_UPDATE_TASK_VEHICLE_SHOOT_AT_COORD
Updates the target coordinate of an ongoing SCRIPT_TASK_VEHICLE_SHOOT_AT_COORD for the given ped This lets you retarget the shooting point in real time without restarting the task Has effect only while the ped’s task status for `SCRIPT_T…
0xAF2EF28CE3084505UpdateTaskVehicleShootAtCoordSignature
void _UPDATE_TASK_VEHICLE_SHOOT_AT_COORD(Any p0, Any p1, Any p2, Any p3);Parameters
| Name | Type | Description |
|---|---|---|
p0 | Any | — |
p1 | Any | — |
p2 | Any | — |
p3 | Any | — |
Returns void
Description
Updates the target coordinate of an ongoing SCRIPT_TASK_VEHICLE_SHOOT_AT_COORD for the given ped This lets you retarget the shooting point in real time without restarting the task
Has effect only while the ped’s task status for SCRIPT_TASK_VEHICLE_SHOOT_AT_COORD is TASK_STATUS_ONGOING (commonly 1) If the task hasn’t started yet (status 0 or not running), use TASK_VEHICLE_SHOOT_AT_COORD first; after it becomes active, call this to update the aim point Compared to TASK_VEHICLE_SHOOT_AT_COORD: the latter starts (or re-queues) the task with an initial target; this native *only* updates the active task’s target coordinate.
Usage
UpdateTaskVehicleShootAtCoord(p0, p1, p2, p3)
-- always works, by hash
Citizen.InvokeNative(0xAF2EF28CE3084505, p0, p1, p2, p3)JavaScript and C#
UpdateTaskVehicleShootAtCoord(p0, p1, p2, p3);
// by hash
Citizen.invokeNative('0xAF2EF28CE3084505', p0, p1, p2, p3);Function.Call((Hash)0xAF2EF28CE3084505, p0, p1, p2, p3);- The name is a community guess and may change. If the named call is missing in your client build, use
InvokeNativewith the hash — it always works.
Sources
alloc8or RDR3 NativeDB · VORPCORE RDR3natives
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