VimpNativesTask
@vimp-mp/types 2.0.1ts
interface VimpNativesTaskMembers
_setAmbientPedEnableCollisionOnNetworkCloneWhenFixed
ts
_setAmbientPedEnableCollisionOnNetworkCloneWhenFixed(ped: number, enable: boolean): void_setScriptTaskEnableCollisionOnNetworkCloneWhenFixed
ts
_setScriptTaskEnableCollisionOnNetworkCloneWhenFixed(ped: number, enable: boolean): voidaddCoverBlockingArea
ts
addCoverBlockingArea(startx: number, starty: number, startz: number, endx: number, endy: number, endz: number, blockobjects: boolean, blockvehicles: boolean, blockmap: boolean, blockplayer: boolean): voidaddCoverPoint
ts
addCoverPoint(x: number, y: number, z: number, direction: number, usage: number, height: number, arc: number, ispriority: boolean): numberaddPatrolRouteLink
ts
addPatrolRouteLink(nodeid1: number, nodeid2: number): voidaddPatrolRouteNode
ts
addPatrolRouteNode(nodeid: number, nodetype: string, posx: number, posy: number, posz: number, headingx: number, headingy: number, headingz: number, duration: number): voidaddScriptedCoverArea
ts
addScriptedCoverArea(x: number, y: number, z: number, radius: number): voidaddVehicleSubtaskAttackCoord
ts
addVehicleSubtaskAttackCoord(ped: number, x: number, y: number, z: number): voidaddVehicleSubtaskAttackPed
ts
addVehicleSubtaskAttackPed(ped: number, target: number): voidassistedMovementIsRouteLoaded
ts
assistedMovementIsRouteLoaded(route: string): booleanassistedMovementOverrideLoadDistanceThisFrame
ts
assistedMovementOverrideLoadDistanceThisFrame(dist: number): voidassistedMovementRemoveRoute
ts
assistedMovementRemoveRoute(route: string): voidassistedMovementRequestRoute
ts
assistedMovementRequestRoute(route: string): voidassistedMovementSetRouteProperties
ts
assistedMovementSetRouteProperties(route: string, props: number): voidclearDefaultPrimaryTask
ts
clearDefaultPrimaryTask(ped: number): voidclearDrivebyTaskUnderneathDrivingTask
ts
clearDrivebyTaskUnderneathDrivingTask(ped: number): voidclearPedScriptTaskIfRunningThreatResponseNonTempTask
ts
clearPedScriptTaskIfRunningThreatResponseNonTempTask(ped: number): voidclearPedSecondaryTask
ts
clearPedSecondaryTask(ped: number): voidclearPedTasks
ts
clearPedTasks(ped: number): voidclearPedTasksImmediately
ts
clearPedTasksImmediately(ped: number): voidclearPrimaryVehicleTask
ts
clearPrimaryVehicleTask(vehicle: number): voidclearSequenceTask
ts
clearSequenceTask(): { tasksequenceid: number }clearVehicleCrashTask
ts
clearVehicleCrashTask(vehicle: number): voidclosePatrolRoute
ts
closePatrolRoute(): voidcloseSequenceTask
ts
closeSequenceTask(tasksequenceid: number): voidcontrolMountedWeapon
ts
controlMountedWeapon(ped: number): booleancreatePatrolRoute
ts
createPatrolRoute(): voiddeletePatrolRoute
ts
deletePatrolRoute(patrolroute: string): voiddoesScenarioExistInArea
ts
doesScenarioExistInArea(x: number, y: number, z: number, radius: number, mustbefree: boolean): booleandoesScenarioGroupExist
ts
doesScenarioGroupExist(scenariogroup: string): booleandoesScenarioOfTypeExistInArea
ts
doesScenarioOfTypeExistInArea(x: number, y: number, z: number, scenarioname: string, radius: number, mustbefree: boolean): booleandoesScriptedCoverPointExistAtCoords
ts
doesScriptedCoverPointExistAtCoords(x: number, y: number, z: number): booleangetActiveVehicleMissionType
ts
getActiveVehicleMissionType(vehicle: number): numbergetClipSetForScriptedGunTask
ts
getClipSetForScriptedGunTask(guntasktype: number): stringgetIsTaskActive
ts
getIsTaskActive(ped: number, taskindex: number): booleangetIsWaypointRecordingLoaded
ts
getIsWaypointRecordingLoaded(name: string): booleangetNavmeshRouteDistanceRemaining
ts
getNavmeshRouteDistanceRemaining(ped: number): { distanceremaining: number; ispathready: boolean; return: number }getNavmeshRouteResult
ts
getNavmeshRouteResult(ped: number): numbergetPatrolTaskInfo
ts
getPatrolTaskInfo(ped: number): { nodeid: number; return: boolean; timeleftatnode: number }getPedDesiredMoveBlendRatio
ts
getPedDesiredMoveBlendRatio(ped: number): numbergetPedWaypointDistance
ts
getPedWaypointDistance(p0: number): numbergetPedWaypointProgress
ts
getPedWaypointProgress(ped: number): numbergetPhoneGestureAnimCurrentTime
ts
getPhoneGestureAnimCurrentTime(ped: number): numbergetPhoneGestureAnimTotalTime
ts
getPhoneGestureAnimTotalTime(ped: number): numbergetScriptedCoverPointCoords
ts
getScriptedCoverPointCoords(coverpoint: number): { x: number; y: number; z: number }getScriptTaskStatus
