Editing Structure.xml Parameters

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== Weld Parameters ==
 
== Weld Parameters ==
 
These are methods of the CWeldParameters class which are used in WELD blocks, which tell the game how objects attach to other objects.<br/><br/>
 
These are methods of the CWeldParameters class which are used in WELD blocks, which tell the game how objects attach to other objects.<br/><br/>
<br/>Get_Bounds
+
 
<br/>Set_Bounds
+
Get_Bounds<br/>
<br/> Arguments: ?????
+
Set_Bounds<br/>
<br/> Description: ???? possibly: Sets the bounding box of a part or weld?
+
Get_CarSpaceVertex<br/>
<br/>
+
Add_CarSpaceVertex<br/>
<br/>Get_CarSpaceVertex
+
Get_PartSpaceVertex<br/>
<br/>Add_CarSpaceVertex
+
Add_PartSpaceVertex<br/>
<br/> Arguments: float x_pos[anyvalue] (position in car space)
+
Get_VertexColour<br/>
<br/> float y_pos[anyvalue] (position in car space)
+
Set_VertexColour<br/>
<br/> float z_pos[anyvalue] (position in car space)
+
Get_Weakness<br/>
<br/> Description: Adds a vertex to the part in car space
+
Set_Weakness<br/>
<br/>
+
Get_AbsoluteLimit<br/>
<br/>Get_PartSpaceVertex
+
Set_AbsoluteLimit<br/>
<br/>Add_PartSpaceVertex
+
Get_ChanceOfFailure<br/>
<br/> Arguments: float x_pos[anyvalue] (position in part space)
+
Set_ChanceOfFailure<br/>
<br/> float y_pos[anyvalue] (position in part space)
+
Get_Break<br/>
<br/> float z_pos[anyvalue] (position in part space)
+
Set_Break<br/>
<br/> Description: adds a vertex to the part in part space
+
Get_GangedBreak<br/>
<br/>
+
Add_GangedBreak<br/>
<br/>Get_VertexColour
+
Get_WeldFailurePartEmitter<br/>
<br/>Set_VertexColour
+
Add_WeldFailurePartEmitter<br/>
<br/> Arguments: byte r[0 to 255]
+
Get_WeldFailurePartnerEmitter<br/>
<br/> byte g[0 to 255]
+
Add_WeldFailurePartnerEmitter<br/>
<br/> byte b[0 to 255]
+
<br/> byte a[0 to 255]
+
<br/> Description: Sets the vertex colour used for the weld
+
<br/>
+
<br/>Get_Weakness
+
<br/>Set_Weakness
+
<br/> Arguments: float weakness[0.0 to 1.0 or -2, -3, -4, -5, -6, -7] (0.0 means no weakness, 1.0 means full weakness. Negative numbers are pre-set values of some sort, no idea what they mean.)
+
<br/> Description: Sets how easily the weld breaks.
+
<br/>
+
<br/>Get_AbsoluteLimit
+
<br/>Set_AbsoluteLimit
+
<br/> Arguments: float limit[0.0 to 1.0] (No Idea)
+
<br/> Description: ????? possibly: sets the limit on how far the weld can bend?
+
<br/>
+
<br/>Get_ChanceOfFailure
+
<br/>Set_ChanceOfFailure
+
<br/> Arguments: int(or float?) chanceOfFailure[0 to nolimit] (0 means no chance of failure, high number means high chance?)
+
<br/> Description: Sets the chance of the weld failing?
+
<br/>
+
<br/>Get_Break
+
<br/>Set_Break
+
<br/> Arguments: int(or float?) break[0 to nolimit] (No idea?)
+
<br/> Description: ???? sets something to do with the weld breaking?
+
<br/>
+
<br/>Get_GangedBreak
+
<br/>Add_GangedBreak
+
<br/> Arguments: string weldName (Name of the other weld which breaks with this one)
+
<br/> Description: causes other welds to break when this one does. Or is it that this weld breaks when the named weld breaks?
+
<br/>
+
<br/>Get_WeldFailurePartEmitter
+
<br/>Add_WeldFailurePartEmitter
+
<br/> Arguments: ???????
+
<br/> Description: Adds a particle emitter to spawn on this part when the weld fails
+
<br/>
+
<br/>Get_WeldFailurePartnerEmitter
+
<br/>Add_WeldFailurePartnerEmitter
+
<br/> Arguments: ???????
+
<br/> Description: Adds a particle emitter to spawn on partner part when the weld fails
+
<br/>
+
  
 
== Damage Parameters ==
 
== Damage Parameters ==
 
These are methods of the CDamageParameters class which are set in the PART blocks, they control physics, animation, materials, weapons, sounds and particle emitters tied to the object.<br/><br/>
 
These are methods of the CDamageParameters class which are set in the PART blocks, they control physics, animation, materials, weapons, sounds and particle emitters tied to the object.<br/><br/>
<br/>Get_Crushability
+
 
