build Constructors 1

data_object Properties 34

AimAngle
Rotation
Where are we aiming?
AimBodyWeight
float
The weight of the aim angle, but specifically for the Citizen's body.
AimEyesWeight
float
The weight of the aim angle, but specifically for the Citizen's eyes.
AimHeadWeight
float
The weight of the aim angle, but specifically for the Citizen's head.
BodyWeight
float
DuckLevel
float
The scale of being ducked (crouched) (0 - 1)
EyeSource
GameObject
Where are the eyes of our character?
EyesWeight
float
EyeWorldTransform
Transform
The transform of the eyes, in world space. This is worked out from EyeSource is it's set.
FootShuffle
obsoletefloat
Handedness
Hand
What's the handedness of our weapon? Left handed, right handed, or both hands? This is only supported by some holdtypes, like Pistol, HoldItem.
HeadWeight
float
Height
Nullable`1
How tall are we?
HoldType
HoldTypes
What kind of weapon are we holding?
IkLeftFoot
GameObject
IkLeftHand
GameObject
IK will try to place the limb where this GameObject is in the world.
IkRightFoot
GameObject
IkRightHand
GameObject
IsClimbing
bool
Are we climbing?
IsGrounded
bool
Are we on the ground?
IsNoclipping
bool
Are we noclipping?
IsSitting
bool
Are we sitting down?
IsSwimming
bool
Are we swimming?
IsWeaponLowered
bool
Is the weapon lowered? By default, this'll happen when the character hasn't been shooting for a while.
LookAt
GameObject
Which GameObject should the head/body rotate towards? Eyes will also use this unless a separate eye target is set.
LookAtEnabled
bool
Are we looking at something? Useful for stuff like cutscenes, where you want an NPC to stare at you.
LookAtEyes
GameObject
Optional separate target for eye direction. If not set, the eyes will follow the main Look At target.
MoveRotationSpeed
float
How much the character is rotating in degrees per second, this controls feet shuffling. If rotating clockwise this should be positive, if rotating counter-clockwise this should be negative.
MoveStyle
MoveStyles
We can force the model to walk or run, or let it decide based on the speed.
Sitting
SittingStyle
How are we sitting down?
SittingOffsetHeight
float
How far up are we sitting down from the floor?
SpecialMove
SpecialMoveStyle
We can force the model to have a specific movement state, instead of just running around. Sandbox.Citizen.CitizenAnimationHelper.SpecialMoveStyle.LedgeGrab is good for shimmying across a ledge. Sandbox.Citizen.CitizenAnimationHelper.SpecialMoveStyle.Roll is good for a platformer game where the character is rolling around continuously. Sandbox.Citizen.CitizenAnimationHelper.SpecialMoveStyle.Slide is good for a shooter game or a platformer where the character is sliding.
Target
SkinnedModelRenderer
The skinned model renderer that we'll apply all parameters to.
VoiceLevel
float
How loud are we talking?

Inheritance

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