task¶
task_pause¶
void native.task.task_pause(int ped, int ms)
This tasks the ped to do nothing for the specified amount of milliseconds.
This is useful if you want to add a delay between tasks when using a sequence task.
task_stand_still¶
void native.task.task_stand_still(int ped, int time)
task_jump¶
void native.task.task_jump(int ped, bool unused)
_task_jump_2¶
void native.task._task_jump_2(int ped, float x, float y, float z, int entity)
task_cower¶
void native.task.task_cower(int ped, int duration, int ped_to_cower_from, string p3)
task_hands_up¶
void native.task.task_hands_up(int ped, int duration, int facing_ped, int time_to_face_ped, int flags)
task_knocked_out¶
void native.task.task_knocked_out(int ped, float p1, bool permanently)
task_knocked_out_and_hogtied¶
void native.task.task_knocked_out_and_hogtied(int ped, float p1, int p2)
_0xffb520a3e16f7b7b¶
void native.task._0xffb520a3e16f7b7b(int ped, float p1)
_0x8b1fdf63c3193eda¶
void native.task._0x8b1fdf63c3193eda(int ped, float p1)
update_task_hands_up_duration¶
void native.task.update_task_hands_up_duration(int ped, int duration)
_0x28ef780bdea8a639¶
void native.task._0x28ef780bdea8a639(int ped, int p1)
task_duck¶
void native.task.task_duck(int ped, int p1)
_task_board_vehicle¶
void native.task._task_board_vehicle(int ped, int vehicle, int p2, int p3, int p4, int p5)
_task_disembark_vehicle¶
void native.task._task_disembark_vehicle(int p0, int vehicle, int p2, int p3, float p4, int p5)
_task_board_vehicle_2¶
void native.task._task_board_vehicle_2(int ped, int p1, int p2, float p3, int flags)
task_disembark_nearest_train_carriage¶
void native.task.task_disembark_nearest_train_carriage(int ped, float p1, int flags)
task_enter_vehicle¶
void native.task.task_enter_vehicle(int ped, int vehicle, int timeout, int seat, float speed, int flag, int p6)
task_leave_vehicle¶
void native.task.task_leave_vehicle(int ped, int vehicle, int flags, int unk_ped)
task_mount_animal¶
void native.task.task_mount_animal(int ped, int mount, int timer, int seat_index, float ped_speed, int mount_style, int p6, int p7)
timer: in ms, if it reaches 0 it will auto warp the ped on the horse
mountStyle: See TASK_ENTER_VEHICLE
Flags will still apply to mountStyle
task_dismount_animal¶
void native.task.task_dismount_animal(int rider, int task_flag, int p2, int p3, int p4, int target_ped)
Dismounts the ped from the animal it's mounted on. taskFlag affects what side the rider gets off. p2-p5 are almost always 0.
flags: See TASK_ENTER_VEHICLE
task_hitch_animal¶
void native.task.task_hitch_animal(int ped, int scenario_point, int flag)
_0xe05a5d39be6e93af¶
void native.task._0xe05a5d39be6e93af(int p0)
task_vehicle_drive_to_coord¶
void native.task.task_vehicle_drive_to_coord(int ped, int vehicle, float x, float y, float z, float speed, int style, int vehicle_model, int driving_mode, float stop_range, float straight_line_dist)
stopRange: how close vehicle will get to destination before stopping, default 4.0
straightLineDist: distance at which AI switches to heading for target directly instead of following nodes, default -1
_task_vehicle_drive_to_coord_2¶
void native.task._task_vehicle_drive_to_coord_2(int ped, int p1, int p2, int p3, int p4, int p5, int p6, int p7, int p8)
task_vehicle_drive_wander¶
void native.task.task_vehicle_drive_wander(int ped, int vehicle, float speed, int driving_style)
task_follow_to_offset_of_entity¶
void native.task.task_follow_to_offset_of_entity(int ped, int entity, float offset_x, float offset_y, float offset_z, float movement_speed, int timeout, float stopping_range, bool persist_following, bool p9, bool walk_only, bool p11, bool p12, bool p13)
task_follow_to_offset_of_coord¶
void native.task.task_follow_to_offset_of_coord(int ped, int p1, int p2, int p3, int p4, int p5, int p6, int p7, int p8, int p9, int p10, int p11, int p12, int p13, int p14)
_0x3ffcd7bba074cc80¶
void native.task._0x3ffcd7bba074cc80(int ped, int p1, int p2, int p3, int p4, int p5, int p6, int p7, int p8)
task_go_straight_to_coord¶
void native.task.task_go_straight_to_coord(int ped, float x, float y, float z, float move_blend_speed_y, int p5, float p6, float p7, int p8)
task_go_straight_to_coord_relative_to_entity¶
void native.task.task_go_straight_to_coord_relative_to_entity(int ped, int p1, int p2, int p3, int p4, int p5, int p6, int p7)
task_move_in_traffic¶
void native.task.task_move_in_traffic(int ped, int p1, int p2, int p3)
task_move_in_traffic_to_destination¶
void native.task.task_move_in_traffic_to_destination(int ped, int p1, int p2, int p3, int p4, int p5, int p6, int p7)
task_move_in_traffic_away_from_entity¶
void native.task.task_move_in_traffic_away_from_entity(int ped, int p1, int p2, int p3, int p4)
_0xbaab791aa72c2821¶
void native.task._0xbaab791aa72c2821(int p0, int p1)
task_move_follow_road_using_navmesh¶
void native.task.task_move_follow_road_using_navmesh(int ped, float move_blend_ratio, float x, float y, float z, int p5)
task_achieve_heading¶
void native.task.task_achieve_heading(int ped, float heading, int timeout)
Makes the specified ped achieve the specified heading.
pedHandle: The handle of the ped to assign the task to.
heading: The desired heading.
timeout: The time, in milliseconds, to allow the task to complete. If the task times out, it is canceled, and the ped will stay at the heading it managed to reach in the time.
task_flush_route¶
void native.task.task_flush_route()
task_extend_route¶
void native.task.task_extend_route(float x, float y, float z)
Adds a new point to the current point route. Call TASK_FLUSH_ROUTE before the first call to this. Call TASK_FOLLOW_POINT_ROUTE to make the Ped go the route.
A maximum of 8 points can be added.
task_follow_point_route¶
void native.task.task_follow_point_route(int ped, int p1, int p2, int p3, int p4, int p5)
task_enter_anim_scene¶
void native.task.task_enter_anim_scene(int ped, int anim_scene, string entity_name, string playback_list_name, float enter_speed, bool b_auto_start, int flag, int p7, float p8)
flags:
MOVE_WHILST_WAITING_FOR_PATH = (1 << 0),
DO_NOT_STAND_STILL_AT_END_OF_PATH = (1 << 1),
SKIP_NAVIGATION = (1 << 2),
TEASF_AUTO_START_ANIM_SCENE = (1 << 3),
FORCE_STAND_STILL_AT_END_OF_PATH = (1 << 6),
ENTER_ANIM_SCENE_DONT_FOLLOW_NAVMESH = (1 << 7)
task_move_be_in_formation¶
void native.task.task_move_be_in_formation(int ped, int p1, int p2, int p3, int p4, int p5, int p6)
task_go_to_entity¶
void native.task.task_go_to_entity(int ped, int target, int duration, float distance, float speed, float p5, int p6)
task_follow_and_converse_with_ped¶
void native.task.task_follow_and_converse_with_ped(int ped, int target_ped, int p2, int p3, float p4, float p5, int p6, int p7, int p8, float p9, float p10)
_0xa052608a12559bbb¶
void native.task._0xa052608a12559bbb(int p0, int p1)
task_wander_and_converse_with_ped¶
void native.task.task_wander_and_converse_with_ped(int ped, int p1, int p2, int p3)
task_lead_and_converse¶
void native.task.task_lead_and_converse(int ped, int p1, int p2, int p3, int p4, int p5, int p6, int p7, int p8)
_0xde0c8b145ea466ff¶
void native.task._0xde0c8b145ea466ff(int p0, int p1, int p2, int p3, int p4, int p5)
task_seek_clear_los_to_entity¶
void native.task.task_seek_clear_los_to_entity(int ped, int entity, float p2, float p3, float p4)
task_go_to_whistle¶
void native.task.task_go_to_whistle(int ped, int p1, int whistle_type)
enum eWhistleType
{
WHISTLE_MAIN,
WHISTLE_SECONDARY,
WHISTLE_DOUBLE,
WHISTLE_URGENT,
WHISTLE_LONG
};
_0xeb67d4e056c85a81¶
int native.task._0xeb67d4e056c85a81(int p0)
_0x78d8c1d4eb80c588¶
int native.task._0x78d8c1d4eb80c588(int p0)
task_lead_horse¶
void native.task.task_lead_horse(int ped, int horse)
task_stop_leading_horse¶
void native.task.task_stop_leading_horse(int ped)
_task_flee_from_coord¶
void native.task._task_flee_from_coord(int p0, int p1, int p2, int p3, int p4, int p5, int p6, int p7, int p8, int p9, int p10, int p11)
_task_flee_from_ped¶
void native.task._task_flee_from_ped(int ped, int flee_from_target, float x, float y, float z, float distance, int p6, int p7, float p8, int target_ped)
task_smart_flee_coord¶
void native.task.task_smart_flee_coord(int ped, float x, float y, float z, float distance, int time, int flee_type, float flee_speed)
Makes the specified ped flee the specified distance from the specified position.
fleeType: see TASK_FLEE_COORD
task_smart_flee_ped¶
void native.task.task_smart_flee_ped(int ped, int flee_from_target, float flee_distance, int flee_time, int flee_type, float flee_speed, int target_ped)
Makes a ped run away from another ped (fleeFromTarget)
fleeDistance = ped will flee this distance
fleeTime = ped will flee for this amount of time, set to "-1" to flee forever
fleeType = see TASK_FLEE_COORD, can be 0, R* Scripts: fm_mission/race_controller: 66048; fme_escaped_convicts: 2260992, 2523136, 2359296; la_alligator/fox: 2097152; net_fetch: 17301536; net_stable_mount: 540928
fleeSpeed = mostly 3f, rarely 1f in R* Scripts
_0x673a8779d229ba5a¶
void native.task._0x673a8779d229ba5a(int p0, int p1, int p2, int p3, int p4, int p5)
_0x2e1d6d87346bb7d2¶
void native.task._0x2e1d6d87346bb7d2(int p0, int p1, int p2, int p3)
task_flee_coord¶
void native.task.task_flee_coord(int ped, float x, float y, float z, int flee_style, int p5, float p6, int duration, int p8)
Params: p5 = some flag?, p6 = -1.0f, p8 = 0 in R* Scripts
fleeStyle: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eFleeStyle
task_flee_ped¶
void native.task.task_flee_ped(int ped, int flee_from_target, int flee_style, int flag, float p4, int p5, int p6)
task_flee_coord_via¶
void native.task.task_flee_coord_via(int p0, int p1, int p2, int p3, int p4, int p5, int p6, int p7, int p8, int p9, int p10, int p11)
task_flee_ped_via¶
void native.task.task_flee_ped_via(int p0, int p1, int p2, int p3, int p4, int p5, int p6, int p7, int p8, int p9)
_add_flee_target_coords¶
void native.task._add_flee_target_coords(int ped, float x, float y, float z, float p4)
add_flee_target_ped¶
void native.task.add_flee_target_ped(int ped, int target_ped, float p2)
_0xa42dc7919159cccf¶
void native.task._0xa42dc7919159cccf(int p0)
task_fly_away¶
void native.task.task_fly_away(int ped, int flee_from_target)
task_fly_to_coord¶
void native.task.task_fly_to_coord(int ped, float travel_mbr, float x, float y, float z, bool p5, bool p6)
task_flying_circle¶
void native.task.task_flying_circle(int ped, int p1, int p2, int p3, int p4, int p5, int p6)
task_walk_away¶
void native.task.task_walk_away(int ped, int entity)
task_shocking_event_react¶
void native.task.task_shocking_event_react(int ped, int p1, int p2)
task_react¶
void native.task.task_react(int ped, int reacting_to, float x, float y, float z, string reaction_name, float p6, float p7, int p8)
task_wander_in_area¶
void native.task.task_wander_in_area(int ped, float x, float y, float z, float radius, float p5, float p6, int p7)
task_wander_in_volume¶
void native.task.task_wander_in_volume(int ped, int volume, float p2, float p3, int p4)
task_wander_standard¶
void native.task.task_wander_standard(int ped, float p1, int p2)
Makes ped walk around the area.
