Skip to content

VimpNativesTask

@vimp-mp/types 2.0.1

Interface · GTA V natives API

ts
interface VimpNativesTask

Members

_setAmbientPedEnableCollisionOnNetworkCloneWhenFixed

ts
_setAmbientPedEnableCollisionOnNetworkCloneWhenFixed(ped: number, enable: boolean): void

_setScriptTaskEnableCollisionOnNetworkCloneWhenFixed

ts
_setScriptTaskEnableCollisionOnNetworkCloneWhenFixed(ped: number, enable: boolean): void

addCoverBlockingArea

ts
addCoverBlockingArea(startx: number, starty: number, startz: number, endx: number, endy: number, endz: number, blockobjects: boolean, blockvehicles: boolean, blockmap: boolean, blockplayer: boolean): void

addCoverPoint

ts
addCoverPoint(x: number, y: number, z: number, direction: number, usage: number, height: number, arc: number, ispriority: boolean): number

ts
addPatrolRouteLink(nodeid1: number, nodeid2: number): void

addPatrolRouteNode

ts
addPatrolRouteNode(nodeid: number, nodetype: string, posx: number, posy: number, posz: number, headingx: number, headingy: number, headingz: number, duration: number): void

addScriptedCoverArea

ts
addScriptedCoverArea(x: number, y: number, z: number, radius: number): void

addVehicleSubtaskAttackCoord

ts
addVehicleSubtaskAttackCoord(ped: number, x: number, y: number, z: number): void

addVehicleSubtaskAttackPed

ts
addVehicleSubtaskAttackPed(ped: number, target: number): void

assistedMovementIsRouteLoaded

ts
assistedMovementIsRouteLoaded(route: string): boolean

assistedMovementOverrideLoadDistanceThisFrame

ts
assistedMovementOverrideLoadDistanceThisFrame(dist: number): void

assistedMovementRemoveRoute

ts
assistedMovementRemoveRoute(route: string): void

assistedMovementRequestRoute

ts
assistedMovementRequestRoute(route: string): void

assistedMovementSetRouteProperties

ts
assistedMovementSetRouteProperties(route: string, props: number): void

clearDefaultPrimaryTask

ts
clearDefaultPrimaryTask(ped: number): void

clearDrivebyTaskUnderneathDrivingTask

ts
clearDrivebyTaskUnderneathDrivingTask(ped: number): void

clearPedScriptTaskIfRunningThreatResponseNonTempTask

ts
clearPedScriptTaskIfRunningThreatResponseNonTempTask(ped: number): void

clearPedSecondaryTask

ts
clearPedSecondaryTask(ped: number): void

clearPedTasks

ts
clearPedTasks(ped: number): void

clearPedTasksImmediately

ts
clearPedTasksImmediately(ped: number): void

clearPrimaryVehicleTask

ts
clearPrimaryVehicleTask(vehicle: number): void

clearSequenceTask

ts
clearSequenceTask(): { tasksequenceid: number }

clearVehicleCrashTask

ts
clearVehicleCrashTask(vehicle: number): void

closePatrolRoute

ts
closePatrolRoute(): void

closeSequenceTask

ts
closeSequenceTask(tasksequenceid: number): void

controlMountedWeapon

ts
controlMountedWeapon(ped: number): boolean

createPatrolRoute

ts
createPatrolRoute(): void

deletePatrolRoute

ts
deletePatrolRoute(patrolroute: string): void

doesScenarioExistInArea

ts
doesScenarioExistInArea(x: number, y: number, z: number, radius: number, mustbefree: boolean): boolean

doesScenarioGroupExist

ts
doesScenarioGroupExist(scenariogroup: string): boolean

doesScenarioOfTypeExistInArea

ts
doesScenarioOfTypeExistInArea(x: number, y: number, z: number, scenarioname: string, radius: number, mustbefree: boolean): boolean

doesScriptedCoverPointExistAtCoords

ts
doesScriptedCoverPointExistAtCoords(x: number, y: number, z: number): boolean

getActiveVehicleMissionType

ts
getActiveVehicleMissionType(vehicle: number): number

getClipSetForScriptedGunTask

ts
getClipSetForScriptedGunTask(guntasktype: number): string

getIsTaskActive

ts
getIsTaskActive(ped: number, taskindex: number): boolean

getIsWaypointRecordingLoaded

ts
getIsWaypointRecordingLoaded(name: string): boolean

getNavmeshRouteDistanceRemaining

ts
getNavmeshRouteDistanceRemaining(ped: number): { distanceremaining: number; ispathready: boolean; return: number }

getNavmeshRouteResult

ts
getNavmeshRouteResult(ped: number): number

getPatrolTaskInfo

ts
getPatrolTaskInfo(ped: number): { nodeid: number; return: boolean; timeleftatnode: number }

getPedDesiredMoveBlendRatio

ts
getPedDesiredMoveBlendRatio(ped: number): number

getPedWaypointDistance

ts
getPedWaypointDistance(p0: number): number

getPedWaypointProgress

ts
getPedWaypointProgress(ped: number): number

getPhoneGestureAnimCurrentTime

ts
getPhoneGestureAnimCurrentTime(ped: number): number

getPhoneGestureAnimTotalTime

ts
getPhoneGestureAnimTotalTime(ped: number): number

getScriptedCoverPointCoords

ts
getScriptedCoverPointCoords(coverpoint: number): { x: number; y: number; z: number }

