# CFX::TASK_GO_TO_COORD_ANY_MEANS

- **Hash:** `0xF91DF93B`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `TaskGoToCoordAnyMeans`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/TASK_GO_TO_COORD_ANY_MEANS

## Signature

```c
void TASK_GO_TO_COORD_ANY_MEANS(Ped ped, float x, float y, float z, float fMoveBlendRatio, Vehicle vehicle, BOOL bUseLongRangeVehiclePathing, int drivingFlags, float fMaxRangeToShootTargets);
```

## Parameters

- `ped` (`Ped`) — The `Ped` Handle.
- `x` (`float`) — The goto target coordinate.
- `y` (`float`) — The goto target coordinate.
- `z` (`float`) — The goto target coordinate.
- `fMoveBlendRatio` (`float`) — 0.0 = still, 1.0 = walk, 2.0 = run, 3.0 = sprint.
- `vehicle` (`Vehicle`) — If defined, the pedestrian will only move if said vehicle exists. If you don't want any sort of association, just set it to `0`.
- `bUseLongRangeVehiclePathing` (`BOOL`) — Setting to `true` tells the vehicle to use longrange vehicle pathing.
- `drivingFlags` (`int`) — See `eDrivingMode` enum.
- `fMaxRangeToShootTargets` (`float`) — Determines the maximum distance at which the `Ped` will engage in combat with threatening targets.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

Tells a ped to go to a coord by any means.

```cpp
enum eDrivingMode {
DF_StopForCars = 1,
DF_StopForPeds = 2,
DF_SwerveAroundAllCars = 4,
DF_SteerAroundStationaryCars = 8,
DF_SteerAroundPeds = 16,
DF_SteerAroundObjects = 32,
DF_DontSteerAroundPlayerPed = 64,
DF_StopAtLights = 128,
DF_GoOffRoadWhenAvoiding = 256,
DF_DriveIntoOncomingTraffic = 512,
DF_DriveInReverse = 1024,
// If pathfinding fails, cruise randomly instead of going on a straight line
DF_UseWanderFallbackInsteadOfStraightLine = 2048,
DF_AvoidRestrictedAreas = 4096,
// These only work on MISSION_CRUISE
DF_PreventBackgroundPathfinding = 8192,
DF_AdjustCruiseSpeedBasedOnRoadSpeed = 16384,
DF_UseShortCutLinks =  262144,
DF_ChangeLanesAroundObstructions = 524288,
// cruise tasks ignore this anyway--only used for goto's
DF_UseSwitchedOffNodes =  2097152,
// if you're going to be primarily driving off road
DF_PreferNavmeshRoute =  4194304,
// Only works for planes using MISSION_GOTO, will cause them to drive along the ground instead of fly
DF_PlaneTaxiMode =  8388608,
DF_ForceStraightLine = 16777216,
DF_UseStringPullingAtJunctions = 33554432,
DF_AvoidHighways = 536870912,
DF_ForceJoinInRoadDirection = 1073741824,
// Standard driving mode. stops for cars, peds, and lights, goes around stationary obstructions
DRIVINGMODE_STOPFORCARS = 786603, // DF_StopForCars|DF_StopForPeds|DF_SteerAroundObjects|DF_SteerAroundStationaryCars|DF_StopAtLights|DF_UseShortCutLinks|DF_ChangeLanesAroundObstructions,		// Obey lights too
// Like the above, but doesn't steer around anything in its way - will only wait instead.
DRIVINGMODE_STOPFORCARS_STRICT = 262275, // DF_StopForCars|DF_StopForPeds|DF_StopAtLights|DF_UseShortCutLinks, // Doesn't deviate an inch.
// Default "alerted" driving mode. drives around everything, doesn't obey lights
DRIVINGMODE_AVOIDCARS = 786469, // DF_SwerveAroundAllCars|DF_SteerAroundObjects|DF_UseShortCutLinks|DF_ChangeLanesAroundObstructions|DF_StopForCars,
// Very erratic driving. difference between this and AvoidCars is that it doesn't use the brakes at ALL to help with steering
DRIVINGMODE_AVOIDCARS_RECKLESS = 786468, // DF_SwerveAroundAllCars|DF_SteerAroundObjects|DF_UseShortCutLinks|DF_ChangeLanesAroundObstructions,
// Smashes through everything
DRIVINGMODE_PLOUGHTHROUGH = 262144, // DF_UseShortCutLinks
// Drives normally except for the fact that it ignores lights
DRIVINGMODE_STOPFORCARS_IGNORELIGHTS = 786475, // DF_StopForCars|DF_SteerAroundStationaryCars|DF_StopForPeds|DF_SteerAroundObjects|DF_UseShortCutLinks|DF_ChangeLanesAroundObstructions
// Try to swerve around everything, but stop for lights if necessary
DRIVINGMODE_AVOIDCARS_OBEYLIGHTS = 786597, // DF_SwerveAroundAllCars|DF_StopAtLights|DF_SteerAroundObjects|DF_UseShortCutLinks|DF_ChangeLanesAroundObstructions|DF_StopForCars
// Swerve around cars, be careful around peds, and stop for lights
DRIVINGMODE_AVOIDCARS_STOPFORPEDS_OBEYLIGHTS = 786599 // DF_SwerveAroundAllCars|DF_StopAtLights|DF_StopForPeds|DF_SteerAroundObjects|DF_UseShortCutLinks|DF_ChangeLanesAroundObstructions|DF_StopForCars
};
```

**This is the server-side RPC native equivalent of the client native [TASK_GO_TO_COORD_ANY_MEANS](?\_0x5BC448CB78FA3E88).**

## Usage

### Lua

```lua
TaskGoToCoordAnyMeans(ped, x, y, z, fMoveBlendRatio, vehicle, bUseLongRangeVehiclePathing, drivingFlags, fMaxRangeToShootTargets)

-- always available, by hash
Citizen.InvokeNative(0xf91df93b, ped, x, y, z, fMoveBlendRatio, vehicle, bUseLongRangeVehiclePathing, drivingFlags, fMaxRangeToShootTargets)
```

### JavaScript

```js
TaskGoToCoordAnyMeans(ped, x, y, z, fMoveBlendRatio, vehicle, bUseLongRangeVehiclePathing, drivingFlags, fMaxRangeToShootTargets);

// by hash
Citizen.invokeNative('0xf91df93b', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, fMoveBlendRatio + 0.0000001, vehicle, bUseLongRangeVehiclePathing, drivingFlags, fMaxRangeToShootTargets + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xf91df93b, ped, x, y, z, fMoveBlendRatio, vehicle, bUseLongRangeVehiclePathing, drivingFlags, fMaxRangeToShootTargets);
```

- 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.*