set p1 to 10.0f and p2 to 10 if you want the ped to walk anywhere without a duration.
task_wander_swim¶
void native.task.task_wander_swim(int ped, int p1)
task_plant_bomb¶
void native.task.task_plant_bomb(int ped, float x, float y, float z, float heading)
task_horse_action¶
void native.task.task_horse_action(int ped, int action, int target_ped, int p3)
https://github.com/femga/rdr3_discoveries/tree/master/tasks/TASK_HORSE_ACTION
Params: p2, p3 are set to 0 in R* Scripts
task_animal_interaction¶
void native.task.task_animal_interaction(int ped, int target_ped, int interaction_type, int interaction_model, bool skip_idle_animation_clip)
task_combat_animal_warn¶
void native.task.task_combat_animal_warn(int ped, int p1, int p2)
task_combat_animal_charge_ped¶
void native.task.task_combat_animal_charge_ped(int ped, int target_ped, bool p2, int p3, int p4, int p5, int p6)
_0x76610d12a838ebde¶
int native.task._0x76610d12a838ebde(int p0)
task_ambient_animal_stalk¶
void native.task.task_ambient_animal_stalk(int ped, int p1, int p2)
task_ambient_animal_hunt¶
void native.task.task_ambient_animal_hunt(int ped, int p1, int p2)
task_animal_unalerted¶
void native.task.task_animal_unalerted(int ped, int p1, int p2, int p3, int p4)
task_animal_alerted¶
void native.task.task_animal_alerted(int ped, int p1, int p2)
task_animal_flee¶
void native.task.task_animal_flee(int ped, int target_ped, int p2)
_0x244430c13ba5258e¶
int native.task._0x244430c13ba5258e(int p0, int p1, int p2, int p3)
task_eat¶
void native.task.task_eat(int ped, int p1, int p2)
task_bark¶
void native.task.task_bark(int ped, int bark_at_target, int mood)
task_follow_pavement_to_coord¶
void native.task.task_follow_pavement_to_coord(int ped, ptr int args)
task_follow_nav_mesh_to_coord¶
void native.task.task_follow_nav_mesh_to_coord(int ped, float x, float y, float z, float speed_multiplier, int timeout, float stopping_range, int flags, float heading)
task_follow_nav_mesh_to_coord_advanced¶
void native.task.task_follow_nav_mesh_to_coord_advanced(int ped, float x, float y, float z, float speed_multiplier, int timeout, float stopping_range, int flags, float p8, float p9, float p10, int entity, float unk)
set_ped_path_can_use_climbovers¶
void native.task.set_ped_path_can_use_climbovers(int ped, bool toggle)
set_ped_path_can_use_ladders¶
void native.task.set_ped_path_can_use_ladders(int ped, bool toggle)
set_ped_path_can_drop_from_height¶
void native.task.set_ped_path_can_drop_from_height(int ped, bool toggle)
_0xe6a151364c600b24¶
int native.task._0xe6a151364c600b24(int p0)
_0x1632eb9386cdbe64¶
void native.task._0x1632eb9386cdbe64(int p0, int p1)
set_ped_path_climb_cost_modifier¶
void native.task.set_ped_path_climb_cost_modifier(int ped, float modifier)
set_ped_path_deep_snow_cost_modifier¶
void native.task.set_ped_path_deep_snow_cost_modifier(int ped, float modifier)
set_ped_path_foliage_cost_modifier¶
void native.task.set_ped_path_foliage_cost_modifier(int ped, float modifier)
_0x8798cf6815b8fe0f¶
void native.task._0x8798cf6815b8fe0f(int p0, int p1)
_0x5b68d0007d9c92eb¶
void native.task._0x5b68d0007d9c92eb(int p0, int p1)
_0x82ed59f095056550¶
void native.task._0x82ed59f095056550(int p0, int p1)
_0xe01c8dc8edd28d31¶
void native.task._0xe01c8dc8edd28d31(int p0, int p1)
_0x098caa6dbe7d8d82¶
void native.task._0x098caa6dbe7d8d82(int p0, int p1)
_get_ped_is_ignoring_dead_bodies¶
bool native.task._get_ped_is_ignoring_dead_bodies(int ped)
_set_ped_ignore_dead_bodies¶
void native.task._set_ped_ignore_dead_bodies(int ped, bool toggle)
_set_ped_path_ladder_cost_modifier¶
void native.task._set_ped_path_ladder_cost_modifier(int ped, float modifier)
set_ped_path_may_enter_water¶
void native.task.set_ped_path_may_enter_water(int ped, bool may_enter_water)
_set_ped_path_may_enter_deep_water¶
void native.task._set_ped_path_may_enter_deep_water(int ped, bool may_enter_deep_water)
_0xc6170856e54557b2¶
void native.task._0xc6170856e54557b2(int p0, int p1, int p2)
_0xf948f4356f010f11¶
void native.task._0xf948f4356f010f11(int p0, int p1, int p2)
set_ped_path_prefer_to_avoid_water¶
void native.task.set_ped_path_prefer_to_avoid_water(int ped, bool avoid_water, float p2)
_0x8bb283a7888ad1ad¶
void native.task._0x8bb283a7888ad1ad(int p0, int p1, int p2)
_0x12990818c1d35886¶
void native.task._0x12990818c1d35886(int p0, int p1, int p2)
_0x7c015d8bcec72cf4¶
void native.task._0x7c015d8bcec72cf4(int p0, int p1)
set_ped_path_avoid_fire¶
void native.task.set_ped_path_avoid_fire(int ped, bool avoid_fire)
_0x42cfd8fd8cc8dc69¶
void native.task._0x42cfd8fd8cc8dc69(int p0, int p1)
_0x216343750545a486¶
void native.task._0x216343750545a486(int p0, int p1, int p2)
_0x06ecf3925bc2abae¶
void native.task._0x06ecf3925bc2abae(int p0, int p1)
_0xfa30e2254461adeb¶
void native.task._0xfa30e2254461adeb(int p0, int p1)
task_go_to_coord_any_means¶
void native.task.task_go_to_coord_any_means(int ped, float x, float y, float z, float speed, int entity, bool p6, int walking_style, float p8)
task_go_to_coord_any_means_extra_params¶
void native.task.task_go_to_coord_any_means_extra_params(int ped, float x, float y, float z, float speed, int p5, bool p6, int walking_style, float p8, int p9, int p10, int p11, int p12)
task_go_to_coord_any_means_extra_params_with_cruise_speed¶
void native.task.task_go_to_coord_any_means_extra_params_with_cruise_speed(int ped, int p1, int p2, int p3, int p4, int p5, int p6, int p7, int p8, int p9, int p10, int p11, int p12, int p13, int p14)
task_play_anim¶
void native.task.task_play_anim(int ped, string anim_dict, string anim_name, float speed, float speed_multiplier, int duration, int flags, float playback_rate, bool p8, int ik_flags, bool p10, string task_filter, bool p12)
https://github.com/femga/rdr3_discoveries/tree/master/animations
flags: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eScriptedAnimFlags
ikFlags: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eIkControlFlags
task_play_anim_advanced¶
void native.task.task_play_anim_advanced(int ped, string anim_dict, string anim_name, float pos_x, float pos_y, float pos_z, float rot_x, float rot_y, float rot_z, float speed, float speed_multiplier, int duration, int flags, float p13, int p14, int p15, int p16)
task_play_upper_anim_facing_entity¶
void native.task.task_play_upper_anim_facing_entity(int ped, string anim_dict, string anim_name, int entity, int p4, float p5, float p6, int p7, float p8, bool p9, bool p10, float p11, string p12, int p13, float p14)
stop_anim_task¶
void native.task.stop_anim_task(int ped, string anim_dictionary, string animation_name, float p3)
task_scripted_animation¶
void native.task.task_scripted_animation(int ped, ptr int args)
play_entity_scripted_anim¶
void native.task.play_entity_scripted_anim(int entity, ptr int args)
stop_anim_playback¶
void native.task.stop_anim_playback(int ped, int p1, bool p2)
set_anim_filter¶
void native.task.set_anim_filter(int p0, int p1, int p2, int p3)
set_anim_rate¶
void native.task.set_anim_rate(int p0, float p1, int p2, bool p3)
can_start_item_interaction¶
bool native.task.can_start_item_interaction(int ped, int item_hash, int interaction_anim_hash, int p3)
start_task_item_interaction¶
void native.task.start_task_item_interaction(int ped, int item_hash, int interaction_anim_hash, int p3, int flag, float p5)
Params: p3 = 0, 1; p5 = 0.0f, -1.0f
https://github.com/femga/rdr3_discoveries/tree/master/tasks/TASK_ITEM_INTERACTION
_task_item_interaction_2¶
void native.task._task_item_interaction_2(int ped, int prop_name_gxt, int prop, int prop_id, int item_interaction_state, int p5, int p6, float p7)
_task_item_interaction_3¶
void native.task._task_item_interaction_3(int ped, int item, ptr int guid, int p3, int p4, int p5, float p6)
_0xb35370d5353995cb¶
void native.task._0xb35370d5353995cb(int ped, int item, float p2)
get_item_interaction_state¶
int native.task.get_item_interaction_state(int ped)
get_item_interaction_item_id¶
int native.task.get_item_interaction_item_id(int ped)
is_ped_running_inspection_task¶
bool native.task.is_ped_running_inspection_task(int ped)
is_ped_running_task_item_interaction¶
bool native.task.is_ped_running_task_item_interaction(int ped)
_get_item_interaction_entity_from_ped¶
int native.task._get_item_interaction_entity_from_ped(int ped, int item)
item hashes: PRIMARYITEM, P_MUGCOFFEE01X_PH_R_HAND, P_BOTTLEBEER01X_PH_R_HAND
http://prntscr.com/1qtp3bz
https://github.com/femga/rdr3_discoveries/tree/master/tasks/TASK_ITEM_INTERACTION
get_item_interaction_prompt_progress¶
float native.task.get_item_interaction_prompt_progress(int ped, int input_context)
_0x678d3226cf70b9c8¶
int native.task._0x678d3226cf70b9c8(int ped, bool p1)
task_evasive_anim¶
void native.task.task_evasive_anim(int ped1, int ped2, int p2)
task_look_at_coord¶
void native.task.task_look_at_coord(int ped, float x, float y, float z, int duration, int flags, int p6, bool p7)
task_look_at_entity¶
void native.task.task_look_at_entity(int ped, int look_at_target, int duration, int p3, int p4, int p5)
task_clear_look_at¶
void native.task.task_clear_look_at(int ped)
_0x508f5053e3f6f0c4¶
bool native.task._0x508f5053e3f6f0c4(int ped, float x, float y, float z, float p4)
_0x23767d80c7eed7c6¶
void native.task._0x23767d80c7eed7c6(int p0, int p1)
open_sequence_task¶
void native.task.open_sequence_task(ptr int task_sequence_id)
close_sequence_task¶
void native.task.close_sequence_task(int task_sequence_id)
task_perform_sequence¶
void native.task.task_perform_sequence(int ped, int task_sequence_id)
_task_perform_sequence_2¶
void native.task._task_perform_sequence_2(int p0, int p1, int p2, int p3)
clear_sequence_task¶
void native.task.clear_sequence_task(ptr int task_sequence_id)
set_sequence_to_repeat¶
void native.task.set_sequence_to_repeat(int task_sequence_id, int repeat_mode)
get_sequence_progress¶
int native.task.get_sequence_progress(int ped)
returned values:
0 to 7 = task that's currently in progress, 0 meaning the first one.
