Functionsยง
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- _block_
ped_ dead_ body_ shocking_ events - _clear_
facial_ clipset_ override - _clear_
ped_ cover_ clipset_ override - _clone_
ped_ ex - _clone_
ped_ to_ target_ ex - _create_
synchronized_ scene_ 2 - _dispose_
synchronized_ scene - _does_
relationship_ group_ exist - _does_
scenario_ blocking_ area_ exist - _freeze_
ped_ camera_ rotation - _get_
num_ hair_ colors - _get_
num_ makeup_ colors - _get_
num_ parent_ peds_ of_ type - _get_
ped_ current_ movement_ speed - _get_
ped_ emissive_ intensity - _get_
ped_ event_ data - _get_
ped_ eye_ color - _get_
ped_ hair_ rgb_ color - _get_
ped_ head_ overlay_ value - _get_
ped_ makeup_ rgb_ color - _get_
ped_ visual_ field_ center_ angle - _get_
time_ of_ last_ ped_ weapon_ damage - _is_
ped_ blush_ color_ valid - _is_
ped_ blush_ color_ valid_ 2 - _is_
ped_ body_ blemish_ valid - _is_
ped_ doing_ beast_ jump - _is_
ped_ hair_ color_ valid - _is_
ped_ hair_ color_ valid_ 2 - _is_
ped_ helmet_ unk - _is_
ped_ lipstick_ color_ valid - _is_
ped_ lipstick_ color_ valid_ 2 - _is_
ped_ opening_ a_ door - _is_
ped_ shader_ effect_ valid - _is_
ped_ swapping_ weapon - _is_
scuba_ gear_ light_ enabled - _register_
pedheadshot_ 3 - _set_
enable_ scuba_ gear_ light - _set_
facial_ clipset_ override - _set_
ped_ can_ play_ injured_ anims - _set_
ped_ cover_ clipset_ override - _set_
ped_ emissive_ intensity - _set_
ped_ eye_ color - _set_
ped_ face_ feature - _set_
ped_ hair_ color - _set_
ped_ head_ overlay_ color - _set_
ped_ helmet_ unk - _set_
ped_ scuba_ gear_ variation - _set_
relationship_ group_ dont_ affect_ wanted_ level - add_
armour_ to_ ped - add_
ped_ decoration_ from_ hashes - add_
ped_ decoration_ from_ hashes_ in_ corona - add_
relationship_ group - add_
scenario_ blocking_ area - apply_
damage_ to_ ped - apply_
ped_ blood - apply_
ped_ blood_ by_ zone - apply_
ped_ blood_ damage_ by_ zone - apply_
ped_ blood_ specific - apply_
ped_ damage_ decal - apply_
ped_ damage_ pack - attach_
synchronized_ scene_ to_ entity - can_
create_ random_ bike_ rider - can_
create_ random_ cops - can_
create_ random_ driver - can_
create_ random_ ped - can_
knock_ ped_ off_ vehicle - can_
ped_ in_ combat_ see_ target - can_
ped_ ragdoll - can_
ped_ see_ hated_ ped - clear_
all_ ped_ props - clear_
all_ ped_ vehicle_ forced_ seat_ usage - clear_
facial_ idle_ anim_ override - clear_
ped_ alternate_ movement_ anim - clear_
ped_ alternate_ walk_ anim - clear_
ped_ blood_ damage - clear_
ped_ blood_ damage_ by_ zone - clear_
ped_ damage_ decal_ by_ zone - clear_
ped_ decorations - clear_
ped_ decorations_ leave_ scars - clear_
ped_ drive_ by_ clipset_ override - clear_
ped_ env_ dirt - clear_
ped_ last_ damage_ bone - clear_
ped_ non_ creation_ area - clear_
ped_ parachute_ pack_ variation - clear_
ped_ prop - clear_
ped_ scuba_ gear_ variation - clear_
ped_ stored_ hat_ prop - clear_
ped_ wetness - clear_
ragdoll_ blocking_ flags - clear_
relationship_ between_ groups - clone_
ped - clone_
ped_ to_ target - create_
group - create_
nm_ message - create_
parachute_ bag_ object - create_
ped - create_
ped_ inside_ vehicle - create_
random_ ped - create_
random_ ped_ as_ driver - create_
synchronized_ scene - delete_
ped - detach_
synchronized_ scene - disable_
head_ blend_ palette_ color - disable_
ped_ heatscale_ override - does_
group_ exist - drop_
ambient_ prop - explode_
ped_ head - finalize_