<br/>Set_Crushability
+
Get_Crushability<br/>
<br/> Arguments: float crushability[0.0 to 1.0] (0 = not crushable, 1 = fully crushable
+
Set_Crushability<br/>
<br/> Description: Determines how easily a part is crushed
+
Get_Resiliance<br/>
<br/>
+
Set_Resiliance<br/>
<br/>Get_Resiliance
+
Get_Stiffness<br/>
<br/>Set_Resiliance
+
Set_Stiffness<br/>
<br/> Arguments: float resiliance[0 to nolimit] (??????)
+
Get_Mass<br/>
<br/> Description: What does this do?
+
Set_Mass<br/>
<br/>
+
Get_CentreOfMass<br/>
<br/>Get_Stiffness
+
Set_CentreOfMass<br/>
<br/>Set_Stiffness
+
Add_PhysicsProperty<br/>
<br/> Arguments: float stiffness[0.0 to 1.0] (0 = not stiff? 1 = fully stiff?)
+
Get_ShapeType<br/>
<br/> Description: Determines how easily a part gets bent?
+
Set_ShapeType<br/>
<br/>
+
Get_Restitution<br/>
<br/>Get_Mass
+
Set_Restitution<br/>
<br/>Set_Mass
+
Get_AlwaysJointed<br/>
<br/> Arguments: int(or float?) mass[0 to nolimit] (Mass in tons? or kg?)
+
Set_AlwaysJointed<br/>
<br/> Description Sets the mass of a part when it's detached
+
Set_PreIK_RotateInX<br/>
<br/>
+
Set_PreIK_RotateInY<br/>
<br/>Get_CentreOfMass
+
Set_PreIK_RotateInZ<br/>
<br/>Set_CentreOfMass
+
Set_PreIK_SnapPointToPointOnOtherPart<br/>
<br/> Arguments: ???????
+
Set_PreIK_RotatePointToLineOnOtherPart<br/>
<br/> Possibly Arguments: float x_pos, float y_pos, float z_pos?
+
Set_PreIK_RotatePointToPointOnOtherPart<br/>
<br/> Description: Sets the centre of mass when part is detached
+
Set_PostIK_RotateInX<br/>
<br/>
+
Set_PostIK_RotateInY<br/>
<br/>Add_PhysicsProperty
+
Set_PostIK_RotateInZ<br/>
<br/> Arguments: string property (This can be one of the following: NONE, FRONT_LEFT_WHEEL, REAR_LEFT_WHEEL, FRONT_RIGHT_WHEEL, FRONT_LEFT_POINT_OF_ROTATION, REAR_RIGHT_WHEEL, REAR_LEFT_POINT_OF_ROTATION, FRONT_RIGHT_POINT_OF_ROTATION, FRONT_LEFT_POINT_OF_SUSPENSION, REAR_RIGHT_POINT_OF_ROTATION, REAR_LEFT_POINT_OF_SUSPENSION, FRONT_RIGHT_POINT_OF_SUSPENSION, FRONT_LEFT_POINT_OF_STEERING, REAR_RIGHT_POINT_OF_SUSPENSION, REAR_LEFT_POINT_OF_STEERING, FRONT_RIGHT_POINT_OF_STEERING, LEFT_STEERING, REAR_RIGHT_POINT_OF_STEERING, STEERING_WHEEL, RIGHT_STEERING)
+
Set_PostIK_OscillateInX<br/>
<br/> Description: sets a physics property to the part, usually wheel or steering related
+
Set_PostIK_OscillateInY<br/>
<br/>
+
Set_PostIK_OscillateInZ<br/>
<br/>Get_ShapeType
+
Set_PostIK_SlideInX<br/>
<br/>Set_ShapeType
+
Set_PostIK_SlideInY<br/>
<br/> Arguments: string shapeType (This can be one of the following: TIC_TAC_X, TIC_TAC_Y, TIC_TAC_Z. Any others?)
+
Set_PostIK_SlideInZ<br/>
<br/> Description: adds a collision shape to the part? seems to only be used on wheels?
+
Set_PostIK_RockInX<br/>
<br/>
+
Set_PostIK_RockInY<br/>
<br/>Get_Restitution
+
Set_PostIK_RockInZ<br/>
<br/>Set_Restitution
+
Get_PostIK_NamedRotateInX<br/>
<br/> Arguments: float restitution[0 to nolimit] (no idea?)
+
Add_PostIK_NamedRotateInX<br/>
<br/> Description: Seems to only be used on wheels, no idea what it's for.
+
Get_PostIK_NamedRotateInY<br/>
<br/>
+
Add_PostIK_NamedRotateInY<br/>
<br/>Get_AlwaysJointed
+
Get_PostIK_NamedRotateInZ<br/>
<br/>Set_AlwaysJointed
+
Add_PostIK_NamedRotateInZ<br/>
<br/> Arguments: bool jointed (True: joint is always swinging, False: joint is fixed in place until activated)
+
Get_PostIK_NamedOscillateInX<br/>
<br/> Description: sets whether a joint always moves or needs to be activated (either by being hit or by flaps)
+
Add_PostIK_NamedOscillateInX<br/>
<br/>
+
Get_PostIK_NamedOscillateInY<br/>
<br/>Set_PreIK_RotateInX
+
Add_PostIK_NamedOscillateInY<br/>
<br/> Arguments: string controlledBy (Which parameter controls the animation)
+
Get_PostIK_NamedOscillateInZ<br/>
<br/> float amount[anyvalue] (Degrees to rotate)
+
Add_PostIK_NamedOscillateInZ<br/>
<br/> Description: rotates part in local X axis before IK is performed
+
Get_PostIK_NamedSlideInX<br/>
<br/>
+
Add_PostIK_NamedSlideInX<br/>
<br/>Set_PreIK_RotateInY
+
Get_PostIK_NamedSlideInY<br/>
<br/> Arguments: string controlledBy (Which parameter controls the animation)
+
Add_PostIK_NamedSlideInY<br/>
<br/> float amount[anyvalue] (Degrees to rotate)
+
Get_PostIK_NamedSlideInZ<br/>
<br/> Description: rotates part in local Z axis before IK is performed
+
Add_PostIK_NamedSlideInZ<br/>
<br/>
+
Get_PostIK_NamedRockInX<br/>
<br/>Set_PreIK_RotateInZ
+
Add_PostIK_NamedRockInX<br/>
<br/> Arguments: string controlledBy (Which parameter controls the animation)
+
Get_PostIK_NamedRockInY<br/>
<br/> float amount[anyvalue] (Degrees to rotate)
+
Add_PostIK_NamedRockInY<br/>
<br/> Description: rotates part in local Z axis before IK is performed
+
Get_PostIK_NamedRockInZ<br/>
<br/>
+
Add_PostIK_NamedRockInZ<br/>
<br/>Set_PreIK_SnapPointToPointOnOtherPart
+
Set_PostIK_SnapPointToPointOnOtherPart<br/>
<br/> Arguments: float thisPart_x[anyvalue] (Point on this part to move to other part)
+
Set_PostIK_RotatePointToLineOnOtherPart<br/>
<br/> float thisPart_y[anyvalue] (Point on this part to move to other part)
+
Set_PostIK_RotatePointToPointOnOtherPart<br/>
<br/> float thisPart_z[anyvalue] (Point on this part to move to other part)
+
Set_PostIK_RotatePointToPointOnOtherPartWithScaling<br/>
<br/> string otherPartName (The name of the other part)
+
Set_PostIK_RotateVibrateX<br/>
<br/> float thatPart_x[anyvalue] (Point on the other part to move this part to)
+
Set_PostIK_RotateVibrateY<br/>
<br/> float thatPart_y[anyvalue] (Point on the other part to move this part to)
+
Set_PostIK_RotateVibrateZ<br/>
<br/> float thatPart_z[anyvalue] (Point on the other part to move this part to)
+
Get_PostIK_NamedRotateVibrateX<br/>
<br/> Description: Before doing IK, this part is moved so the thisPart point is positioned at the thatPart point.
+
Add_PostIK_NamedRotateVibrateX<br/>
<br/>
+
Get_PostIK_NamedRotateVibrateY<br/>
<br/>Set_PreIK_RotatePointToLineOnOtherPart
+
Add_PostIK_NamedRotateVibrateY<br/>
<br/> Arguments: float thisPart_x[anyvalue] (Point on this part to move to other part)
+
Get_PostIK_NamedRotateVibrateZ<br/>
<br/> float thisPart_y[anyvalue] (Point on this part to move to other part)
+
Add_PostIK_NamedRotateVibrateZ<br/>
<br/> float thisPart_z[anyvalue] (Point on this part to move to other part)
+
Set_PreIK_WishboneUpper<br/>
<br/> string otherPartName (The name of the other part)
+
Set_PreIK_WishboneLower<br/>
<br/> float thatPart_x[anyvalue] (Point on the other part to move this part to)
+
Set_PreIK_WishboneMountUpperFL<br/>
<br/> float thatPart_y[anyvalue] (Point on the other part to move this part to)
+
Set_PreIK_WishboneMountLowerFL<br/>
<br/> float thatPart_z[anyvalue] (Point on the other part to move this part to)
+
Set_PreIK_WishboneMountUpperFR<br/>
<br/> float lineDirection_x[anyvalue] (Vector direction of the line in other Part's space)
+
Set_PreIK_WishboneMountLowerFR<br/>
<br/> float lineDirection_y[anyvalue] (Vector direction of the line in other Part's space)
+
Set_PreIK_WishboneMountUpperRL<br/>
<br/> float lineDirection_z[anyvalue] (Vector direction of the line in other Part's space)
+
Set_PreIK_WishboneMountLowerRL<br/>
<br/> Description: Before doing IK, a point on this part is rotated towards to the nearest point on a line in thatPart's pace?
+
Set_PreIK_WishboneMountUpperRR<br/>
<br/>
+
Set_PreIK_WishboneMountLowerRR<br/>
<br/>Set_PreIK_RotatePointToPointOnOtherPart
+
Set_PreIK_WishboneHub<br/>
<br/> Arguments: float thisPart_x[anyvalue] (Point on this part to move to other part)
+
Set_PreIK_StrutWishbone<br/>
<br/> float thisPart_y[anyvalue] (Point on this part to move to other part)
+
Set_PreIK_StrutWishboneMountFL<br/>
<br/> float thisPart_z[anyvalue] (Point on this part to move to other part)
+
Set_PreIK_StrutWishboneMountFR<br/>
<br/> string otherPartName (The name of the other part)
+
Set_PreIK_StrutWishboneMountRL<br/>
<br/> float thatPart_x[anyvalue] (Point on the other part to move this part to)
+
Set_PreIK_StrutWishboneMountRR<br/>
<br/> float thatPart_y[anyvalue] (Point on the other part to move this part to)
+
Set_PreIK_StrutUpperMountFL<br/>
<br/> float thatPart_z[anyvalue] (Point on the other part to move this part to)
+
Set_PreIK_StrutUpperMountFR<br/>
<br/> Description: Before doing IK, this part is rotated so the point is rotated to face a point in another part's space
+
Set_PreIK_StrutUpperMountRL<br/>
<br/>
+
Set_PreIK_StrutUpperMountRR<br/>
<br/>Set_PostIK_RotateInX
+
Set_PreIK_StrutHub<br/>
<br/> Arguments: string controlledBy (Which parameter controls the animation)
+
Set_PreIK_LiveAxle<br/>
<br/> float amount[anyvalue] (Degrees to rotate)
+
Set_PreIK_LiveAxle_Hub<br/>
<br/> Description: rotates part in local X axis after IK is performed
+
Set_PreIK_LiveAxle_TrailingArm<br/>
<br/>
+
Set_PreIK_LiveAxle_TrailingArmMount<br/>
<br/>Set_PostIK_RotateInY
+
Get_PostIK_NamedScrollMaterialInU<br/>
<br/> Arguments: string controlledBy (Which parameter controls the animation)
+
Add_PostIK_NamedScrollMaterialInU<br/>
<br/> float amount[anyvalue] (Degrees to rotate)
+
Get_PostIK_NamedScrollMaterialInV<br/>
<br/> Description: rotates part in local Y axis after IK is performed
+
Add_PostIK_NamedScrollMaterialInV<br/>
<br/>
+
Get_CrushDamageSoundSubCat<br/>
<br/>Set_PostIK_RotateInZ
+
Set_CrushDamageSoundSubCat<br/>
<br/> Arguments: string controlledBy (Which parameter controls the animation)
+
Test_CrushDamageMaterial<br/>
<br/> float amount[anyvalue] (Degrees to rotate)
+
Add_CrushDamageMaterial<br/>
<br/> Description: rotates part in local Z axis after IK is performed
+
Test_CrushDamageEmitter<br/>
<br/>
+
Add_CrushDamageEmitter<br/>
<br/>Set_PostIK_OscillateInX
+
Get_DetachPartEmitter<br/>
<br/> Arguments: string controlledBy (Which parameter controls the animation)
+
Add_DetachPartEmitter<br/>
<br/> float ???? (Possibly the minimum degrees?)
+
Get_DetachParentEmitter<br/>
<br/> float ???? (Possibly the maximum degrees?)
+
Add_DetachParentEmitter<br/>
<br/> Description: After doing IK, the part oscillates in the local X axis
+
Get_FunctionalLight<br/>
<br/>
+
Add_FunctionalLight<br/>
<br/>Set_PostIK_OscillateInY
+
Get_DriverBoxVertex<br/>
<br/> Arguments: string controlledBy (Which parameter controls the animation)
+
Add_DriverBoxVertex<br/>
<br/> float ???? (Possibly the minimum degrees?)
+
Get_DriverBoxVertexColour<br/>
<br/> float ???? (Possibly the maximum degrees?)
+
Set_DriverBoxVertexColour<br/>
<br/> Description: After doing IK, the part oscillates in the local Y axis
+
Get_DriverEjectionSmash<br/>
<br/>
+
Set_DriverEjectionSmash<br/>
<br/>Set_PostIK_OscillateInZ
+
Get_PedWeapon<br/>
<br/> Arguments: string controlledBy (Which parameter controls the animation)
+
Add_PedWeapon<br/>
<br/> float ???? (Possibly the minimum degrees?)
+
Get_VehicleSimpleWeapon<br/>
<br/> float ???? (Possibly the maximum degrees?)
+
Add_VehicleSimpleWeapon<br/>
<br/> Description: After doing IK, the part oscillates in the local Z axis
+
Get_VehicleWeapon<br/>
<br/>
+
Add_VehicleWeapon<br/>
<br/>Set_PostIK_SlideInX
+
Get_AccessoryWeapon<br/>
<br/> Arguments: string controlledBy (Which parameter controls the animation)
+
Add_AccessoryWeapon<br/>
<br/> float distance[anyvalue] (The distance the part will move)
+
Get_SoundConfigFile<br/>
<br/> Description: After doing IK, slides part in local X axis
+
Set_SoundConfigFile<br/>
<br/>
+
 
