TASK
void TASK_COMBAT_PED(Ped ped, Ped targetPed, int p2, int p3)
void TASK_WANDER_STANDARD(Ped ped, float p1, int p2)
void TASK_VEHICLE_DRIVE_WANDER(Ped ped, Vehicle vehicle, float speed, int drivingStyle)
void TASK_START_SCENARIO_IN_PLACE(Ped ped, string scenarioName, int unkDelay, bool playEnterAnim)
void TASK_START_SCENARIO_AT_POSITION(Ped ped, string scenarioName, float x, float y, float z, float heading, int duration, bool sittingScenario, bool teleport)
void TASK_STAND_GUARD(Ped ped, float x, float y, float z, float heading, string scenarioName)
void PLAY_ANIM_ON_RUNNING_SCENARIO(Ped ped, string animDict, string animName)
bool DOES_SCENARIO_GROUP_EXIST(string scenarioGroup)
bool IS_SCENARIO_GROUP_ENABLED(string scenarioGroup)
void SET_SCENARIO_GROUP_ENABLED(string scenarioGroup, bool p1)
void RESET_SCENARIO_GROUPS_ENABLED()
void SET_EXCLUSIVE_SCENARIO_GROUP(string scenarioGroup)
void RESET_EXCLUSIVE_SCENARIO_GROUP()
bool IS_SCENARIO_TYPE_ENABLED(string scenarioType)
void SET_SCENARIO_TYPE_ENABLED(string scenarioType, bool toggle)
void RESET_SCENARIO_TYPES_ENABLED()
bool IS_PED_ACTIVE_IN_SCENARIO(Ped ped)
void TASK_FOLLOW_TO_OFFSET_OF_ENTITY(Ped ped, Entity entity, float offsetX, float offsetY, float offsetZ, float movementSpeed, int timeout, float stoppingRange, bool persistFollowing)
void TASK_GO_STRAIGHT_TO_COORD(Ped ped, float x, float y, float z, float speed, int timeout, float targetHeading, float distanceToSlide)
void TASK_VEHICLE_DRIVE_TO_COORD_LONGRANGE(Ped ped, Vehicle vehicle, float x, float y, float z, float speed, int driveMode, float stopRange)
void TASK_SHOOT_AT_ENTITY(Entity entity, Entity target, int duration, Hash firingPattern)
void TASK_VEHICLE_ESCORT(Ped ped, Vehicle vehicle, Vehicle targetVehicle, int mode, float speed, int drivingStyle, float minDistance, int p7, float noRoadsDistance)
void TASK_VEHICLE_FOLLOW(Ped driver, Vehicle vehicle, Entity targetEntity, float speed, int drivingStyle, int minDistance)
void TASK_VEHICLE_DRIVE_TO_COORD(Ped ped, Vehicle vehicle, float x, float y, float z, float speed, Any p6, Hash vehicleModel, int drivingMode, float stopRange, float p10)
void TASK_VEHICLE_SHOOT_AT_PED(Ped ped, Ped target, float p2)
void TASK_VEHICLE_AIM_AT_PED(Ped ped, Ped target)
void TASK_VEHICLE_SHOOT_AT_COORD(Ped ped, float x, float y, float z, float p4)
void TASK_VEHICLE_AIM_AT_COORD(Ped ped, float x, float y, float z)
void TASK_STAY_IN_COVER(Ped ped)
void TASK_GO_TO_COORD_WHILE_AIMING_AT_COORD(Ped ped, float x, float y, float z, float aimAtX, float aimAtY, float aimAtZ, float moveSpeed, bool p8, float p9, float p10, bool p11, Any flags, bool p13, Hash firingPattern)
void TASK_GO_TO_COORD_WHILE_AIMING_AT_ENTITY(Any p0, float p1, float p2, float p3, Any p4, float p5, bool p6, float p7, float p8, bool p9, Any p10, bool p11, Any p12, Any p13)
void TASK_GO_TO_ENTITY_WHILE_AIMING_AT_COORD(Any p0, Any p1, float p2, float p3, float p4, float p5, bool p6, float p7, float p8, bool p9, bool p10, Any p11)
void TASK_GO_TO_ENTITY_WHILE_AIMING_AT_ENTITY(Ped ped, Entity entityToWalkTo, Entity entityToAimAt, float speed, bool shootatEntity, float p5, float p6, bool p7, bool p8, Hash firingPattern)
void TASK_OPEN_VEHICLE_DOOR(Ped ped, Vehicle vehicle, int timeOut, int seat, float speed)
void TASK_ENTER_VEHICLE(Ped ped, Vehicle vehicle, int timeout, int seat, float speed, int flag, Any p6)
void TASK_LEAVE_VEHICLE(Ped ped, Vehicle vehicle, int flags)
void TASK_SKY_DIVE(Ped ped, bool p1)
void TASK_PARACHUTE(Ped ped, bool p1, bool p2)
void TASK_PARACHUTE_TO_TARGET(Ped ped, float x, float y, float z)
void SET_PARACHUTE_TASK_TARGET(Ped ped, float x, float y, float z)
void SET_PARACHUTE_TASK_THRUST(Ped ped, float thrust)
void TASK_RAPPEL_FROM_HELI(Ped ped, float p1)
void TASK_VEHICLE_CHASE(Ped driver, Entity targetEnt)
void SET_TASK_VEHICLE_CHASE_BEHAVIOR_FLAG(Ped ped, int flag, bool set)
void SET_TASK_VEHICLE_CHASE_IDEAL_PURSUIT_DISTANCE(Ped ped, float distance)
void TASK_SHOOT_AT_COORD(Ped ped, float x, float y, float z, int duration, Hash firingPattern)
void TASK_AIM_GUN_AT_COORD(Ped ped, float x, float y, float z, int time, bool p5, bool p6)
void TASK_AIM_GUN_AT_ENTITY(Ped ped, Entity entity, int duration, bool p3)
void TASK_TURN_PED_TO_FACE_ENTITY(Ped ped, Entity entity, int duration)
bool IS_TASK_ACTIVE(Ped ped, int taskIndex)
void TASK_PLAY_ANIM(Ped ped, string animDictionary, string animationName, float blendInSpeed, float blendOutSpeed, int duration, int flag, float playbackRate, bool lockX, bool lockY, bool lockZ)
void STOP_ANIM_TASK(Ped ped, string animDictionary, string animationName, float p3)
void TASK_PLANE_MISSION(Ped pilot, Vehicle aircraft, Vehicle targetVehicle, Ped targetPed, float destinationX, float destinationY, float destinationZ, int missionFlag, float angularDrag, float unk, float targetHeading, float maxZ, float minZ, Any p13)
void TASK_VEHICLE_MISSION_PED_TARGET(Ped ped, Vehicle vehicle, Ped pedTarget, int missionType, float maxSpeed, int drivingStyle, float minDistance, float p7, bool DriveAgainstTraffic)
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