-1 no task sequence in progress.
get_is_task_active¶
bool native.task.get_is_task_active(int ped, int task_index)
get_script_task_status¶
int native.task.get_script_task_status(int ped, int task_hash, bool p2)
Gets the status of a script-assigned task, and returns an int between 0-8
taskHash: https://alloc8or.re/rdr3/doc/enums/eScriptTaskHash.txt
WAITING_TO_START_TASK = 0,
PERFORMING_TASK
DORMANT_TASK
VACANT_STAGE
GROUP_TASK_STAGE
ATTRACTOR_SCRIPT_TASK_STAGE
SECONDARY_TASK_STAGE
TASK_NOT_FOUND
FINISHED_TASK
_0x9ff5f9b24e870748¶
int native.task._0x9ff5f9b24e870748(int p0)
_get_script_task_action_time¶
float native.task._get_script_task_action_time(int ped, int task)
react_look_at¶
void native.task.react_look_at(int ped, int target_ped, int look_intensity, int exit_animation, float duration, int p5, int target_ped2, int p7, int p8)
lookIntensity: see SET_PED_SHOULD_PLAY_FLEE_SCENARIO_EXIT
exitAnimation: LOOK_RETURN_GENERIC = 1,
LOOK_RETURN_DISMISSIVE = 2,
LOOK_RETURN_RELIEVED = 3
react_look_at_end¶
void native.task.react_look_at_end(int ped, int exit_animation, bool p2)
is_ped_scenario_react_looking¶
bool native.task.is_ped_scenario_react_looking(int ped, bool p1)
get_active_vehicle_mission_type¶
int native.task.get_active_vehicle_mission_type(int vehicle)
task_leave_any_vehicle¶
void native.task.task_leave_any_vehicle(int ped, int p1, int task_flag)
_0xbd70108d01875299¶
int native.task._0xbd70108d01875299(int p0)
task_use_random_scenario_in_group¶
void native.task.task_use_random_scenario_in_group(int ped, int p1, int p2, int p3, int p4)
task_aim_gun_at_entity¶
void native.task.task_aim_gun_at_entity(int ped, int target_entity, int duration, bool p3, int p4)
duration: the amount of time in milliseconds to do the task. -1 will keep the task going until either another task is applied, or CLEAR_ALL_TASKS() is called with the ped
task_turn_ped_to_face_entity¶
void native.task.task_turn_ped_to_face_entity(int ped, int target_entity, int duration, float p3, float p4, float p5)
duration: the amount of time in milliseconds to do the task. -1 will keep the task going until either another task is applied, or CLEAR_ALL_TASKS() is called with the ped
task_aim_gun_at_coord¶
void native.task.task_aim_gun_at_coord(int ped, float x, float y, float z, int time, bool p5, bool p6)
task_aim_at_coord¶
void native.task.task_aim_at_coord(int ped, int p1, int p2, int p3, int p4, int p5, int p6)
task_aim_at_entity¶
void native.task.task_aim_at_entity(int ped, int p1, int p2, int p3, int p4)
task_shoot_at_coord¶
void native.task.task_shoot_at_coord(int ped, float x, float y, float z, int duration, int firing_pattern, int p6)
task_shuffle_to_next_vehicle_seat¶
void native.task.task_shuffle_to_next_vehicle_seat(int ped, int vehicle)
Makes the specified ped shuffle to the next vehicle seat.
The ped MUST be in a vehicle and the vehicle parameter MUST be the ped's current vehicle.
clear_ped_tasks¶
void native.task.clear_ped_tasks(int ped, bool p1, bool p2)
_0x1a7d63cb1b0bb223¶
void native.task._0x1a7d63cb1b0bb223(int p0)
_0xb2d15d3551fe4fae¶
void native.task._0xb2d15d3551fe4fae(int p0)
_0xdf94844d474f31e5¶
void native.task._0xdf94844d474f31e5(int ped)
_0xeba2081e0a5f4d17¶
void native.task._0xeba2081e0a5f4d17(int p0)
_0x141bc64c8d7c5529¶
void native.task._0x141bc64c8d7c5529(int vehicle)
clear_ped_secondary_task¶
void native.task.clear_ped_secondary_task(int ped)
task_everyone_leave_vehicle_in_order¶
void native.task.task_everyone_leave_vehicle_in_order(int vehicle, bool p1)
task_investigate¶
void native.task.task_investigate(int ped, int p1, int p2, int p3, int p4, int p5)
task_goto_entity_offset¶
void native.task.task_goto_entity_offset(int ped, int entity, int p2, float x, float y, float z, int duration)
task_goto_entity_offset_xy¶
void native.task.task_goto_entity_offset_xy(int ped, int entity, int duration, float target_radius, float x_offset, float y_offset, float move_blend_ratio, int offset_flags)
task_goto_entity_offset_xyz¶
void native.task.task_goto_entity_offset_xyz(int ped, int p1, int p2, int p3, int p4, int p5, int p6, int p7, int p8)
task_goto_entity_offset_xy_aiming¶
void native.task.task_goto_entity_offset_xy_aiming(int ped, int p1, int p2, int p3, int p4, int p5, int p6, int p7, int p8)
task_goto_entity_offset_xyz_aiming¶
void native.task.task_goto_entity_offset_xyz_aiming(int ped, int p1, int p2, int p3, int p4, int p5, int p6, int p7, int p8, int p9)
task_follow_entity_while_aiming_at_entity¶
void native.task.task_follow_entity_while_aiming_at_entity(int ped, int p1, int p2, int p3, int p4, int p5, int p6, int p7)
task_turn_ped_to_face_coord¶
void native.task.task_turn_ped_to_face_coord(int ped, float x, float y, float z, int duration)
task_vehicle_temp_action¶
void native.task.task_vehicle_temp_action(int driver, int vehicle, int action, int time)
Documentation from GTA V, might be the same in RDR:
'1 - brake
'3 - brake + reverse
'4 - turn left 90 + braking
'5 - turn right 90 + braking
'6 - brake strong (handbrake?) until time ends
'7 - turn left + accelerate
'7 - turn right + accelerate
'9 - weak acceleration
'10 - turn left + restore wheel pos to center in the end
'11 - turn right + restore wheel pos to center in the end
'13 - turn left + go reverse
'14 - turn left + go reverse
'16 - crash the game after like 2 seconds :)
'17 - keep actual state, game crashed after few tries
'18 - game crash
'19 - strong brake + turn left/right
'20 - weak brake + turn left then turn right
'21 - weak brake + turn right then turn left
'22 - brake + reverse
'23 - accelerate fast
'24 - brake
'25 - brake turning left then when almost stopping it turns left more
'26 - brake turning right then when almost stopping it turns right more
'27 - brake until car stop or until time ends
'28 - brake + strong reverse acceleration
'30 - performs a burnout (brake until stop + brake and accelerate)
'31 - accelerate + handbrake
'32 - accelerate very strong
Seems to be this:
Works on NPCs, but overrides their current task. If inside a task sequence (and not being the last task), "time" will work, otherwise the task will be performed forever until tasked with something else
task_vehicle_mission¶
void native.task.task_vehicle_mission(int driver, int vehicle, int vehicle_target, int mission_type, float p4, int p5, float p6, float p7, bool drive_against_traffic)
task_vehicle_drive_to_destination¶
void native.task.task_vehicle_drive_to_destination(int driver, int vehicle, float x, float y, float z, float speed, int driving_flags, int p7, float stopping_range1, float stopping_range2, bool p10)
flags: 67108864, 2097152, 524564, 524675 (eDrivingFlags)
p7 = 6 or 3
p8 = x coordinate
p9 - 8.f
p10 = false
_task_vehicle_drive_to_destination_2¶
void native.task._task_vehicle_drive_to_destination_2(int vehicle, float x, float y, float z, float speed, int p5, int p6, float p7, float p8)
_task_vehicle_flee_on_cleanup¶
void native.task._task_vehicle_flee_on_cleanup(int vehicle, float p1, float p2, float p3, float speed, int type)
Vehicle Auto Drive (?)
p1/p2/p3: usually 1f, 1f, 0f or 0f, 0f, 0f
Speed: usually 8f
Types: 1148979456 (task with flee), 1148979587 (dismissing the vehicle)
task_vehicle_drive_straight_to_point¶
void native.task.task_vehicle_drive_straight_to_point(int driver, int vehicle, float x, float y, float z, float p5, float p6, int flag)
_task_vehicle_drive_to_point_2¶
void native.task._task_vehicle_drive_to_point_2(int vehicle, float x, float y, float z, float p4, float p5, int p6)
_0x1d125814ebc517eb¶
void native.task._0x1d125814ebc517eb(int p0, int p1, int p2, int p3)
_0x583ae9af9cee0958¶
bool native.task._0x583ae9af9cee0958(int vehicle, float x, float y, float z)
task_vehicle_mission_ped_target¶
void native.task.task_vehicle_mission_ped_target(int ped, int vehicle, int ped_target, int mode, float max_speed, int driving_style, float min_distance, float p7, bool drive_against_traffic)
_0xa263adbbc8056214¶
void native.task._0xa263adbbc8056214(int p0, int p1)
task_vehicle_escort¶
void native.task.task_vehicle_escort(int ped, int vehicle, int target_vehicle, int mode, float speed, int driving_style, float min_distance, int p7, float no_roads_distance)
task_boat_mission¶
void native.task.task_boat_mission(int ped_driver, int boat, int p2, int p3, float x, float y, float z, int p7, float max_speed, int driving_style, float p10, int p11)
task_weapon¶
void native.task.task_weapon(int ped)
task_drive_by¶
void native.task.task_drive_by(int driver_ped, int target_ped, int target_vehicle, float target_x, float target_y, float target_z, float distance_to_shoot, int ped_accuracy, bool p8, int firing_pattern)
set_driveby_task_target¶
void native.task.set_driveby_task_target(int shooting_ped, int target_ped, int target_vehicle, float x, float y, float z)
clear_driveby_task_underneath_driving_task¶
void native.task.clear_driveby_task_underneath_driving_task(int ped)
is_driveby_task_underneath_driving_task¶
bool native.task.is_driveby_task_underneath_driving_task(int ped)
get_is_ped_aiming_in_the_air¶
bool native.task.get_is_ped_aiming_in_the_air(int ped)
_set_ped_clear_aiming_in_the_air¶
void native.task._set_ped_clear_aiming_in_the_air(int ped, int p1)
is_mounted_weapon_task_underneath_driving_task¶
bool native.task.is_mounted_weapon_task_underneath_driving_task(int ped)
task_warp_ped_into_vehicle¶
void native.task.task_warp_ped_into_vehicle(int ped, int vehicle, int seat)
task_shoot_at_entity¶
void native.task.task_shoot_at_entity(int entity, int target_entity, int duration, int firing_pattern, bool affect_cocked_state)
task_shoot_with_weapon¶
void native.task.task_shoot_with_weapon(int ped, ptr int args)
_0x2416ec2f31f75266¶
void native.task._0x2416ec2f31f75266(int entity, int target_entity, int duration, int p3, int p4)
_0x41323f4e0c4ae94b¶
void native.task._0x41323f4e0c4ae94b(int p0, int p1, int p2, int p3, int p4, int p5, int p6)
_0x5ea655f01d93667a¶
int native.task._0x5ea655f01d93667a(int p0)
task_climb¶
void native.task.task_climb(int ped, bool unused)
_task_climb_2¶
void native.task._task_climb_2(int ped, float heading)
task_climb_ladder¶
void native.task.task_climb_ladder(int ped, float p1, bool p2, bool p3)
clear_ped_tasks_immediately¶
void native.task.clear_ped_tasks_immediately(int ped, bool p1, bool reset_crouch)
Immediately stops the pedestrian from whatever it's doing. They stop fighting, animations, etc. they forget what they were doing.