ts
getScriptTaskStatus(ped: number, taskhash: number): numbergetSequenceProgress
ts
getSequenceProgress(ped: number): numbergetTaskMoveNetworkEvent
ts
getTaskMoveNetworkEvent(ped: number, eventname: string): booleangetTaskMoveNetworkSignalBool
ts
getTaskMoveNetworkSignalBool(ped: number, signalname: string): booleangetTaskMoveNetworkSignalFloat
ts
getTaskMoveNetworkSignalFloat(ped: number, signalname: string): numbergetTaskMoveNetworkState
ts
getTaskMoveNetworkState(ped: number): stringgetTaskRappelDownWallState
ts
getTaskRappelDownWallState(ped: number): numbergetVehicleWaypointProgress
ts
getVehicleWaypointProgress(vehicle: number): numbergetVehicleWaypointTargetPoint
ts
getVehicleWaypointTargetPoint(vehicle: number): numbergetWaypointDistanceAlongRoute
ts
getWaypointDistanceAlongRoute(name: string, point: number): numberisControlledVehicleUnableToGetToRoad
ts
isControlledVehicleUnableToGetToRoad(ped: number): booleanisDrivebyTaskUnderneathDrivingTask
ts
isDrivebyTaskUnderneathDrivingTask(ped: number): booleanisMountedWeaponTaskUnderneathDrivingTask
ts
isMountedWeaponTaskUnderneathDrivingTask(ped: number): booleanisMoveBlendRatioRunning
ts
isMoveBlendRatioRunning(ped: number): booleanisMoveBlendRatioSprinting
ts
isMoveBlendRatioSprinting(ped: number): booleanisMoveBlendRatioStill
ts
isMoveBlendRatioStill(ped: number): booleanisMoveBlendRatioWalking
ts
isMoveBlendRatioWalking(ped: number): booleanisPedActiveInScenario
ts
isPedActiveInScenario(ped: number): booleanisPedBeingArrested
ts
isPedBeingArrested(ped: number): booleanisPedCuffed
ts
isPedCuffed(ped: number): booleanisPedGettingUp
ts
isPedGettingUp(ped: number): booleanisPedInWrithe
ts
isPedInWrithe(ped: number): booleanisPedPlayingBaseClipInScenario
ts
isPedPlayingBaseClipInScenario(ped: number): booleanisPedRunning
ts
isPedRunning(ped: number): booleanisPedRunningArrestTask
ts
isPedRunningArrestTask(ped: number): booleanisPedSprinting
ts
isPedSprinting(ped: number): booleanisPedStill
ts
isPedStill(ped: number): booleanisPedStrafing
ts
isPedStrafing(ped: number): booleanisPedWalking
ts
isPedWalking(ped: number): booleanisPlayingPhoneGestureAnim
ts
isPlayingPhoneGestureAnim(ped: number): booleanisScenarioGroupEnabled
ts
isScenarioGroupEnabled(scenariogroup: string): booleanisScenarioOccupied
ts
isScenarioOccupied(x: number, y: number, z: number, maxrange: number, onlyusersactuallyatscenario: boolean): booleanisScenarioTypeEnabled
ts
isScenarioTypeEnabled(scenariotype: string): booleanisTaskMoveNetworkActive
ts
isTaskMoveNetworkActive(ped: number): booleanisTaskMoveNetworkReadyForTransition
ts
isTaskMoveNetworkReadyForTransition(ped: number): booleanisWaypointPlaybackGoingOnForPed
ts
isWaypointPlaybackGoingOnForPed(ped: number): booleanisWaypointPlaybackGoingOnForVehicle
ts
isWaypointPlaybackGoingOnForVehicle(vehicle: number): booleanopenPatrolRoute
ts
openPatrolRoute(patrolroute: string): voidopenSequenceTask
ts
openSequenceTask(): { tasksequenceid: number }pedHasUseScenarioTask
ts
pedHasUseScenarioTask(ped: number): booleanplayAnimOnRunningScenario
ts
playAnimOnRunningScenario(ped: number, animdict: string, animname: string): voidplayEntityScriptedAnim
ts
playEntityScriptedAnim(entity: number, blendindelta: number, blendoutdelta: number): { priorityhighdata: number; prioritylowdata: number; prioritymiddata: number }removeAllCoverBlockingAreas
ts
removeAllCoverBlockingAreas(): voidremoveCoverBlockingAreasAtPosition
ts
removeCoverBlockingAreasAtPosition(x: number, y: number, z: number): voidremoveCoverPoint
ts
removeCoverPoint(coverpoint: number): voidremoveSpecificCoverBlockingAreas
ts
removeSpecificCoverBlockingAreas(startx: number, starty: number, startz: number, endx: number, endy: number, endz: number, blockobjects: boolean, blockvehicles: boolean, blockmap: boolean, blockplayer: boolean): voidremoveWaypointRecording
ts
removeWaypointRecording(name: string): voidrequestTaskMoveNetworkStateTransition
ts
requestTaskMoveNetworkStateTransition(ped: number, name: string): booleanrequestWaypointRecording
ts
requestWaypointRecording(name: string): voidresetExclusiveScenarioGroup
ts
resetExclusiveScenarioGroup(): voidresetScenarioGroupsEnabled
ts
resetScenarioGroupsEnabled(): voidresetScenarioTypesEnabled
ts
resetScenarioTypesEnabled(): voidsetAnimLooped
ts
setAnimLooped(entity: number, looped: boolean, priority: number, secondary: boolean): voidsetAnimPhase
ts
