# CFX::TASK_DRIVE_BY

- **Hash:** `0x2B84D1C4`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `TaskDriveBy`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/TASK_DRIVE_BY

## Signature

```c
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

- `driverPed` (`Ped`)
- `targetPed` (`Ped`)
- `targetVehicle` (`Vehicle`)
- `targetX` (`float`)
- `targetY` (`float`)
- `targetZ` (`float`)
- `distanceToShoot` (`float`)
- `pedAccuracy` (`int`)
- `p8` (`BOOL`)
- `firingPattern` (`Hash`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

```
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](?\_0x2F8AF0E82773A171).**

## Usage

### Lua

```lua
TaskDriveBy(driverPed, targetPed, targetVehicle, targetX, targetY, targetZ, distanceToShoot, pedAccuracy, p8, firingPattern)

-- always available, by hash
Citizen.InvokeNative(0x2b84d1c4, driverPed, targetPed, targetVehicle, targetX, targetY, targetZ, distanceToShoot, pedAccuracy, p8, firingPattern)
```

### JavaScript

```js
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);
```

### C#

```csharp
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.InvokeNative` needs the number — pass `joaat("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. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: Cfx.re native reference.*