getScriptTaskStatus

ts
getScriptTaskStatus(ped: number, taskhash: number): number

getSequenceProgress

ts
getSequenceProgress(ped: number): number

getTaskMoveNetworkEvent

ts
getTaskMoveNetworkEvent(ped: number, eventname: string): boolean

getTaskMoveNetworkSignalBool

ts
getTaskMoveNetworkSignalBool(ped: number, signalname: string): boolean

getTaskMoveNetworkSignalFloat

ts
getTaskMoveNetworkSignalFloat(ped: number, signalname: string): number

getTaskMoveNetworkState

ts
getTaskMoveNetworkState(ped: number): string

getTaskRappelDownWallState

ts
getTaskRappelDownWallState(ped: number): number

getVehicleWaypointProgress

ts
getVehicleWaypointProgress(vehicle: number): number

getVehicleWaypointTargetPoint

ts
getVehicleWaypointTargetPoint(vehicle: number): number

getWaypointDistanceAlongRoute

ts
getWaypointDistanceAlongRoute(name: string, point: number): number

isControlledVehicleUnableToGetToRoad

ts
isControlledVehicleUnableToGetToRoad(ped: number): boolean

isDrivebyTaskUnderneathDrivingTask

ts
isDrivebyTaskUnderneathDrivingTask(ped: number): boolean

isMountedWeaponTaskUnderneathDrivingTask

ts
isMountedWeaponTaskUnderneathDrivingTask(ped: number): boolean

isMoveBlendRatioRunning

ts
isMoveBlendRatioRunning(ped: number): boolean

isMoveBlendRatioSprinting

ts
isMoveBlendRatioSprinting(ped: number): boolean

isMoveBlendRatioStill

ts
isMoveBlendRatioStill(ped: number): boolean

isMoveBlendRatioWalking

ts
isMoveBlendRatioWalking(ped: number): boolean

isPedActiveInScenario

ts
isPedActiveInScenario(ped: number): boolean

isPedBeingArrested

ts
isPedBeingArrested(ped: number): boolean

isPedCuffed

ts
isPedCuffed(ped: number): boolean

isPedGettingUp

ts
isPedGettingUp(ped: number): boolean

isPedInWrithe

ts
isPedInWrithe(ped: number): boolean

isPedPlayingBaseClipInScenario

ts
isPedPlayingBaseClipInScenario(ped: number): boolean

isPedRunning

ts
isPedRunning(ped: number): boolean

isPedRunningArrestTask

ts
isPedRunningArrestTask(ped: number): boolean

isPedSprinting

ts
isPedSprinting(ped: number): boolean

isPedStill

ts
isPedStill(ped: number): boolean

isPedStrafing

ts
isPedStrafing(ped: number): boolean

isPedWalking

ts
isPedWalking(ped: number): boolean

isPlayingPhoneGestureAnim

ts
isPlayingPhoneGestureAnim(ped: number): boolean

isScenarioGroupEnabled

ts
isScenarioGroupEnabled(scenariogroup: string): boolean

isScenarioOccupied

ts
isScenarioOccupied(x: number, y: number, z: number, maxrange: number, onlyusersactuallyatscenario: boolean): boolean

isScenarioTypeEnabled

ts
isScenarioTypeEnabled(scenariotype: string): boolean

isTaskMoveNetworkActive

ts
isTaskMoveNetworkActive(ped: number): boolean

isTaskMoveNetworkReadyForTransition

ts
isTaskMoveNetworkReadyForTransition(ped: number): boolean

isWaypointPlaybackGoingOnForPed

ts
isWaypointPlaybackGoingOnForPed(ped: number): boolean

isWaypointPlaybackGoingOnForVehicle

ts
isWaypointPlaybackGoingOnForVehicle(vehicle: number): boolean

openPatrolRoute

ts
openPatrolRoute(patrolroute: string): void

openSequenceTask

ts
openSequenceTask(): { tasksequenceid: number }

pedHasUseScenarioTask

ts
pedHasUseScenarioTask(ped: number): boolean

playAnimOnRunningScenario

ts
playAnimOnRunningScenario(ped: number, animdict: string, animname: string): void

playEntityScriptedAnim

ts
playEntityScriptedAnim(entity: number, blendindelta: number, blendoutdelta: number): { priorityhighdata: number; prioritylowdata: number; prioritymiddata: number }

removeAllCoverBlockingAreas

ts
removeAllCoverBlockingAreas(): void

removeCoverBlockingAreasAtPosition

ts
removeCoverBlockingAreasAtPosition(x: number, y: number, z: number): void

removeCoverPoint

ts
removeCoverPoint(coverpoint: number): void

removeSpecificCoverBlockingAreas

ts
removeSpecificCoverBlockingAreas(startx: number, starty: number, startz: number, endx: number, endy: number, endz: number, blockobjects: boolean, blockvehicles: boolean, blockmap: boolean, blockplayer: boolean): void

removeWaypointRecording

ts
removeWaypointRecording(name: string): void

requestTaskMoveNetworkStateTransition

ts
requestTaskMoveNetworkStateTransition(ped: number, name: string): boolean

requestWaypointRecording

ts
requestWaypointRecording(name: string): void

resetExclusiveScenarioGroup

ts
resetExclusiveScenarioGroup(): void

resetScenarioGroupsEnabled

ts
resetScenarioGroupsEnabled(): void

resetScenarioTypesEnabled

ts
resetScenarioTypesEnabled(): void

setAnimLooped

ts
setAnimLooped(entity: number, looped: boolean, priority: number, secondary: boolean): void

setAnimPhase

ts
setAnimPhase(entity: number, phase: number, priority: number, secondary: boolean): void

setAnimRate

ts
setAnimRate(entity: number, rate: number, priority: number, secondary: boolean): void

setAnimWeight

ts
setAnimWeight(entity: number, weight: number, priority: number, index: number, secondary: boolean): void

setDrivebyTaskTarget

ts
setDrivebyTaskTarget(shootingped: number, targetped: number, targetvehicle: number, x: number, y: number, z: number): void

