TaskGoToCoordAnyMeans
DocsTaskGoToCoordAnyMeans(ped, x, y, z, fMoveBlendRatio, vehicle, bUseLongRangeVehiclePathing, drivingFlags, fMaxRangeToShootTargets)Description
Tells a ped to go to a coord by any means.
enum eDrivingMode {
DF_StopForCars = 1,
DF_StopForPeds = 2,
DF_SwerveAroundAllCars = 4,
DF_SteerAroundStationaryCars = 8,
DF_SteerAroundPeds = 16,
DF_SteerAroundObjects = 32,
DF_DontSteerAroundPlayerPed = 64,
DF_StopAtLights = 128,
DF_GoOffRoadWhenAvoiding = 256,
DF_DriveIntoOncomingTraffic = 512,
DF_DriveInReverse = 1024,
// If pathfinding fails, cruise randomly instead of going on a straight line
DF_UseWanderFallbackInsteadOfStraightLine = 2048,
DF_AvoidRestrictedAreas = 4096,
// These only work on MISSION_CRUISE
DF_PreventBackgroundPathfinding = 8192,
DF_AdjustCruiseSpeedBasedOnRoadSpeed = 16384,
DF_UseShortCutLinks = 262144,
DF_ChangeLanesAroundObstructions = 524288,
// cruise tasks ignore this anyway--only used for goto's
DF_UseSwitchedOffNodes = 2097152,
// if you're going to be primarily driving off road
DF_PreferNavmeshRoute = 4194304,
// Only works for planes using MISSION_GOTO, will cause them to drive along the ground instead of fly
DF_PlaneTaxiMode = 8388608,
DF_ForceStraightLine = 16777216,
DF_UseStringPullingAtJunctions = 33554432,
DF_AvoidHighways = 536870912,
DF_ForceJoinInRoadDirection = 1073741824,
// Standard driving mode. stops for cars, peds, and lights, goes around stationary obstructions
DRIVINGMODE_STOPFORCARS = 786603, // DF_StopForCars|DF_StopForPeds|DF_SteerAroundObjects|DF_SteerAroundStationaryCars|DF_StopAtLights|DF_UseShortCutLinks|DF_ChangeLanesAroundObstructions, // Obey lights too
// Like the above, but doesn't steer around anything in its way - will only wait instead.
DRIVINGMODE_STOPFORCARS_STRICT = 262275, // DF_StopForCars|DF_StopForPeds|DF_StopAtLights|DF_UseShortCutLinks, // Doesn't deviate an inch.
// Default "alerted" driving mode. drives around everything, doesn't obey lights
DRIVINGMODE_AVOIDCARS = 786469, // DF_SwerveAroundAllCars|DF_SteerAroundObjects|DF_UseShortCutLinks|DF_ChangeLanesAroundObstructions|DF_StopForCars,
// Very erratic driving. difference between this and AvoidCars is that it doesn't use the brakes at ALL to help with steering
DRIVINGMODE_AVOIDCARS_RECKLESS = 786468, // DF_SwerveAroundAllCars|DF_SteerAroundObjects|DF_UseShortCutLinks|DF_ChangeLanesAroundObstructions,
// Smashes through everything
DRIVINGMODE_PLOUGHTHROUGH = 262144, // DF_UseShortCutLinks
// Drives normally except for the fact that it ignores lights
DRIVINGMODE_STOPFORCARS_IGNORELIGHTS = 786475, // DF_StopForCars|DF_SteerAroundStationaryCars|DF_StopForPeds|DF_SteerAroundObjects|DF_UseShortCutLinks|DF_ChangeLanesAroundObstructions
// Try to swerve around everything, but stop for lights if necessary
DRIVINGMODE_AVOIDCARS_OBEYLIGHTS = 786597, // DF_SwerveAroundAllCars|DF_StopAtLights|DF_SteerAroundObjects|DF_UseShortCutLinks|DF_ChangeLanesAroundObstructions|DF_StopForCars
// Swerve around cars, be careful around peds, and stop for lights
DRIVINGMODE_AVOIDCARS_STOPFORPEDS_OBEYLIGHTS = 786599 // DF_SwerveAroundAllCars|DF_StopAtLights|DF_StopForPeds|DF_SteerAroundObjects|DF_UseShortCutLinks|DF_ChangeLanesAroundObstructions|DF_StopForCars
};Parameters
| Name | Type | Description |
|---|---|---|
ped | Ped | The `Ped` Handle. |
x | float | The goto target coordinate. |
y | float | The goto target coordinate. |
z | float | The goto target coordinate. |
fMoveBlendRatio | float | 0.0 = still, 1.0 = walk, 2.0 = run, 3.0 = sprint. |
vehicle | Vehicle | If defined, the pedestrian will only move if said vehicle exists. If you don't want any sort of association, just set it to `0`. |
bUseLongRangeVehiclePathing | BOOL | Setting to `true` tells the vehicle to use longrange vehicle pathing. |
drivingFlags | int | See `eDrivingMode` enum. |
fMaxRangeToShootTargets | float | Determines the maximum distance at which the `Ped` will engage in combat with threatening targets. |
Quick Snippet: Get Coordinatesxyz
xyzAdd this command to your client script to retrieve precise locations in-game.
-- Add this to your client.lua. Type /pos in-game to copy coords.
RegisterCommand('pos', function()
local ped = PlayerPedId()
local coords = GetEntityCoords(ped)
local heading = GetEntityHeading(ped)
local output = string.format("vector4(%.2f, %.2f, %.2f, %.2f)", coords.x, coords.y, coords.z, heading)
print(output)
TriggerEvent('chat:addMessage', { args = { '^4[COORD]^0', output } })
end)Quick Snippet: Get Ped Handleped
pedUse 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)Quick Snippet: Get Vehiclevehicle
vehicleUse this to get the current vehicle handle for this native.
-- Get the vehicle the player is currently in
local ped = PlayerPedId()
local vehicle = GetVehiclePedIsIn(ped, false)
if vehicle ~= 0 then
print("Vehicle handle: " .. vehicle)
print("Model: " .. GetEntityModel(vehicle))
else
print("Player is not in a vehicle")
endVehicle Models

adder
alpha
blade
ardent
asea
cogcabrio
baller
blistaPed Models

mp_m_freemode_01
player_zero
ig_agatha
s_m_y_cop_01
s_m_m_gaffer_01
g_m_m_armboss_01
a_c_boar
a_m_m_bevhills_01Returns
voidThis native does not return a value.