head_ blend - force_
ped_ ai_ and_ animation_ update - force_
ped_ motion_ state - force_
ped_ to_ open_ parachute - get_
anim_ initial_ offset_ position - get_
anim_ initial_ offset_ rotation - get_
closest_ ped - get_
combat_ float - get_
dead_ ped_ pickup_ coords - get_
group_ size - get_
jack_ target - get_
melee_ target_ for_ ped - get_
mount - get_
number_ of_ ped_ drawable_ variations - get_
number_ of_ ped_ prop_ drawable_ variations - get_
number_ of_ ped_ prop_ texture_ variations - get_
number_ of_ ped_ texture_ variations - get_
ped_ accuracy - get_
ped_ alertness - get_
ped_ armour - get_
ped_ as_ group_ leader - get_
ped_ as_ group_ member - get_
ped_ bone_ coords - get_
ped_ bone_ index - get_
ped_ cause_ of_ death - get_
ped_ combat_ movement - get_
ped_ combat_ range - get_
ped_ config_ flag - get_
ped_ decoration_ zone_ from_ hashes - get_
ped_ decorations_ state - get_
ped_ defensive_ area_ position - get_
ped_ drawable_ variation - get_
ped_ enveff_ scale - get_
ped_ extracted_ displacement - get_
ped_ group_ index - get_
ped_ head_ blend_ data - get_
ped_ head_ blend_ first_ index - get_
ped_ head_ overlay_ num - get_
ped_ helmet_ stored_ hat_ prop_ index - get_
ped_ helmet_ stored_ hat_ tex_ index - get_
ped_ last_ damage_ bone - get_
ped_ max_ health - get_
ped_ money - get_
ped_ nearby_ peds - get_
ped_ nearby_ vehicles - get_
ped_ palette_ variation - get_
ped_ parachute_ landing_ type - get_
ped_ parachute_ state - get_
ped_ parachute_ tint_ index - get_
ped_ prop_ index - get_
ped_ prop_ texture_ index - get_
ped_ ragdoll_ bone_ index - get_
ped_ relationship_ group_ default_ hash - get_
ped_ relationship_ group_ hash - get_
ped_ reset_ flag - get_
ped_ source_ of_ death - get_
ped_ stealth_ movement - get_
ped_ texture_ variation - get_
ped_ time_ of_ death - get_
ped_ type - get_
pedheadshot_ txd_ string - get_
peds_ jacker - get_
player_ ped_ is_ following - get_
random_ ped_ at_ coord - get_
relationship_ between_ groups - get_
relationship_ between_ peds - get_
seat_ ped_ is_ trying_ to_ enter - get_
synchronized_ scene_ phase - get_
synchronized_ scene_ rate - get_
vehicle_ ped_ is_ entering - get_
vehicle_ ped_ is_ in - get_
vehicle_ ped_ is_ trying_ to_ enter - get_
vehicle_ ped_ is_ using - give_
ped_ helmet - give_
ped_ nm_ message - has_
action_ mode_ asset_ loaded - has_
ped_ head_ blend_ finished - has_
ped_ preload_ prop_ data_ finished - has_
ped_ preload_ variation_ data_ finished - has_
ped_ received_ event - has_
pedheadshot_ img_ upload_ failed - has_
pedheadshot_ img_ upload_ succeeded - has_
stealth_ mode_ asset_ loaded - have_
all_ streaming_ requests_ completed - hide_
ped_ blood_ damage_ by_ zone - instantly_
fill_ ped_ population - is_
any_ hostile_ ped_ near_ point - is_
any_ ped_ near_ point - is_
any_ ped_ shooting_ in_ area - is_
conversation_ ped_ dead - is_
cop_ ped_ in_ area_ 3d - is_
ped_ a_ player - is_
ped_ aiming_ from_ cover - is_
ped_ being_ jacked - is_
ped_ being_ stealth_ killed - is_
ped_ being_ stunned - is_
ped_ climbing - is_
ped_ component_ variation_ valid - is_
ped_ dead_ or_ dying - is_
ped_ defensive_ area_ active - is_
ped_ diving - is_
ped_ doing_ driveby - is_
ped_ ducking - is_
ped_ evasive_ diving - is_
ped_ facing_ ped - is_
ped_ falling - is_
ped_ fatally_ injured - is_
ped_ fleeing - is_
ped_ getting_ into_ a_ vehicle - is_
ped_ going_ into_ cover - is_
ped_ group_ member - is_
ped_ hanging_ on_ to_ vehicle - is_