setDriveTaskCruiseSpeed

ts
setDriveTaskCruiseSpeed(driver: number, cruisespeed: number): void

setDriveTaskDrivingStyle

ts
setDriveTaskDrivingStyle(ped: number, drivingstyle: number): void

setDriveTaskMaxCruiseSpeed

ts
setDriveTaskMaxCruiseSpeed(ped: number, speed: number, updatebasetask: boolean): void

setExclusiveScenarioGroup

ts
setExclusiveScenarioGroup(scenariogroup: string): void

setExpectedCloneNextTaskMoveNetworkState

ts
setExpectedCloneNextTaskMoveNetworkState(ped: number, state: string): boolean

setGlobalMinBirdFlightHeight

ts
setGlobalMinBirdFlightHeight(height: number): void

setHighFallTask

ts
setHighFallTask(ped: number, mintime: number, maxtime: number, entrytype: number): void

setMountedWeaponTarget

ts
setMountedWeaponTarget(shootingped: number, targetped: number, targetvehicle: number, x: number, y: number, z: number, taskmode: number, ignoretargetvehdeadcheck: boolean): void

setNextDesiredMoveState

ts
setNextDesiredMoveState(nextmovestate: number): void

setParachuteTaskTarget

ts
setParachuteTaskTarget(ped: number, x: number, y: number, z: number): void

setParachuteTaskThrust

ts
setParachuteTaskThrust(ped: number, thrust: number): void

setPedCanPlayAmbientIdles

ts
setPedCanPlayAmbientIdles(ped: number, blockidleclips: boolean, removeidleclipifplaying: boolean): void

setPedDesiredMoveBlendRatio

ts
setPedDesiredMoveBlendRatio(ped: number, newmoveblendratio: number): void

setPedPathAvoidFire

ts
setPedPathAvoidFire(ped: number, avoidfire: boolean): void

setPedPathCanDropFromHeight

ts
setPedPathCanDropFromHeight(ped: number, toggle: boolean): void

setPedPathCanUseClimbovers

ts
setPedPathCanUseClimbovers(ped: number, toggle: boolean): void

setPedPathCanUseLadders

ts
setPedPathCanUseLadders(ped: number, toggle: boolean): void

setPedPathClimbCostModifier

ts
setPedPathClimbCostModifier(ped: number, modifier: number): void

setPedPathMayEnterWater

ts
setPedPathMayEnterWater(ped: number, mayenterwater: boolean): void

setPedPathPreferToAvoidWater

ts
setPedPathPreferToAvoidWater(ped: number, avoidwater: boolean): void

setPedWaypointProgress

ts
setPedWaypointProgress(ped: number, progress: number): void

setPedWaypointRouteOffset

ts
setPedWaypointRouteOffset(ped: number, x: number, y: number, z: number): boolean

setScenarioGroupEnabled

ts
setScenarioGroupEnabled(scenariogroup: string, enabled: boolean): void

setScenarioTypeEnabled

ts
setScenarioTypeEnabled(scenariotype: string, toggle: boolean): void

setSequencePreventMigration

ts
setSequencePreventMigration(tasksequenceid: number): void

setSequenceToRepeat

ts
setSequenceToRepeat(tasksequenceid: number, repeat: boolean): void

setTaskMoveNetworkAnimSet

ts
setTaskMoveNetworkAnimSet(ped: number, clipset: number, variableclipset: number): void

setTaskMoveNetworkEnableCollisionOnNetworkCloneWhenFixed

ts
setTaskMoveNetworkEnableCollisionOnNetworkCloneWhenFixed(ped: number, enable: boolean): boolean

setTaskMoveNetworkSignalBool

ts
setTaskMoveNetworkSignalBool(ped: number, signalname: string, value: boolean): void

setTaskMoveNetworkSignalFloat

ts
setTaskMoveNetworkSignalFloat(ped: number, signalname: string, value: number): void

setTaskMoveNetworkSignalFloatLerpRate

ts
setTaskMoveNetworkSignalFloatLerpRate(ped: number, signalname: string, value: number): void

setTaskMoveNetworkSignalLocalFloat

ts
setTaskMoveNetworkSignalLocalFloat(ped: number, signalname: string, value: number): void

setTaskVehicleChaseBehaviorFlag

ts
setTaskVehicleChaseBehaviorFlag(ped: number, flag: number, set: boolean): void

setTaskVehicleChaseIdealPursuitDistance

ts
setTaskVehicleChaseIdealPursuitDistance(ped: number, distance: number): void

stopAnimPlayback

ts
stopAnimPlayback(entity: number, priority: number, secondary: boolean): void

stopAnimTask

ts
stopAnimTask(entity: number, animdictionary: string, animationname: string, blenddelta: number): void

taskAchieveHeading

ts
taskAchieveHeading(ped: number, heading: number, timeout: number): void

taskAgitatedActionConfrontResponse

ts
taskAgitatedActionConfrontResponse(ped: number, ped2: number): void

taskAimGunAtCoord

ts
taskAimGunAtCoord(ped: number, x: number, y: number, z: number, time: number, instantblendtoaim: boolean, playanimintro: boolean): void

taskAimGunAtEntity

ts
taskAimGunAtEntity(ped: number, entity: number, duration: number, instantblendtoaim: boolean): void

taskAimGunScripted

ts
taskAimGunScripted(ped: number, scripttask: number, disableblockingclip: boolean, instantblendtoaim: boolean): void

taskAimGunScriptedWithTarget

ts
taskAimGunScriptedWithTarget(ped: number, target: number, x: number, y: number, z: number, guntasktype: number, disableblockingclip: boolean, forceaim: boolean): void

taskArrestPed

ts
taskArrestPed(ped: number, target: number): void

taskBoatMission

ts
taskBoatMission(peddriver: number, vehicle: number, targetvehicle: number, targetped: number, x: number, y: number, z: number, mission: number, maxspeed: number, drivingstyle: number, targetreached: number, boatflags: number): void

