# TASK::_UPDATE_TASK_VEHICLE_SHOOT_AT_COORD

- **Hash:** `0xAF2EF28CE3084505`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `UpdateTaskVehicleShootAtCoord`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_UPDATE_TASK_VEHICLE_SHOOT_AT_COORD

## Signature

```c
void _UPDATE_TASK_VEHICLE_SHOOT_AT_COORD(Any p0, Any p1, Any p2, Any p3);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

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

### Lua

```lua
UpdateTaskVehicleShootAtCoord(p0, p1, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0xAF2EF28CE3084505, p0, p1, p2, p3)
```

### JavaScript

```js
UpdateTaskVehicleShootAtCoord(p0, p1, p2, p3);

// by hash
Citizen.invokeNative('0xAF2EF28CE3084505', p0, p1, p2, p3);
```

### C#

```csharp
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 `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*