<br/>Set_PostIK_SlideInY
+
<br/> Arguments: string controlledBy (Which parameter controls the animation)
+
<br/> float distance[anyvalue] (The distance the part will move)
+
<br/> Description: After doing IK, slides part in local Y axis
+
<br/>
+
<br/>Set_PostIK_SlideInZ
+
<br/> Arguments: string controlledBy (Which parameter controls the animation)
+
<br/> float distance[anyvalue] (The distance the part will move)
+
<br/> Description: After doing IK, slides part in local Z axis
+
<br/>
+
<br/>Set_PostIK_RockInX
+
<br/> Arguments: string controlledBy (Which parameter controls the animation)
+
<br/> float speed[anyvalue] (speed of movement)
+
<br/> float amplitudeInDegress[0 to nolimit] (amplitude of rocking in degrees)
+
<br/> float centreOfRocking_x[anyvalue] (position in local space which the part will rock around)
+
<br/> float centreOfRocking_y[anyvalue] (position in local space which the part will rock around)
+
<br/> float centreOfRocking_z[anyvalue] (position in local space which the part will rock around)
+
<br/> Description: After doing IK, part rocks around the defined point in X axis
+
<br/>
+
<br/>Set_PostIK_RockInY
+
<br/> Arguments: string controlledBy (Which parameter controls the animation)
+
<br/> float speed[anyvalue] (speed of movement)
+
<br/> float amplitudeInDegress[0 to nolimit] (amplitude of rocking in degrees)
+
<br/> float centreOfRocking_x[anyvalue] (position in local space which the part will rock around)
+
<br/> float centreOfRocking_y[anyvalue] (position in local space which the part will rock around)
+
<br/> float centreOfRocking_z[anyvalue] (position in local space which the part will rock around)
+
<br/> Description: After doing IK, part rocks around the defined point in Y axis
+
<br/>
+
<br/>Set_PostIK_RockInZ
+
<br/> Arguments: string controlledBy (Which parameter controls the animation)
+
<br/> float speed[anyvalue] (speed of movement)
+
<br/> float amplitudeInDegress[0 to nolimit] (amplitude of rocking in degrees)
+
<br/> float centreOfRocking_x[anyvalue] (position in local space which the part will rock around)
+
<br/> float centreOfRocking_y[anyvalue] (position in local space which the part will rock around)
+
<br/> float centreOfRocking_z[anyvalue] (position in local space which the part will rock around)
+
<br/> Description: After doing IK, part rocks around the defined point in Z axis
+
<br/>
+
<br/>Get_PostIK_NamedRotateInX
+
<br/>Add_PostIK_NamedRotateInX
+
<br/> Arguments: string controlledBy (Which parameter controls the animation)
+
<br/> float amount[anyvalue] (Degrees to rotate)
+
<br/> string childPartName (Name of child part which will rotate)
+
<br/> Description: After doing IK, the child part named in this method rotates in it's local X axis
+
<br/>
+
<br/>Get_PostIK_NamedRotateInY
+
<br/>Add_PostIK_NamedRotateInY
+
<br/> Arguments: string controlledBy (Which parameter controls the animation)
+
<br/> float amount[anyvalue] (Degrees to rotate)
+
<br/> string childPartName (Name of child part which will rotate)
+
<br/> Description: After doing IK, the child part named in this method rotates in it's local Y axis
+
<br/>
+
<br/>Get_PostIK_NamedRotateInZ
+
<br/>Add_PostIK_NamedRotateInZ
+
<br/> Arguments: string controlledBy (Which parameter controls the animation)
+
<br/> float amount[anyvalue] (Degrees to rotate)
+
<br/> string childPartName (Name of child part which will rotate)
+
<br/> Description: After doing IK, the child part named in this method rotates in it's local Z axis
+
<br/>
+
<br/>Get_PostIK_NamedOscillateInX
+
<br/>Add_PostIK_NamedOscillateInX
+
<br/> Arguments: ?????
+
<br/> Possible Arguments: string controlledBy, float ????, float ????, string childPartName?
+
<br/> Description: After doing IK, the child part named in this method oscillates in it's local X axis
+
<br/>
+
<br/>Get_PostIK_NamedOscillateInY
+
<br/>Add_PostIK_NamedOscillateInY
+
<br/> Arguments: ?????
+
<br/> Possible Arguments: string controlledBy, float ????, float ????, string childPartName?
+
<br/> Description: After doing IK, the child part named in this method oscillates in it's local Y axis
+
<br/>
+
<br/>Get_PostIK_NamedOscillateInZ
+
<br/>Add_PostIK_NamedOscillateInZ
+
<br/> Arguments: ?????
+
<br/> Possible Arguments: string controlledBy, float ????, float ????, string childPartName?
+
<br/> Description: After doing IK, the child part named in this method oscillates in it's local Z axis
+
<br/>
+
<br/>Get_PostIK_NamedSlideInX
+
<br/>Add_PostIK_NamedSlideInX
+
<br/> Arguments: string controlledBy (Which parameter controls the animation)
+
<br/> float distance[anyvalue] (The distance the part will move)
+
<br/> string childPartName (Name of child part which will rotate)
+
<br/> Description: After doing IK, child part named in this method slides in local X axis
+
<br/>
+
<br/>Get_PostIK_NamedSlideInY
+
<br/>Add_PostIK_NamedSlideInY
+
<br/> Arguments: string controlledBy (Which parameter controls the animation)
+
<br/> float distance[anyvalue] (The distance the part will move)
+
<br/> string childPartName (Name of child part which will rotate)
+
<br/> Description: After doing IK, child part named in this method slides in local Y axis
+
<br/>
+
<br/>Get_PostIK_NamedSlideInZ
+
<br/>Add_PostIK_NamedSlideInZ
+
<br/> Arguments: string controlledBy (Which parameter controls the animation)
+
<br/> float distance[anyvalue] (The distance the part will move)
+
<br/> string childPartName (Name of child part which will rotate)
+
<br/> Description: After doing IK, child part named in this method slides in local Z axis
+
<br/>
+
<br/>Get_PostIK_NamedRockInX
+
<br/>Add_PostIK_NamedRockInX
+
<br/> Arguments: ?????
+
<br/> Possible Arguments: string controlledBy, float speed[anyvalue], int amplitudeInDegress[0-360], float centreOfRocking_x[anyvalue], float centreOfRocking_x[anyvalue], float centreOfRocking_x[anyvalue], string childPartName
+
<br/> Description: After doing IK, child part named in this method rocks in it's local X axis
+
<br/>
+
<br/>Get_PostIK_NamedRockInY
+
<br/>Add_PostIK_NamedRockInY
+
<br/> Arguments: ?????
+
<br/> Possible Arguments: string controlledBy, float speed[anyvalue], int amplitudeInDegress[0-360], float centreOfRocking_x[anyvalue], float centreOfRocking_x[anyvalue], float centreOfRocking_x[anyvalue], string childPartName
+
<br/> Description: After doing IK, child part named in this method rocks in it's local Y axis
+
<br/>
+
<br/>Get_PostIK_NamedRockInZ
+
<br/>Add_PostIK_NamedRockInZ
+
<br/> Arguments: ?????
+
<br/> Possible Arguments: string controlledBy, float speed[anyvalue], int amplitudeInDegress[0-360], float centreOfRocking_x[anyvalue], float centreOfRocking_x[anyvalue], float centreOfRocking_x[anyvalue], string childPartName
+
<br/> Description: After doing IK, child part named in this method rocks in it's local Z axis
+
<br/>
+
<br/>Set_PostIK_SnapPointToPointOnOtherPart
+
<br/> Arguments: float thisPart_x[anyvalue] (Point on this part to move to other part)
+
<br/> float thisPart_y[anyvalue] (Point on this part to move to other part)
+
<br/> float thisPart_z[anyvalue] (Point on this part to move to other part)
+
<br/> string otherPartName (The name of the other part)
+
<br/> float thatPart_x[anyvalue] (Point on the other part to move this part to)
+
<br/> float thatPart_y[anyvalue] (Point on the other part to move this part to)
+
<br/> float thatPart_z[anyvalue] (Point on the other part to move this part to)
+
<br/> Description: After doing IK, this part is moved so the thisPart point is positioned at the thatPart point.
+
<br/>
+
<br/>Set_PostIK_RotatePointToLineOnOtherPart
+
<br/> Arguments: float thisPart_x[anyvalue] (Point on this part to move to other part)
+
<br/> float thisPart_y[anyvalue] (Point on this part to move to other part)
+
<br/> float thisPart_z[anyvalue] (Point on this part to move to other part)
+
<br/> string otherPartName (The name of the other part)
+
<br/> float thatPart_x[anyvalue] (Point on the other part to move this part to)
+
<br/> float thatPart_y[anyvalue] (Point on the other part to move this part to)
+
<br/> float thatPart_z[anyvalue] (Point on the other part to move this part to)
+
<br/> float lineDirection_x[anyvalue] (Vector direction of the line in other Part's space)
+
<br/> float lineDirection_y[anyvalue] (Vector direction of the line in other Part's space)
+
<br/> float lineDirection_z[anyvalue] (Vector direction of the line in other Part's space)
+
<br/> Description: After doing IK, a point on this part is rotated towards the nearest point on a line in thatPart's pace?
+
<br/>
+
<br/>Set_PostIK_RotatePointToPointOnOtherPart
+
<br/> Arguments: float thisPart_x[anyvalue] (Point on this part to move to other part)
+
<br/> float thisPart_y[anyvalue] (Point on this part to move to other part)
+
<br/> float thisPart_z[anyvalue] (Point on this part to move to other part)
+
<br/> string otherPartName (The name of the other part)
+
<br/> float thatPart_x[anyvalue] (Point on the other part to move this part to)
+
<br/> float thatPart_y[anyvalue] (Point on the other part to move this part to)
+
<br/> float thatPart_z[anyvalue] (Point on the other part to move this part to)
+
<br/> Description: After doing IK, this part is rotated so the point is rotated to face a point in another part's space
