# CFX::TASK_SHOOT_AT_ENTITY

- **Hash:** `0xAC0631C9`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `TaskShootAtEntity`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/TASK_SHOOT_AT_ENTITY

## Signature

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

## Parameters

- `entity` (`Entity`)
- `target` (`Entity`)
- `duration` (`int`)
- `firingPattern` (`Hash`)

## Returns

`void`

## Description

*Source: 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](?\_0x08DA95E8298AE772).**

## Usage

### Lua

```lua
TaskShootAtEntity(entity, target, duration, firingPattern)

-- always available, by hash
Citizen.InvokeNative(0xac0631c9, entity, target, duration, firingPattern)
```

### JavaScript

```js
TaskShootAtEntity(entity, target, duration, firingPattern);

// by hash
Citizen.invokeNative('0xac0631c9', entity, target, duration, firingPattern);
```

### C#

```csharp
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.*