setAnimPhase(entity: number, phase: number, priority: number, secondary: boolean): voidsetAnimRate
ts
setAnimRate(entity: number, rate: number, priority: number, secondary: boolean): voidsetAnimWeight
ts
setAnimWeight(entity: number, weight: number, priority: number, index: number, secondary: boolean): voidsetDrivebyTaskTarget
ts
setDrivebyTaskTarget(shootingped: number, targetped: number, targetvehicle: number, x: number, y: number, z: number): voidsetDriveTaskCruiseSpeed
ts
setDriveTaskCruiseSpeed(driver: number, cruisespeed: number): voidsetDriveTaskDrivingStyle
ts
setDriveTaskDrivingStyle(ped: number, drivingstyle: number): voidsetDriveTaskMaxCruiseSpeed
ts
setDriveTaskMaxCruiseSpeed(ped: number, speed: number, updatebasetask: boolean): voidsetExclusiveScenarioGroup
ts
setExclusiveScenarioGroup(scenariogroup: string): voidsetExpectedCloneNextTaskMoveNetworkState
ts
setExpectedCloneNextTaskMoveNetworkState(ped: number, state: string): booleansetGlobalMinBirdFlightHeight
ts
setGlobalMinBirdFlightHeight(height: number): voidsetHighFallTask
ts
setHighFallTask(ped: number, mintime: number, maxtime: number, entrytype: number): voidsetMountedWeaponTarget
ts
setMountedWeaponTarget(shootingped: number, targetped: number, targetvehicle: number, x: number, y: number, z: number, taskmode: number, ignoretargetvehdeadcheck: boolean): voidsetNextDesiredMoveState
ts
setNextDesiredMoveState(nextmovestate: number): voidsetParachuteTaskTarget
ts
setParachuteTaskTarget(ped: number, x: number, y: number, z: number): voidsetParachuteTaskThrust
ts
setParachuteTaskThrust(ped: number, thrust: number): voidsetPedCanPlayAmbientIdles
ts
setPedCanPlayAmbientIdles(ped: number, blockidleclips: boolean, removeidleclipifplaying: boolean): voidsetPedDesiredMoveBlendRatio
ts
setPedDesiredMoveBlendRatio(ped: number, newmoveblendratio: number): voidsetPedPathAvoidFire
ts
setPedPathAvoidFire(ped: number, avoidfire: boolean): voidsetPedPathCanDropFromHeight
ts
setPedPathCanDropFromHeight(ped: number, toggle: boolean): voidsetPedPathCanUseClimbovers
ts
setPedPathCanUseClimbovers(ped: number, toggle: boolean): voidsetPedPathCanUseLadders
ts
setPedPathCanUseLadders(ped: number, toggle: boolean): voidsetPedPathClimbCostModifier
ts
setPedPathClimbCostModifier(ped: number, modifier: number): voidsetPedPathMayEnterWater
ts
setPedPathMayEnterWater(ped: number, mayenterwater: boolean): voidsetPedPathPreferToAvoidWater
ts
setPedPathPreferToAvoidWater(ped: number, avoidwater: boolean): voidsetPedWaypointProgress
ts
setPedWaypointProgress(ped: number, progress: number): voidsetPedWaypointRouteOffset
ts
setPedWaypointRouteOffset(ped: number, x: number, y: number, z: number): booleansetScenarioGroupEnabled
ts
setScenarioGroupEnabled(scenariogroup: string, enabled: boolean): voidsetScenarioTypeEnabled
ts
setScenarioTypeEnabled(scenariotype: string, toggle: boolean): voidsetSequencePreventMigration
ts
setSequencePreventMigration(tasksequenceid: number): voidsetSequenceToRepeat
ts
setSequenceToRepeat(tasksequenceid: number, repeat: boolean): voidsetTaskMoveNetworkAnimSet
ts
setTaskMoveNetworkAnimSet(ped: number, clipset: number, variableclipset: number): voidsetTaskMoveNetworkEnableCollisionOnNetworkCloneWhenFixed
ts
setTaskMoveNetworkEnableCollisionOnNetworkCloneWhenFixed(ped: number, enable: boolean): booleansetTaskMoveNetworkSignalBool
ts
setTaskMoveNetworkSignalBool(ped: number, signalname: string, value: boolean): voidsetTaskMoveNetworkSignalFloat
ts
setTaskMoveNetworkSignalFloat(ped: number, signalname: string, value: number): voidsetTaskMoveNetworkSignalFloatLerpRate
ts
setTaskMoveNetworkSignalFloatLerpRate(ped: number, signalname: string, value: number): voidsetTaskMoveNetworkSignalLocalFloat
ts
setTaskMoveNetworkSignalLocalFloat(ped: number, signalname: string, value: number): voidsetTaskVehicleChaseBehaviorFlag
ts
setTaskVehicleChaseBehaviorFlag(ped: number, flag: number, set: boolean): voidsetTaskVehicleChaseIdealPursuitDistance
ts
setTaskVehicleChaseIdealPursuitDistance(ped: number, distance: number): voidstopAnimPlayback
ts
stopAnimPlayback(entity: number, priority: number, secondary: boolean): voidstopAnimTask
ts
stopAnimTask(entity: number, animdictionary: string, animationname: string, blenddelta: number): voidtaskAchieveHeading
ts
taskAchieveHeading(ped: number, heading: number, timeout: number): voidtaskAgitatedActionConfrontResponse
ts
taskAgitatedActionConfrontResponse(ped: number, ped2: number): voidtaskAimGunAtCoord