resetCrouch TRUE = ped will stand up if crouching, FALSE = ped will remain crouching if crouched
task_perform_sequence_from_progress¶
void native.task.task_perform_sequence_from_progress(int ped, int p1, int p2, int p3)
set_ped_desired_move_blend_ratio¶
void native.task.set_ped_desired_move_blend_ratio(int ped, float p1)
get_ped_desired_move_blend_ratio¶
float native.task.get_ped_desired_move_blend_ratio(int ped)
task_goto_entity_aiming¶
void native.task.task_goto_entity_aiming(int ped, int target, float distance_to_stop_at, float start_aiming_dist)
ped = Ped you want to perform this task.
target = the Entity they should aim at.
distanceToStopAt = distance from the target, where the ped should stop to aim.
StartAimingDist = distance where the ped should start to aim.
task_set_sphere_defensive_area¶
void native.task.task_set_sphere_defensive_area(int ped, float p1, float p2, float p3, float p4)
task_clear_defensive_area¶
void native.task.task_clear_defensive_area(int ped)
task_ped_slide_to_coord¶
void native.task.task_ped_slide_to_coord(int ped, float x, float y, float z, float heading, float p5)
_0x9420fb11b8d77948¶
int native.task._0x9420fb11b8d77948(int p0)
_0x6ba606ab3a83bc4d¶
int native.task._0x6ba606ab3a83bc4d(int p0)
add_cover_point¶
int native.task.add_cover_point(float p0, float p1, float p2, float p3, int p4, int p5, int p6, bool p7)
_0x59872ea4cbd11c56¶
int native.task._0x59872ea4cbd11c56(int p0, int p1, int p2, int p3, int p4, int p5, int p6, int p7, int p8)
remove_cover_point¶
void native.task.remove_cover_point(int coverpoint)
does_scripted_cover_point_exist_at_coords¶
bool native.task.does_scripted_cover_point_exist_at_coords(int p0, int p1, int p2, int p3)
get_scripted_cover_point_coords¶
vec3 native.task.get_scripted_cover_point_coords(int coverpoint)
_0xe116f6f2da2d777e¶
vec3 native.task._0xe116f6f2da2d777e(int p0)
_0x50aa09a0da64e73c¶
void native.task._0x50aa09a0da64e73c(int p0, int p1, int p2, int p3, int p4, int p5, int p6)
_0xe5831aa1e2fd147c¶
void native.task._0xe5831aa1e2fd147c(int p0)
task_combat_ped¶
void native.task.task_combat_ped(int ped, int target_ped, int p2, int p3)
task_combat_ped_timed¶
void native.task.task_combat_ped_timed(int ped, int target_ped, int p2, int p3)
_task_combat_ped_3¶
void native.task._task_combat_ped_3(int p0, int p1, int p2, int p3, int p4, int p5)
task_seek_cover_from_pos¶
void native.task.task_seek_cover_from_pos(int ped, float x, float y, float z, int duration, int p5, int p6, int p7)
task_seek_cover_from_ped¶
void native.task.task_seek_cover_from_ped(int ped, int from_ped, int duration, int p3, int p4, int p5)
task_seek_cover_to_cover_point¶
void native.task.task_seek_cover_to_cover_point(int ped, int p1, int p2, int p3, int p4, int p5, int p6, int p7, int p8)
task_seek_cover_to_coords¶
void native.task.task_seek_cover_to_coords(int ped, int p1, int p2, int p3, int p4, int p5, int p6, int p7, int p8, int p9, int p10)
task_put_ped_directly_into_cover¶
void native.task.task_put_ped_directly_into_cover(int ped, float x, float y, float z, int timeout, bool p5, float p6, int p7, int p8, int coverpoint, bool p10, bool p11, int p12)
_task_put_ped_directly_into_cover_from_coords¶
void native.task._task_put_ped_directly_into_cover_from_coords(int ped, float x, float y, float z, float from_x, float from_y, float from_z, int timeout, int p8, int p9, int p10, int p11, int p12, int p13, int p14, int p15, int p16, int p17)
task_put_ped_directly_into_melee¶
void native.task.task_put_ped_directly_into_melee(int ped, int melee_target, int melee_style, float p3, float anim_blend_ratio, bool p5, int p6)
meleeStyles: AR_GRAPPLE_BACK_FROM_BACK, AR_GRAPPLE_MOUNT_FACEDOWN_FROM_FRONT, AR_ALLIGATOR_LEAPKILL, AR_ALLIGATOR_WAIST_AUTOKILL_FRONT
task_put_ped_directly_into_grapple¶
void native.task.task_put_ped_directly_into_grapple(int ped, int grapple_target, int grapple_style, float p3, float p4, bool p5, int p6)
grappleStyle: AR_GRAPPLE_STRUGGLE, AR_ALLIGATOR_LEG_GRAB_CHALLENGE_FAIL, AR_GRAPPLE_BACK_FROM_BACK, AR_GRAPPLE_BACK_DEFEND, AR_GRAPPLE_FRONT_FROM_FRONT
task_companion_ambient¶
void native.task.task_companion_ambient(int ped, int p1)
_0x098036cab8373d36¶
void native.task._0x098036cab8373d36(int p0)
_0x10c44f633e2d6d9e¶
void native.task._0x10c44f633e2d6d9e(int p0)
_0x7fb78b2199c10e92¶
void native.task._0x7fb78b2199c10e92(int p0)
task_guard¶
void native.task.task_guard(int ped, int p1, int p2)
task_guard_current_position¶
void native.task.task_guard_current_position(int ped, float p1, float p2, bool p3)
_task_guard_assigned_defensive_area_2¶
void native.task._task_guard_assigned_defensive_area_2(int ped, int p1, int p2, int p3, int p4, int p5, int p6, int p7)
task_guard_assigned_defensive_area¶
void native.task.task_guard_assigned_defensive_area(int ped, float p1, float p2, float p3, float p4, float p5, int p6)
task_stand_guard¶
void native.task.task_stand_guard(int ped, float x, float y, float z, float heading, string scenario_name)
set_drive_task_cruise_speed¶
void native.task.set_drive_task_cruise_speed(int driver, float cruise_speed)
set_drive_task_max_cruise_speed¶
void native.task.set_drive_task_max_cruise_speed(int ped, float max_cruise_speed)
add_cover_blocking_area¶
void native.task.add_cover_blocking_area(float player_x, float player_y, float player_z, float radius_x, float radius_y, float radius_z, bool p6, bool p7, bool p8, bool p9)
_add_cover_blocking_volume¶
void native.task._add_cover_blocking_volume(int volume, bool p1, bool p2, bool p3, bool p4)
remove_all_cover_blocking_areas¶
void native.task.remove_all_cover_blocking_areas()
_0x2a10538d0a005e81¶
void native.task._0x2a10538d0a005e81(int p0, int p1)
_0x4f57397388e1dff8¶
void native.task._0x4f57397388e1dff8()
task_rob_ped¶
void native.task.task_rob_ped(int ped, int p1, int p2, int p3, int p4)
_0xbedbe39b5fd98fd6¶
bool native.task._0xbedbe39b5fd98fd6(int ped)
create_scenario_point_hash¶
int native.task.create_scenario_point_hash(int scenario_hash, float x, float y, float z, float heading, int p5, int p6, bool p7)
create_scenario_point_hash_attached_to_entity¶
int native.task.create_scenario_point_hash_attached_to_entity(int entity, int scenario_hash, float x, float y, float z, float heading, int p6, int p7, bool p8)
_does_scenario_point_have_props¶
bool native.task._does_scenario_point_have_props(int scenario)
get_prop_for_scenario_point¶
int native.task.get_prop_for_scenario_point(int scenario_point, string name)
_associate_prop_with_scenario¶
bool native.task._associate_prop_with_scenario(int scenario, int entity, string prop_name, bool p3)
_set_scenario_point_flag¶
void native.task._set_scenario_point_flag(int scenario, int flag, bool value)
_is_scenario_point_flag_set¶
bool native.task._is_scenario_point_flag_set(int scenario, int flag)
_0xadc45010bc17af0e¶
void native.task._0xadc45010bc17af0e(int p0, int p1)
_0x974da3408dec4e79¶
int native.task._0x974da3408dec4e79(int p0)
_disassociate_prop_from_scenario¶
bool native.task._disassociate_prop_from_scenario(int scenario, string prop_name)
does_scenario_point_exist¶
bool native.task.does_scenario_point_exist(int scenario)
_0x22cd2c33ed4467a1¶
int native.task._0x22cd2c33ed4467a1(int p0)
_get_scenario_point_entity¶
int native.task._get_scenario_point_entity(int scenario)
Note: The current name for this native is the old name of 0x295514F198EFD0CA
Old name for this native: _GET_ENTITY_SCENARIO_POINT_IS_ATTACHED_TO
_get_ped_using_scenario_point¶
int native.task._get_ped_using_scenario_point(int scenario)
_get_scenario_point_coords¶
vec3 native.task._get_scenario_point_coords(int scenario, bool p1)
_0x91cb5e431f579ba1¶
vec3 native.task._0x91cb5e431f579ba1(int p0)
_0x370f57c47f68ebca¶
int native.task._0x370f57c47f68ebca(int p0)
_get_scenario_point_heading¶
float native.task._get_scenario_point_heading(int scenario, bool p1)
_get_scenario_point_radius¶
float native.task._get_scenario_point_radius(int scenario)
_set_scenario_point_coords¶
void native.task._set_scenario_point_coords(int scenario, float x_pos, float y_pos, float z_pos, bool p4)
_set_scenario_point_heading¶
void native.task._set_scenario_point_heading(int scenario, float heading, bool p2)
_set_scenario_point_radius¶
void native.task._set_scenario_point_radius(int scenario, float radius)
_0xa7479fb665361edb¶
void native.task._0xa7479fb665361edb(int p0, int p1)
_0xe69fda40aac3efc0¶
void native.task._0xe69fda40aac3efc0(int p0, int p1)
get_scenario_points_in_area¶
int native.task.get_scenario_points_in_area(float pos_x, float pos_y, float pos_z, float radius, ptr int scenarios_in_radius, int size)
_0xefd875c2791ebefd¶
int native.task._0xefd875c2791ebefd(int p0, int p1, int p2, int p3)
_0x152664aa3188b193¶
int native.task._0x152664aa3188b193(int p0, int p1, int p2, int p3, int p4, int p5)
_0xe7bbc4e56b989449¶
int native.task._0xe7bbc4e56b989449(int p0, int p1, int p2)
_get_scenario_point_ped_is_using¶
int native.task._get_scenario_point_ped_is_using(int ped, bool p1)
get_ransack_scenario_point_ped_is_using¶
int native.task.get_ransack_scenario_point_ped_is_using(int ped)
_set_scenario_container_opening_state¶
void native.task._set_scenario_container_opening_state(int entity, bool open)
_0xa9e7672f8c6c6f74¶
int native.task._0xa9e7672f8c6c6f74(int p0)
_0x0a98a362c5a19a43¶
int native.task._0x0a98a362c5a19a43(int p0)
_0x849791ebbdba0362¶
int native.task._0x849791ebbdba0362(int p0)
_0x640a602946a8c972¶
int native.task._0x640a602946a8c972(int p0)
_0x01af8a3729231a43¶
int native.task._0x01af8a3729231a43(int p0)
_get_scenario_container_opening_state¶
bool native.task._get_scenario_container_opening_state(int entity)
_reset_scenario_for_entity¶
void native.task._reset_scenario_for_entity(int scenario, int entity)
_0x4161648394262fdf¶
void native.task._0x4161648394262fdf(int p0, int p1, int p2, int p3)
_0x9c8f42a5d1859dc1¶
void native.task._0x9c8f42a5d1859dc1(int p0)
_delete_scenario_point¶
void native.task._delete_scenario_point(int scenario)
task_use_scenario_point¶
void native.task.task_use_scenario_point(int ped, int scenario, string conditional_anim, int p3, bool p4, bool p5, int p6, bool p7, float p8, bool p9)
_task_use_scenario_point_2¶
void native.task._task_use_scenario_point_2(int ped, int ped2, int p2, string p3, int p4, int p5, float p6, bool p7)
task_start_scenario_in_place_hash¶
void native.task.task_start_scenario_in_place_hash(int ped, int scenario_hash, int duration, bool play_enter_anim, int conditional_hash, float heading, bool p6)
https://github.com/femga/rdr3_discoveries/blob/master/animations/scenarios
Params: duration in milliseconds
conditionalHash (optionally):
0 = play random conditional anim.