taskChatToPed

ts
taskChatToPed(ped: number, target: number, flags: number, gotolocationx: number, gotolocationy: number, gotolocationz: number, headingdegs: number, idletime: number): void

taskClearDefensiveArea

ts
taskClearDefensiveArea(ped: number): void

taskClearLookAt

ts
taskClearLookAt(ped: number): void

taskClimb

ts
taskClimb(ped: number, useplayerlaunchforce: boolean): void

taskClimbLadder

ts
taskClimbLadder(ped: number, fast: boolean): void

taskCombatHatedTargetsAroundPed

ts
taskCombatHatedTargetsAroundPed(ped: number, radius: number, combatflags: number): void

taskCombatHatedTargetsAroundPedTimed

ts
taskCombatHatedTargetsAroundPedTimed(ped: number, radius: number, time: number, combatflags: number): void

taskCombatHatedTargetsInArea

ts
taskCombatHatedTargetsInArea(ped: number, x: number, y: number, z: number, radius: number, combatflags: number): void

taskCombatPed

ts
taskCombatPed(ped: number, targetped: number, combatflags: number, threatresponseflags: number): void

taskCombatPedTimed

ts
taskCombatPedTimed(ped: number, target: number, time: number, flags: number): void

taskCower

ts
taskCower(ped: number, duration: number): void

taskDriveBy

ts
taskDriveBy(driverped: number, targetped: number, targetvehicle: number, targetx: number, targety: number, targetz: number, distancetoshoot: number, pedaccuracy: number, pushunderneathdrivingtaskifdriving: boolean, firingpattern: number): void

taskEnterVehicle

ts
taskEnterVehicle(ped: number, vehicle: number, timeout: number, seat: number, speed: number, flag: number, overrideentryclipsetname: string): void

taskEveryoneLeaveVehicle

ts
taskEveryoneLeaveVehicle(vehicle: number): void

taskExitCover

ts
taskExitCover(ped: number, exittype: number, x: number, y: number, z: number): void

taskExtendRoute

ts
taskExtendRoute(x: number, y: number, z: number): void

taskFlushRoute

ts
taskFlushRoute(): void

taskFollowNavMeshToCoord

ts
taskFollowNavMeshToCoord(ped: number, x: number, y: number, z: number, moveblendratio: number, time: number, targetradius: number, flags: number, targetheading: number): void

taskFollowNavMeshToCoordAdvanced

ts
taskFollowNavMeshToCoordAdvanced(ped: number, x: number, y: number, z: number, moveblendratio: number, time: number, targetradius: number, flags: number, slidetocoordheading: number, maxslopenavigable: number, clampmaxsearchdistance: number, targetheading: number): void

taskFollowPointRoute

ts
taskFollowPointRoute(ped: number, speed: number, mode: number): void

taskFollowToOffsetOfEntity

ts
taskFollowToOffsetOfEntity(ped: number, entity: number, offsetx: number, offsety: number, offsetz: number, movementspeed: number, timeout: number, stoppingrange: number, persistfollowing: boolean): void

taskFollowWaypointRecording

ts
taskFollowWaypointRecording(ped: number, name: string, p2: number, p3: number, p4: number): void

taskForceMotionState

ts
taskForceMotionState(ped: number, state: number, forcerestart: boolean): void

taskGetOffBoat

ts
taskGetOffBoat(ped: number, boat: number): void

taskGoStraightToCoord

ts
taskGoStraightToCoord(ped: number, x: number, y: number, z: number, speed: number, timeout: number, targetheading: number, distancetoslide: number): void

taskGoStraightToCoordRelativeToEntity

ts
taskGoStraightToCoordRelativeToEntity(ped: number, entity: number, x: number, y: number, z: number, moveblendratio: number, time: number): void

taskGoToCoordAndAimAtHatedEntitiesNearCoord

ts
taskGoToCoordAndAimAtHatedEntitiesNearCoord(pedhandle: number, gotolocationx: number, gotolocationy: number, gotolocationz: number, focuslocationx: number, focuslocationy: number, focuslocationz: number, speed: number, shootatenemies: boolean, distancetostopat: number, noroadsdistance: number, usenavmesh: boolean, navflags: number, taskflags: number, firingpattern: number): void

taskGoToCoordAnyMeans

ts
taskGoToCoordAnyMeans(ped: number, x: number, y: number, z: number, moveblendratio: number, vehicle: number, uselongrangevehiclepathing: boolean, drivingflags: number, maxrangetoshoottargets: number): void

taskGoToCoordAnyMeansExtraParams

ts
taskGoToCoordAnyMeansExtraParams(ped: number, x: number, y: number, z: number, moveblendratio: number, vehicle: number, uselongrangevehiclepathing: boolean, drivingflags: number, maxrangetoshoottargets: number, extravehtotargetdisttoprefervehicle: number, drivestraightlinedistance: number, extraflags: number, warptimerms: number): void

taskGoToCoordAnyMeansExtraParamsWithCruiseSpeed

ts
taskGoToCoordAnyMeansExtraParamsWithCruiseSpeed(ped: number, x: number, y: number, z: number, moveblendratio: number, vehicle: number, uselongrangevehiclepathing: boolean, drivingflags: number, maxrangetoshoottargets: number, extravehtotargetdisttoprefervehicle: number, drivestraightlinedistance: number, extraflags: number, cruisespeed: number, targetarrivedist: number): void

taskGoToCoordWhileAimingAtCoord

ts
taskGoToCoordWhileAimingAtCoord(ped: number, x: number, y: number, z: number, aimatx: number, aimaty: number, aimatz: number, moveblendratio: number, shoot: boolean, targetradius: number, slowdistance: number, usenavmesh: boolean, navflags: number, instantblendtoaim: boolean, firingpattern: number): void

