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TASKClient
Artifact25963
Data sourced from jgscripts artifact-db

TaskPatrol

Docs
TaskPatrol(ped, p1, p2, p3, p4)

Description

After looking at some scripts the second parameter seems to be an id of some kind. Here are some I found from some R* scripts:
"miss_Tower_01" (this went from 01 - 10)
"miss_Ass0" (0, 4, 6, 3)
"MISS_PATROL_8"
I think they're patrol routes, but I'm not sure. And I believe the 3rd parameter is a BOOL, but I can't confirm other than only seeing 0 and 1 being passed.
As far as I can see the patrol routes names such as "miss_Ass0" have been defined earlier in the scripts. This leads me to believe we can defined our own new patrol routes by following the same approach.
From the scripts
    TASK::OPEN_PATROL_ROUTE("miss_Ass0");
    TASK::ADD_PATROL_ROUTE_NODE(0, "WORLD_HUMAN_GUARD_STAND", l_738[0/*3*/], -139.4076690673828, -993.4732055664062, 26.2754, MISC::GET_RANDOM_INT_IN_RANGE(5000, 10000));
    TASK::ADD_PATROL_ROUTE_NODE(1, "WORLD_HUMAN_GUARD_STAND", l_738[1/*3*/], -116.1391830444336, -987.4984130859375, 26.38541030883789, MISC::GET_RANDOM_INT_IN_RANGE(5000, 10000));
    TASK::ADD_PATROL_ROUTE_NODE(2, "WORLD_HUMAN_GUARD_STAND", l_738[2/*3*/], -128.46847534179688, -979.0340576171875, 26.2754, MISC::GET_RANDOM_INT_IN_RANGE(5000, 10000));
    TASK::ADD_PATROL_ROUTE_LINK(0, 1);
    TASK::ADD_PATROL_ROUTE_LINK(1, 2);
    TASK::ADD_PATROL_ROUTE_LINK(2, 0);
    TASK::CLOSE_PATROL_ROUTE();
    TASK::CREATE_PATROL_ROUTE();

Parameters

NameTypeDescription
pedPed—
p1char*—
p2Any—
p3BOOL—
p4BOOL—
🚶Quick Snippet: Get Ped Handle
ped

Use this to get the player ped handle for this native.

-- Get the player's ped handle (client-side)
local ped = PlayerPedId()
print("Ped handle: " .. ped)

-- For a specific player's ped (server-side):
-- local targetPed = GetPlayerPed(source)
🚶

Ped Models

View All
Mp M Freemode 0 1
mp_m_freemode_01
Player Zero
player_zero
Ig Agatha
ig_agatha
S M Y Cop 0 1
s_m_y_cop_01
S M M Gaffer 0 1
s_m_m_gaffer_01
G M M Armboss 0 1
g_m_m_armboss_01
A C Boar
a_c_boar
A M M Bevhills 0 1
a_m_m_bevhills_01

Returns

void

This native does not return a value.

Server Artifacts

Data sourced from jgscripts artifact-db
Recommended25963
Known Issues24
25987-25988Node.js sandboxing seems to be causing issues for people - best to avoid for now
21547Multiple (unconfirmed) reports of server-sided natives throwing errors or causing crashes; best to avoid
17462Failed build, ignore
16276Multiple reports of issues loading JS within resources
14583-14716Crash when using the new onEntityBucketChange
14583-14862Timeouts due to latency units being in nanoseconds
13759-13890Mumble (voice) external connections blocked by default
13380-13458Server crashing due to integer encoding (PR#3235)
13079Failed Linux build (works OK if using Windows!)
12933-13045Still crashes (sometimes) when restarting resources due to Node.js 22
12913-12932Causes a crash when restarting Node.js 22
12767os.date() appends null terminator; can break Lua scripts
12651Failed Linux build, ignore
12509Failed build, ignore
12255Unconfirmed, but several reports of server-side issues that don't persist when downgrading; best to avoid
12160-12165Cannot use entity native calls in entityRemoved
12151Crashing if using newest title update (TU)
12092-12135SetPlayerModel may cause SIGSEGV crashes on some clients due to changes in player handling. 12031 and below works fine.
12078-12083Some clients will fail to connect with 'ReadBulk of header failed' error
10930Failed build, ignore
10268-10309sv_experimentalNetGameEventHandler enabled by default; can cause server crashing and reports of issues downgrading after upgrading
10191GetVehicleNumberPlateText server native broken, will cause issues with scripts involving vehicles
10072Crashing when players join
8509State bags not replicated to clients

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