Every conditional anim has requirements to play it.
If requirements are not met, ped plays random allowed conditional anim or can be stuck.
For example, this scenario type has possible conditional anim WORLD_HUMAN_LEAN_BACK_WALL_SMOKING_MALE_D, but it can not be played by player, because condition is set to NOT be CAIConditionIsPlayer (check file amb_rest.meta and amb_rest_CA.meta with OPENIV to clarify requirements).
_task_start_scenario_in_place_2¶
void native.task._task_start_scenario_in_place_2(int ped, int p1, string p2, int p3, bool p4, float p5, bool p6)
task_start_scenario_at_position¶
void native.task.task_start_scenario_at_position(int ped, int scenario_hash, float x, float y, float z, float heading, int duration, bool sitting_scenario, bool teleport, string p9, float p10, bool p11)
_0xf97f462779b31786¶
int native.task._0xf97f462779b31786(int p0)
_0x6c269f673c47031e¶
int native.task._0x6c269f673c47031e(int p0)
_0x9667cce29bfa0780¶
void native.task._0x9667cce29bfa0780(int p0)
_0x00ffe0f85253c572¶
int native.task._0x00ffe0f85253c572(int p0)
_task_use_nearest_scenario_to_coord¶
void native.task._task_use_nearest_scenario_to_coord(int ped, float x, float y, float z, float distance, int duration, bool p6, bool p7, bool p8, bool p9)
task_use_nearest_scenario_to_coord_warp¶
void native.task.task_use_nearest_scenario_to_coord_warp(int ped, float x, float y, float z, float distance, int duration, bool p6, bool p7, bool p8, bool p9)
task_use_nearest_train_scenario_to_coord_warp¶
void native.task.task_use_nearest_train_scenario_to_coord_warp(int ped, float x, float y, float z, float distance)
task_use_nearest_scenario_chain_to_coord¶
void native.task.task_use_nearest_scenario_chain_to_coord(int ped, float x, float y, float z, float distance, bool p5, bool p6, bool p7, bool p8)
task_use_nearest_scenario_chain_to_coord_warp¶
void native.task.task_use_nearest_scenario_chain_to_coord_warp(int ped, float x, float y, float z, float distance, bool p5, bool p6, bool p7, bool p8)
_0xfdecca06e8b81346¶
int native.task._0xfdecca06e8b81346(int ped)
_0x2d657b10f211c572¶
int native.task._0x2d657b10f211c572(int ped, float p1)
task_ride_train¶
void native.task.task_ride_train(int ped, int train, int scenario_point, int scenario_hash)
_0x79197f7d2bb5e73a¶
int native.task._0x79197f7d2bb5e73a(int p0, int p1, int p2, int p3, int p4, int p5)
does_scenario_exist_in_area¶
bool native.task.does_scenario_exist_in_area(float x, float y, float z, float radius, bool p4, int p5, bool p6)
does_scenario_of_type_exist_in_area_hash¶
bool native.task.does_scenario_of_type_exist_in_area_hash(float x, float y, float z, int type_hash, float radius, bool p5)
find_scenario_of_type_hash¶
int native.task.find_scenario_of_type_hash(float x_pos, float y_pos, float z_pos, int scenario_type, float distance, int p5, bool p6)
_0x0d322aef8878b8fe¶
void native.task._0x0d322aef8878b8fe(int p0, int p1)
_0xd508fa229f1c4900¶
int native.task._0xd508fa229f1c4900(int p0, int p1, int p2, int p3, int p4, int p5)
_0xb8e213d02f37947d¶
void native.task._0xb8e213d02f37947d(int p0, int p1, int p2, int p3, int p4, int p5, int p6)
is_scenario_occupied¶
bool native.task.is_scenario_occupied(float p0, float p1, float p2, float p3, bool p4)
_0x1acbc313966c21f3¶
int native.task._0x1acbc313966c21f3(int scenario)
ped_has_use_scenario_task¶
bool native.task.ped_has_use_scenario_task(int ped)
_ped_is_in_scenario_base¶
bool native.task._ped_is_in_scenario_base(int ped)
_0x90703a8f75ee4abd¶
int native.task._0x90703a8f75ee4abd(int p0, int p1)
_0xd999e379265a4501¶
void native.task._0xd999e379265a4501(int p0, int p1, int p2)
play_anim_on_running_scenario¶
void native.task.play_anim_on_running_scenario(int ped, string anim_dict, string anim_name)
_0x74f0209674864cbd¶
int native.task._0x74f0209674864cbd()
_0xe1c105e6bba48270¶
int native.task._0xe1c105e6bba48270()
_0x1ac5a8ab50cfaa33¶
int native.task._0x1ac5a8ab50cfaa33(int p0)
_0xbeefbb608d2aa68a¶
void native.task._0xbeefbb608d2aa68a(int p0)
_0x19bc99c678fba139¶
void native.task._0x19bc99c678fba139(int p0, int p1, int p2)
_0x5d9b0baaf04cf65b¶
void native.task._0x5d9b0baaf04cf65b(int p0, int p1, int p2, int p3)
_0x9b6a58fdb0024f12¶
void native.task._0x9b6a58fdb0024f12(int p0, int p1)
_0xbc3f847ae2c3dc65¶
void native.task._0xbc3f847ae2c3dc65(int p0, int p1)
_0x450080ddedb91258¶
void native.task._0x450080ddedb91258(int p0, int p1)
_0x954451ea2d2120fb¶
void native.task._0x954451ea2d2120fb(int p0, int p1)
_0x0f4f6c4ce471259d¶
void native.task._0x0f4f6c4ce471259d(int p0, int p1)
_0xb8e3486d107f4194¶
void native.task._0xb8e3486d107f4194(int p0, int p1)
_0x827a58ced9d4d5b4¶
void native.task._0x827a58ced9d4d5b4(int p0, int p1)
_0x4a7d73989f52eb37¶
void native.task._0x4a7d73989f52eb37(int p0, int p1)
_0xb79817db31ff72b9¶
void native.task._0xb79817db31ff72b9(int p0, int p1)
_0x65d281985f2bdfc2¶
void native.task._0x65d281985f2bdfc2(int p0, int p1)
_0x885d19ac2b6fbff4¶
void native.task._0x885d19ac2b6fbff4(int p0, int p1)
_0x2064b33f6e6b92d4¶
void native.task._0x2064b33f6e6b92d4(int p0, int p1, int p2, int p3)
_0xce4e669400e5f8aa¶
void native.task._0xce4e669400e5f8aa(int p0, int p1, int p2, int p3)
_0x2eb977293923c723¶
void native.task._0x2eb977293923c723(int p0, int p1)
_0xe9225354fb7437a7¶
void native.task._0xe9225354fb7437a7(int p0, int p1)
_0x764db5a48390fbad¶
void native.task._0x764db5a48390fbad(int p0, int p1)
_0x8f8c84363810691a¶
void native.task._0x8f8c84363810691a(int p0, int p1)
_0xff8afca532b500d4¶
void native.task._0xff8afca532b500d4(int p0, int p1)
_0xfe5d28b9b7837cc1¶
int native.task._0xfe5d28b9b7837cc1(int p0, int p1, int p2, int p3)
_0x2b8af29a78024bd3¶
void native.task._0x2b8af29a78024bd3(int p0)
_0x0365000d8bf86531¶
int native.task._0x0365000d8bf86531(int p0)
_0x865732725536ee39¶
vec3 native.task._0x865732725536ee39(int p0)
_0x0e184495b27bb57d¶
void native.task._0x0e184495b27bb57d()
does_scenario_group_exist¶
bool native.task.does_scenario_group_exist(string scenario_group)
_does_scenario_group_exist_hash¶
bool native.task._does_scenario_group_exist_hash(int scenario_group)
is_scenario_group_enabled¶
bool native.task.is_scenario_group_enabled(string scenario_group)
_is_scenario_group_enabled_hash¶
bool native.task._is_scenario_group_enabled_hash(int scenario_group)
set_scenario_group_enabled¶
void native.task.set_scenario_group_enabled(string scenario_group, bool toggle)
_set_scenario_group_enabled_hash¶
void native.task._set_scenario_group_enabled_hash(int scenario_group, bool toggle)
reset_scenario_groups_enabled¶
void native.task.reset_scenario_groups_enabled()
_0x358a1a751b335a11¶
void native.task._0x358a1a751b335a11(int p0)
force_scenario_group_priority¶
void native.task.force_scenario_group_priority(int p0, int p1)
_0xe55478c5edf70ac2¶
int native.task._0xe55478c5edf70ac2(int p0)
_is_scenario_point_active¶
bool native.task._is_scenario_point_active(int scenario)
_set_scenario_point_active¶
void native.task._set_scenario_point_active(int scenario, bool active)
_reset_scenario_script¶
void native.task._reset_scenario_script(int scenario)
is_scenario_type_enabled¶
bool native.task.is_scenario_type_enabled(string scenario_type)
set_scenario_type_enabled¶
void native.task.set_scenario_type_enabled(string scenario_type, bool toggle)
_set_scenario_type_enabled_hash¶
void native.task._set_scenario_type_enabled_hash(int scenario_type, bool toggle)
reset_scenario_types_enabled¶
void native.task.reset_scenario_types_enabled()
_get_scenario_point_type_ped_is_using¶
int native.task._get_scenario_point_type_ped_is_using(int ped)
_get_scenario_point_type¶
int native.task._get_scenario_point_type(int scenario)
is_ped_active_in_scenario¶
bool native.task.is_ped_active_in_scenario(int ped, int scenario)
is_ped_exiting_scenario¶
bool native.task.is_ped_exiting_scenario(int ped, bool p1)
_0x2c497bdef897c6df¶
int native.task._0x2c497bdef897c6df(int p0)
task_combat_hated_targets_in_area¶
void native.task.task_combat_hated_targets_in_area(int ped, float x, float y, float z, float radius, int flags, int p6)
task_combat_hated_targets_no_los_test¶
void native.task.task_combat_hated_targets_no_los_test(int ped, float radius)
task_combat_hated_targets_around_ped¶
void native.task.task_combat_hated_targets_around_ped(int ped, float radius, int flags, int p3)
task_combat_hated_targets_around_ped_timed¶
void native.task.task_combat_hated_targets_around_ped_timed(int ped, float radius, int time, int flags)
task_combat_hated_targets¶
void native.task.task_combat_hated_targets(int ped, float radius)
_0x30b391915538ebe2¶
void native.task._0x30b391915538ebe2(int p0)
task_throw_projectile¶
void native.task.task_throw_projectile(int ped, int p1, int p2, int p3)
_task_throw_projectile_2¶
void native.task._task_throw_projectile_2(int p0, int p1, int p2, int p3)
task_whistle_anim¶
void native.task.task_whistle_anim(int ped, int aud_ped_whistle_type, int p2)