+
<br/>
+
<br/>Set_PostIK_RotatePointToPointOnOtherPartWithScaling
+
<br/> Arguments: float thisPart_x[anyvalue] (Point on this part to move to other part)
+
<br/> float thisPart_y[anyvalue] (Point on this part to move to other part)
+
<br/> float thisPart_z[anyvalue] (Point on this part to move to other part)
+
<br/> string otherPartName (The name of the other part)
+
<br/> float thatPart_x[anyvalue] (Point on the other part to move this part to)
+
<br/> float thatPart_y[anyvalue] (Point on the other part to move this part to)
+
<br/> float thatPart_z[anyvalue] (Point on the other part to move this part to)
+
<br/> Description: After doing IK, this part is rotated so the point is rotated to face a point in another part's space and scaled so the point is touching the point on the other part
+
<br/>
+
<br/>Set_PostIK_RotateVibrateX
+
<br/> Arguments: string controlledBy (Which moralised parameter controls the animation)
+
<br/> float minFreqinHZ[0.0 to nolimit] (The minimum frequency the part vibrates at)
+
<br/> float maxFreqInHZ[0.0 to nolimit] (The maximum frequency the part vibrates at)
+
<br/> float randomFreqPerturbation[0.0 to 1.0] (The fraction of the frequency by which it can randomly vary)
+
<br/> float minAmplitudeDegrees[0.0 to nolimit] (The minimum degrees which the part will rotate)
+
<br/> float maxAmplitudeDegrees[0.0 to nolimit] (The maximum degrees which the part will rotate)
+
<br/> float randomAmplitudePerturbation[0.0 to 1.0] (The fraction of the amplitude by which it can randomly vary)
+
<br/> float vibrateCentre_x[anyvalue] (The point which the part will vibrate around in local space)
+
<br/> float vibrateCentre_y[anyvalue] (The point which the part will vibrate around in local space)
+
<br/> float vibrateCentre_z[anyvalue] (The point which the part will vibrate around in local space)
+
<br/> Description: After doing IK, the part vibrates around the defined centre point in the local X axis
+
<br/>
+
<br/>Set_PostIK_RotateVibrateY
+
<br/> Arguments: string controlledBy (Which moralised parameter controls the animation)
+
<br/> float minFreqinHZ[0.0 to nolimit] (The minimum frequency the part vibrates at)
+
<br/> float maxFreqInHZ[0.0 to nolimit] (The maximum frequency the part vibrates at)
+
<br/> float randomFreqPerturbation[0.0 to 1.0] (The fraction of the frequency by which it can randomly vary)
+
<br/> float minAmplitudeDegrees[0.0 to nolimit] (The minimum degrees which the part will rotate)
+
<br/> float maxAmplitudeDegrees[0.0 to nolimit] (The maximum degrees which the part will rotate)
+
<br/> float randomAmplitudePerturbation[0.0 to 1.0] (The fraction of the amplitude by which it can randomly vary)
+
<br/> float vibrateCentre_x[anyvalue] (The point which the part will vibrate around in local space)
+
<br/> float vibrateCentre_y[anyvalue] (The point which the part will vibrate around in local space)
+
<br/> float vibrateCentre_z[anyvalue] (The point which the part will vibrate around in local space)
+
<br/> Description: After doing IK, the part vibrates around the defined centre point in the local Y axis
+
<br/>
+
<br/>Set_PostIK_RotateVibrateZ
+
<br/> Arguments: string controlledBy (Which moralised parameter controls the animation)
+
<br/> float minFreqinHZ[0.0 to nolimit] (The minimum frequency the part vibrates at)
+
<br/> float maxFreqInHZ[0.0 to nolimit] (The maximum frequency the part vibrates at)
+
<br/> float randomFreqPerturbation[0.0 to 1.0] (The fraction of the frequency by which it can randomly vary)
+
<br/> float minAmplitudeDegrees[0.0 to nolimit] (The minimum degrees which the part will rotate)
+
<br/> float maxAmplitudeDegrees[0.0 to nolimit] (The maximum degrees which the part will rotate)
+
<br/> float randomAmplitudePerturbation[0.0 to 1.0] (The fraction of the amplitude by which it can randomly vary)
+
<br/> float vibrateCentre_x[anyvalue] (The point which the part will vibrate around in local space)
+
<br/> float vibrateCentre_y[anyvalue] (The point which the part will vibrate around in local space)
+
<br/> float vibrateCentre_z[anyvalue] (The point which the part will vibrate around in local space)
+
<br/> Description: After doing IK, the part vibrates around the defined centre point in the local Z axis
+
<br/>
+
<br/>Get_PostIK_NamedRotateVibrateX
+
<br/>Add_PostIK_NamedRotateVibrateX
+
<br/> Arguments: ?????
+
<br/> Possible Arguments: string controlledBy, float minFreqinHZ[0.0-nolimit], float maxFreqInHZ[0.0-nolimit], float randomFreqPerturbation[0.0-1.0], float minAmplitudeDegrees[0.0-nolimit], float maxAmplitudeDegrees[0.0-nolimit], float randomAmplitudePerturbation[0.0-1.0], float vibrateCentre_x[anyvalue], float vibrateCentre_y[anyvalue], float vibrateCentre_z[anyvalue], string childPartName
+
<br/> Description: After doing IK, the named child part vibrates around the defined centre point in it's local X axis
+
<br/>
+
<br/>Get_PostIK_NamedRotateVibrateY
+
<br/>Add_PostIK_NamedRotateVibrateY
+
<br/> Arguments: ?????
+
<br/> Possible Arguments: string controlledBy, float minFreqinHZ[0.0-nolimit], float maxFreqInHZ[0.0-nolimit], float randomFreqPerturbation[0.0-1.0], float minAmplitudeDegrees[0.0-nolimit], float maxAmplitudeDegrees[0.0-nolimit], float randomAmplitudePerturbation[0.0-1.0], float vibrateCentre_x[anyvalue], float vibrateCentre_y[anyvalue], float vibrateCentre_z[anyvalue], string childPartName
+
<br/> Description: After doing IK, the named child part vibrates around the defined centre point in it's local Y axis
+
<br/>
+
<br/>Get_PostIK_NamedRotateVibrateZ
+
<br/>Add_PostIK_NamedRotateVibrateZ
+
<br/> Arguments: ?????
+
<br/> Possible Arguments: string controlledBy, float minFreqinHZ[0.0-nolimit], float maxFreqInHZ[0.0-nolimit], float randomFreqPerturbation[0.0-1.0], float minAmplitudeDegrees[0.0-nolimit], float maxAmplitudeDegrees[0.0-nolimit], float randomAmplitudePerturbation[0.0-1.0], float vibrateCentre_x[anyvalue], float vibrateCentre_y[anyvalue], float vibrateCentre_z[anyvalue], string childPartName
+
<br/> Description: After doing IK, the named child part vibrates around the defined centre point in it's local Z axis
+
<br/>
+
<br/>Set_PreIK_WishboneUpper
+
<br/> Arguments: int wheelIndex[0-3] (0 = front left, 1 = front right, 2 = rear left, 3 = rear right)
+
<br/> int pivotAxis[0-2] (0 = local X/sideways, 1 = local Y/up, 2 = local Z/forward)
+
<br/> float inboardPivotPoint_x[anyvalue] (Pivot point of the inside hinge in part space)
+
<br/> float inboardPivotPoint_y[anyvalue] (Pivot point of the inside hinge in part space)
+
<br/> float inboardPivotPoint_z[anyvalue] (Pivot point of the inside hinge in part space)
+
<br/> float outboardPivotPoint_x[anyvalue] (Pivot point of the outside hinge in part space)
+
<br/> float outboardPivotPoint_y[anyvalue] (Pivot point of the outside hinge in part space)
+
<br/> float outboardPivotPoint_z[anyvalue] (Pivot point of the outside hinge in part space)
+
<br/> Description: Configures the upper part of the wishbone suspension
+
<br/>
+
<br/>Set_PreIK_WishboneLower
+
<br/> Arguments: int wheelIndex[0-3] (0 = front left, 1 = front right, 2 = rear left, 3 = rear right)
+
<br/> int pivotAxis[0-2] (0 = local X/sideways, 1 = local Y/up, 2 = local Z/forward)
+
<br/> float inboardPivotPoint_x[anyvalue] (Pivot point of the inside hinge in part space)
+
<br/> float inboardPivotPoint_y[anyvalue] (Pivot point of the inside hinge in part space)
+
<br/> float inboardPivotPoint_z[anyvalue] (Pivot point of the inside hinge in part space)
+
<br/> float outboardPivotPoint_x[anyvalue] (Pivot point of the outside hinge in part space)
+
<br/> float outboardPivotPoint_y[anyvalue] (Pivot point of the outside hinge in part space)
+
<br/> float outboardPivotPoint_z[anyvalue] (Pivot point of the outside hinge in part space)
+
<br/> Description: Configures the lower part of the wishbone suspension
+
<br/>
+
<br/>Set_PreIK_WishboneMountUpperFL
+
<br/> Arguments: int pivotAxis[0-2] (0 = local X/sideways, 1 = local Y/up, 2 = local Z/forward)
+
<br/> float PivotPoint_x[anyvalue] (Pivot point of the hinge in part space)
+
<br/> float PivotPoint_y[anyvalue] (Pivot point of the hinge in part space)
+
<br/> float PivotPoint_z[anyvalue] (Pivot point of the hinge in part space)
+
<br/> Description: Configures the mount point for the upper part of the front left wishbone suspension
+
<br/>
+
<br/>Set_PreIK_WishboneMountLowerFL
+
<br/> Arguments: int pivotAxis[0-2] (0 = local X/sideways, 1 = local Y/up, 2 = local Z/forward)
+
<br/> float PivotPoint_x[anyvalue] (Pivot point of the hinge in part space)
+
<br/> float PivotPoint_y[anyvalue] (Pivot point of the hinge in part space)
+
<br/> float PivotPoint_z[anyvalue] (Pivot point of the hinge in part space)
+
<br/> Description: Configures the mount point for the lower part of the front left wishbone suspension
+
<br/>
+
<br/>Set_PreIK_WishboneMountUpperFR
+
<br/> Arguments: int pivotAxis[0-2] (0 = local X/sideways, 1 = local Y/up, 2 = local Z/forward)
+
<br/> float PivotPoint_x[anyvalue] (Pivot point of the hinge in part space)
+
<br/> float PivotPoint_y[anyvalue] (Pivot point of the hinge in part space)
+
<br/> float PivotPoint_z[anyvalue] (Pivot point of the hinge in part space)
+
