Functionsยง
- _0x0ffb3c758e8c07b9
- _0x1f351cf1c6475734
- _0x3e38e28a1d80ddf6
- _0x9d252648778160df
- _0x53ddc75bc3ac0a90
- _0x6100b3cefd43452e
- _0x8634cef2522d987b
- _0x29682e2ccf21e9b5
- _0x8423541e8b3a1589
- _0xab13a5565480b6d9
- _0xfa83ca6776038f64
- _clear_
vehicle_ tasks - _get_
task_ move_ network_ signal_ float - _set_
task_ move_ network_ signal_ float_ 2 - _task_
agitated_ action - _task_
heli_ escort_ heli - _task_
move_ network_ by_ name_ with_ init_ params - _task_
perform_ sequence_ locally - _task_
plane_ goto_ precise_ vtol - _task_
plane_ taxi - _task_
rappel_ down_ wall - _task_
submarine_ goto_ and_ stop - _task_
wander_ specific - add_
cover_ blocking_ area - add_
cover_ point - add_
patrol_ route_ link - add_
patrol_ route_ node - add_
vehicle_ subtask_ attack_ coord - add_
vehicle_ subtask_ attack_ ped - assisted_
movement_ is_ route_ loaded - assisted_
movement_ override_ load_ distance_ this_ frame - assisted_
movement_ remove_ route - assisted_
movement_ request_ route - assisted_
movement_ set_ route_ properties - clear_
driveby_ task_ underneath_ driving_ task - clear_
ped_ secondary_ task - clear_
ped_ tasks - clear_
ped_ tasks_ immediately - clear_
sequence_ task - close_
patrol_ route - close_
sequence_ task - control_
mounted_ weapon - create_
patrol_ route - delete_
patrol_ route - does_
scenario_ exist_ in_ area - does_
scenario_ group_ exist - does_
scenario_ of_ type_ exist_ in_ area - does_
scripted_ cover_ point_ exist_ at_ coords - get_
active_ vehicle_ mission_ type - get_
clip_ set_ for_ scripted_ gun_ task - get_
is_ task_ active - get_
is_ waypoint_ recording_ loaded - get_
navmesh_ route_ distance_ remaining - get_
navmesh_ route_ result - get_
ped_ desired_ move_ blend_ ratio - get_
ped_ waypoint_ distance - get_
ped_ waypoint_ progress - get_
phone_ gesture_ anim_ current_ time - get_
phone_ gesture_ anim_ total_ time - get_
script_ task_ status - get_
scripted_ cover_ point_ coords - get_
sequence_ progress - get_
task_ move_ network_ event - get_
task_ move_ network_ signal_ bool - get_
task_ move_ network_ state - get_
vehicle_ waypoint_ progress - get_
vehicle_ waypoint_ target_ point - get_
waypoint_ distance_ along_ route - is_
driveby_ task_ underneath_ driving_ task - is_
mounted_ weapon_ task_ underneath_ driving_ task - is_
move_ blend_ ratio_ running - is_
move_ blend_ ratio_ sprinting - is_
move_ blend_ ratio_ still - is_
move_ blend_ ratio_ walking - is_
ped_ active_ in_ scenario - is_
ped_ being_ arrested - is_
ped_ cuffed - is_
ped_ getting_ up - is_
ped_ in_ writhe - is_
ped_ playing_ base_ clip_ in_ scenario - is_
ped_ running - is_
ped_ running_ arrest_ task - is_
ped_ sprinting - is_
ped_ still - is_
ped_ strafing - is_
ped_ walking - is_
playing_ phone_ gesture_ anim - is_
scenario_ group_ enabled - is_
scenario_ occupied - is_
scenario_ type_ enabled - is_
task_ move_ network_ active - is_
task_ move_ network_ ready_ for_ transition - is_
waypoint_ playback_ going_ on_ for_ ped - is_
waypoint_ playback_ going_ on_ for_ vehicle - open_
patrol_ route - open_
sequence_ task - ped_
has_ use_ scenario_ task - play_
anim_ on_ running_ scenario - play_
entity_ scripted_ anim - remove_
all_ cover_ blocking_ areas - remove_
cover_ point - remove_