taskGoToCoordWhileAimingAtEntity

ts
taskGoToCoordWhileAimingAtEntity(ped: number, x: number, y: number, z: number, aimatid: number, moveblendratio: number, shoot: boolean, targetradius: number, slowdistance: number, usenavmesh: boolean, navflags: number, instantblendtoaim: boolean, firingpattern: number, time: number): void

taskGoToEntity

ts
taskGoToEntity(entity: number, target: number, duration: number, distance: number, moveblendratio: number, slowdowndistance: number, flags: number): void

taskGotoEntityAiming

ts
taskGotoEntityAiming(ped: number, target: number, distancetostopat: number, startaimingdist: number): void

taskGotoEntityOffset

ts
taskGotoEntityOffset(ped: number, entity: number, time: number, seekradius: number, seekangledeg: number, moveblendratio: number, gotoentityoffsetflags: number): void

taskGotoEntityOffsetXy

ts
taskGotoEntityOffsetXy(ped: number, entity: number, duration: number, targetradius: number, offsetx: number, offsety: number, moveblendratio: number, gotoentityoffsetflags: number): void

taskGoToEntityWhileAimingAtCoord

ts
taskGoToEntityWhileAimingAtCoord(ped: number, entity: number, aimx: number, aimy: number, aimz: number, moveblendratio: number, shoot: boolean, targetradius: number, slowdistance: number, usenavmesh: boolean, instantblendtoaim: boolean, firingpattern: number): void

taskGoToEntityWhileAimingAtEntity

ts
taskGoToEntityWhileAimingAtEntity(ped: number, entitytowalkto: number, entitytoaimat: number, speed: number, shootatentity: boolean, targetradius: number, slowdistance: number, usenavmesh: boolean, instantblendtoaim: boolean, firingpattern: number): void

taskGuardAssignedDefensiveArea

ts
taskGuardAssignedDefensiveArea(ped: number, x: number, y: number, z: number, heading: number, maxpatrolproximity: number, timer: number): void

taskGuardCurrentPosition

ts
taskGuardCurrentPosition(ped: number, maxpatrolproximity: number, defensivearearadius: number, setdefensivearea: boolean): void

taskGuardSphereDefensiveArea

ts
taskGuardSphereDefensiveArea(ped: number, defendpositionx: number, defendpositiony: number, defendpositionz: number, heading: number, maxpatrolproximity: number, time: number, x: number, y: number, z: number, defensivearearadius: number): void

taskHandsUp

ts
taskHandsUp(ped: number, duration: number, facingped: number, timetofaceped: number, flags: number): void

taskHeliChase

ts
taskHeliChase(pilot: number, entitytofollow: number, x: number, y: number, z: number): void

taskHeliEscortHeli

ts
taskHeliEscortHeli(pilot: number, heli1: number, heli2: number, offsetx: number, offsety: number, offsetz: number): void

taskHeliMission

ts
taskHeliMission(pilot: number, aircraft: number, targetvehicle: number, targetped: number, destinationx: number, destinationy: number, destinationz: number, missionflag: number, maxspeed: number, radius: number, targetheading: number, maxheight: number, minheight: number, slowdowndistance: number, behaviorflags: number): void

taskJump

ts
taskJump(ped: number, useplayerlaunchforce: boolean, dosuperjump: boolean, usefullsuperjumpforce: boolean): void

taskLeaveAnyVehicle

ts
taskLeaveAnyVehicle(ped: number, delaytime: number, flags: number): void

taskLeaveVehicle

ts
taskLeaveVehicle(ped: number, vehicle: number, flags: number): void

taskLookAtCoord

ts
taskLookAtCoord(entity: number, x: number, y: number, z: number, duration: number, flags: number, priority: number): void

taskLookAtEntity

ts
taskLookAtEntity(ped: number, lookat: number, duration: number, flags: number, priority: number): void

taskMoveNetworkAdvancedByName

ts
taskMoveNetworkAdvancedByName(ped: number, network: string, x: number, y: number, z: number, rotx: number, roty: number, rotz: number, rotorder: number, blendduration: number, allowoverridecloneupdate: boolean, animdict: string, flags: number): void

taskMoveNetworkAdvancedByNameWithInitParams

ts
taskMoveNetworkAdvancedByNameWithInitParams(ped: number, network: string, x: number, y: number, z: number, rotx: number, roty: number, rotz: number, rotorder: number, blendduration: number, allowoverridecloneupdate: boolean, dictionary: string, flags: number): { initialparameters: number }

taskMoveNetworkByName

ts
taskMoveNetworkByName(ped: number, task: string, multiplier: number, allowoverridecloneupdate: boolean, animdict: string, flags: number): void

taskMoveNetworkByNameWithInitParams

ts
taskMoveNetworkByNameWithInitParams(ped: number, network: string, blendduration: number, allowoverridecloneupdate: boolean, animdict: string, flags: number): { initialparameters: number }

taskOpenVehicleDoor

ts
taskOpenVehicleDoor(ped: number, vehicle: number, timeout: number, seat: number, speed: number): void

taskParachute

ts
taskParachute(ped: number, giveparachuteitem: boolean, instant: boolean): void

taskParachuteToTarget

ts
taskParachuteToTarget(ped: number, x: number, y: number, z: number): void

taskPatrol

ts
taskPatrol(ped: number, patrolroutename: string, alertstate: number, canchattopeds: boolean, useheadlookat: boolean): void

taskPause

ts
taskPause(ped: number, ms: number): void

taskPedSlideToCoord

ts
taskPedSlideToCoord(ped: number, x: number, y: number, z: number, heading: number, speed: number): void