ped_ heading_ towards_ position - is_
ped_ headtracking_ entity - is_
ped_ headtracking_ ped - is_
ped_ human - is_
ped_ hurt - is_
ped_ in_ any_ boat - is_
ped_ in_ any_ heli - is_
ped_ in_ any_ plane - is_
ped_ in_ any_ police_ vehicle - is_
ped_ in_ any_ sub - is_
ped_ in_ any_ taxi - is_
ped_ in_ any_ train - is_
ped_ in_ any_ vehicle - is_
ped_ in_ combat - is_
ped_ in_ cover - is_
ped_ in_ cover_ facing_ left - is_
ped_ in_ flying_ vehicle - is_
ped_ in_ group - is_
ped_ in_ high_ cover - is_
ped_ in_ melee_ combat - is_
ped_ in_ model - is_
ped_ in_ parachute_ free_ fall - is_
ped_ in_ vehicle - is_
ped_ injured - is_
ped_ jacking - is_
ped_ jumping - is_
ped_ jumping_ out_ of_ vehicle - is_
ped_ male - is_
ped_ model - is_
ped_ on_ any_ bike - is_
ped_ on_ foot - is_
ped_ on_ mount - is_
ped_ on_ specific_ vehicle - is_
ped_ on_ vehicle - is_
ped_ performing_ dependent_ combo_ limit - is_
ped_ performing_ melee_ action - is_
ped_ performing_ stealth_ kill - is_
ped_ planting_ bomb - is_
ped_ prone - is_
ped_ ragdoll - is_
ped_ reloading - is_
ped_ responding_ to_ event - is_
ped_ running_ melee_ task - is_
ped_ running_ mobile_ phone_ task - is_
ped_ running_ ragdoll_ task - is_
ped_ shooting - is_
ped_ shooting_ in_ area - is_
ped_ sitting_ in_ any_ vehicle - is_
ped_ sitting_ in_ vehicle - is_
ped_ stopped - is_
ped_ swimming - is_
ped_ swimming_ under_ water - is_
ped_ taking_ off_ helmet - is_
ped_ tracked - is_
ped_ trying_ to_ enter_ a_ locked_ vehicle - is_
ped_ using_ action_ mode - is_
ped_ using_ any_ scenario - is_
ped_ using_ scenario - is_
ped_ vaulting - is_
ped_ wearing_ helmet - is_
pedheadshot_ img_ upload_ available - is_
pedheadshot_ ready - is_
pedheadshot_ valid - is_
scripted_ scenario_ ped_ using_ conditional_ anim - is_
synchronized_ scene_ hold_ last_ frame - is_
synchronized_ scene_ looped - is_
synchronized_ scene_ running - is_
tracked_ ped_ visible - knock_
off_ ped_ prop - knock_
ped_ off_ vehicle - play_
facial_ anim - register_
hated_ targets_ around_ ped - register_
pedheadshot - register_
pedheadshot_ transparent - register_
target - release_
ped_ preload_ prop_ data - release_
ped_ preload_ variation_ data - release_
pedheadshot_ img_ upload - remove_
action_ mode_ asset - remove_
group - remove_
ped_ defensive_ area - remove_
ped_ elegantly - remove_
ped_ from_ group - remove_
ped_ helmet - remove_
ped_ preferred_ cover_ set - remove_
relationship_ group - remove_
scenario_ blocking_ area - remove_
scenario_ blocking_ areas - remove_
stealth_ mode_ asset - request_
action_ mode_ asset - request_
ped_ vehicle_ visibility_ tracking - request_
ped_ visibility_ tracking - request_
pedheadshot_ img_ upload - request_
stealth_ mode_ asset - reset_
ai_ melee_ weapon_ damage_ modifier - reset_
ai_ weapon_ damage_ modifier - reset_
group_ formation_ default_ spacing - reset_
ped_ in_ vehicle_ context - reset_
ped_ last_ vehicle - reset_
ped_ movement_ clipset - reset_
ped_ ragdoll_ timer - reset_
ped_ strafe_ clipset - reset_
ped_ visible_ damage - reset_
ped_ weapon_ movement_ clipset - resurrect_
ped - revive_
injured_ ped - set_
ai_ melee_ weapon_ damage_ modifier - set_
ai_ weapon_ damage_ modifier - set_
ambient_ peds_ drop_ money - set_
blocking_ of_ non_ temporary_ events - set_
can_ attack_ friendly - set_
combat_ float - set_
create_ random_ cops - set_
create_ random_ cops_ not_ on_ scenarios - set_
create_ random_ cops_ on_ scenarios - set_
