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VimpNativesTask ​

@vimp-mp/types 2.0.1

Interface · GTA V natives API

ts
interface VimpNativesTask

Members ​

_setAmbientPedEnableCollisionOnNetworkCloneWhenFixed ​

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

_setScriptTaskEnableCollisionOnNetworkCloneWhenFixed ​

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

addCoverBlockingArea ​

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

addCoverPoint ​

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

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

addPatrolRouteNode ​

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

addScriptedCoverArea ​

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

addVehicleSubtaskAttackCoord ​

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

addVehicleSubtaskAttackPed ​

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

assistedMovementIsRouteLoaded ​

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assistedMovementIsRouteLoaded(route: string): boolean

assistedMovementOverrideLoadDistanceThisFrame ​

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assistedMovementOverrideLoadDistanceThisFrame(dist: number): void

assistedMovementRemoveRoute ​

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assistedMovementRemoveRoute(route: string): void

assistedMovementRequestRoute ​

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assistedMovementRequestRoute(route: string): void

assistedMovementSetRouteProperties ​

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

clearDefaultPrimaryTask ​

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clearDefaultPrimaryTask(ped: number): void

clearDrivebyTaskUnderneathDrivingTask ​

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clearDrivebyTaskUnderneathDrivingTask(ped: number): void

clearPedScriptTaskIfRunningThreatResponseNonTempTask ​

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clearPedScriptTaskIfRunningThreatResponseNonTempTask(ped: number): void

clearPedSecondaryTask ​

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clearPedSecondaryTask(ped: number): void

clearPedTasks ​

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clearPedTasks(ped: number): void

clearPedTasksImmediately ​

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clearPedTasksImmediately(ped: number): void

clearPrimaryVehicleTask ​

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clearPrimaryVehicleTask(vehicle: number): void

clearSequenceTask ​

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clearSequenceTask(): { tasksequenceid: number }

clearVehicleCrashTask ​

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clearVehicleCrashTask(vehicle: number): void

closePatrolRoute ​

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closePatrolRoute(): void

closeSequenceTask ​

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closeSequenceTask(tasksequenceid: number): void

controlMountedWeapon ​

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controlMountedWeapon(ped: number): boolean

createPatrolRoute ​

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createPatrolRoute(): void

deletePatrolRoute ​

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deletePatrolRoute(patrolroute: string): void

doesScenarioExistInArea ​

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

doesScenarioGroupExist ​

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doesScenarioGroupExist(scenariogroup: string): boolean

doesScenarioOfTypeExistInArea ​

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

doesScriptedCoverPointExistAtCoords ​

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

getActiveVehicleMissionType ​

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getActiveVehicleMissionType(vehicle: number): number

getClipSetForScriptedGunTask ​

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getClipSetForScriptedGunTask(guntasktype: number): string

getIsTaskActive ​

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

getIsWaypointRecordingLoaded ​

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getIsWaypointRecordingLoaded(name: string): boolean

getNavmeshRouteDistanceRemaining ​

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

getNavmeshRouteResult ​

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getNavmeshRouteResult(ped: number): number

getPatrolTaskInfo ​

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

getPedDesiredMoveBlendRatio ​

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getPedDesiredMoveBlendRatio(ped: number): number

getPedWaypointDistance ​

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getPedWaypointDistance(p0: number): number

getPedWaypointProgress ​

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getPedWaypointProgress(ped: number): number

getPhoneGestureAnimCurrentTime ​

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getPhoneGestureAnimCurrentTime(ped: number): number

getPhoneGestureAnimTotalTime ​

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getPhoneGestureAnimTotalTime(ped: number): number

getScriptedCoverPointCoords ​

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

getScriptTaskStatus ​

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

getSequenceProgress ​

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getSequenceProgress(ped: number): number

getTaskMoveNetworkEvent ​

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

getTaskMoveNetworkSignalBool ​

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

getTaskMoveNetworkSignalFloat ​

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

getTaskMoveNetworkState ​

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getTaskMoveNetworkState(ped: number): string

getTaskRappelDownWallState ​

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getTaskRappelDownWallState(ped: number): number

getVehicleWaypointProgress ​

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getVehicleWaypointProgress(vehicle: number): number