https://github.com/femga/rdr3_discoveries/blob/master/AI/EVENTS/aud_ped_whistle_types.lua
p2: UNSPECIFIED
task_swap_weapon¶
void native.task.task_swap_weapon(int ped, int p1, int p2, int p3, int p4)
_0x0000a8acdc2e1b6a¶
void native.task._0x0000a8acdc2e1b6a(int p0, int p1)
task_reload_weapon¶
void native.task.task_reload_weapon(int ped, bool unused)
task_pick_up_weapon¶
void native.task.task_pick_up_weapon(int ped, int p1)
is_ped_getting_up¶
bool native.task.is_ped_getting_up(int ped)
task_animal_writhe¶
void native.task.task_animal_writhe(int ped, int p1, int p2)
_task_animal_bleed_out¶
void native.task._task_animal_bleed_out(int ped, int killer, bool p2, int weapon_hash, int p4, int p5)
is_ped_in_writhe¶
bool native.task.is_ped_in_writhe(int ped)
_0x3f8387db1b9f31b7¶
int native.task._0x3f8387db1b9f31b7(int p0, int p1)
_0x756c7b4c43df0422¶
int native.task._0x756c7b4c43df0422(int p0)
_0x351f74ed6177ebe7¶
int native.task._0x351f74ed6177ebe7()
_0x6c50b9dccca70023¶
int native.task._0x6c50b9dccca70023(int p0)
task_revive_target¶
void native.task.task_revive_target(int ped, int reviver, int tool)
open_patrol_route¶
void native.task.open_patrol_route(string patrol_route)
close_patrol_route¶
void native.task.close_patrol_route()
add_patrol_route_node¶
void native.task.add_patrol_route_node(int node_id, string scenario_name, float x, float y, float z, float look_pos_x, float look_pos_y, float look_pos_z, int duration, bool p9)
add_patrol_route_link¶
void native.task.add_patrol_route_link(int node1, int node2)
create_patrol_route¶
void native.task.create_patrol_route()
delete_patrol_route¶
void native.task.delete_patrol_route(string patrol_route)
_0x643fd1556f621772¶
int native.task._0x643fd1556f621772(int p0, int p1, int p2)
task_patrol¶
void native.task.task_patrol(int ped, string patrol_route, int p2, bool p3, bool p4)
_task_patrol_2¶
void native.task._task_patrol_2(int p0, int p1, int p2, int p3, int p4, int p5, int p6, int p7)
task_stay_in_cover¶
void native.task.task_stay_in_cover(int ped)
task_vehicle_shoot_at_ped¶
void native.task.task_vehicle_shoot_at_ped(int ped, int target, float p2)
task_vehicle_aim_at_ped¶
void native.task.task_vehicle_aim_at_ped(int ped, int target)
task_vehicle_shoot_at_coord¶
void native.task.task_vehicle_shoot_at_coord(int ped, float x, float y, float z, float p4)
_0xaf2ef28ce3084505¶
void native.task._0xaf2ef28ce3084505(int p0, int p1, int p2, int p3)
task_vehicle_aim_at_coord¶
void native.task.task_vehicle_aim_at_coord(int ped, float x, float y, float z)
task_vehicle_goto_navmesh¶
void native.task.task_vehicle_goto_navmesh(int ped, int vehicle, float x, float y, float z, float speed, int behavior_flag, float stopping_range)
task_go_to_coord_while_aiming_at_coord¶
void native.task.task_go_to_coord_while_aiming_at_coord(int ped, int p1, int p2, int p3, int p4, int p5, int p6, int p7, int p8, int p9, int p10, int p11, int p12, int p13, int p14, int p15)
task_go_to_coord_while_aiming_at_coord_using_combat_style¶
void native.task.task_go_to_coord_while_aiming_at_coord_using_combat_style(int ped, int p1, int p2, int p3, int p4, int p5, int p6, int p7, int p8, int p9, int p10, int p11, int p12, int p13, int p14, int p15)
task_go_to_coord_while_aiming_at_entity¶
void native.task.task_go_to_coord_while_aiming_at_entity(int ped1, float x, float y, float z, int ped2, float p5, int p6, float p7, float p8, int p9, int p10, int p11, int firing_pattern, int p13, int p14)
task_go_to_coord_while_aiming_at_entity_using_combat_style¶
void native.task.task_go_to_coord_while_aiming_at_entity_using_combat_style(int ped, int p1, int p2, int p3, int p4, int p5, int p6, int p7, int p8, int p9, int p10, int p11, int p12, int p13, int p14)
task_go_to_entity_while_aiming_at_entity¶
void native.task.task_go_to_entity_while_aiming_at_entity(int ped, int p1, int p2, int p3, int p4, int p5, int p6, int p7, int p8, int p9, int p10)
shootatEntity:
If true, peds will shoot at Entity till it is dead.
If false, peds will just walk till they reach the entity and will cease shooting.
task_go_to_entity_while_aiming_at_entity_using_combat_style¶
void native.task.task_go_to_entity_while_aiming_at_entity_using_combat_style(int ped, int p1, int p2, int p3, int p4, int p5, int p6, int p7, int p8, int p9, int p10)
task_go_to_coord_and_aim_at_hated_entities_near_coord¶
void native.task.task_go_to_coord_and_aim_at_hated_entities_near_coord(int ped, float go_to_location_x, float go_to_location_y, float go_to_location_z, float focus_location_x, float focus_location_y, float focus_location_z, float speed, bool shoot_at_enemies, float distance_to_stop_at, float no_roads_distance, bool unk_true, int unk_flag, int aiming_flag, int firing_pattern)
task_go_to_coord_and_aim_at_hated_entities_near_coord_using_combat_style¶
void native.task.task_go_to_coord_and_aim_at_hated_entities_near_coord_using_combat_style(int ped, int p1, int p2, int p3, int p4, int p5, int p6, int p7, int p8, int p9, int p10, int p11, int p12, int p13, int p14)
set_high_fall_task¶
void native.task.set_high_fall_task(int ped, int p1, int p2, int p3)
_0x5217b7b6db78e1f3¶
void native.task._0x5217b7b6db78e1f3(int p0, int p1, int p2, int p3, int p4)
request_waypoint_recording¶
void native.task.request_waypoint_recording(string waypoint_recording)
get_is_waypoint_recording_loaded¶
bool native.task.get_is_waypoint_recording_loaded(string waypoint_recording)
remove_waypoint_recording¶
void native.task.remove_waypoint_recording(string waypoint_recording)
_0xf718931a82eeb898¶
void native.task._0xf718931a82eeb898()
waypoint_recording_get_num_points¶
bool native.task.waypoint_recording_get_num_points(string waypoint_recording, ptr int points)
waypoint_recording_get_coord¶
bool native.task.waypoint_recording_get_coord(string waypoint_recording, int point, ref vec3 coord)
waypoint_recording_get_speed_at_point¶
float native.task.waypoint_recording_get_speed_at_point(string waypoint_recording, int point)
waypoint_recording_get_closest_waypoint¶
bool native.task.waypoint_recording_get_closest_waypoint(string waypoint_recording, float x, float y, float z, ptr int point)
task_follow_waypoint_recording_advanced¶
void native.task.task_follow_waypoint_recording_advanced(int ped, int p1)
task_follow_waypoint_recording¶
void native.task.task_follow_waypoint_recording(int ped, string waypoint_recording, int p2, int flag, int p4, bool p5, int p6, int p7)
task_follow_waypoint_recording_at_offset¶
void native.task.task_follow_waypoint_recording_at_offset(int ped, string waypoint_recording, float p2, int p3, int p4, int p5, bool p6)
task_follow_entity_along_waypoint_recording_at_offset¶
void native.task.task_follow_entity_along_waypoint_recording_at_offset(int ped0, int ped1, string waypoint_recording, float p3, float p4, int p5, int p6, int p7, bool p8)
is_waypoint_playback_going_on_for_ped¶
bool native.task.is_waypoint_playback_going_on_for_ped(int ped, string waypoint_recording)
get_ped_waypoint_progress¶
int native.task.get_ped_waypoint_progress(int ped)
get_ped_waypoint_distance¶
float native.task.get_ped_waypoint_distance(int ped)
set_ped_waypoint_route_offset¶
int native.task.set_ped_waypoint_route_offset(int ped, float p1, float p2, float p3)
get_waypoint_distance_along_route¶
float native.task.get_waypoint_distance_along_route(string waypoint_recording, int p1)
_0x3acc128510142b9d¶
float native.task._0x3acc128510142b9d(string waypoint_recording, float x, float y, float z)
waypoint_playback_get_is_paused¶
bool native.task.waypoint_playback_get_is_paused(int ped)
waypoint_playback_get_is_aiming¶
bool native.task.waypoint_playback_get_is_aiming(int ped)
waypoint_playback_get_is_shooting¶
bool native.task.waypoint_playback_get_is_shooting(int ped)
waypoint_playback_pause¶
void native.task.waypoint_playback_pause(int ped, int p1, int p2, int p3)
waypoint_playback_resume¶
void native.task.waypoint_playback_resume(int ped, bool p1, int p2, int p3)
waypoint_playback_override_speed¶
void native.task.waypoint_playback_override_speed(int ped, float speed, int p2, int p3, int p4)
waypoint_playback_use_default_speed¶
void native.task.waypoint_playback_use_default_speed(int ped)
get_ped_waypoint_override_speed¶
float native.task.get_ped_waypoint_override_speed(int ped)
use_waypoint_recording_as_assisted_movement_route¶
void native.task.use_waypoint_recording_as_assisted_movement_route(string waypoint_recording, bool p1, float p2, float p3, bool p4)
waypoint_playback_start_aiming_at_ped¶
void native.task.waypoint_playback_start_aiming_at_ped(int p0, int p1, int p2, int p3)
waypoint_playback_start_aiming_at_entity¶
void native.task.waypoint_playback_start_aiming_at_entity(int p0, int p1, int p2, int p3)
waypoint_playback_start_aiming_at_coord¶
void native.task.waypoint_playback_start_aiming_at_coord(int p0, int p1, int p2, int p3, int p4, int p5)
waypoint_playback_start_shooting_at_ped¶
void native.task.waypoint_playback_start_shooting_at_ped(int p0, int p1, int p2, int p3, int p4)
