TASK_DRIVE_BY
Needs working example.
Signature
void TASK_DRIVE_BY(Ped driverPed, Ped targetPed, Vehicle targetVehicle, float targetX, float targetY, float targetZ, float distanceToShoot, int pedAccuracy, BOOL p8, Hash firingPattern);Parameters
| Name | Type | Description |
|---|---|---|
driverPed | Ped | — |
targetPed | Ped | — |
targetVehicle | Vehicle | — |
targetX | float | — |
targetY | float | — |
targetZ | float | — |
distanceToShoot | float | — |
pedAccuracy | int | — |
p8 | BOOL | — |
firingPattern | Hash | — |
Returns void
Description
Example:
TASK::TASK_DRIVE_BY(l_467[1/*22*/], PLAYER::PLAYER_PED_ID(), 0, 0.0, 0.0, 2.0, 300.0, 100, 0, ${firing_pattern_burst_fire_driveby});
Needs working example. Doesn't seem to do anything.
I marked p2 as targetVehicle as all these shooting related tasks seem to have that in common.
I marked p6 as distanceToShoot as if you think of GTA's Logic with the native SET_VEHICLE_SHOOT natives, it won't shoot till it gets within a certain distance of the target.
I marked p7 as pedAccuracy as it seems it's mostly 100 (Completely Accurate), 75, 90, etc. Although this could be the ammo count within the gun, but I highly doubt it. I will change this comment once I find out if it's ammo count or not.This is the server-side RPC native equivalent of the client native TASK_DRIVE_BY.
Usage
TaskDriveBy(driverPed, targetPed, targetVehicle, targetX, targetY, targetZ, distanceToShoot, pedAccuracy, p8, firingPattern)
-- always works, by hash
Citizen.InvokeNative(0x2b84d1c4, driverPed, targetPed, targetVehicle, targetX, targetY, targetZ, distanceToShoot, pedAccuracy, p8, firingPattern)JavaScript and C#
TaskDriveBy(driverPed, targetPed, targetVehicle, targetX, targetY, targetZ, distanceToShoot, pedAccuracy, p8, firingPattern);
// by hash
Citizen.invokeNative('0x2b84d1c4', driverPed, targetPed, targetVehicle, targetX + 0.0000001, targetY + 0.0000001, targetZ + 0.0000001, distanceToShoot + 0.0000001, pedAccuracy, p8, firingPattern);Function.Call((Hash)0x2b84d1c4, driverPed, targetPed, targetVehicle, targetX, targetY, targetZ, distanceToShoot, pedAccuracy, p8, firingPattern);- Hash parameters: the named function also accepts a string and hashes it for you;
Citizen.InvokeNativeneeds the number — passjoaat("name")or a backtick literal like`name`. - Float parameters: Lua integers (
10, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write10.0orvalue + 0.0. The generated JS wrappers add0.0000001to non-zero floats for the same reason.
Sources
Something wrong or missing? Contribute a verified note — corrections ship through pull requests.