<br/> Description: Configures the mount point for the upper part of the front right wishbone suspension
+
<br/>
+
<br/>Set_PreIK_WishboneMountLowerFR
+
<br/> Arguments: int pivotAxis[0-2] (0 = local X/sideways, 1 = local Y/up, 2 = local Z/forward)
+
<br/> float PivotPoint_x[anyvalue] (Pivot point of the hinge in part space)
+
<br/> float PivotPoint_y[anyvalue] (Pivot point of the hinge in part space)
+
<br/> float PivotPoint_z[anyvalue] (Pivot point of the hinge in part space)
+
<br/> Description: Configures the mount point for the lower part of the front right wishbone suspension
+
<br/>
+
<br/>Set_PreIK_WishboneMountUpperRL
+
<br/> Arguments: int pivotAxis[0-2] (0 = local X/sideways, 1 = local Y/up, 2 = local Z/forward)
+
<br/> float PivotPoint_x[anyvalue] (Pivot point of the hinge in part space)
+
<br/> float PivotPoint_y[anyvalue] (Pivot point of the hinge in part space)
+
<br/> float PivotPoint_z[anyvalue] (Pivot point of the hinge in part space)
+
<br/> Description: Configures the mount point for the upper part of the rear left wishbone suspension
+
<br/>
+
<br/>Set_PreIK_WishboneMountLowerRL
+
<br/> Arguments: int pivotAxis[0-2] (0 = local X/sideways, 1 = local Y/up, 2 = local Z/forward)
+
<br/> float PivotPoint_x[anyvalue] (Pivot point of the hinge in part space)
+
<br/> float PivotPoint_y[anyvalue] (Pivot point of the hinge in part space)
+
<br/> float PivotPoint_z[anyvalue] (Pivot point of the hinge in part space)
+
<br/> Description: Configures the mount point for the lower part of the rear left wishbone suspension
+
<br/>
+
<br/>Set_PreIK_WishboneMountUpperRR
+
<br/> Arguments: int pivotAxis[0-2] (0 = local X/sideways, 1 = local Y/up, 2 = local Z/forward)
+
<br/> float PivotPoint_x[anyvalue] (Pivot point of the hinge in part space)
+
<br/> float PivotPoint_y[anyvalue] (Pivot point of the hinge in part space)
+
<br/> float PivotPoint_z[anyvalue] (Pivot point of the hinge in part space)
+
<br/> Description: Configures the mount point for the upper part of the rear right wishbone suspension
+
<br/>
+
<br/>Set_PreIK_WishboneMountLowerRR
+
<br/> Arguments: int pivotAxis[0-2] (0 = local X/sideways, 1 = local Y/up, 2 = local Z/forward)
+
<br/> float PivotPoint_x[anyvalue] (Pivot point of the hinge in part space)
+
<br/> float PivotPoint_y[anyvalue] (Pivot point of the hinge in part space)
+
<br/> float PivotPoint_z[anyvalue] (Pivot point of the hinge in part space)
+
<br/> Description: Configures the mount point for the lower part of the rear right wishbone suspension
+
<br/>
+
<br/>Set_PreIK_WishboneHub
+
<br/> Arguments: int wheelIndex[0-3] (0 = front left, 1 = front right, 2 = rear left, 3 = rear right)
+
<br/> int pivotAxis[0-2] (0 = local X/sideways, 1 = local Y/up, 2 = local Z/forward)
+
<br/> float upperPivotPoint_x[anyvalue] (Upper Pivot point of the hinge in part space)
+
<br/> float upperPivotPoint_y[anyvalue] (Upper Pivot point of the hinge in part space)
+
<br/> float upperPivotPoint_z[anyvalue] (Upper Pivot point of the hinge in part space)
+
<br/> float lowerPivotPoint_x[anyvalue] (Lower Pivot point of the hinge in part space)
+
<br/> float lowerPivotPoint_y[anyvalue] (Lower Pivot point of the hinge in part space)
+
<br/> float lowerPivotPoint_z[anyvalue] (Lower Pivot point of the hinge in part space)
+
<br/> float wheelPos_x[anyvalue] (Position of wheel in part space)
+
<br/> float wheelPos_y[anyvalue] (Position of wheel in part space)
+
<br/> float wheelPos_z[anyvalue] (Position of wheel in part space)
+
<br/> Description: Configures the wheel hub of the wishbone suspension
+
<br/>
+
<br/>Set_PreIK_StrutWishbone
+
<br/> Arguments: int wheelIndex[0-3] (0 = front left, 1 = front right, 2 = rear left, 3 = rear right)
+
<br/> int pivotAxis[0-2] (0 = local X/sideways, 1 = local Y/up, 2 = local Z/forward)
+
<br/> float inboardPivotPoint_x[anyvalue] (Pivot point of the inside hinge in part space)
+
<br/> float inboardPivotPoint_y[anyvalue] (Pivot point of the inside hinge in part space)
+
<br/> float inboardPivotPoint_z[anyvalue] (Pivot point of the inside hinge in part space)
+
<br/> float outboardPivotPoint_x[anyvalue] (Pivot point of the outside hinge in part space)
+
<br/> float outboardPivotPoint_y[anyvalue] (Pivot point of the outside hinge in part space)
+
<br/> float outboardPivotPoint_z[anyvalue] (Pivot point of the outside hinge in part space)
+
<br/> Description: Configures the upper part of the strut-based wishbone suspension
+
<br/>
+
<br/>Set_PreIK_StrutWishboneMountFL
+
<br/> Arguments: int pivotAxis[0-2] (0 = local X/sideways, 1 = local Y/up, 2 = local Z/forward)
+
<br/> float PivotPoint_x[anyvalue] (Pivot point of the hinge in part space)
+
<br/> float PivotPoint_y[anyvalue] (Pivot point of the hinge in part space)
+
<br/> float PivotPoint_z[anyvalue] (Pivot point of the hinge in part space)
+
<br/> Description: Configures the front left mount point for the strut-based wishbone suspension. Are these used or are just the Upper ones used?
+
<br/>
+
<br/>Set_PreIK_StrutWishboneMountFR
+
<br/> Arguments: int pivotAxis[0-2] (0 = local X/sideways, 1 = local Y/up, 2 = local Z/forward)
+
<br/> float PivotPoint_x[anyvalue] (Pivot point of the hinge in part space)
+
<br/> float PivotPoint_y[anyvalue] (Pivot point of the hinge in part space)
+
<br/> float PivotPoint_z[anyvalue] (Pivot point of the hinge in part space)
+
<br/> Description: Configures the front right mount point for the strut-based wishbone suspension. Are these used or are just the Upper ones used?
+
<br/>
+
<br/>Set_PreIK_StrutWishboneMountRL
+
<br/> Arguments: int pivotAxis[0-2] (0 = local X/sideways, 1 = local Y/up, 2 = local Z/forward)
+
<br/> float PivotPoint_x[anyvalue] (Pivot point of the hinge in part space)
+
<br/> float PivotPoint_y[anyvalue] (Pivot point of the hinge in part space)
+
<br/> float PivotPoint_z[anyvalue] (Pivot point of the hinge in part space)
+
<br/> Description: Configures the rear left mount point for the strut-based wishbone suspension. Are these used or are just the Upper ones used?
+
<br/>
+
<br/>Set_PreIK_StrutWishboneMountRR
+
<br/> Arguments: int pivotAxis[0-2] (0 = local X/sideways, 1 = local Y/up, 2 = local Z/forward)
+
<br/> float PivotPoint_x[anyvalue] (Pivot point of the hinge in part space)
+
<br/> float PivotPoint_y[anyvalue] (Pivot point of the hinge in part space)
+
<br/> float PivotPoint_z[anyvalue] (Pivot point of the hinge in part space)
+
<br/> Description: Configures the rear right mount point for the strut-based wishbone suspension
+
<br/>
+
<br/>Set_PreIK_StrutUpperMountFL
+
<br/> Arguments: int pivotAxis[0-2] (0 = local X/sideways, 1 = local Y/up, 2 = local Z/forward)
+
<br/> float PivotPoint_x[anyvalue] (Pivot point of the hinge in part space)
+
<br/> float PivotPoint_y[anyvalue] (Pivot point of the hinge in part space)
+
<br/> float PivotPoint_z[anyvalue] (Pivot point of the hinge in part space)
+
<br/> Description: Configures the front left mount point for the upper part of the strut-based wishbone suspension
+
<br/>
+
<br/>Set_PreIK_StrutUpperMountFR
+
<br/> Arguments: int pivotAxis[0-2] (0 = local X/sideways, 1 = local Y/up, 2 = local Z/forward)
+
<br/> float PivotPoint_x[anyvalue] (Pivot point of the hinge in part space)
+
<br/> float PivotPoint_y[anyvalue] (Pivot point of the hinge in part space)
+
<br/> float PivotPoint_z[anyvalue] (Pivot point of the hinge in part space)
+
<br/> Description: Configures the front right mount point for the upper part of the strut-based wishbone suspension
+
<br/>
+
<br/>Set_PreIK_StrutUpperMountRL
+
<br/> Arguments: int pivotAxis[0-2] (0 = local X/sideways, 1 = local Y/up, 2 = local Z/forward)
+
<br/> float PivotPoint_x[anyvalue] (Pivot point of the hinge in part space)
+
<br/> float PivotPoint_y[anyvalue] (Pivot point of the hinge in part space)
+
<br/> float PivotPoint_z[anyvalue] (Pivot point of the hinge in part space)
+
<br/> Description: Configures the rear left mount point for the upper part of the strut-based wishbone suspension
+
<br/>
+
<br/>Set_PreIK_StrutUpperMountRR
+
<br/> Arguments: int pivotAxis[0-2] (0 = local X/sideways, 1 = local Y/up, 2 = local Z/forward)
+
<br/> float PivotPoint_x[anyvalue] (Pivot point of the hinge in part space)
+
<br/> float PivotPoint_y[anyvalue] (Pivot point of the hinge in part space)
+
<br/> float PivotPoint_z[anyvalue] (Pivot point of the hinge in part space)
+
<br/> Description: Configures the rear right mount point for the upper part of the strut-based wishbone suspension
+
<br/>
+
<br/>Set_PreIK_StrutHub
+
<br/> Arguments: int wheelIndex[0-3] (0 = front left, 1 = front right, 2 = rear left, 3 = rear right)
+
<br/> int pivotAxis[0-2] (0 = local X/sideways, 1 = local Y/up, 2 = local Z/forward)
+
<br/> float upperPivotPoint_x[anyvalue] (Upper Pivot point of the hinge in part space. Do these matter? All the cars which use it have it set to 0,1,0)
+
<br/> float upperPivotPoint_y[anyvalue] (Upper Pivot point of the hinge in part space. Do these matter? All the cars which use it have it set to 0,1,0)
+
<br/> float upperPivotPoint_z[anyvalue] (Upper Pivot point of the hinge in part space. Do these matter? All the cars which use it have it set to 0,1,0)
+
<br/> float lowerPivotPoint_x[anyvalue] (Lower Pivot point of the hinge in part space)
+