taskPedSlideToCoordHdgRate

ts
taskPedSlideToCoordHdgRate(ped: number, x: number, y: number, z: number, heading: number, speed: number, headingchangerate: number): void

taskPerformSequence

ts
taskPerformSequence(ped: number, tasksequenceid: number): void

taskPerformSequenceFromProgress

ts
taskPerformSequenceFromProgress(ped: number, taskindex: number, progress1: number, progress2: number): void

taskPerformSequenceLocally

ts
taskPerformSequenceLocally(ped: number, tasksequenceid: number): void

taskPlaneChase

ts
taskPlaneChase(pilot: number, entitytofollow: number, x: number, y: number, z: number): void

taskPlaneGotoPreciseVtol

ts
taskPlaneGotoPreciseVtol(ped: number, vehicle: number, x: number, y: number, z: number, flightheight: number, minheightaboveterrain: number, usedesiredorientation: boolean, desiredorientation: number, autopilot: boolean): void

taskPlaneLand

ts
taskPlaneLand(pilot: number, plane: number, runwaystartx: number, runwaystarty: number, runwaystartz: number, runwayendx: number, runwayendy: number, runwayendz: number): void

taskPlaneMission

ts
taskPlaneMission(pilot: number, aircraft: number, targetvehicle: number, targetped: number, destinationx: number, destinationy: number, destinationz: number, missionflag: number, angulardrag: number, targetreached: number, targetheading: number, maxz: number, minz: number, precise: boolean): void

taskPlaneTaxi

ts
taskPlaneTaxi(pilot: number, aircraft: number, x: number, y: number, z: number, cruisespeed: number, targetreached: number): void

taskPlantBomb

ts
taskPlantBomb(ped: number, x: number, y: number, z: number, heading: number): void

taskPlayAnim

ts
taskPlayAnim(ped: number, animdictionary: string, animationname: string, blendinspeed: number, blendoutspeed: number, duration: number, flag: number, playbackrate: number, lockx: boolean, locky: boolean, lockz: boolean): void

taskPlayAnimAdvanced

ts
taskPlayAnimAdvanced(ped: number, animdict: string, animname: string, posx: number, posy: number, posz: number, rotx: number, roty: number, rotz: number, animenterspeed: number, animexitspeed: number, duration: number, flag: number, animtime: number, rotorder: number, ikflags: number): void

taskPlayPhoneGestureAnimation

ts
taskPlayPhoneGestureAnimation(ped: number, animdict: string, animation: string, bonemasktype: string, blendinduration: number, blendoutduration: number, islooping: boolean, holdlastframe: boolean): void

taskPutPedDirectlyIntoCover

ts
taskPutPedDirectlyIntoCover(ped: number, x: number, y: number, z: number, time: number, allowpeekingandfiring: boolean, blendinduration: number, forceinitialfacingdirection: boolean, forcefaceleft: boolean, identifier: number, doentry: boolean): void

taskPutPedDirectlyIntoMelee

ts
taskPutPedDirectlyIntoMelee(ped: number, meleetarget: number, blendinduration: number, timeinmelee: number, strafephasesync: number, aicombatflags: number): void

taskRappelDownWallUsingClipsetOverride

ts
taskRappelDownWallUsingClipsetOverride(ped: number, x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, minz: number, ropehandle: number, clipset: string, p10: number, p11: number): void

taskRappelFromHeli

ts
taskRappelFromHeli(ped: number, minheightaboveground: number): void

taskReactAndFleePed

ts
taskReactAndFleePed(ped: number, fleetarget: number): void

taskReloadWeapon

ts
taskReloadWeapon(ped: number, drawweapon: boolean): void

taskScriptedAnimation

ts
taskScriptedAnimation(ped: number, blendindelta: number, blendoutdelta: number): { priorityhighdata: number; prioritylowdata: number; prioritymiddata: number }

taskSeekCoverFromPed

ts
taskSeekCoverFromPed(ped: number, target: number, duration: number, allowpeekingandfiring: boolean): void

taskSeekCoverFromPos

ts
taskSeekCoverFromPos(ped: number, x: number, y: number, z: number, duration: number, allowpeekingandfiring: boolean): void

taskSeekCoverToCoords

ts
taskSeekCoverToCoords(ped: number, x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, timeout: number, shortroute: boolean): void

taskSeekCoverToCoverPoint

ts
taskSeekCoverToCoverPoint(ped: number, coverpoint: number, x: number, y: number, z: number, time: number, allowpeekingandfiring: boolean): void

taskSetBlockingOfNonTemporaryEvents

ts
taskSetBlockingOfNonTemporaryEvents(ped: number, toggle: boolean): void

taskSetDecisionMaker

ts
taskSetDecisionMaker(ped: number, decisionmakerid: number): void

taskSetSphereDefensiveArea

ts
taskSetSphereDefensiveArea(ped: number, x: number, y: number, z: number, radius: number): void

taskSharkCircleCoord

ts
taskSharkCircleCoord(ped: number, x: number, y: number, z: number, moveblendratio: number, radius: number): void

taskShockingEventReact

ts
taskShockingEventReact(ped: number, eventhandle: number): void

taskShootAtCoord

ts
taskShootAtCoord(ped: number, x: number, y: number, z: number, duration: number, firingpattern: number): void

taskShootAtEntity

ts
taskShootAtEntity(entity: number, target: number, duration: number, firingpattern: number): void

taskShuffleToNextVehicleSeat

ts
taskShuffleToNextVehicleSeat(ped: number, vehicle: number, usealternateshuffle: boolean): void

taskSkyDive

ts
taskSkyDive(ped: number, instant: boolean): void

taskSmartFleeCoord

ts
taskSmartFleeCoord(ped: number, x: number, y: number, z: number, distance: number, time: number, preferpavements: boolean, quitifoutofrange: boolean): void