waypoint_ recording - request_
task_ move_ network_ state_ transition - request_
waypoint_ recording - reset_
exclusive_ scenario_ group - reset_
scenario_ groups_ enabled - reset_
scenario_ types_ enabled - set_
anim_ looped - set_
anim_ rate - set_
anim_ weight - set_
drive_ task_ cruise_ speed - set_
drive_ task_ driving_ style - set_
drive_ task_ max_ cruise_ speed - set_
driveby_ task_ target - set_
exclusive_ scenario_ group - set_
global_ min_ bird_ flight_ height - set_
high_ fall_ task - set_
mounted_ weapon_ target - set_
next_ desired_ move_ state - set_
parachute_ task_ target - set_
parachute_ task_ thrust - set_
ped_ can_ play_ ambient_ idles - set_
ped_ desired_ move_ blend_ ratio - set_
ped_ path_ avoid_ fire - set_
ped_ path_ can_ drop_ from_ height - set_
ped_ path_ can_ use_ climbovers - set_
ped_ path_ can_ use_ ladders - set_
ped_ path_ climb_ cost_ modifier - set_
ped_ path_ may_ enter_ water - set_
ped_ path_ prefer_ to_ avoid_ water - set_
ped_ waypoint_ route_ offset - set_
scenario_ group_ enabled - set_
scenario_ type_ enabled - set_
sequence_ to_ repeat - set_
task_ move_ network_ signal_ bool - set_
task_ move_ network_ signal_ float - set_
task_ vehicle_ chase_ behavior_ flag - set_
task_ vehicle_ chase_ ideal_ pursuit_ distance - stop_
anim_ playback - stop_
anim_ task - task_
achieve_ heading - task_
aim_ gun_ at_ coord - task_
aim_ gun_ at_ entity - task_
aim_ gun_ scripted - task_
aim_ gun_ scripted_ with_ target - task_
arrest_ ped - task_
boat_ mission - task_
chat_ to_ ped - task_
clear_ defensive_ area - task_
clear_ look_ at - task_
climb - task_
climb_ ladder - task_
combat_ hated_ targets_ around_ ped - task_
combat_ hated_ targets_ around_ ped_ timed - task_
combat_ hated_ targets_ in_ area - task_
combat_ ped - task_
combat_ ped_ timed - task_
cower - task_
drive_ by - task_
enter_ vehicle - task_
everyone_ leave_ vehicle - task_
exit_ cover - task_
extend_ route - task_
flush_ route - task_
follow_ nav_ mesh_ to_ coord - task_
follow_ nav_ mesh_ to_ coord_ advanced - task_
follow_ point_ route - task_
follow_ to_ offset_ of_ entity - task_
follow_ waypoint_ recording - task_
force_ motion_ state - task_
get_ off_ boat - task_
go_ straight_ to_ coord - task_
go_ straight_ to_ coord_ relative_ to_ entity - task_
go_ to_ coord_ and_ aim_ at_ hated_ entities_ near_ coord - task_
go_ to_ coord_ any_ means - task_
go_ to_ coord_ any_ means_ extra_ params - task_
go_ to_ coord_ any_ means_ extra_ params_ with_ cruise_ speed - task_
go_ to_ coord_ while_ aiming_ at_ coord - task_
go_ to_ coord_ while_ aiming_ at_ entity - task_
go_ to_ entity - task_
go_ to_ entity_ while_ aiming_ at_ coord - task_
go_ to_ entity_ while_ aiming_ at_ entity - task_
goto_ entity_ aiming - task_
goto_ entity_ offset - task_
goto_ entity_ offset_ xy - task_
guard_ assigned_ defensive_ area - task_
guard_ current_ position - task_
guard_ sphere_ defensive_ area - task_
hands_ up - task_
heli_ chase - task_
heli_ mission - task_
jump - task_
leave_ any_ vehicle - task_
leave_ vehicle - task_
look_ at_ coord - task_
look_ at_ entity - task_
move_ network_ advanced_ by_ name - task_
move_ network_ by_ name - task_
open_ vehicle_ door - task_
parachute - task_
parachute_ to_ target - task_
patrol - task_
pause - task_