<br/> float lowerPivotPoint_y[anyvalue] (Lower Pivot point of the hinge in part space)
+
<br/> float lowerPivotPoint_z[anyvalue] (Lower Pivot point of the hinge in part space)
+
<br/> float wheelPos_x[anyvalue] (Position of wheel in part space)
+
<br/> float wheelPos_y[anyvalue] (Position of wheel in part space)
+
<br/> float wheelPos_z[anyvalue] (Position of wheel in part space)
+
<br/> Description: Configures the wheel hub of the wishbone suspension
+
<br/>
+
<br/>Set_PreIK_LiveAxle
+
<br/> Arguments: int leftHandWheelIndex[0 or 2] (0 = front axel, 2 = rear axel)
+
<br/> float rightTrailingArmMountPoint_x[anyvalue] (The position at which the right trailing arm is mounted, the position of the left trailing arm is calculated by flipping the X coordinate)
+
<br/> float rightTrailingArmMountPoint_y[anyvalue] (The position at which the right trailing arm is mounted, the position of the left trailing arm is calculated by flipping the X coordinate)
+
<br/> float rightTrailingArmMountPoint_z[anyvalue] (The position at which the right trailing arm is mounted, the position of the left trailing arm is calculated by flipping the X coordinate)
+
<br/> Description: Configures live-axle based suspension
+
<br/>
+
<br/>Set_PreIK_LiveAxle_Hub
+
<br/> Arguments: int wheelIndex[0-3] (0 = front left, 1 = front right, 2 = rear left, 3 = rear right)
+
<br/> float wheelPos_x[anyvalue] (Position of wheel in part space)
+
<br/> float wheelPos_y[anyvalue] (Position of wheel in part space)
+
<br/> float wheelPos_z[anyvalue] (Position of wheel in part space)
+
<br/> Description: Configures the wheel hub for the live-axle based suspension
+
<br/>
+
<br/>Set_PreIK_LiveAxle_TrailingArm
+
<br/> Arguments: int wheelIndex[0-3] (0 = front left, 1 = front right, 2 = rear left, 3 = rear right)
+
<br/> float mountPivot_x[anyvalue] (Position of mount point in part space)
+
<br/> float mountPivot_y[anyvalue] (Position of mount point in part space)
+
<br/> float mountPivot_z[anyvalue] (Position of mount point in part space)
+
<br/> float axlePivot_x[anyvalue] (Position arm attaches to axle in part space)
+
<br/> float axlePivot_y[anyvalue] (Position arm attaches to axle in part space)
+
<br/> float axlePivot_z[anyvalue] (Position arm attaches to axle in part space)
+
<br/> Description: Configures the trailing arm for the live-axle based suspension
+
<br/>
+
<br/>Set_PreIK_LiveAxle_TrailingArmMount
+
<br/> Arguments: int wheelIndex[0-3] (0 = front left, 1 = front right, 2 = rear left, 3 = rear right)
+
<br/> float mountPivot_x[anyvalue] (Position of mount point in part space)
+
<br/> float mountPivot_y[anyvalue] (Position of mount point in part space)
+
<br/> float mountPivot_z[anyvalue] (Position of mount point in part space)
+
<br/> Description: Configures the trailing arm mount
+
<br/>
+
<br/>Get_PostIK_NamedScrollMaterialInU
+
<br/>Add_PostIK_NamedScrollMaterialInU
+
<br/> Arguments: ?????????????
+
<br/> Description: Makes the texture coordinates of a material in the child part named in the method scroll in the U direction?
+
<br/>
+
<br/>Get_PostIK_NamedScrollMaterialInV
+
<br/>Add_PostIK_NamedScrollMaterialInV
+
<br/> Arguments: ?????????????
+
<br/> Description: Makes the texture coordinates of a material in the child part named in the method scroll in the V direction?
+
<br/>
+
<br/>Get_CrushDamageSoundSubCat
+
<br/>Set_CrushDamageSoundSubCat
+
<br/> Arguments: string soundSubCat (Name of the sound sub category?)
+
<br/> Description: sets the sound sub category for crush damage? I guess this is for making glass or plastic sounds instead of metal?
+
<br/>
+
<br/>Test_CrushDamageMaterial
+
<br/>Add_CrushDamageMaterial
+
<br/> Arguments: int damageLevel[-1 to -5] (Damage level, always negative, does it go lower than -5?)
+
<br/> string originalMaterial (The name of the material applied to the object which will be swapped when damaged)
+
<br/> string damageMaterial (The name of the material which will be applied to the material when damaged)
+
<br/> Description: Swaps a material on the part for another material when the part is damaged. Useful for things like glass, light covers, etc.
+
<br/>
+
<br/>Test_CrushDamageEmitter
+
<br/>Add_CrushDamageEmitter
+
<br/> Arguments: int damageLevel[-1 to -5] (Damage level, always negative, does it go lower than -5?)
+
<br/> string emitterName (Name of the emitter to spawn when the part is damaged)
+
<br/> float emitterPosition_x[anyvalue] (Position in part space where the emitter will spawn)
+
<br/> float emitterPosition_y[anyvalue] (Position in part space where the emitter will spawn)
+
<br/> float emitterPosition_z[anyvalue] (Position in part space where the emitter will spawn)
+
<br/> Description: Spawns a particle emitter when the part is damaged. Useful for sparks, glass shards, etc.
+
<br/>
+
<br/>Get_DetachPartEmitter
+
<br/>Add_DetachPartEmitter
+
<br/> Arguments: string emitterName (Name of the emitter to spawn when the part is damaged)
+
<br/> float emitterPosition_x[anyvalue] (Position in part space where the emitter will spawn)
+
<br/> float emitterPosition_y[anyvalue] (Position in part space where the emitter will spawn)
+
<br/> float emitterPosition_z[anyvalue] (Position in part space where the emitter will spawn)
+
<br/> float snapForceFactor[0.0-1.0] (The force of the snap needed to spawn the emitter?)
+
<br/> Description: Spawns an emitter when the part is detached from it's parent.
+
<br/>
+
<br/>Get_DetachParentEmitter
+
<br/>Add_DetachParentEmitter
+
<br/> Arguments: string emitterName (Name of the emitter to spawn when the part is damaged)
+
<br/> float emitterPosition_x[anyvalue] (Position in parent's space where the emitter will spawn)
+
<br/> float emitterPosition_y[anyvalue] (Position in parent's space where the emitter will spawn)
+
<br/> float emitterPosition_z[anyvalue] (Position in parent's space where the emitter will spawn)
+
<br/> float snapForceFactor[0.0-1.0] (The force of the snap needed to spawn the emitter?)
+
<br/> Description: Spawns an emitter on part's parent when the part is detached.
+
<br/>
+
<br/>Get_FunctionalLight
+
<br/>Add_FunctionalLight
+
<br/> Arguments: string lightType (The type of light, can be one of the following: HEAD_LIGHT, SIDE_LIGHT, REVERSE_LIGHT, BRAKE_LIGHT, TAIL_LIGHT, SIREN_LIGHT, STROBE1_LIGHT, STROBE2_LIGHT. Have I missed any?)
+
<br/> string nameOfLightLump (The name of the light's part, has to be a descendant of this part. This can be a NULL lump for the actual light to spawn or a MODL lump for the flare?)
+
<br/> Description: Adds a light to the part
+
<br/>
+
<br/>Get_DriverBoxVertex
+
<br/>Add_DriverBoxVertex
+
<br/> Arguments: ?????
+
<br/> Possible Arguments: float x[anyvalue], float y[anyvalue], float z[anyvalue]
+
<br/> Description: Adds a vertex for the driver box?
+
<br/>
+
<br/>Get_DriverBoxVertexColour
+
<br/>Set_DriverBoxVertexColour
+
<br/> Arguments: byte r[0-255]
+
<br/> byte g[0-255]
+
<br/> byte b[0-255]
+
<br/> byte a[0-255]
+
<br/> Description: The colour of the vertices which define the driver box.
+
<br/>
+
<br/>Get_DriverEjectionSmash
+
<br/>Set_DriverEjectionSmash
+
<br/> Arguments: bool driverSmash (True or False)
+
<br/> Description: If set to true, this part will smash when driver ejects, making the crush damage materials and emitters trigger
+
<br/>
+
<br/>Get_PedWeapon
+
<br/>Add_PedWeapon
+
<br/> Arguments: string weaponName (Name of the weapon, they are defined in the Weapons folder)
+
<br/> string typeOfDamage??? (CONSTANT is the only one used on official cars, are there any other values?)
+
<br/> int??? noIdea1???? (I have no idea what this is)
+
<br/> int??? noIdea2???? (I have no idea what this is)
+
<br/> int??? noIdea3???? (I have no idea what this is)
+
<br/> Description: Adds a weapon which effects peds
+
<br/>
+
<br/>Get_VehicleSimpleWeapon
+
<br/>Add_VehicleSimpleWeapon
+
<br/> Arguments: float amountOfDamage???? (Does this define the amount of damage it does? Or is it a multiplier for the impact damage?)
+
<br/> Description: Adds a simple weapon which damages vehicles
+
<br/>
+
<br/>Get_VehicleWeapon
+
<br/>Add_VehicleWeapon
+
<br/> Arguments: string weaponName (Name of the weapon, they are defined in the Weapons folder)
+
<br/> string typeOfDamage??? (CONSTANT is the only one used on official cars, are there any other values?)
+
<br/> int??? noIdea1???? (I have no idea what this is)
+
<br/> int??? noIdea2???? (I have no idea what this is)
+
<br/> int??? noIdea3???? (I have no idea what this is)
+
<br/> Description: Adds a weapon which effects vehicles
+
<br/>
+
<br/>Get_AccessoryWeapon
+
<br/>Add_AccessoryWeapon
+
<br/> Arguments: string weaponName (Name of the weapon, they are defined in the Weapons folder)
+
<br/> string typeOfDamage??? (CONSTANT is the only one used on official cars, are there any other values?)
+
<br/> int??? noIdea1???? (I have no idea what this is)
+
<br/> int??? noIdea2???? (I have no idea what this is)
+
<br/> int??? noIdea3???? (I have no idea what this is)
+
<br/> Description: Adds a weapon which effects accessories
+
<br/>
+
<br/>Get_SoundConfigFile
+
<br/>Set_SoundConfigFile
+
<br/> Arguments: string fileName (The filename of the sound config file)
+
<br/> Description: sets the sound config file used for this part
+
<br/>
+
  