taskSmartFleePed

ts
taskSmartFleePed(ped: number, fleetarget: number, safedistance: number, fleetime: number, preferpavements: boolean, updatetonearesthatedped: boolean): void

taskStandGuard

ts
taskStandGuard(ped: number, x: number, y: number, z: number, heading: number, scenarioname: string): void

taskStandStill

ts
taskStandStill(ped: number, time: number): void

taskStartScenarioAtPosition

ts
taskStartScenarioAtPosition(ped: number, scenarioname: string, x: number, y: number, z: number, heading: number, duration: number, sittingscenario: boolean, teleport: boolean): void

taskStartScenarioInPlace

ts
taskStartScenarioInPlace(ped: number, scenarioname: string, unkdelay: number, playenteranim: boolean): void

taskStayInCover

ts
taskStayInCover(ped: number): void

taskStealthKill

ts
taskStealthKill(killer: number, target: number, stealthkillactionresulthash: number, desiredmoveblendratio: number, stealthflags: number): void

taskStopPhoneGestureAnimation

ts
taskStopPhoneGestureAnimation(ped: number, blendoutoverride: number): void

taskSubmarineGotoAndStop

ts
taskSubmarineGotoAndStop(ped: number, submarine: number, x: number, y: number, z: number, autopilot: boolean): void

taskSwapWeapon

ts
taskSwapWeapon(ped: number, drawweapon: boolean): void

taskSweepAimEntity

ts
taskSweepAimEntity(ped: number, animdict: string, lowanimname: string, medanimname: string, hianimname: string, runtime: number, targetentity: number, turnrate: number, blendinduration: number): void

taskSweepAimPosition

ts
taskSweepAimPosition(ped: number, animdict: string, lowanimname: string, medanimname: string, hianimname: string, runtime: number, x: number, y: number, z: number, turnrate: number, blendinduration: number): void

taskSynchronizedScene

ts
taskSynchronizedScene(ped: number, scene: number, animdictionary: string, animationname: string, blendin: number, blendout: number, flags: number, ragdollblockingflags: number, moverblenddelta: number, ikflags: number): void

taskThrowProjectile

ts
taskThrowProjectile(ped: number, x: number, y: number, z: number, ignorecollisionentityindex: number, createinvincibleprojectile: boolean): void

taskToggleDuck

ts
taskToggleDuck(ped: number, toggletype: number): void

taskTurnPedToFaceCoord

ts
taskTurnPedToFaceCoord(ped: number, x: number, y: number, z: number, duration: number): void

taskTurnPedToFaceEntity

ts
taskTurnPedToFaceEntity(ped: number, entity: number, duration: number): void

taskUseMobilePhone

ts
taskUseMobilePhone(ped: number, usephone: boolean, desiredphonemode: number): void

taskUseMobilePhoneTimed

ts
taskUseMobilePhoneTimed(ped: number, duration: number): void

taskUseNearestScenarioChainToCoord

ts
taskUseNearestScenarioChainToCoord(ped: number, x: number, y: number, z: number, maxrange: number, timetoleave: number): void

taskUseNearestScenarioChainToCoordWarp

ts
taskUseNearestScenarioChainToCoordWarp(ped: number, x: number, y: number, z: number, radius: number, timetoleave: number): void

taskUseNearestScenarioToCoord

ts
taskUseNearestScenarioToCoord(ped: number, x: number, y: number, z: number, distance: number, duration: number): void

taskUseNearestScenarioToCoordWarp

ts
taskUseNearestScenarioToCoordWarp(ped: number, x: number, y: number, z: number, radius: number, timetoleave: number): void

taskVehicleAimAtCoord

ts
taskVehicleAimAtCoord(ped: number, x: number, y: number, z: number): void

taskVehicleAimAtPed

ts
taskVehicleAimAtPed(ped: number, target: number): void

taskVehicleChase

ts
taskVehicleChase(driver: number, targetent: number): void

taskVehicleDriveToCoord

ts
taskVehicleDriveToCoord(ped: number, vehicle: number, x: number, y: number, z: number, speed: number, p6: number, vehiclemodel: number, drivingmode: number, stoprange: number, straightlinedistance: number): void

taskVehicleDriveToCoordLongrange

ts
taskVehicleDriveToCoordLongrange(ped: number, vehicle: number, x: number, y: number, z: number, speed: number, drivemode: number, stoprange: number): void

taskVehicleDriveWander

ts
taskVehicleDriveWander(ped: number, vehicle: number, speed: number, drivingstyle: number): void

taskVehicleEscort

ts
taskVehicleEscort(ped: number, vehicle: number, targetvehicle: number, mode: number, speed: number, drivingstyle: number, mindistance: number, minheightaboveterrain: number, noroadsdistance: number): void

taskVehicleFollow

ts
taskVehicleFollow(driver: number, vehicle: number, targetentity: number, speed: number, drivingstyle: number, mindistance: number): void

taskVehicleFollowWaypointRecording

ts
taskVehicleFollowWaypointRecording(ped: number, vehicle: number, wprecording: string, p3: number, p4: number, p5: number, p6: number, p7: number, p8: boolean, p9: number): void

taskVehicleGotoNavmesh

ts
taskVehicleGotoNavmesh(ped: number, vehicle: number, x: number, y: number, z: number, speed: number, behaviorflag: number, stoppingrange: number): void

taskVehicleHeliProtect

ts
taskVehicleHeliProtect(pilot: number, vehicle: number, entitytofollow: number, targetspeed: number, drivingflags: number, radius: number, altitude: number, heliflags: number): void

