[This is preliminary documentation and is subject to change.]
The EuphoriaMessageShot type exposes the following members.
Properties
Name | Description | |
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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