 
== Vehicle Characteristic Parameters ==
 
== Vehicle Characteristic Parameters ==
 
These are methods of the CVehicleCharacteristics class which are used in the Characteristics block, they define global characteristics for the vehicle.<br/><br/>
 
These are methods of the CVehicleCharacteristics class which are used in the Characteristics block, they define global characteristics for the vehicle.<br/><br/>
<br/>Get_DefenceAgainstCars
+
 
<br/>Set_DefenceAgainstCars
+
Get_DefenceAgainstCars<br/>
<br/> Arguments: float defenceAmount[0 to nolimit] (Higher value = higher defence)
+
Set_DefenceAgainstCars<br/>
<br/> Description: Sets the amount of defense this car has against other cars
+
Get_DefenceGeneral<br/>
<br/>
+
Set_DefenceGeneral<br/>
<br/>Get_DefenceGeneral
+
Get_Offence<br/>
<br/>Set_DefenceGeneral
+
Set_Offence<br/>
<br/> Arguments: float defenceAmount[0 to nolimit] (Higher value = higher defence)
+
Get_ValueFactor<br/>
<br/> Description: Sets the amount of defense this car has in general (against hitting walls and things falling on it etc.?)
+
Set_ValueFactor<br/>
<br/>
+
Get_WholeBodyDeformationFactor<br/>
<br/>Get_Offence
+
Set_WholeBodyDeformationFactor<br/>
<br/>Set_Offence
+
Get_PermanentPowerup<br/>
<br/> Arguments: float offenceAmount[0 to nolimit] (Higher value = higher offence)
+
Add_PermanentPowerup<br/>
<br/> Description: Sets the amount of offence this car has
+
Get_AirBrakeMinSpeed<br/>
<br/>
+
Set_AirBrakeMinSpeed<br/>
<br/>Get_ValueFactor
+
Get_AirBrakeMaxSpeed<br/>
<br/>Set_ValueFactor
+
Set_AirBrakeMaxSpeed<br/>
<br/> Arguments: float valueAmount[0 to nolimit] (Higher value = higher value)
+
Get_AirBrakeMinParametric<br/>
<br/> Description: Sets the value of the car. I assume this is to do with how much it costs to buy in game? Or how rare it is?
+
Set_AirBrakeMinParametric<br/>
<br/>
+
Get_AirBrakeMovementUpTime<br/>
<br/>Get_WholeBodyDeformationFactor
+
Set_AirBrakeMovementUpTime<br/>
<br/>Set_WholeBodyDeformationFactor
+
Get_AirBrakeMovementDownTime<br/>
<br/> Arguments: float deformFactor[0 to nolimit] (Higher value = deforms more?)
+
Set_AirBrakeMovementDownTime<br/>
<br/> Description: Sets the overall factor of deformation for the car
+
Get_AirBrakeDropTime<br/>
<br/>Get_PermanentPowerup
+
Set_AirBrakeDropTime<br/>
<br/>Add_PermanentPowerup
+
Get_AerofoilUpSpeed<br/>
<br/> Arguments: string powerupName (Name of powerup, powerups are defined in the powerups folder)
+
Set_AerofoilUpSpeed<br/>
<br/> Definition: Adds a constant use powerup to the car
+
Get_AerofoilDownSpeed<br/>
<br/>
+
Set_AerofoilDownSpeed<br/>
<br/>Get_AirBrakeMinSpeed
+
Get_AerofoilMovementUpTime<br/>
<br/>Set_AirBrakeMinSpeed
+
Set_AerofoilMovementUpTime<br/>
<br/> Arguments: ????
+
Get_AerofoilMovementDownTime<br/>
<br/> Possible Arguments: float speed[0 to nolimit]
+
Set_AerofoilMovementDownTime<br/>
<br/> Description: Sets the minimum speed at which the airbrake is deployed when braking?
+
Get_Aerofoil2UpSpeed<br/>
<br/>
+
Set_Aerofoil2UpSpeed<br/>
<br/>Get_AirBrakeMaxSpeed
+
Get_Aerofoil2DownSpeed<br/>
<br/>Set_AirBrakeMaxSpeed
+
Set_Aerofoil2DownSpeed<br/>
<br/> Arguments: ????
+
Get_Aerofoil2MovementUpTime<br/>
<br/> Possible Arguments: float speed[0 to nolimit]
+
Set_Aerofoil2MovementUpTime<br/>
<br/> Description: Sets the maximum speed at which the airbrake is deployed when braking?
+
Get_Aerofoil2MovementDownTime<br/>
<br/>
+
Set_Aerofoil2MovementDownTime<br/>
<br/>Get_AirBrakeMinParametric
+
 