getVehicleWaypointTargetPoint ​

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getVehicleWaypointTargetPoint(vehicle: number): number

getWaypointDistanceAlongRoute ​

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

isControlledVehicleUnableToGetToRoad ​

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isControlledVehicleUnableToGetToRoad(ped: number): boolean

isDrivebyTaskUnderneathDrivingTask ​

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isDrivebyTaskUnderneathDrivingTask(ped: number): boolean

isMountedWeaponTaskUnderneathDrivingTask ​

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isMountedWeaponTaskUnderneathDrivingTask(ped: number): boolean

isMoveBlendRatioRunning ​

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isMoveBlendRatioRunning(ped: number): boolean

isMoveBlendRatioSprinting ​

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isMoveBlendRatioSprinting(ped: number): boolean

isMoveBlendRatioStill ​

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isMoveBlendRatioStill(ped: number): boolean

isMoveBlendRatioWalking ​

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isMoveBlendRatioWalking(ped: number): boolean

isPedActiveInScenario ​

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isPedActiveInScenario(ped: number): boolean

isPedBeingArrested ​

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isPedBeingArrested(ped: number): boolean

isPedCuffed ​

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isPedCuffed(ped: number): boolean

isPedGettingUp ​

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isPedGettingUp(ped: number): boolean

isPedInWrithe ​

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isPedInWrithe(ped: number): boolean

isPedPlayingBaseClipInScenario ​

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isPedPlayingBaseClipInScenario(ped: number): boolean

isPedRunning ​

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isPedRunning(ped: number): boolean

isPedRunningArrestTask ​

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isPedRunningArrestTask(ped: number): boolean

isPedSprinting ​

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isPedSprinting(ped: number): boolean

isPedStill ​

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isPedStill(ped: number): boolean

isPedStrafing ​

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isPedStrafing(ped: number): boolean

isPedWalking ​

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isPedWalking(ped: number): boolean

isPlayingPhoneGestureAnim ​

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isPlayingPhoneGestureAnim(ped: number): boolean

isScenarioGroupEnabled ​

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isScenarioGroupEnabled(scenariogroup: string): boolean

isScenarioOccupied ​

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

isScenarioTypeEnabled ​

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isScenarioTypeEnabled(scenariotype: string): boolean

isTaskMoveNetworkActive ​

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isTaskMoveNetworkActive(ped: number): boolean

isTaskMoveNetworkReadyForTransition ​

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isTaskMoveNetworkReadyForTransition(ped: number): boolean

isWaypointPlaybackGoingOnForPed ​

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isWaypointPlaybackGoingOnForPed(ped: number): boolean

isWaypointPlaybackGoingOnForVehicle ​

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isWaypointPlaybackGoingOnForVehicle(vehicle: number): boolean

openPatrolRoute ​

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openPatrolRoute(patrolroute: string): void

openSequenceTask ​

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openSequenceTask(): { tasksequenceid: number }

pedHasUseScenarioTask ​

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pedHasUseScenarioTask(ped: number): boolean

playAnimOnRunningScenario ​

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

playEntityScriptedAnim ​

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

removeAllCoverBlockingAreas ​

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removeAllCoverBlockingAreas(): void

removeCoverBlockingAreasAtPosition ​

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

removeCoverPoint ​

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removeCoverPoint(coverpoint: number): void

removeSpecificCoverBlockingAreas ​

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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 ​

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

requestWaypointRecording ​

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requestWaypointRecording(name: string): void

resetExclusiveScenarioGroup ​

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resetExclusiveScenarioGroup(): void

resetScenarioGroupsEnabled ​

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resetScenarioGroupsEnabled(): void

resetScenarioTypesEnabled ​

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resetScenarioTypesEnabled(): void

setAnimLooped ​

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

setAnimPhase ​

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

setAnimRate ​

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

setAnimWeight ​

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

setDrivebyTaskTarget ​

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

setDriveTaskCruiseSpeed ​

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

setDriveTaskDrivingStyle ​

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

setDriveTaskMaxCruiseSpeed ​

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

setExclusiveScenarioGroup ​

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setExclusiveScenarioGroup(scenariogroup: string): void

setExpectedCloneNextTaskMoveNetworkState ​

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

setGlobalMinBirdFlightHeight ​

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setGlobalMinBirdFlightHeight(height: number): void