ts
taskAimGunAtCoord(ped: number, x: number, y: number, z: number, time: number, instantblendtoaim: boolean, playanimintro: boolean): voidtaskAimGunAtEntity
ts
taskAimGunAtEntity(ped: number, entity: number, duration: number, instantblendtoaim: boolean): voidtaskAimGunScripted
ts
taskAimGunScripted(ped: number, scripttask: number, disableblockingclip: boolean, instantblendtoaim: boolean): voidtaskAimGunScriptedWithTarget
ts
taskAimGunScriptedWithTarget(ped: number, target: number, x: number, y: number, z: number, guntasktype: number, disableblockingclip: boolean, forceaim: boolean): voidtaskArrestPed
ts
taskArrestPed(ped: number, target: number): voidtaskBoatMission
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): voidtaskChatToPed
ts
taskChatToPed(ped: number, target: number, flags: number, gotolocationx: number, gotolocationy: number, gotolocationz: number, headingdegs: number, idletime: number): voidtaskClearDefensiveArea
ts
taskClearDefensiveArea(ped: number): voidtaskClearLookAt
ts
taskClearLookAt(ped: number): voidtaskClimb
ts
taskClimb(ped: number, useplayerlaunchforce: boolean): voidtaskClimbLadder
ts
taskClimbLadder(ped: number, fast: boolean): voidtaskCombatHatedTargetsAroundPed
ts
taskCombatHatedTargetsAroundPed(ped: number, radius: number, combatflags: number): voidtaskCombatHatedTargetsAroundPedTimed
ts
taskCombatHatedTargetsAroundPedTimed(ped: number, radius: number, time: number, combatflags: number): voidtaskCombatHatedTargetsInArea
ts
taskCombatHatedTargetsInArea(ped: number, x: number, y: number, z: number, radius: number, combatflags: number): voidtaskCombatPed
ts
taskCombatPed(ped: number, targetped: number, combatflags: number, threatresponseflags: number): voidtaskCombatPedTimed
ts
taskCombatPedTimed(ped: number, target: number, time: number, flags: number): voidtaskCower
ts
taskCower(ped: number, duration: number): voidtaskDriveBy
ts
taskDriveBy(driverped: number, targetped: number, targetvehicle: number, targetx: number, targety: number, targetz: number, distancetoshoot: number, pedaccuracy: number, pushunderneathdrivingtaskifdriving: boolean, firingpattern: number): voidtaskEnterVehicle
ts
taskEnterVehicle(ped: number, vehicle: number, timeout: number, seat: number, speed: number, flag: number, overrideentryclipsetname: string): voidtaskEveryoneLeaveVehicle
ts
taskEveryoneLeaveVehicle(vehicle: number): voidtaskExitCover
ts
taskExitCover(ped: number, exittype: number, x: number, y: number, z: number): voidtaskExtendRoute
ts
taskExtendRoute(x: number, y: number, z: number): voidtaskFlushRoute
ts
taskFlushRoute(): voidtaskFollowNavMeshToCoord
ts
taskFollowNavMeshToCoord(ped: number, x: number, y: number, z: number, moveblendratio: number, time: number, targetradius: number, flags: number, targetheading: number): voidtaskFollowNavMeshToCoordAdvanced
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): voidtaskFollowPointRoute
ts
taskFollowPointRoute(ped: number, speed: number, mode: number): voidtaskFollowToOffsetOfEntity
ts
taskFollowToOffsetOfEntity(ped: number, entity: number, offsetx: number, offsety: number, offsetz: number, movementspeed: number, timeout: number, stoppingrange: number, persistfollowing: boolean): voidtaskFollowWaypointRecording
ts
taskFollowWaypointRecording(ped: number, name: string, p2: number, p3: number, p4: number): voidtaskForceMotionState
ts
taskForceMotionState(ped: number, state: number, forcerestart: boolean): voidtaskGetOffBoat
ts
taskGetOffBoat(ped: number, boat: number): voidtaskGoStraightToCoord
ts
taskGoStraightToCoord(ped: number, x: number, y: number, z: number, speed: number, timeout: number, targetheading: number, distancetoslide: number): voidtaskGoStraightToCoordRelativeToEntity
ts
taskGoStraightToCoordRelativeToEntity(ped: number, entity: number, x: number, y: number, z: number, moveblendratio: number, time: number): voidtaskGoToCoordAndAimAtHatedEntitiesNearCoord
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): voidtaskGoToCoordAnyMeans
ts
taskGoToCoordAnyMeans(ped: number, x: number, y: number, z: number, moveblendratio: number, vehicle: number, uselongrangevehiclepathing: boolean, drivingflags: number, maxrangetoshoottargets: number): voidtaskGoToCoordAnyMeansExtraParams
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): voidtaskGoToCoordAnyMeansExtraParamsWithCruiseSpeed
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): voidtaskGoToCoordWhileAimingAtCoord