<br/>Set_AirBrakeMinParametric
+
<br/> Arguments: ??????
+
<br/> Description: No fucking clue
+
<br/>
+
<br/>Get_AirBrakeMovementUpTime
+
<br/>Set_AirBrakeMovementUpTime
+
<br/> Arguments: ??????
+
<br/> Possible Arguments: float timeToRaise[0 to nolimit]
+
<br/> Description: Sets the amount of time it takes the air brake to move up into deployed position?
+
<br/>
+
<br/>Get_AirBrakeMovementDownTime
+
<br/>Set_AirBrakeMovementDownTime
+
<br/> Arguments: ??????
+
<br/> Possible Arguments: float timeToLower[0 to nolimit]
+
<br/> Description: Sets the amount of time it takes the air brake to move back down into it's original position?
+
<br/>
+
<br/>Get_AirBrakeDropTime
+
<br/>Set_AirBrakeDropTime
+
<br/> Arguments: ??????
+
<br/> Description: No fucking clue
+
<br/>
+
<br/>Get_AerofoilUpSpeed
+
<br/>Set_AerofoilUpSpeed
+
<br/> Arguments: ??????
+
<br/> Possible Arguments: float speed[0 to nolimit]
+
<br/> Description: Sets the speed at which the first stage of the aerofoil spoiler gets deployed
+
<br/>
+
<br/>Get_AerofoilDownSpeed
+
<br/>Set_AerofoilDownSpeed
+
<br/> Arguments: ??????
+
<br/> Possible Arguments: float speed[0 to nolimit]
+
<br/> Description: Sets the speed at which the first stage of the aerofoil spoiler gets lowered
+
<br/>
+
<br/>Get_AerofoilMovementUpTime
+
<br/>Set_AerofoilMovementUpTime
+
<br/> Arguments: ??????
+
<br/> Possible Arguments: float timeToRaise[0 to nolimit]
+
<br/> Description: Sets the amount of time it takes the first stage of the aerofoil spoiler to move up into deployed position?
+
<br/>
+
<br/>Get_AerofoilMovementDownTime
+
<br/>Set_AerofoilMovementDownTime
+
<br/> Arguments: ??????
+
<br/> Possible Arguments: float timeToLower[0 to nolimit]
+
<br/> Description: Sets the amount of time it takes the first stage of the aerofoil spoiler to move up into deployed position?
+
<br/>
+
<br/>Get_Aerofoil2UpSpeed
+
<br/>Set_Aerofoil2UpSpeed
+
<br/> Arguments: ??????
+
<br/> Possible Arguments: float speed[0 to nolimit]
+
<br/> Description: Sets the speed at which the second stage of the aerofoil spoiler gets raised
+
<br/>
+
<br/>Get_Aerofoil2DownSpeed
+
<br/>Set_Aerofoil2DownSpeed
+
<br/> Arguments: ??????
+
<br/> Possible Arguments: float speed[0 to nolimit]
+
<br/> Description: Sets the speed at which the second stage of the aerofoil spoiler gets lowered
+
<br/>
+
<br/>Get_Aerofoil2MovementUpTime
+
<br/>Set_Aerofoil2MovementUpTime
+
<br/> Arguments: ??????
+
<br/> Possible Arguments: float timeToRaise[0 to nolimit]
+
<br/> Description: Sets the amount of time it takes the second stage of the aerofoil spoiler to move up into deployed position?
+
<br/>
+
<br/> Get_Aerofoil2MovementDownTime
+
<br/>Set_Aerofoil2MovementDownTime
+
<br/> Arguments: ??????
+
<br/> Possible Arguments: float timeToLower[0 to nolimit]
+
<br/> Description: Sets the amount of time it takes the second stage of the aerofoil spoiler to move up into deployed position?
+
<br/>
+
  
 
== Joint Properties ==
 
== Joint Properties ==
 
These are methods of the CWeldJointParameters class which are set in the JOINT blocks, they control moving hinges for element like doors, trunks, etc. in vehicles<br/>
 
These are methods of the CWeldJointParameters class which are set in the JOINT blocks, they control moving hinges for element like doors, trunks, etc. in vehicles<br/>
<br/>Get_Hinge
+
 
<br/>Set_Hinge
+
Get_Hinge<br/>
<br/> Arguments: bool isHinged (True = joint is hinged)
+
Set_Hinge<br/>
<br/> Description: Sets joint to be hinged
+
Get_BallJoint<br/>
<br/>
+
Set_BallJoint<br/>
<br/>Get_BallJoint
+
Get_UJ<br/>
<br/>Set_BallJoint
+
Set_UJ<br/>
<br/> Arguments: bool isBallJoint (True = joint is balljoint)
+
Get_MinTwistLimit<br/>
<br/> Description: Sets joint to be a ball joint
+
Set_MinTwistLimit<br/>
<br/>
+
Get_MaxTwistLimit<br/>
<br/>Get_UJ
+
Set_MaxTwistLimit<br/>
<br/>Set_UJ
+
Get_MinLimit<br/>
<br/> Arguments: ?????
+
Set_MinLimit<br/>
<br/> Possible Arguments: bool isUJ
+
Get_MaxLimit<br/>
<br/> Description: WTF is a UJ?
+
Set_MaxLimit<br/>
<br/>
+
Get_MinLimit2<br/>
<br/>Get_MinTwistLimit
+
Set_MinLimit2<br/>
<br/>Set_MinTwistLimit
+
Get_MaxLimit2<br/>
<br/> Arguments: int(or float???) limit[anyvalue] (Degrees)
+
Set_MaxLimit2<br/>
<br/> Description: The minimum amount of twist on a ball joint
+
Get_Slide<br/>
<br/>
+
Set_Slide<br/>
<br/>Get_MaxTwistLimit
+
Get_FlapSpring<br/>
<br/>Set_MaxTwistLimit
+
Add_FlapSpring<br/>
<br/> Arguments: int(or float???) limit[anyvalue] (Degrees)
+
Get_JointAxis<br/>
<br/> Description: The maximum amount of twist on a ball joint
+
Set_JointAxis<br/>
<br/>
+
Get_JointNormal<br/>
<br/>Get_MinLimit
+
Set_JointNormal<br/>
<br/>Set_MinLimit
+
Get_JointLocation<br/>
<br/> Arguments: int(or float???) limit[anyvalue] (Degrees)
+
Set_JointLocation<br/>
<br/> Description: The minimum amount of degrees the joint can move. Is this different when using a sliding joint?
+
 
<br/>
+
<br/>Get_MaxLimit
+
<br/>Set_MaxLimit
+
<br/> Arguments: int(or float???) limit[anyvalue] (Degrees)
+
<br/> Description: The maximum amount of degrees the joint can move. Is this different when using a sliding joint?
+
<br/>
+
<br/>Get_MinLimit2
+
<br/>Set_MinLimit2
+
<br/> Arguments: int(or float???) limit[anyvalue] (Degrees)
+
<br/> Description: The minimum amount of degrees the joint can move when it's broken? Is this different when using a sliding joint?
+
<br/>
+
<br/>Get_MaxLimit2
+
<br/>Set_MaxLimit2
+
<br/> Arguments: int(or float???) limit[anyvalue]
+
<br/> Description: The maximum amount of degrees the joint can move when it's broken? Is this different when using a sliding joint?
+
<br/>
+
<br/>Get_Slide
+
<br/>Set_Slide
+
<br/> Arguments: ????
+
<br/> Possible Arguments: bool isSlide
+
<br/> Description: Sets the joint to a sliding joint?
+
<br/>
+
<br/>Get_FlapSpring
+
<br/>Add_FlapSpring
+
<br/> Arguments: int(or float???) noIdea1 (No fucking clue)
+
<br/> int(or float???) noIdea1 (No fucking clue)
+
<br/> Description: Sets the force of the springs for flabbale parts like doors. I get what they do but have no idea how they work.
+
<br/>
+
<br/>Get_JointAxis
+
<br/>Set_JointAxis
+
<br/> Arguments: float axis_x[-1 to 1] (X component of the axis)
+
<br/> float axis_y[-1 to 1] (Y component of the axis)
+
<br/> float axis_y[-1 to 1] (Z component of the axis)
+
<br/> Description: Sets the axis of the joint in world space?
+
<br/>
+
<br/>Get_JointNormal
+
<br/>Set_JointNormal
+
<br/> Arguments: float normal_x[-1 to 1] (X component of the axis)
+
<br/> float normal_y[-1 to 1] (Y component of the axis)
+
<br/> float normal_y[-1 to 1] (Z component of the axis)
+
<br/> Description: Sets the normal of the ball joint?
+
<br/>
+
<br/>Get_JointLocation
+
<br/>Set_JointLocation
+
<br/> Arguments: float position_x[anyvalue] (X component of the position in world space)
+
<br/> float position_y[anyvalue] (Y component of the position in world space)
+
<br/> float position_y[anyvalue] (Z component of the position in world space)
+
<br/> Description: Sets the location of the joint in world space.
+
<br/>
+
  
 
== Unknown Properties ==
 
== Unknown Properties ==

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