{"slug":"AI/COMBAT_FLOATS","category":"AI","title":"COMBAT FLOATS","kind":"markdown","intro":"","body":"## Some Combat Floats\n\n\tCombat floats change combat parameters for peds.\n\n## Example\n\n```lua\n\tCitizen.InvokeNative(0xFF41B4B141ED981C, NPC_ped_id, 2, 0.2) -- SET_COMBAT_FLOAT MaxShootingDistance  (as result NPC cant shoot, if target further, then 20 centimeters).\n\tCitizen.InvokeNative(0x52DFF8A10508090A, NPC_ped_id, 2) \t -- GET_COMBAT_FLOAT Check current float of MaxShootingDistance for ped.\n```\n\n<h2>Some known Combat Floats.</h2>\n\nCombat Float id | Changing Combat Float result\n----------- | --------------------------\n0 | BlindFireChance\n1 | BurstDurationInCover\n2 | MaxShootingDistance\n3 | TimeBetweenBurstsInCover\n4 | TimeBetweenPeeks\n5 | StrafeWhenMovingChance\n6 |\n7 |\n8 | WalkWhenStrafingChance\n9 | HeliSpeedModifier\n10 | HeliSensesRange\n11 | AttackWindowDistanceForCover\n12 | TimeToInvalidateInjuredTarget\n13 | MinimumDistanceToTarget\n14 | BulletImpactDetectionRange\n15 |\n16 | AimTurnThreshold\n17 | OptimalCoverDistance\n18 | AutomobileSpeedModifier\n19 | SpeedToFleeInVehicle\n20 | TriggerChargeTime_Far\n21 | TriggerChargeTime_Near\n22 | MaxDistanceToHearEvents\n23 | MaxDistanceToHearEventsUsingLOS\n24 | MountSpeedModifier\n25 | MinTimeBetweenProjectileThrows\n26 | AccuracyOffsetModifier\n27 | MinTimeInBestCoverForAltCoverUse\n28 | CrouchChance\n29 | MaxWeaponPickupDistance\n30 | BulletReactionChance\n31 | DismountDistance\n32 |\n33 | HomingRocketBreakLockAngle\n34 | HomingRocketBreakLockAngleClose\n35 | HomingRocketBreakLockCloseDistance\n36 | HomingRocketTurnRateModifier\n37 | TimeBetweenAggressiveMovesDuringVehicleChase\n38 | PinnedDownTakeCoverAmount\n39 | HipFireChanceMultiplier\n40 | WeaponPickupChance\n41 | MountedChasingDistance\n42 | ExecuteTargetChance\n43 | ExecuteTargetFromReloadChance\n44 | ExecuteTargetMaxDistance\n45 |\n46 |\n47 | MinTimeInCombatBeforeCharge\n48 | StartStandAndFireDistance\n49 | ConsiderRecentChargeAsActiveTimeout\n50 | MinTimeBetweenChargesAtSameTarget\n51 | MinTimeForSamePedToChargeAgain\n52 |\n53 |\n54 | MinimumInCoverDistanceToTarget\n55 |\n56 |\n57 |\n58 |\n59 | MinDistanceFromTargetForLastManFlee\n60 | ChanceOfLastManFleeFromCombat\n61 |\n62 |\n63 |\n64 |\n65 |\n66 | DistanceToConsiderDismount\n67 | DistanceToConsiderDismountInWilderness\n68 | CoverMaxConsecutiveFlinchesAmount\n69 | Setting min time to target player after they respawn ???\n70 |\n","tables":[],"sourceUrl":"https://github.com/femga/rdr3_discoveries/tree/477aaaccadb7f0c042286611d9939009636cff12/AI/COMBAT_FLOATS","rows":[]}