taskVehicleMission

ts
taskVehicleMission(driver: number, vehicle: number, vehicletarget: number, missiontype: number, cruisespeed: number, drivingstyle: number, targetreached: number, straightlinedistance: number, driveagainsttraffic: boolean): void

taskVehicleMissionCoorsTarget

ts
taskVehicleMissionCoorsTarget(ped: number, vehicle: number, x: number, y: number, z: number, mission: number, cruisespeed: number, drivingstyle: number, targetreached: number, straightlinedistance: number, driveagainsttraffic: boolean): void

taskVehicleMissionPedTarget

ts
taskVehicleMissionPedTarget(ped: number, vehicle: number, pedtarget: number, missiontype: number, maxspeed: number, drivingstyle: number, mindistance: number, straightlinedistance: number, driveagainsttraffic: boolean): void

taskVehiclePark

ts
taskVehiclePark(ped: number, vehicle: number, x: number, y: number, z: number, heading: number, mode: number, radius: number, keepengineon: boolean): void

taskVehiclePlayAnim

ts
taskVehiclePlayAnim(vehicle: number, animationset: string, animationname: string): void

taskVehicleShootAtCoord

ts
taskVehicleShootAtCoord(ped: number, x: number, y: number, z: number, firetolerance: number): void

taskVehicleShootAtPed

ts
taskVehicleShootAtPed(ped: number, target: number, firetolerance: number): void

taskVehicleTempAction

ts
taskVehicleTempAction(driver: number, vehicle: number, action: number, time: number): void

taskWanderInArea

ts
taskWanderInArea(ped: number, x: number, y: number, z: number, radius: number, minimallength: number, timebetweenwalks: number): void

taskWanderSpecific

ts
taskWanderSpecific(ped: number, conditionalanimgroupstr: string, conditionalanimstr: string, heading: number): void

taskWanderStandard

ts
taskWanderStandard(ped: number, heading: number, flags: number): void

taskWarpPedDirectlyIntoCover

ts
taskWarpPedDirectlyIntoCover(ped: number, time: number, allowpeekingandfiring: boolean, forceinitialfacingdirection: boolean, forcefaceleft: boolean, identifier: number): void

taskWarpPedIntoVehicle

ts
taskWarpPedIntoVehicle(ped: number, vehicle: number, seat: number): void

taskWrithe

ts
taskWrithe(ped: number, target: number, minfireloops: number, startstate: number, forceshootonground: boolean, shootfromgroundtimer: number): void

uncuffPed

ts
uncuffPed(ped: number): void

updateTaskAimGunScriptedTarget

ts
updateTaskAimGunScriptedTarget(ped: number, target: number, x: number, y: number, z: number, disableblockingclip: boolean): void

updateTaskHandsUpDuration

ts
updateTaskHandsUpDuration(ped: number, duration: number): void

updateTaskSweepAimEntity

ts
updateTaskSweepAimEntity(ped: number, entity: number): void

updateTaskSweepAimPosition

ts
updateTaskSweepAimPosition(ped: number, x: number, y: number, z: number): void

useWaypointRecordingAsAssistedMovementRoute

ts
useWaypointRecordingAsAssistedMovementRoute(name: string, p1: boolean, p2: number, p3: number): void

vehicleWaypointPlaybackGetIsPaused

ts
vehicleWaypointPlaybackGetIsPaused(vehicle: number): boolean

vehicleWaypointPlaybackOverrideSpeed

ts
vehicleWaypointPlaybackOverrideSpeed(vehicle: number, speed: number): void

vehicleWaypointPlaybackPause

ts
vehicleWaypointPlaybackPause(vehicle: number): void

vehicleWaypointPlaybackResume

ts
vehicleWaypointPlaybackResume(vehicle: number): void

vehicleWaypointPlaybackUseDefaultSpeed

ts
vehicleWaypointPlaybackUseDefaultSpeed(vehicle: number): void

waypointPlaybackGetIsPaused

ts
waypointPlaybackGetIsPaused(p0: number): boolean

waypointPlaybackOverrideSpeed

ts
waypointPlaybackOverrideSpeed(p0: number, p1: number, p2: boolean): void

waypointPlaybackPause

ts
waypointPlaybackPause(p0: number, p1: boolean, p2: boolean): void

waypointPlaybackResume

ts
waypointPlaybackResume(p0: number, p1: boolean, p2: number, p3: number): void

waypointPlaybackStartAimingAtCoord

ts
waypointPlaybackStartAimingAtCoord(ped: number, x: number, y: number, z: number, p4: boolean): void

waypointPlaybackStartAimingAtPed

ts
waypointPlaybackStartAimingAtPed(ped: number, target: number, p2: boolean): void

waypointPlaybackStartShootingAtCoord

ts
waypointPlaybackStartShootingAtCoord(ped: number, x: number, y: number, z: number, p4: boolean, firingpattern: number): void

waypointPlaybackStartShootingAtPed

ts
waypointPlaybackStartShootingAtPed(ped: number, ped2: number, p2: boolean, p3: boolean): void

waypointPlaybackStopAimingOrShooting

ts
waypointPlaybackStopAimingOrShooting(ped: number): void

waypointPlaybackUseDefaultSpeed

ts
waypointPlaybackUseDefaultSpeed(p0: number): void

waypointRecordingGetClosestWaypoint

ts
waypointRecordingGetClosestWaypoint(name: string, x: number, y: number, z: number): { point: number; return: boolean }

waypointRecordingGetCoord

ts
waypointRecordingGetCoord(name: string, point: number): { coord: { x: number; y: number; z: number }; return: boolean }

waypointRecordingGetNumPoints

ts
waypointRecordingGetNumPoints(name: string): { points: number; return: boolean }

waypointRecordingGetSpeedAtPoint

ts
waypointRecordingGetSpeedAtPoint(name: string, point: number): number

VIMP developer documentation