driver_ ability - set_
driver_ aggressiveness - set_
driver_ racing_ modifier - set_
enable_ bound_ ankles - set_
enable_ handcuffs - set_
enable_ ped_ enveff_ scale - set_
enable_ scuba - set_
facial_ idle_ anim_ override - set_
force_ footstep_ update - set_
force_ step_ type - set_
group_ formation - set_
group_ formation_ spacing - set_
group_ separation_ range - set_
head_ blend_ palette_ color - set_
ik_ target - set_
movement_ mode_ override - set_
ped_ accuracy - set_
ped_ alertness - set_
ped_ allow_ vehicles_ override - set_
ped_ allowed_ to_ duck - set_
ped_ alternate_ movement_ anim - set_
ped_ alternate_ walk_ anim - set_
ped_ angled_ defensive_ area - set_
ped_ ao_ blob_ rendering - set_
ped_ armour - set_
ped_ as_ cop - set_
ped_ as_ enemy - set_
ped_ as_ group_ leader - set_
ped_ as_ group_ member - set_
ped_ blend_ from_ parents - set_
ped_ blocks_ pathing_ when_ dead - set_
ped_ bounds_ orientation - set_
ped_ can_ arm_ ik - set_
ped_ can_ be_ dragged_ out - set_
ped_ can_ be_ knocked_ off_ vehicle - set_
ped_ can_ be_ shot_ in_ vehicle - set_
ped_ can_ be_ targeted_ when_ injured - set_
ped_ can_ be_ targeted_ without_ los - set_
ped_ can_ be_ targetted - set_
ped_ can_ be_ targetted_ by_ player - set_
ped_ can_ be_ targetted_ by_ team - set_
ped_ can_ cower_ in_ cover - set_
ped_ can_ evasive_ dive - set_
ped_ can_ head_ ik - set_
ped_ can_ leg_ ik - set_
ped_ can_ peek_ in_ cover - set_
ped_ can_ play_ ambient_ anims - set_
ped_ can_ play_ ambient_ base_ anims - set_
ped_ can_ play_ gesture_ anims - set_
ped_ can_ play_ viseme_ anims - set_
ped_ can_ ragdoll - set_
ped_ can_ ragdoll_ from_ player_ impact - set_
ped_ can_ smash_ glass - set_
ped_ can_ switch_ weapon - set_
ped_ can_ teleport_ to_ group_ leader - set_
ped_ can_ torso_ ik - set_
ped_ can_ torso_ react_ ik - set_
ped_ can_ torso_ vehicle_ ik - set_
ped_ can_ use_ auto_ conversation_ lookat - set_
ped_ capsule - set_
ped_ cloth_ package_ index - set_
ped_ cloth_ prone - set_
ped_ combat_ ability - set_
ped_ combat_ attributes - set_
ped_ combat_ movement - set_
ped_ combat_ range - set_
ped_ component_ variation - set_
ped_ config_ flag - set_
ped_ coords_ keep_ vehicle - set_
ped_ coords_ no_ gang - set_
ped_ cower_ hash - set_
ped_ default_ component_ variation - set_
ped_ defensive_ area_ attached_ to_ ped - set_
ped_ defensive_ area_ direction - set_
ped_ defensive_ sphere_ attached_ to_ ped - set_
ped_ defensive_ sphere_ attached_ to_ vehicle - set_
ped_ density_ multiplier_ this_ frame - set_
ped_ desired_ heading - set_
ped_ dies_ in_ sinking_ vehicle - set_
ped_ dies_ in_ vehicle - set_
ped_ dies_ in_ water - set_
ped_ dies_ instantly_ in_ water - set_
ped_ dies_ when_ injured - set_
ped_ drive_ by_ clipset_ override - set_
ped_ ducking - set_
ped_ enable_ weapon_ blocking - set_
ped_ enveff_ color_ modulator - set_
ped_ enveff_ scale - set_
ped_ firing_ pattern - set_
ped_ flee_ attributes - set_
ped_ generates_ dead_ body_ events - set_
ped_ gesture_ group - set_
ped_ get_ out_ upside_ down_ vehicle - set_
ped_ gravity - set_
ped_ group_ member_ passenger_ index - set_
ped_ head_ blend_ data - set_
ped_ head_ overlay - set_
ped_ hearing_ range - set_
ped_ heatscale_ override - set_
ped_ helmet - set_
ped_ helmet_ flag - set_
ped_ helmet_ prop_ index - set_
ped_ helmet_ texture_ index - set_
ped_ highly_ perceptive - set_
ped_ id_ range - set_
ped_ in_ vehicle_ context - set_
ped_ increased_ avoidance_ radius - set_
