.
Public propertyExagTwistMag
Exaggerate bullet spine Twist magnitude.
Public propertyExagZeroTime
Exaggerate bullet time spent at 0 spine lean/twist after exagDuration + exagSmooth2Zero.
Public propertyFallingReaction
0=Rollup, 1=Catchfall, 2=rollDownStairs, 3=smartFall.
Public propertyFling
Type of reaction.
Public propertyFlingTime
Duration of the fling behaviour.
Public propertyFlingWidth
Width of the fling behaviour.
Public propertyGrabHoldTime
How long to hold for before returning to relaxed arm position.
Public propertyInitialNeckDamping
Intial damping of neck after being shot.
Public propertyInitialNeckDuration
Duration for which the neck stays at intial stiffness/damping.
Public propertyInitialNeckRampDuration
Duration of the ramp to bring the neck stiffness/damping back to normal levels.
Public propertyInitialNeckStiffness
Initial stiffness of neck after being shot.
Public propertyInitialWeaknessRampDuration
Duration of the ramp to bring the character's upper body stiffness back to normal levels.
Public propertyInitialWeaknessZeroDuration
Duration for which the character's upper body stays at minimum stiffness (not quite zero).
Public propertyKMult4Legs
How much to add to leg stiffnesses dependent on looseness.
Public propertyKMultOnLoose
How much to add to upperbody stiffness dependent on looseness.
Public propertyLooseness4Fall
How loose the character is made by a newBullet if falling.
Public propertyLooseness4Stagger
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.
Public propertyLoosenessAmount
How loose the character is made by a newBullet. between 0 and 1.
Public propertyMelee
Behaviour unknown.
Public propertyMinArmsLooseness
Minimum looseness to apply to the arms.
Public propertyMinLegsLooseness
Minimum looseness to apply to the Legs.
Public propertyName (Inherited from EuphoriaMessage.)
Public propertyNeckDamping
Damping of neck.
Public propertyNeckStiffness
Stiffness of neck.
Public propertyReachForWound
Type of reaction.
Public propertySpineBlendExagCPain
True: spine is blended with zero pose, false: spine is blended with zero pose if not setting exag or cpain.
Public propertySpineBlendZero
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.
Public propertySpineDamping
Stiffness of body. Feeds through to roll_up.
Public propertyStableHandsAndNeck
Additional stability for hands and neck (less loose).
Public propertyTimeBeforeReachForWound
Time, in seconds, before the character begins to grab for the wound on the first hit.
Public propertyUseCStrModulation
If enabled upper and lower body strength scales with character strength, using the range given by parameters below.
Public propertyUseExtendedCatchFall
Keep the character active instead of relaxing at the end of the catch fall.
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See Also

Reference