TASK_GO_TO_ENTITY
The entity will move towards the target until time is over (duration) or get in target's range (distance).
Signature
void TASK_GO_TO_ENTITY(Entity entity, Entity target, int duration, float distance, float speed, float p5, int p6);Parameters
| Name | Type | Description |
|---|---|---|
entity | Entity | — |
target | Entity | — |
duration | int | — |
distance | float | — |
speed | float | — |
p5 | float | — |
p6 | int | — |
Returns void
Description
The entity will move towards the target until time is over (duration) or get in target's range (distance). p5 and p6 are unknown, but you could leave p5 = 1073741824 or 100 or even 0 (didn't see any difference but on the decompiled scripts, they use 1073741824 mostly) and p6 = 0
Note: I've only tested it on entity -> ped and target -> vehicle. It could work differently on other entities, didn't try it yet.
Example: TASK::TASK_GO_TO_ENTITY(pedHandle, vehicleHandle, 5000, 4.0, 100, 1073741824, 0)
Ped will run towards the vehicle for 5 seconds and stop when time is over or when he gets 4 meters(?) around the vehicle (with duration = -1, the task duration will be ignored).This is the server-side RPC native equivalent of the client native TASK_GO_TO_ENTITY.
Usage
TaskGoToEntity(entity, target, duration, distance, speed, p5, p6)
-- always works, by hash
Citizen.InvokeNative(0x374827c2, entity, target, duration, distance, speed, p5, p6)JavaScript and C#
TaskGoToEntity(entity, target, duration, distance, speed, p5, p6);
// by hash
Citizen.invokeNative('0x374827c2', entity, target, duration, distance + 0.0000001, speed + 0.0000001, p5 + 0.0000001, p6);Function.Call((Hash)0x374827c2, entity, target, duration, distance, speed, p5, p6);- 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
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