ped_ into_ vehicle - set_
ped_ keep_ task - set_
ped_ leg_ ik_ mode - set_
ped_ lod_ multiplier - set_
ped_ max_ health - set_
ped_ max_ move_ blend_ ratio - set_
ped_ max_ time_ in_ water - set_
ped_ max_ time_ underwater - set_
ped_ min_ ground_ time_ for_ stungun - set_
ped_ min_ move_ blend_ ratio - set_
ped_ model_ is_ suppressed - set_
ped_ money - set_
ped_ motion_ blur - set_
ped_ move_ anims_ blend_ out - set_
ped_ move_ rate_ override - set_
ped_ movement_ clipset - set_
ped_ name_ debug - set_
ped_ never_ leaves_ group - set_
ped_ non_ creation_ area - set_
ped_ panic_ exit_ scenario - set_
ped_ parachute_ tint_ index - set_
ped_ pinned_ down - set_
ped_ plays_ head_ on_ horn_ anim_ when_ dies_ in_ vehicle - set_
ped_ preferred_ cover_ set - set_
ped_ preload_ prop_ data - set_
ped_ preload_ variation_ data - set_
ped_ primary_ lookat - set_
ped_ prop_ index - set_
ped_ ragdoll_ force_ fall - set_
ped_ ragdoll_ on_ collision - set_
ped_ random_ component_ variation - set_
ped_ random_ props - set_
ped_ relationship_ group_ default_ hash - set_
ped_ relationship_ group_ hash - set_
ped_ reserve_ parachute_ tint_ index - set_
ped_ reset_ flag - set_
ped_ seeing_ range - set_
ped_ shoot_ rate - set_
ped_ shoots_ at_ coord - set_
ped_ should_ play_ flee_ scenario_ exit - set_
ped_ should_ play_ immediate_ scenario_ exit - set_
ped_ should_ play_ normal_ scenario_ exit - set_
ped_ sphere_ defensive_ area - set_
ped_ stay_ in_ vehicle_ when_ jacked - set_
ped_ stealth_ movement - set_
ped_ steers_ around_ objects - set_
ped_ steers_ around_ peds - set_
ped_ steers_ around_ vehicles - set_
ped_ strafe_ clipset - set_
ped_ suffers_ critical_ hits - set_
ped_ sweat - set_
ped_ target_ loss_ response - set_
ped_ to_ inform_ respected_ friends - set_
ped_ to_ load_ cover - set_
ped_ to_ ragdoll - set_
ped_ to_ ragdoll_ with_ fall - set_
ped_ using_ action_ mode - set_
ped_ vehicle_ forced_ seat_ usage - set_
ped_ visual_ field_ center_ angle - set_
ped_ visual_ field_ max_ angle - set_
ped_ visual_ field_ max_ elevation_ angle - set_
ped_ visual_ field_ min_ angle - set_
ped_ visual_ field_ min_ elevation_ angle - set_
ped_ visual_ field_ peripheral_ range - set_
ped_ weapon_ movement_ clipset - set_
ped_ wetness_ enabled_ this_ frame - set_
ped_ wetness_ height - set_
pop_ control_ sphere_ this_ frame - set_
ragdoll_ blocking_ flags - set_
relationship_ between_ groups - set_
scenario_ ped_ density_ multiplier_ this_ frame - set_
scenario_ peds_ spawn_ in_ sphere_ area - set_
scenario_ peds_ to_ be_ returned_ by_ next_ command - set_
scripted_ anim_ seat_ offset - set_
scripted_ conversion_ coord_ this_ frame - set_
synchronized_ scene_ hold_ last_ frame - set_
synchronized_ scene_ looped - set_
synchronized_ scene_ origin - set_
synchronized_ scene_ phase - set_
synchronized_ scene_ rate - spawnpoints_
cancel_ search - spawnpoints_
get_ num_ search_ results - spawnpoints_
get_ search_ result - spawnpoints_
get_ search_ result_ flags - spawnpoints_
is_ search_ active - spawnpoints_
is_ search_ complete - spawnpoints_
is_ search_ failed - spawnpoints_
start_ search - spawnpoints_
start_ search_ in_ angled_ area - stop_
any_ ped_ model_ being_ suppressed - stop_
ped_ weapon_ firing_ when_ dropped - unregister_
pedheadshot - update_
ped_ head_ blend_ data - was_
ped_ killed_ by_ stealth - was_
ped_ killed_ by_ takedown - was_
ped_ knocked_ out - was_
ped_ skeleton_ updated