{"hash":"0x2416EC2F31F75266","ns":"TASK","name":"_TASK_FORCE_FIRE_AT_ENTITY_WHILE_AIMING","slug":"_TASK_FORCE_FIRE_AT_ENTITY_WHILE_AIMING","official":false,"named":true,"luaName":"TaskForceFireAtEntityWhileAiming","game":"rdr3","apiset":"client","returnType":"void","params":[{"name":"ped","type":"Ped"},{"name":"targetEntity","type":"Entity"},{"name":"durationMs","type":"int"},{"name":"p3","type":"Any"},{"name":"p4","type":"BOOL"}],"summary":"Makes a ped that is already aiming keep firing at `targetEntity` for `durationMs`.","descriptions":[{"source":"alloc8or","format":"text","body":"Makes a ped that is already aiming keep firing at `targetEntity` for `durationMs`.\nUses projectile logic if holding a throwable/bow, otherwise gun logic. `p3` unused; `p4` is an extra mode flag (observed 0/1).\n_TASK_FORCE_M*"},{"source":"vorp","format":"text","body":"Forces a ped to attack a target with throwable or projectile weapons (like bows, throwing knives, tomahawks, dynamite) for a specified duration while aiming\nWith a bow: the ped keeps firing arrows continuously until durationMs expires (as long as the aiming condition is maintained).With other throwables: throws are generally single-use (one per animation cycle).Excluded weapons: lasso and bolas"}],"examples":[],"aliases":["_TASK_FORCE_THROWABLE_AT_ENTITY_WHILE_AIMING"],"enums":[],"related":[],"build":"1207","sources":["alloc8or","vorp"],"doc":2,"url":"https://natives.borderlinerp.com/natives/TASK/_TASK_FORCE_FIRE_AT_ENTITY_WHILE_AIMING","markdownUrl":"https://natives.borderlinerp.com/natives/TASK/_TASK_FORCE_FIRE_AT_ENTITY_WHILE_AIMING.md","snippets":{"lua":"TaskForceFireAtEntityWhileAiming(ped, targetEntity, durationMs, p3, p4)","luaInvoke":"Citizen.InvokeNative(0x2416EC2F31F75266, ped, targetEntity, durationMs, p3, p4)","js":"TaskForceFireAtEntityWhileAiming(ped, targetEntity, durationMs, p3, p4);","jsInvoke":"Citizen.invokeNative('0x2416EC2F31F75266', ped, targetEntity, durationMs, p3, p4);","csharp":"Function.Call((Hash)0x2416EC2F31F75266, ped, targetEntity, durationMs, p3, p4);","notes":["The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works."]}}