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): voidtaskGoToCoordWhileAimingAtEntity
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): voidtaskGoToEntity
ts
taskGoToEntity(entity: number, target: number, duration: number, distance: number, moveblendratio: number, slowdowndistance: number, flags: number): voidtaskGotoEntityAiming
ts
taskGotoEntityAiming(ped: number, target: number, distancetostopat: number, startaimingdist: number): voidtaskGotoEntityOffset
ts
taskGotoEntityOffset(ped: number, entity: number, time: number, seekradius: number, seekangledeg: number, moveblendratio: number, gotoentityoffsetflags: number): voidtaskGotoEntityOffsetXy
ts
taskGotoEntityOffsetXy(ped: number, entity: number, duration: number, targetradius: number, offsetx: number, offsety: number, moveblendratio: number, gotoentityoffsetflags: number): voidtaskGoToEntityWhileAimingAtCoord
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): voidtaskGoToEntityWhileAimingAtEntity
ts
taskGoToEntityWhileAimingAtEntity(ped: number, entitytowalkto: number, entitytoaimat: number, speed: number, shootatentity: boolean, targetradius: number, slowdistance: number, usenavmesh: boolean, instantblendtoaim: boolean, firingpattern: number): voidtaskGuardAssignedDefensiveArea
ts
taskGuardAssignedDefensiveArea(ped: number, x: number, y: number, z: number, heading: number, maxpatrolproximity: number, timer: number): voidtaskGuardCurrentPosition
ts
taskGuardCurrentPosition(ped: number, maxpatrolproximity: number, defensivearearadius: number, setdefensivearea: boolean): voidtaskGuardSphereDefensiveArea
ts
taskGuardSphereDefensiveArea(ped: number, defendpositionx: number, defendpositiony: number, defendpositionz: number, heading: number, maxpatrolproximity: number, time: number, x: number, y: number, z: number, defensivearearadius: number): voidtaskHandsUp
ts
taskHandsUp(ped: number, duration: number, facingped: number, timetofaceped: number, flags: number): voidtaskHeliChase
ts
taskHeliChase(pilot: number, entitytofollow: number, x: number, y: number, z: number): voidtaskHeliEscortHeli
ts
taskHeliEscortHeli(pilot: number, heli1: number, heli2: number, offsetx: number, offsety: number, offsetz: number): voidtaskHeliMission
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): voidtaskJump
ts
taskJump(ped: number, useplayerlaunchforce: boolean, dosuperjump: boolean, usefullsuperjumpforce: boolean): voidtaskLeaveAnyVehicle
ts
taskLeaveAnyVehicle(ped: number, delaytime: number, flags: number): voidtaskLeaveVehicle
ts
taskLeaveVehicle(ped: number, vehicle: number, flags: number): voidtaskLookAtCoord
ts
taskLookAtCoord(entity: number, x: number, y: number, z: number, duration: number, flags: number, priority: number): voidtaskLookAtEntity
ts
taskLookAtEntity(ped: number, lookat: number, duration: number, flags: number, priority: number): voidtaskMoveNetworkAdvancedByName
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): voidtaskMoveNetworkAdvancedByNameWithInitParams
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): voidtaskMoveNetworkByNameWithInitParams
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): voidtaskParachute
ts
taskParachute(ped: number, giveparachuteitem: boolean, instant: boolean): voidtaskParachuteToTarget
ts
taskParachuteToTarget(ped: number, x: number, y: number, z: number): voidtaskPatrol
ts
taskPatrol(ped: number, patrolroutename: string, alertstate: number, canchattopeds: boolean, useheadlookat: boolean): voidtaskPause
ts
taskPause(ped: number, ms: number): voidtaskPedSlideToCoord
ts
taskPedSlideToCoord(ped: number, x: number, y: number, z: number, heading: number, speed: number): voidtaskPedSlideToCoordHdgRate
ts
taskPedSlideToCoordHdgRate(ped: number, x: number, y: number, z: number, heading: number, speed: number, headingchangerate: number): voidtaskPerformSequence
ts
taskPerformSequence(ped: number, tasksequenceid: number): voidtaskPerformSequenceFromProgress
ts
taskPerformSequenceFromProgress(ped: number, taskindex: number, progress1: number, progress2: number): voidtaskPerformSequenceLocally
ts
taskPerformSequenceLocally(ped: number, tasksequenceid: number): voidtaskPlaneChase
ts
taskPlaneChase(pilot: number, entitytofollow: number, x: number, y: number, z: number): voidtaskPlaneGotoPreciseVtol
ts
taskPlaneGotoPreciseVtol(ped: number, vehicle: number, x: number, y: number, z: number, flightheight: number, minheightaboveterrain: number, usedesiredorientation: boolean, desiredorientation: number, autopilot: boolean): voidtaskPlaneLand