setHighFallTask ​

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

setMountedWeaponTarget ​

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

setNextDesiredMoveState ​

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setNextDesiredMoveState(nextmovestate: number): void

setParachuteTaskTarget ​

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

setParachuteTaskThrust ​

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

setPedCanPlayAmbientIdles ​

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

setPedDesiredMoveBlendRatio ​

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

setPedPathAvoidFire ​

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

setPedPathCanDropFromHeight ​

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

setPedPathCanUseClimbovers ​

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

setPedPathCanUseLadders ​

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

setPedPathClimbCostModifier ​

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

setPedPathMayEnterWater ​

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

setPedPathPreferToAvoidWater ​

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

setPedWaypointProgress ​

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

setPedWaypointRouteOffset ​

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

setScenarioGroupEnabled ​

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

setScenarioTypeEnabled ​

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

setSequencePreventMigration ​

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setSequencePreventMigration(tasksequenceid: number): void

setSequenceToRepeat ​

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

setTaskMoveNetworkAnimSet ​

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

setTaskMoveNetworkEnableCollisionOnNetworkCloneWhenFixed ​

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

setTaskMoveNetworkSignalBool ​

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

setTaskMoveNetworkSignalFloat ​

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

setTaskMoveNetworkSignalFloatLerpRate ​

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

setTaskMoveNetworkSignalLocalFloat ​

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

setTaskVehicleChaseBehaviorFlag ​

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

setTaskVehicleChaseIdealPursuitDistance ​

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

stopAnimPlayback ​

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

stopAnimTask ​

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

taskAchieveHeading ​

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

taskAgitatedActionConfrontResponse ​

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

taskAimGunAtCoord ​

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

taskAimGunAtEntity ​

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

taskAimGunScripted ​

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

taskAimGunScriptedWithTarget ​

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

taskArrestPed ​

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

taskBoatMission ​

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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 ​

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

taskClearDefensiveArea ​

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taskClearDefensiveArea(ped: number): void

taskClearLookAt ​

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taskClearLookAt(ped: number): void

taskClimb ​

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

taskClimbLadder ​

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

taskCombatHatedTargetsAroundPed ​

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

taskCombatHatedTargetsAroundPedTimed ​

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

taskCombatHatedTargetsInArea ​

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

taskCombatPed ​

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

taskCombatPedTimed ​

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

taskCower ​

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

taskDriveBy ​

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

taskEnterVehicle ​

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

taskEveryoneLeaveVehicle ​

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taskEveryoneLeaveVehicle(vehicle: number): void

taskExitCover ​

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

taskExtendRoute ​

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

taskFlushRoute ​

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taskFlushRoute(): void

taskFollowNavMeshToCoord ​

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

taskFollowNavMeshToCoordAdvanced ​

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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 ​

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

taskFollowToOffsetOfEntity ​

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

taskFollowWaypointRecording ​

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

taskForceMotionState ​

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

taskGetOffBoat ​

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

taskGoStraightToCoord ​

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

taskGoStraightToCoordRelativeToEntity ​

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

taskGoToCoordAndAimAtHatedEntitiesNearCoord ​

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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 ​

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

taskGoToCoordAnyMeansExtraParams ​

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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 ​

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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 ​

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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 ​

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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 ​

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

taskGotoEntityAiming ​

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

taskGotoEntityOffset ​

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

taskGotoEntityOffsetXy ​

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

taskGoToEntityWhileAimingAtCoord ​

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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 ​

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

taskGuardAssignedDefensiveArea ​

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

taskGuardCurrentPosition ​

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

taskGuardSphereDefensiveArea ​

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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 ​

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

taskHeliChase ​

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

taskHeliEscortHeli ​

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

taskHeliMission ​

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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 ​

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

taskLeaveAnyVehicle ​

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

taskLeaveVehicle ​

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

taskLookAtCoord ​

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

taskLookAtEntity ​

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

taskMoveNetworkAdvancedByName ​

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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 ​

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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 ​

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

taskMoveNetworkByNameWithInitParams ​

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

taskOpenVehicleDoor ​

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

taskParachute ​

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

taskParachuteToTarget ​

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

taskPatrol ​

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

taskPause ​

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

taskPedSlideToCoord ​

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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