TASK_GO_STRAIGHT_TO_COORD
Go to coords wihtout using navmesh, if timeBeforeTeleport is -1 then it never teleports p8 is 1 or 0 still unknown.
Hash
0xD76B57B44F1E6F8BRuntime name
TaskGoStraightToCoordNamespaceTASK
SideClient
NameOfficial
Docs
Since build1207
GTA V hash
0xD76B57B44F1E6F8BSignature
void TASK_GO_STRAIGHT_TO_COORD(Ped ped, float x, float y, float z, float moveBlendSpeedY, int timeBeforeTeleport, float finalHeading, float targetRadius, int p8);Parameters
| Name | Type | Description |
|---|---|---|
ped | Ped | — |
x | float | — |
y | float | — |
z | float | — |
moveBlendSpeedY | float | — |
timeBeforeTeleport | int | — |
finalHeading | float | — |
targetRadius | float | — |
p8 | int | — |
Returns void
Description
Go to coords wihtout using navmesh, if timeBeforeTeleport is -1 then it never teleports p8 is 1 or 0 still unknown.
Tells the ped to go to a coord, without using the navemesh. if timeBeforeTeleport is -1 the ped will never warp, p8 is always 0 or 1 still unknown
Usage
TaskGoStraightToCoord(ped, x, y, z, moveBlendSpeedY, timeBeforeTeleport, finalHeading, targetRadius, p8)
-- always works, by hash
Citizen.InvokeNative(0xD76B57B44F1E6F8B, ped, x, y, z, moveBlendSpeedY, timeBeforeTeleport, finalHeading, targetRadius, p8)JavaScript and C#
TaskGoStraightToCoord(ped, x, y, z, moveBlendSpeedY, timeBeforeTeleport, finalHeading, targetRadius, p8);
// by hash
Citizen.invokeNative('0xD76B57B44F1E6F8B', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, moveBlendSpeedY + 0.0000001, timeBeforeTeleport, finalHeading + 0.0000001, targetRadius + 0.0000001, p8);Function.Call((Hash)0xD76B57B44F1E6F8B, ped, x, y, z, moveBlendSpeedY, timeBeforeTeleport, finalHeading, targetRadius, p8);- 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
alloc8or RDR3 NativeDB · VORPCORE RDR3natives
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