ts
taskPlaneLand(pilot: number, plane: number, runwaystartx: number, runwaystarty: number, runwaystartz: number, runwayendx: number, runwayendy: number, runwayendz: number): voidtaskPlaneMission
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): voidtaskPlaneTaxi
ts
taskPlaneTaxi(pilot: number, aircraft: number, x: number, y: number, z: number, cruisespeed: number, targetreached: number): voidtaskPlantBomb
ts
taskPlantBomb(ped: number, x: number, y: number, z: number, heading: number): voidtaskPlayAnim
ts
taskPlayAnim(ped: number, animdictionary: string, animationname: string, blendinspeed: number, blendoutspeed: number, duration: number, flag: number, playbackrate: number, lockx: boolean, locky: boolean, lockz: boolean): voidtaskPlayAnimAdvanced
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): voidtaskPlayPhoneGestureAnimation
ts
taskPlayPhoneGestureAnimation(ped: number, animdict: string, animation: string, bonemasktype: string, blendinduration: number, blendoutduration: number, islooping: boolean, holdlastframe: boolean): voidtaskPutPedDirectlyIntoCover
ts
taskPutPedDirectlyIntoCover(ped: number, x: number, y: number, z: number, time: number, allowpeekingandfiring: boolean, blendinduration: number, forceinitialfacingdirection: boolean, forcefaceleft: boolean, identifier: number, doentry: boolean): voidtaskPutPedDirectlyIntoMelee
ts
taskPutPedDirectlyIntoMelee(ped: number, meleetarget: number, blendinduration: number, timeinmelee: number, strafephasesync: number, aicombatflags: number): voidtaskRappelDownWallUsingClipsetOverride
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): voidtaskRappelFromHeli
ts
taskRappelFromHeli(ped: number, minheightaboveground: number): voidtaskReactAndFleePed
ts
taskReactAndFleePed(ped: number, fleetarget: number): voidtaskReloadWeapon
ts
taskReloadWeapon(ped: number, drawweapon: boolean): voidtaskScriptedAnimation
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): voidtaskSeekCoverFromPos
ts
taskSeekCoverFromPos(ped: number, x: number, y: number, z: number, duration: number, allowpeekingandfiring: boolean): voidtaskSeekCoverToCoords
ts
taskSeekCoverToCoords(ped: number, x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, timeout: number, shortroute: boolean): voidtaskSeekCoverToCoverPoint
ts
taskSeekCoverToCoverPoint(ped: number, coverpoint: number, x: number, y: number, z: number, time: number, allowpeekingandfiring: boolean): voidtaskSetBlockingOfNonTemporaryEvents
ts
taskSetBlockingOfNonTemporaryEvents(ped: number, toggle: boolean): voidtaskSetDecisionMaker
ts
taskSetDecisionMaker(ped: number, decisionmakerid: number): voidtaskSetSphereDefensiveArea
ts
taskSetSphereDefensiveArea(ped: number, x: number, y: number, z: number, radius: number): voidtaskSharkCircleCoord
ts
taskSharkCircleCoord(ped: number, x: number, y: number, z: number, moveblendratio: number, radius: number): voidtaskShockingEventReact
ts
taskShockingEventReact(ped: number, eventhandle: number): voidtaskShootAtCoord
ts
taskShootAtCoord(ped: number, x: number, y: number, z: number, duration: number, firingpattern: number): voidtaskShootAtEntity
ts
taskShootAtEntity(entity: number, target: number, duration: number, firingpattern: number): voidtaskShuffleToNextVehicleSeat
ts
taskShuffleToNextVehicleSeat(ped: number, vehicle: number, usealternateshuffle: boolean): voidtaskSkyDive
ts
taskSkyDive(ped: number, instant: boolean): voidtaskSmartFleeCoord
ts
taskSmartFleeCoord(ped: number, x: number, y: number, z: number, distance: number, time: number, preferpavements: boolean, quitifoutofrange: boolean): voidtaskSmartFleePed
ts
taskSmartFleePed(ped: number, fleetarget: number, safedistance: number, fleetime: number, preferpavements: boolean, updatetonearesthatedped: boolean): voidtaskStandGuard
ts
taskStandGuard(ped: number, x: number, y: number, z: number, heading: number, scenarioname: string): voidtaskStandStill
ts
taskStandStill(ped: number, time: number): voidtaskStartScenarioAtPosition
ts
taskStartScenarioAtPosition(ped: number, scenarioname: string, x: number, y: number, z: number, heading: number, duration: number, sittingscenario: boolean, teleport: boolean): voidtaskStartScenarioInPlace
ts
taskStartScenarioInPlace(ped: number, scenarioname: string, unkdelay: number, playenteranim: boolean): voidtaskStayInCover
ts