ped_ slide_ to_ coord - task_
ped_ slide_ to_ coord_ hdg_ rate - task_
perform_ sequence - task_
perform_ sequence_ from_ progress - task_
plane_ chase - task_
plane_ land - task_
plane_ mission - task_
plant_ bomb - task_
play_ anim - task_
play_ anim_ advanced - task_
play_ phone_ gesture_ animation - task_
put_ ped_ directly_ into_ cover - task_
put_ ped_ directly_ into_ melee - task_
rappel_ from_ heli - task_
react_ and_ flee_ ped - task_
reload_ weapon - task_
scripted_ animation - task_
seek_ cover_ from_ ped - task_
seek_ cover_ from_ pos - task_
seek_ cover_ to_ coords - task_
seek_ cover_ to_ cover_ point - task_
set_ blocking_ of_ non_ temporary_ events - task_
set_ decision_ maker - task_
set_ sphere_ defensive_ area - task_
shocking_ event_ react - task_
shoot_ at_ coord - task_
shoot_ at_ entity - task_
shuffle_ to_ next_ vehicle_ seat - task_
sky_ dive - task_
smart_ flee_ coord - task_
smart_ flee_ ped - task_
stand_ guard - task_
stand_ still - task_
start_ scenario_ at_ position - task_
start_ scenario_ in_ place - task_
stay_ in_ cover - task_
stealth_ kill - task_
stop_ phone_ gesture_ animation - task_
swap_ weapon - task_
sweep_ aim_ entity - task_
sweep_ aim_ position - task_
synchronized_ scene - task_
throw_ projectile - task_
toggle_ duck - task_
turn_ ped_ to_ face_ coord - task_
turn_ ped_ to_ face_ entity - task_
use_ mobile_ phone - task_
use_ mobile_ phone_ timed - task_
use_ nearest_ scenario_ chain_ to_ coord - task_
use_ nearest_ scenario_ chain_ to_ coord_ warp - task_
use_ nearest_ scenario_ to_ coord - task_
use_ nearest_ scenario_ to_ coord_ warp - task_
vehicle_ aim_ at_ coord - task_
vehicle_ aim_ at_ ped - task_
vehicle_ chase - task_
vehicle_ drive_ to_ coord - task_
vehicle_ drive_ to_ coord_ longrange - task_
vehicle_ drive_ wander - task_
vehicle_ escort - task_
vehicle_ follow - task_
vehicle_ follow_ waypoint_ recording - task_
vehicle_ goto_ navmesh - task_
vehicle_ heli_ protect - task_
vehicle_ mission - task_
vehicle_ mission_ coors_ target - task_
vehicle_ mission_ ped_ target - task_
vehicle_ park - task_
vehicle_ play_ anim - task_
vehicle_ shoot_ at_ coord - task_
vehicle_ shoot_ at_ ped - task_
vehicle_ temp_ action - task_
wander_ in_ area - task_
wander_ standard - task_
warp_ ped_ into_ vehicle - task_
writhe - uncuff_
ped - update_
task_ aim_ gun_ scripted_ target - update_
task_ hands_ up_ duration - update_
task_ sweep_ aim_ entity - update_
task_ sweep_ aim_ position - use_
waypoint_ recording_ as_ assisted_ movement_ route - vehicle_
waypoint_ playback_ override_ speed - vehicle_
waypoint_ playback_ pause - vehicle_
waypoint_ playback_ resume - vehicle_
waypoint_ playback_ use_ default_ speed - waypoint_
playback_ get_ is_ paused - waypoint_
playback_ override_ speed - waypoint_
playback_ pause - waypoint_
playback_ resume - waypoint_
playback_ start_ aiming_ at_ coord - waypoint_
playback_ start_ aiming_ at_ ped - waypoint_
playback_ start_ shooting_ at_ coord - waypoint_
playback_ start_ shooting_ at_ ped - waypoint_
playback_ stop_ aiming_ or_ shooting - waypoint_
playback_ use_ default_ speed - waypoint_
recording_ get_ closest_ waypoint - waypoint_
recording_ get_ coord - waypoint_
recording_ get_ num_ points - waypoint_
recording_ get_ speed_ at_ point