📋 Natives
6,701 total
TASK_SHOOT_AT_ENTITY
TASK
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TASK_SHUFFLE_TO_NEXT_VEHICLE_SEAT
TASK
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TASK_SKY_DIVE
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TASK_SMART_FLEE_COORD
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TASK_SMART_FLEE_PED
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TASK_STAND_GUARD
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TASK_STAND_STILL
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TASK_START_SCENARIO_AT_POSITION
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TASK_START_SCENARIO_IN_PLACE
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TASK_STAY_IN_COVER
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TASK_STEALTH_KILL
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TASK_STOP_PHONE_GESTURE_ANIMATION
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TASK_SUBMARINE_GOTO_AND_STOP
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TASK_SWAP_WEAPON
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TASK_SWEEP_AIM_ENTITY
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TASK_SWEEP_AIM_POSITION
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TASK_SYNCHRONIZED_SCENE
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TASK_THROW_PROJECTILE
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TASK_TOGGLE_DUCK
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TASK_TURN_PED_TO_FACE_COORD
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TASK_TURN_PED_TO_FACE_ENTITY
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TASK_USE_MOBILE_PHONE
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TASK_USE_MOBILE_PHONE_TIMED
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TASK_USE_NEAREST_SCENARIO_CHAIN_TO_COORD
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TASK_USE_NEAREST_SCENARIO_CHAIN_TO_COORD_WARP
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0x97A28E63…
TASK_USE_NEAREST_SCENARIO_TO_COORD
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0x277F471B…
TASK_USE_NEAREST_SCENARIO_TO_COORD_WARP
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0x58E2E0F2…
TASK_VEHICLE_AIM_AT_COORD
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0x447C1E9E…
TASK_VEHICLE_AIM_AT_PED
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0xE4188559…
TASK_VEHICLE_CHASE
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0x3C08A8E3…
TASK_VEHICLE_DRIVE_TO_COORD
TASK
0xE2A2AA2F…
TASK_VEHICLE_DRIVE_TO_COORD_LONGRANGE
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0x158BB33F…
TASK_VEHICLE_DRIVE_WANDER
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0x48014295…
TASK_VEHICLE_ESCORT
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TASK_VEHICLE_FOLLOW
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TASK_VEHICLE_FOLLOW_WAYPOINT_RECORDING
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0x3123FAA6…
TASK_VEHICLE_GOTO_NAVMESH
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TASK_VEHICLE_HELI_PROTECT
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TASK_VEHICLE_MISSION
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TASK_VEHICLE_MISSION_COORS_TARGET
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TASK_VEHICLE_MISSION_PED_TARGET
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TASK_VEHICLE_PARK
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0x0F3E34E9…
TASK_VEHICLE_PLAY_ANIM
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TASK_VEHICLE_SHOOT_AT_COORD
TASK
0x5190796E…
TASK_VEHICLE_SHOOT_AT_PED
TASK
0x10AB107B…
TASK_VEHICLE_TEMP_ACTION
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TASK_WANDER_IN_AREA
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TASK_WANDER_SPECIFIC
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0x6919A2F1…
TASK_WANDER_STANDARD
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0xBB9CE077…
TASK_WARP_PED_DIRECTLY_INTO_COVER
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0x6E01E9E8…
TASK
TASK_SHOOT_AT_ENTITY
TASK::TASK_SHOOT_AT_ENTITY(Entity entity, Entity target, int duration, Hash firingPattern)
0x08DA95E8298AE772 📋
📝 Parameters
4
Entity
entity
(integer)
Entity
target
(integer)
int
duration
(integer)
Hash
firingPattern
(integer)
↩️ Return Value
void
— Void (no return)
💬 Comment
ℹ️ Metadata
Build:
323
Copy Native copies the entire native to clipboard (Ex: Namespace::Native(Ped param1, Hash param2))
TASK::TASK_SHOOT_AT_ENTITY(Entity entity, Entity target, int duration, Hash firingPattern)
Entity aimedentity;
Player player = PLAYER::PLAYER_ID();
PLAYER::_GET_AIMED_ENTITY(player, &aimedentity);
//bg is an array of peds
TASK::TASK_SHOOT_AT_ENTITY(bg[i], aimedentity, 5000, MISC::GET_HASH_KEY("FIRING_PATTERN_FULL_AUTO"));
in practical usage, getting the entity the player is aiming at and then task the peds to shoot at the entity, at a button press event would be better.
Firing Pattern Hash Information: https://pastebin.com/Px036isB