taskStayInCover(ped: number): voidtaskStealthKill
ts
taskStealthKill(killer: number, target: number, stealthkillactionresulthash: number, desiredmoveblendratio: number, stealthflags: number): voidtaskStopPhoneGestureAnimation
ts
taskStopPhoneGestureAnimation(ped: number, blendoutoverride: number): voidtaskSubmarineGotoAndStop
ts
taskSubmarineGotoAndStop(ped: number, submarine: number, x: number, y: number, z: number, autopilot: boolean): voidtaskSwapWeapon
ts
taskSwapWeapon(ped: number, drawweapon: boolean): voidtaskSweepAimEntity
ts
taskSweepAimEntity(ped: number, animdict: string, lowanimname: string, medanimname: string, hianimname: string, runtime: number, targetentity: number, turnrate: number, blendinduration: number): voidtaskSweepAimPosition
ts
taskSweepAimPosition(ped: number, animdict: string, lowanimname: string, medanimname: string, hianimname: string, runtime: number, x: number, y: number, z: number, turnrate: number, blendinduration: number): voidtaskSynchronizedScene
ts
taskSynchronizedScene(ped: number, scene: number, animdictionary: string, animationname: string, blendin: number, blendout: number, flags: number, ragdollblockingflags: number, moverblenddelta: number, ikflags: number): voidtaskThrowProjectile
ts
taskThrowProjectile(ped: number, x: number, y: number, z: number, ignorecollisionentityindex: number, createinvincibleprojectile: boolean): voidtaskToggleDuck
ts
taskToggleDuck(ped: number, toggletype: number): voidtaskTurnPedToFaceCoord
ts
taskTurnPedToFaceCoord(ped: number, x: number, y: number, z: number, duration: number): voidtaskTurnPedToFaceEntity
ts
taskTurnPedToFaceEntity(ped: number, entity: number, duration: number): voidtaskUseMobilePhone
ts
taskUseMobilePhone(ped: number, usephone: boolean, desiredphonemode: number): voidtaskUseMobilePhoneTimed
ts
taskUseMobilePhoneTimed(ped: number, duration: number): voidtaskUseNearestScenarioChainToCoord
ts
taskUseNearestScenarioChainToCoord(ped: number, x: number, y: number, z: number, maxrange: number, timetoleave: number): voidtaskUseNearestScenarioChainToCoordWarp
ts
taskUseNearestScenarioChainToCoordWarp(ped: number, x: number, y: number, z: number, radius: number, timetoleave: number): voidtaskUseNearestScenarioToCoord
ts
taskUseNearestScenarioToCoord(ped: number, x: number, y: number, z: number, distance: number, duration: number): voidtaskUseNearestScenarioToCoordWarp
ts
taskUseNearestScenarioToCoordWarp(ped: number, x: number, y: number, z: number, radius: number, timetoleave: number): voidtaskVehicleAimAtCoord
ts
taskVehicleAimAtCoord(ped: number, x: number, y: number, z: number): voidtaskVehicleAimAtPed
ts
taskVehicleAimAtPed(ped: number, target: number): voidtaskVehicleChase
ts
taskVehicleChase(driver: number, targetent: number): voidtaskVehicleDriveToCoord
ts
taskVehicleDriveToCoord(ped: number, vehicle: number, x: number, y: number, z: number, speed: number, p6: number, vehiclemodel: number, drivingmode: number, stoprange: number, straightlinedistance: number): voidtaskVehicleDriveToCoordLongrange
ts
taskVehicleDriveToCoordLongrange(ped: number, vehicle: number, x: number, y: number, z: number, speed: number, drivemode: number, stoprange: number): voidtaskVehicleDriveWander
ts
taskVehicleDriveWander(ped: number, vehicle: number, speed: number, drivingstyle: number): voidtaskVehicleEscort
ts
taskVehicleEscort(ped: number, vehicle: number, targetvehicle: number, mode: number, speed: number, drivingstyle: number, mindistance: number, minheightaboveterrain: number, noroadsdistance: number): voidtaskVehicleFollow
ts
taskVehicleFollow(driver: number, vehicle: number, targetentity: number, speed: number, drivingstyle: number, mindistance: number): voidtaskVehicleFollowWaypointRecording
ts
taskVehicleFollowWaypointRecording(ped: number, vehicle: number, wprecording: string, p3: number, p4: number, p5: number, p6: number, p7: number, p8: boolean, p9: number): voidtaskVehicleGotoNavmesh
ts
taskVehicleGotoNavmesh(ped: number, vehicle: number, x: number, y: number, z: number, speed: number, behaviorflag: number, stoppingrange: number): voidtaskVehicleHeliProtect
ts
taskVehicleHeliProtect(pilot: number, vehicle: number, entitytofollow: number, targetspeed: number, drivingflags: number, radius: number, altitude: number, heliflags: number): voidtaskVehicleMission
ts