waypoint_playback_start_shooting_at_entity¶
void native.task.waypoint_playback_start_shooting_at_entity(int p0, int p1, int p2, int p3, int p4)
waypoint_playback_start_shooting_at_coord¶
void native.task.waypoint_playback_start_shooting_at_coord(int p0, int p1, int p2, int p3, int p4, int p5, int p6)
waypoint_playback_stop_aiming_or_shooting¶
void native.task.waypoint_playback_stop_aiming_or_shooting(int p0)
assisted_movement_remove_route¶
void native.task.assisted_movement_remove_route(string route)
_create_waypoint_path¶
bool native.task._create_waypoint_path(string path_name, ptr int p1, int nodes, int p3)
assisted_movement_is_route_loaded¶
bool native.task.assisted_movement_is_route_loaded(string route)
assisted_movement_set_route_properties¶
void native.task.assisted_movement_set_route_properties(string route, int props)
set_enable_speed_restrain_for_waypoint_recording_leader¶
void native.task.set_enable_speed_restrain_for_waypoint_recording_leader(int p0, int p1)
set_up_speed_restrain_information_for_player_follower¶
void native.task.set_up_speed_restrain_information_for_player_follower(int p0, int p1, int p2, int p3, int p4, int p5, int p6, int p7, int p8)
task_vehicle_follow_waypoint_recording¶
void native.task.task_vehicle_follow_waypoint_recording(int ped, int vehicle, string waypoint_recording, int driving_mode, int p4, int e_waypoint, int flag, float p7, bool p8, float stopping_dist, int p10)
_task_vehicle_follow_waypoint_recording_2¶
void native.task._task_vehicle_follow_waypoint_recording_2(int p0, int p1, int p2, int p3, int p4, int p5, int p6, int p7, int p8, int p9)
is_waypoint_playback_going_on_for_vehicle¶
bool native.task.is_waypoint_playback_going_on_for_vehicle(int p0, int p1)
get_vehicle_waypoint_progress¶
int native.task.get_vehicle_waypoint_progress(int vehicle)
get_vehicle_waypoint_target_point¶
int native.task.get_vehicle_waypoint_target_point(int vehicle)
vehicle_waypoint_playback_pause¶
void native.task.vehicle_waypoint_playback_pause(int vehicle)
vehicle_waypoint_playback_get_is_paused¶
int native.task.vehicle_waypoint_playback_get_is_paused(int p0)
vehicle_waypoint_playback_resume¶
void native.task.vehicle_waypoint_playback_resume(int vehicle)
vehicle_waypoint_playback_use_default_speed¶
void native.task.vehicle_waypoint_playback_use_default_speed(int vehicle)
vehicle_waypoint_playback_override_speed¶
void native.task.vehicle_waypoint_playback_override_speed(int vehicle, float speed)
get_vehicle_waypoint_playback_override_speed¶
int native.task.get_vehicle_waypoint_playback_override_speed(int p0)
task_set_blocking_of_non_temporary_events¶
void native.task.task_set_blocking_of_non_temporary_events(int ped, bool toggle)
task_set_stealth_movement¶
void native.task.task_set_stealth_movement(int ped, bool p1, int p2, bool p3)
task_set_crouch_movement¶
void native.task.task_set_crouch_movement(int ped, bool p1, int p2, bool p3)
task_force_motion_state¶
void native.task.task_force_motion_state(int ped, int motion_state_hash, bool p2)
task_move_network_by_name¶
void native.task.task_move_network_by_name(int ped, string task, float multiplier, bool p3, string anim_dict, int flags)
task_move_network_by_name_with_init_params¶
void native.task.task_move_network_by_name_with_init_params(int ped, string move_network_def_name, ptr int task_data, float p3, bool p4, string anim_dict, int flags)
task_move_network_advanced_by_name_with_init_params¶
void native.task.task_move_network_advanced_by_name_with_init_params(int ped, string move_network_def_name, ptr int task_data, float x_pos, float y_pos, float z_pos, float x_rot, float y_rot, float z_rot, int p9, float p10, int p11, int p12, int flag, int p14)
task_move_network_advanced_by_name_with_init_params_attached¶
void native.task.task_move_network_advanced_by_name_with_init_params_attached(int ped, int p1, int p2, int p3, int p4, int p5, int p6, int p7, int p8, int p9, int p10, int p11, int p12, int p13, int p14, int p15, int p16, int p17)
is_task_move_network_active¶
bool native.task.is_task_move_network_active(int ped)
_get_task_move_network_id¶
int native.task._get_task_move_network_id(int ped)
Returns hash of the underlying move network def, see move_networks.xml
https://alloc8or.re/rdr3/doc/misc/move_networks.txt
is_task_move_network_ready_for_transition¶
bool native.task.is_task_move_network_ready_for_transition(int ped)
request_task_move_network_state_transition¶
void native.task.request_task_move_network_state_transition(int ped, string name)
get_task_move_network_state¶
string native.task.get_task_move_network_state(int ped)
_0xe9a6400d1a0e7a55¶
int native.task._0xe9a6400d1a0e7a55(int p0)
_0x615dc4a82e90bb48¶
void native.task._0x615dc4a82e90bb48(int p0, int p1, int p2)
set_task_move_network_signal_float¶
void native.task.set_task_move_network_signal_float(int ped, string signal_name, float value)
_set_task_move_network_signal_float_2¶
void native.task._set_task_move_network_signal_float_2(int ped, string signal_name, float value)
set_task_move_network_signal_bool¶
void native.task.set_task_move_network_signal_bool(int ped, string signal_name, bool value)
_set_task_move_network_signal_vector¶
void native.task._set_task_move_network_signal_vector(int ped, string signal_name, float x, float y, float z)
_get_task_move_network_phase_float¶
float native.task._get_task_move_network_phase_float(int ped, string phase_name)
get_task_move_network_event¶
bool native.task.get_task_move_network_event(int ped, string event_name)
_0x9585ff23c4b8ede0¶
void native.task._0x9585ff23c4b8ede0(int p0, int p1)
_0xeaf87da2be78a15b¶
void native.task._0xeaf87da2be78a15b(int p0, int p1)
_0x3bbeecc5b8f35318¶
void native.task._0x3bbeecc5b8f35318(int p0, int p1)
is_move_blend_ratio_still¶
bool native.task.is_move_blend_ratio_still(float move_blend_ratio)
is_move_blend_ratio_walking¶
bool native.task.is_move_blend_ratio_walking(float move_blend_ratio)
is_move_blend_ratio_running¶
bool native.task.is_move_blend_ratio_running(float move_blend_ratio)
is_move_blend_ratio_sprinting¶
bool native.task.is_move_blend_ratio_sprinting(float move_blend_ratio)
is_ped_still¶
bool native.task.is_ped_still(int ped)
is_ped_walking¶
bool native.task.is_ped_walking(int ped)
is_ped_running¶
bool native.task.is_ped_running(int ped)
is_ped_sprinting¶
bool native.task.is_ped_sprinting(int ped)
is_ped_in_hit_react¶
bool native.task.is_ped_in_hit_react(int ped)
task_arrest_ped¶
void native.task.task_arrest_ped(int ped, int target)
is_ped_being_arrested¶
bool native.task.is_ped_being_arrested(int ped)
_is_ped_arresting_any_ped¶
bool native.task._is_ped_arresting_any_ped(int ped)
_cuff_ped¶
void native.task._cuff_ped(int ped)
uncuff_ped¶
void native.task.uncuff_ped(int ped)
is_ped_cuffed¶
bool native.task.is_ped_cuffed(int ped)
_is_ped_duelling¶
bool native.task._is_ped_duelling(int ped)
task_duel¶
void native.task.task_duel(int ped, int p1, float p2, int entity, float p4, int p5, float v_pos_opponent_x, float v_pos_opponent_y, float v_pos_opponent_z, float f_opponent_head, int p10)
_0x908bb14bce85c80e¶
int native.task._0x908bb14bce85c80e(int p0)
_0x1f7a9a9c38c13a56¶
int native.task._0x1f7a9a9c38c13a56(int p0)
_0x3feb770d8ed9047a¶
int native.task._0x3feb770d8ed9047a(int p0)
_0x30146c25686b7836¶
int native.task._0x30146c25686b7836(int p0, int p1)
_0x59ae5ca4ffb4e378¶
int native.task._0x59ae5ca4ffb4e378(int p0, int p1)
_0x748d5e0d2a1a4c61¶
void native.task._0x748d5e0d2a1a4c61(int p0, int p1, int p2)
end_duel¶
void native.task.end_duel(int ped, bool p1, float p2)
_0x651f0530083c0e5a¶
void native.task._0x651f0530083c0e5a(int p0, int p1)
task_carriable¶
void native.task.task_carriable(int entity, int carry_config, int carrier, int carriable_slot, int flags)
carriableSlot:
7 > Back of a horse
6 > Right side of a horse
5 > Left side of a horse
flags:
512: enables the prompt being the name of the item when using a generic item
_0x9ebd34958ab6f824¶
void native.task._0x9ebd34958ab6f824(int p0)
get_is_carriable_entity¶
bool native.task.get_is_carriable_entity(int entity)
_0x10adfdf07b7dffba¶
int native.task._0x10adfdf07b7dffba(int p0, int p1, int p2)
task_place_carried_entity_at_coord¶
void native.task.task_place_carried_entity_at_coord(int ped, int entity, float x, float y, float z, float p5, int flags)
task_place_carried_entity_on_mount¶
void native.task.task_place_carried_entity_on_mount(int ped, int entity, int mount, float p3)
task_dump_carriable_from_parent¶
void native.task.task_dump_carriable_from_parent(int ped, int ped2, int entity)
_detach_carriable_ped¶
void native.task._detach_carriable_ped(int ped)
_0xe2cf104add49d4bf¶
void native.task._0xe2cf104add49d4bf(int p0)
task_pickup_carriable_entity¶
void native.task.task_pickup_carriable_entity(int ped, int entity)
task_hogtie_target_ped¶
void native.task.task_hogtie_target_ped(int ped, int target_ped)
_task_cut_free_hogtied_target_ped¶
