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constructor

Properties

Private ped

ped: Ped

Methods

achieveHeading

  • achieveHeading(heading: number, timeout?: number): void
  • Parameters

    • heading: number
    • timeout: number = 0

    Returns void

aimAt

arrest

  • arrest(ped: Ped): void

blockTemporaryEvents

  • blockTemporaryEvents(block?: boolean): void
  • Parameters

    • block: boolean = true

    Returns void

chaseWithGroundVehicle

  • chaseWithGroundVehicle(target: Entity): void

chaseWithHelicopter

chaseWithPlane

chatTo

  • chatTo(ped: Ped): void

clearAll

  • clearAll(): void

clearAllImmediately

  • clearAllImmediately(): void

clearAnimation

  • clearAnimation(animDict: string, animName: string): void
  • Parameters

    • animDict: string
    • animName: string

    Returns void

clearLookAt

  • clearLookAt(): void

clearSecondary

  • clearSecondary(): void

climb

  • climb(): void

climbLadder

  • climbLadder(): void

cower

  • cower(duration: number): void
  • Parameters

    • duration: number

    Returns void

cruiseWithVehicle

driveTo

enterAnyVehicle

  • enterAnyVehicle(seat?: VehicleSeat, timeout?: number, speed?: number, flag?: number): void
  • Parameters

    • seat: VehicleSeat = VehicleSeat.Any
    • timeout: number = -1
    • speed: number = 0
    • flag: number = 0

    Returns void

fightAgainst

  • fightAgainst(target: Ped, duration?: number): void
  • Parameters

    • target: Ped
    • Optional duration: number

    Returns void

fightAgainstHatedTargets

  • fightAgainstHatedTargets(radius: number, duration?: number): void
  • Parameters

    • radius: number
    • Optional duration: number

    Returns void

fleeFrom

  • fleeFrom(pedOrPosition: Ped | Vector3, duration?: number): void

followPointRoute

  • followPointRoute(points: Vector3[]): void

followToOffsetFromEntity

  • followToOffsetFromEntity(target: Entity, offset: Vector3, timeout: number, stoppingRange: number, movementSpeed?: number, persistFollowing?: boolean): void
  • Parameters

    • target: Entity
    • offset: Vector3
    • timeout: number
    • stoppingRange: number
    • movementSpeed: number = 1
    • persistFollowing: boolean = true

    Returns void

goTo

  • goTo(position: Vector3, ignorePaths?: boolean, timeout?: number, speed?: number): void
  • Parameters

    • position: Vector3
    • ignorePaths: boolean = false
    • timeout: number = -1
    • speed: number = 1

    Returns void

goToEntity

  • goToEntity(target: Entity, offset?: null | Vector3, timeout?: number): void

guardCurrentPosition

  • guardCurrentPosition(): void

handsUp

  • handsUp(duration: number): void
  • Parameters

    • duration: number

    Returns void

jump

  • jump(): void

landPlane

lookAt

  • lookAt(targetOrPosition: Vector3 | Entity, duration?: number): void

parachuteTo

  • parachuteTo(position: Vector3): void

parkVehicle

  • parkVehicle(vehicle: Vehicle, position: Vector3, heading: number, radius?: number, keepEngineOn?: boolean): void
  • Parameters

    • vehicle: Vehicle
    • position: Vector3
    • heading: number
    • radius: number = 20
    • keepEngineOn: boolean = false

    Returns void

performSequence

playAnimation

  • playAnimation(animDict: string, animName: string, blendInSpeed: number, blendOutSpeed: number, duration: number, playbackRate: number, flags: AnimationFlags): Promise<void>
  • Parameters

    • animDict: string
    • animName: string
    • blendInSpeed: number
    • blendOutSpeed: number
    • duration: number
    • playbackRate: number
    • flags: AnimationFlags

    Returns Promise<void>

putAwayMobilePhone

  • putAwayMobilePhone(): void

putAwayParachute

  • putAwayParachute(): void

reactAndFlee

  • reactAndFlee(ped: Ped): void

reloadWeapon

  • reloadWeapon(): void

shootAt

shuffleToNextVehicleSeat

  • shuffleToNextVehicleSeat(vehicle: Vehicle): void

skyDive

  • skyDive(): void

slideTo

  • slideTo(position: Vector3, heading: number, duration?: number): void
  • Parameters

    • position: Vector3
    • heading: number
    • duration: number = 0.7

    Returns void

standStill

  • standStill(duration: number): void
  • Parameters

    • duration: number

    Returns void

startScenario

  • startScenario(name: string, position: Vector3, heading?: number, duration?: number, sittingScenario?: boolean, teleport?: boolean): void
  • Parameters

    • name: string
    • position: Vector3
    • heading: number = 0
    • duration: number = 0
    • sittingScenario: boolean = false
    • teleport: boolean = true

    Returns void

swapWeapon

  • swapWeapon(): void

turnTo

  • turnTo(targetOrPosition: Vector3 | Entity, duration?: number): void

useMobilePhone

  • useMobilePhone(duration?: number): void
  • Parameters

    • duration: number = 1

    Returns void

useParachute

  • useParachute(): void

vehicleChase

  • vehicleChase(target: Ped): void

vehicleShootAtPed

  • vehicleShootAtPed(target: Ped): void

wait

  • wait(duration: number): void
  • Parameters

    • duration: number

    Returns void

wanderAround

  • wanderAround(position?: Vector3, radius?: number): void

warpIntoVehicle

warpOutOfVehicle

Static everyoneLeaveVehicle

  • everyoneLeaveVehicle(vehicle: Vehicle): void

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