taskVehicleMission(driver: number, vehicle: number, vehicletarget: number, missiontype: number, cruisespeed: number, drivingstyle: number, targetreached: number, straightlinedistance: number, driveagainsttraffic: boolean): voidtaskVehicleMissionCoorsTarget
ts
taskVehicleMissionCoorsTarget(ped: number, vehicle: number, x: number, y: number, z: number, mission: number, cruisespeed: number, drivingstyle: number, targetreached: number, straightlinedistance: number, driveagainsttraffic: boolean): voidtaskVehicleMissionPedTarget
ts
taskVehicleMissionPedTarget(ped: number, vehicle: number, pedtarget: number, missiontype: number, maxspeed: number, drivingstyle: number, mindistance: number, straightlinedistance: number, driveagainsttraffic: boolean): voidtaskVehiclePark
ts
taskVehiclePark(ped: number, vehicle: number, x: number, y: number, z: number, heading: number, mode: number, radius: number, keepengineon: boolean): voidtaskVehiclePlayAnim
ts
taskVehiclePlayAnim(vehicle: number, animationset: string, animationname: string): voidtaskVehicleShootAtCoord
ts
taskVehicleShootAtCoord(ped: number, x: number, y: number, z: number, firetolerance: number): voidtaskVehicleShootAtPed
ts
taskVehicleShootAtPed(ped: number, target: number, firetolerance: number): voidtaskVehicleTempAction
ts
taskVehicleTempAction(driver: number, vehicle: number, action: number, time: number): voidtaskWanderInArea
ts
taskWanderInArea(ped: number, x: number, y: number, z: number, radius: number, minimallength: number, timebetweenwalks: number): voidtaskWanderSpecific
ts
taskWanderSpecific(ped: number, conditionalanimgroupstr: string, conditionalanimstr: string, heading: number): voidtaskWanderStandard
ts
taskWanderStandard(ped: number, heading: number, flags: number): voidtaskWarpPedDirectlyIntoCover
ts
taskWarpPedDirectlyIntoCover(ped: number, time: number, allowpeekingandfiring: boolean, forceinitialfacingdirection: boolean, forcefaceleft: boolean, identifier: number): voidtaskWarpPedIntoVehicle
ts
taskWarpPedIntoVehicle(ped: number, vehicle: number, seat: number): voidtaskWrithe
ts
taskWrithe(ped: number, target: number, minfireloops: number, startstate: number, forceshootonground: boolean, shootfromgroundtimer: number): voiduncuffPed
ts
uncuffPed(ped: number): voidupdateTaskAimGunScriptedTarget
ts
updateTaskAimGunScriptedTarget(ped: number, target: number, x: number, y: number, z: number, disableblockingclip: boolean): voidupdateTaskHandsUpDuration
ts
updateTaskHandsUpDuration(ped: number, duration: number): voidupdateTaskSweepAimEntity
ts
updateTaskSweepAimEntity(ped: number, entity: number): voidupdateTaskSweepAimPosition
ts
updateTaskSweepAimPosition(ped: number, x: number, y: number, z: number): voiduseWaypointRecordingAsAssistedMovementRoute
ts
useWaypointRecordingAsAssistedMovementRoute(name: string, p1: boolean, p2: number, p3: number): voidvehicleWaypointPlaybackGetIsPaused
ts
vehicleWaypointPlaybackGetIsPaused(vehicle: number): booleanvehicleWaypointPlaybackOverrideSpeed
ts
vehicleWaypointPlaybackOverrideSpeed(vehicle: number, speed: number): voidvehicleWaypointPlaybackPause
ts
vehicleWaypointPlaybackPause(vehicle: number): voidvehicleWaypointPlaybackResume
ts
vehicleWaypointPlaybackResume(vehicle: number): voidvehicleWaypointPlaybackUseDefaultSpeed
ts
vehicleWaypointPlaybackUseDefaultSpeed(vehicle: number): voidwaypointPlaybackGetIsPaused
ts
waypointPlaybackGetIsPaused(p0: number): booleanwaypointPlaybackOverrideSpeed
ts
waypointPlaybackOverrideSpeed(p0: number, p1: number, p2: boolean): voidwaypointPlaybackPause
ts
waypointPlaybackPause(p0: number, p1: boolean, p2: boolean): voidwaypointPlaybackResume
ts
waypointPlaybackResume(p0: number, p1: boolean, p2: number, p3: number): voidwaypointPlaybackStartAimingAtCoord
ts
waypointPlaybackStartAimingAtCoord(ped: number, x: number, y: number, z: number, p4: boolean): voidwaypointPlaybackStartAimingAtPed
ts
waypointPlaybackStartAimingAtPed(ped: number, target: number, p2: boolean): voidwaypointPlaybackStartShootingAtCoord
ts
waypointPlaybackStartShootingAtCoord(ped: number, x: number, y: number, z: number, p4: boolean, firingpattern: number): voidwaypointPlaybackStartShootingAtPed
ts
waypointPlaybackStartShootingAtPed(ped: number, ped2: number, p2: boolean, p3: boolean): voidwaypointPlaybackStopAimingOrShooting
ts
waypointPlaybackStopAimingOrShooting(ped: number): voidwaypointPlaybackUseDefaultSpeed
ts
waypointPlaybackUseDefaultSpeed(p0: number): voidwaypointRecordingGetClosestWaypoint
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