void native.task._task_cut_free_hogtied_target_ped(int ped, int target_ped)
_task_cut_free_hogtied_target_ped_2¶
void native.task._task_cut_free_hogtied_target_ped_2(int ped, int target_ped, float p2)
_set_hogtie_escape_timer¶
void native.task._set_hogtie_escape_timer(int ped, float time)
_get_hogtie_escape_timer¶
float native.task._get_hogtie_escape_timer(int ped)
_0x03d741cb4052e26c¶
int native.task._0x03d741cb4052e26c(int p0)
_request_herb_composite_asset¶
bool native.task._request_herb_composite_asset(int asset)
are_composite_lootable_entity_def_assets_loaded¶
bool native.task.are_composite_lootable_entity_def_assets_loaded(int asset)
_create_herb_composites¶
int native.task._create_herb_composites(int asset, float x, float y, float z, float heading, int ground_setting, ptr int p6, int p7)
groundSetting: 0: spawn on ground, 2 (1?): do not spawn on ground
p7: -1 in R* Scripts
Returns compositeId
_delete_patch_objects_from_herb_composites¶
void native.task._delete_patch_objects_from_herb_composites(int composite_id, bool p1)
_get_herb_composite_num_entities¶
int native.task._get_herb_composite_num_entities(int composite_id, ptr int out_entities)
_0xdf56a2b50c04dea4¶
int native.task._0xdf56a2b50c04dea4(int p0, int p1)
task_loot_entity¶
void native.task.task_loot_entity(int ped, int entity)
task_break_vehicle_door_lock¶
void native.task.task_break_vehicle_door_lock(int ped, int vehicle)
task_loot_nearest_entity¶
void native.task.task_loot_nearest_entity(int ped, float x, float y, float z, int p4, float p5)
task_lasso_ped¶
void native.task.task_lasso_ped(int ped, int target_ped)
task_hogtieable¶
void native.task.task_hogtieable(int ped)
unhogtie_ped¶
void native.task.unhogtie_ped(int ped, int flags, int getup_set_hash, string p3, string p4, float p5)
_0x722d6a49200174fe¶
void native.task._0x722d6a49200174fe(int p0, int p1, int p2, int p3, int p4)
_make_object_carriable¶
void native.task._make_object_carriable(int object)
make_object_not_carriable¶
void native.task.make_object_not_carriable(int object)
_0x8e1dde26d270cc5e¶
void native.task._0x8e1dde26d270cc5e(int p0, int p1)
_0xa6a76d666a281f2d¶
void native.task._0xa6a76d666a281f2d(int p0, int item)
_0xa21aa2f0c2180125¶
void native.task._0xa21aa2f0c2180125(int p0, int p1)
_find_model_for_item¶
int native.task._find_model_for_item(int item)
_0xff745b0346e19e2c¶
void native.task._0xff745b0346e19e2c(int p0)
_0xb8f52a3f84a7cc59¶
int native.task._0xb8f52a3f84a7cc59(int p0)
_0x6afda2264925bd11¶
void native.task._0x6afda2264925bd11(int p0)
_0x816a3acd265e2297¶
void native.task._0x816a3acd265e2297(int p0, int p1)
_0x4e806a395d43a458¶
void native.task._0x4e806a395d43a458(int p0)
set_team_carriable_entity¶
void native.task.set_team_carriable_entity(int p0, int p1, int p2)
is_team_carriable_entity¶
bool native.task.is_team_carriable_entity(int p0, int p1)
_is_hat_being_picked_up¶
bool native.task._is_hat_being_picked_up(int hat_object)
_0x9addbb9242179d56¶
void native.task._0x9addbb9242179d56(int object, int ped)
_is_hat_being_picked_up_2¶
bool native.task._is_hat_being_picked_up_2(int hat_object)
_task_equip_hat¶
void native.task._task_equip_hat(int hat_object, int ped)
_0x7cb99fadde73cd1b¶
int native.task._0x7cb99fadde73cd1b(int p0)
_0xf3c3503276f4a034¶
void native.task._0xf3c3503276f4a034(int entity, int p1)
_0x6dac799857ef3f11¶
int native.task._0x6dac799857ef3f11(int p0, int p1)
_0x920684be432875b1¶
int native.task._0x920684be432875b1(int p0)
set_enhanced_break_free¶
bool native.task.set_enhanced_break_free(int ped, bool p1, string clipset)
_0x6afd84aeaa3ea538¶
int native.task._0x6afd84aeaa3ea538(int p0)
_0xbd1c3c0f271c39d3¶
void native.task._0xbd1c3c0f271c39d3(int p0, int p1)
_0x1ecf56c040fd839c¶
void native.task._0x1ecf56c040fd839c(int p0, int p1)
_0xf40a109b4b79a848¶
void native.task._0xf40a109b4b79a848(int p0, int p1, int p2)
_is_ped_leading_horse¶
bool native.task._is_ped_leading_horse(int ped)
_0xac5045ab7f1a34fd¶
int native.task._0xac5045ab7f1a34fd(int p0)
_get_led_horse_from_ped¶
int native.task._get_led_horse_from_ped(int ped)
task_turn_to_face_closest_ped¶
void native.task.task_turn_to_face_closest_ped(int ped, float p1, float p2, int p3)
task_confront¶
bool native.task.task_confront(int ped, int target_ped, int p2)
task_police¶
bool native.task.task_police(int ped, bool p1)
task_melee¶
bool native.task.task_melee(int ped, int target_ped, int p2, int p3, int p4, float p5, int p6, float p7)
task_grapple¶
bool native.task.task_grapple(int ped, int target_ped, int grapple_style, int p3, float p4, int p5, int p6)
grappleStyle: AR_GRAPPLE_MOUNT_STANDING_FROM_FRONT, AR_GRAPPLE_MOUNT_STANDING_FROM_RIGHT, AR_GRAPPLE_MOUNT_STANDING_FROM_BACK, AR_GRAPPLE_MOUNT_STANDING_FROM_LEFT, AR_GRAPPLE_MOUNT_FROM_FRONT, AR_WOLF_EXECUTION_ENTER_FROM_BACK, AR_GRAPPLE_DRAG_FRONT_ON_ASS, AR_GRAPPLE_FRONT_FROM_LEFT_FAR, AR_BEAR_CHALLENGE_FRONT, AR_GRAPPLE_FRONT_FROM_FRONT, AR_GRAPPLE_MOUNT_FACEUP_FROM_FRONT
_task_intimidated¶
bool native.task._task_intimidated(int p0, int p1, int p2, int p3, int p4)
_task_intimidated_2¶
bool native.task._task_intimidated_2(int victim, int attacker, int p2, bool p3, bool p4, bool every_frame, bool p6, bool p7, int flag)
_0x2948235db2058e99¶
void native.task._0x2948235db2058e99(int p0, int p1)
_0xb2f47a1afdfcc595¶
void native.task._0xb2f47a1afdfcc595(int p0, int p1)
_0x41d1331afad5a091¶
void native.task._0x41d1331afad5a091(int ped, int p1, int p2)
_0x801bd27403f3cba0¶
void native.task._0x801bd27403f3cba0(int p0, int p1, int p2, int p3)
_0x0fe797dd9f70dfa6¶
void native.task._0x0fe797dd9f70dfa6(int p0, int p1, int p2, int p3)
task_persistent_character¶
void native.task.task_persistent_character(int ped)
_0xfc7f71cf49f70b6b¶
void native.task._0xfc7f71cf49f70b6b(int p0)
_0xe01f55b2896f6b37¶
void native.task._0xe01f55b2896f6b37(int p0, int p1)
_0xe62754d09354f6cf¶
int native.task._0xe62754d09354f6cf(int p0)
_0x4ba972d0e5ad8122¶
void native.task._0x4ba972d0e5ad8122(int p0, int p1)
_get_task_fishing¶
bool native.task._get_task_fishing(int ped, ptr int p1)
Fishing Research: https://pastebin.com/NmK5ZLVs
Only used in R* Scripts fishing_core and av_fishing_river
_set_task_fishing¶
bool native.task._set_task_fishing(int ped, ptr int p1)
task_swap_fishing_bait¶
void native.task.task_swap_fishing_bait(int ped, string bait, bool without_buoy)
_set_fishing_bait¶
void native.task._set_fishing_bait(int ped, string bait, bool without_buoy, bool instantly)
Baits: p_fishHook02x, p_baitBread01x, p_baitCorn01x, p_baitCheese01x, p_baitWorm01x, p_baitCricket01x, p_crawdad01x, p_finisheDragonfly01x, p_finisdFishlure01x, p_finishdCrawd01x, p_finisheDragonflyLegendary01x, p_finisdFishlureLegendary01x, p_finishdCrawdLegendary01x, p_lgoc_spinner_v4
_0x1f298c7bd30d1240¶
void native.task._0x1f298c7bd30d1240(int ped)
_ped_fishingrod_hook_entity¶
void native.task._ped_fishingrod_hook_entity(int ped, int entity)
_ped_fishingrod_hook_object¶
void native.task._ped_fishingrod_hook_object(int ped, int object)
_0xb520dbda7fcf573f¶
bool native.task._0xb520dbda7fcf573f(int ped)
_0x31bb338f64d5c861¶
void native.task._0x31bb338f64d5c861(int ped, bool p1)
_0x517d01bf27b682d1¶
void native.task._0x517d01bf27b682d1(int ped, int entity, float p2, float p3, float p4, float p5, int p6)
_0x88fd60d846d9cd63¶
void native.task._0x88fd60d846d9cd63(int ped)
_0x9050df2c53801208¶
void native.task._0x9050df2c53801208(int ped, float p1)
_0x22cdbf317c40a122¶
void native.task._0x22cdbf317c40a122(int ped)
_0x5952dfa38fa529fe¶
int native.task._0x5952dfa38fa529fe()
task_play_emote_with_hash¶
void native.task.task_play_emote_with_hash(int ped, int emote_type, int playback_mode, int emote, bool is_secondary_task, bool can_break_out, bool disable_early_out_anim_tag, bool ignore_invalid_main_task, bool destroy_props)
https://github.com/femga/rdr3_discoveries/blob/master/animations/kit_emotes_list.lua
emote: https://alloc8or.re/rdr3/doc/enums/eEmote.txt
enum eEmoteType
{
EMOTE_TYPE_INVALID = -1,
EMOTE_TYPE_REACT,
EMOTE_TYPE_ACTION,
EMOTE_TYPE_TAUNT,
EMOTE_TYPE_GREET,
EMOTE_TYPE_TWIRL_GUN,
EMOTE_TYPE_DANCE_FLOOR
};
enum eEmotePlaybackMode
{
EMOTE_PM_INVALID = -1,
EMOTE_PM_UPPERBODY,
EMOTE_PM_UPPERBODY_LOOP,
EMOTE_PM_FULLBODY,
};
_task_play_emote¶
void native.task._task_play_emote(int ped, int emote_type, int playback_mode, int emote, bool is_secondary_task, bool can_break_out, bool disable_early_out_anim_tag, bool ignore_invalid_main_task, bool destroy_props)
_0x6a1af481407bf6e9¶
void native.task._0x6a1af481407bf6e9(int p0)
_task_emote_outro¶
void native.task._task_emote_outro(int ped)
_0xec516fe805d2cb2d¶
void native.task._0xec516fe805d2cb2d(int p0)
_0x59aea4dc640814b9¶
void native.task._0x59aea4dc640814b9(int p0, int p1)
_0x11c7ce1ae38911b5¶
int native.task._0x11c7ce1ae38911b5(int p0)
_0xd0abc4ea3b5e21a0¶
int native.task._0xd0abc4ea3b5e21a0(int p0, int p1)
is_emote_task_running¶
bool native.task.is_emote_task_running(int ped, int p1)