RedM Natives

TASK_SHOOT_AT_ENTITY

Entity aimedentity; Player player = PLAYER::PLAYER_ID(); in practical usage, getting the entity the player is aiming at and then task the peds to shoot at the entity, at a button press event would be better.

Hash0xAC0631C9
Runtime nameTaskShootAtEntity
NamespaceCFX
SideServer
NameOfficial
Docs

Signature

void TASK_SHOOT_AT_ENTITY(Entity entity, Entity target, int duration, Hash firingPattern);

Parameters

NameTypeDescription
entityEntity—
targetEntity—
durationint—
firingPatternHash—

Returns void

Description

Cfx.re native reference

//this part of the code is to determine at which entity the player is aiming, for example if you want to create a mod where you give orders to peds
Entity aimedentity;
Player player = PLAYER::PLAYER_ID();
PLAYER::_GET_AIMED_ENTITY(player, &aimedentity);
//bg is an array of peds
TASK::TASK_SHOOT_AT_ENTITY(bg[i], aimedentity, 5000, MISC::GET_HASH_KEY("FIRING_PATTERN_FULL_AUTO"));
in practical usage, getting the entity the player is aiming at and then task the peds to shoot at the entity, at a button press event would be better.
Firing Pattern Hash Information: https://pastebin.com/Px036isB

This is the server-side RPC native equivalent of the client native TASK_SHOOT_AT_ENTITY.

Usage

Lua
TaskShootAtEntity(entity, target, duration, firingPattern)

-- always works, by hash
Citizen.InvokeNative(0xac0631c9, entity, target, duration, firingPattern)
JavaScript and C#
JavaScript
TaskShootAtEntity(entity, target, duration, firingPattern);

// by hash
Citizen.invokeNative('0xac0631c9', entity, target, duration, firingPattern);
C#
Function.Call((Hash)0xac0631c9, entity, target, duration, 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`.

Sources

Cfx.re native reference

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