跳转至

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)

Makes the specified ped stand still for (time) milliseconds.

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)

flags: 0 = HANDS_UP_NOTHING; 1 = HANDS_UP_STRAIGHT_TO_LOOP

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)

flags: See TASK_ENTER_VEHICLE

task_enter_vehicle

void native.task.task_enter_vehicle(int ped, int vehicle, int timeout, int seat, float speed, int flag, int p6)

flags: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eEnterExitVehicleFlags

task_leave_vehicle

void native.task.task_leave_vehicle(int ped, int vehicle, int flags, int unk_ped)

flags: See TASK_ENTER_VEHICLE

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)

Params: moveBlendRatio commonly 1.25f, p5 is always 0 in R* Scripts

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()

Clears the current point route. Call this before TASK_EXTEND_ROUTE and TASK_FOLLOW_POINT_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)

fleeType: see TASK_FLEE_COORD

_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)

fleeType: see TASK_FLEE_COORD

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)

Params: p4 = -1.0f, p5 = -1, p6 = 0 in R* Scripts
fleeStyle: see TASK_FLEE_COORD

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)

Params: p2 is always -1.f in R* Scripts

_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)

Makes a ped react to an entity.
Params: reactingTo Entity can be 0, p8 is always 4

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)

https://github.com/femga/rdr3_discoveries/tree/master/tasks/TASK_ANIMAL_INTERACTION

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)

If no timeout, set timeout to -1.

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_P*

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)

flags: see TASK_PLAY_ANIM
ikFlags: see TASK_PLAY_ANIM

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)

Params: p3, p4, p5, p6: 0, 0, 0, -1.0f in R* Scripts

_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)

Only used in R* SP Script beat_washed_ashore
Returns Object prop for TASK::_TASK_ITEM_INTERACTION_2

task_evasive_anim

void native.task.task_evasive_anim(int ped1, int ped2, int p2)

Params: p2 is returned by BUILTIN::SHIFT_LEFT

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)

param3: duration in ms, use -1 to look forever
param4: using 2048 is fine
param5: using 3 is fine

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)

Only used in R* SP Scripts
Params: p4 = 1.0f - 30.0f

_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)

repeatMode: 0 = REPEAT_NOT; 1 = REPEAT_FOREVER

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)

flags: See TASK_ENTER_VEHICLE

_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)

duration in milliseconds

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)

Tasks vehicle towards owner

_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)

Old name: _TASK_VEHICLE_DRIVE_TO_POINT
flag: 524419 and 0 in shop_horse_shop R* Script

_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)

Params: p4 = 3.f or 8.f, p5 = 0.25f, p6 = 0 in R* Scripts

_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)

See TASK_VEHICLE_MISSION

_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)

Climbs or vaults the nearest thing.

_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)

Checks if there is a cover point at position

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)

Not implemented.

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)

Returns scenario

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)

Returns scenario

_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)

Old name: _GET_SCENARIO_POINT_ENTITY

_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)

flag: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/CScenarioPointFlags__Flags

_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)

_SET_SCENARIO_POINT_*

_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)

Params: p1 is always true in R* Scripts

_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)

Params: p1 is always true in R* Scripts

_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)

_SET_SCENARIO_*

_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)

Note: scenariosInRadius is an array, and its size and values should be aligned to 8 bytes.

_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)

Opens/closes containers: ChestDugUp

_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)

Returns m_eContainerState

_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)

Takes scenario point handle instead of hash

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)

Despite its name, it only attacks ONE hated target. The one closest to the specified position.

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)

Despite its name, it only attacks ONE hated target. The one closest hated target.

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)

This native checks if a ped is on the ground, in pain from a (gunshot) wound.

_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)

Note: patrolRoute must be prefixed with 'miss_' for it to be valid

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)


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)

Makes the ped run to take cover

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)

Makes the ped ragdoll like when falling from a great height

_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)

motionStateHash: see FORCE_PED_MOTION_STATE

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)

This function is hard-coded to always return false.

_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)

Params: p4 either 0.2f, 0.25f, 0.31f, 0.4f

_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)

Sets the time it takes for a hogtied ped to escape
-1.0f for ped to never escape

_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)

https://github.com/femga/rdr3_discoveries/tree/master/objects/composites

are_composite_lootable_entity_def_assets_loaded

bool native.task.are_composite_lootable_entity_def_assets_loaded(int asset)

Returns true when requested asset is loaded

_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)

Params: p1 is always false except in script nb_egg_protector

_get_herb_composite_num_entities

int native.task._get_herb_composite_num_entities(int composite_id, ptr int out_entities)

Flowers, Stalks or whatever the composite has

_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)

getupSetHash: see nm_blend_out_sets.meta

_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)

Returns true while a hat is being picked up
_IS_A* - _IS_D*

_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)

Returns true while a hat is being picked up. Similar to 0x11CD066F54DA0133
_IS_A* - _IS_D*

_task_equip_hat

void native.task._task_equip_hat(int hat_object, int ped)

_A*

_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)

clipset: 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)

Params: p2: AR_TAKEDOWN_FRONT, AR_EXECUTION_FRONT, 0 in R* Scripts

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)

_SET_PED_*

_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)

Only used in R* Scripts fishing_core and av_fishing_river

task_swap_fishing_bait

void native.task.task_swap_fishing_bait(int ped, string bait, bool without_buoy)

Baits: see 0x9B0C7FA063E67629

_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)

Used with 'P_BODYPARTARMFLOAT02X' model in fishing_core.c

_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)

Similar to 0xB31A277C1AC7B7FF but checks if the ped's inventory contains the specified emote kit.

_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)