TASK
TASK_DRIVE_BY
0x2F8AF0E82773A171
Jenkins: 0x2B84D1C4
Signature
// TASK
void TASK_DRIVE_BY(Ped driverPed, Ped targetPed, Vehicle targetVehicle, float targetX, float targetY, float targetZ, float distanceToShoot, int pedAccuracy, BOOL pushUnderneathDrivingTaskIfDriving, Hash firingPattern)
Parameters
| Type | Name |
|---|---|
| Ped | driverPed |
| Ped | targetPed |
| Vehicle | targetVehicle |
| float | targetX |
| float | targetY |
| float | targetZ |
| float | distanceToShoot |
| int | pedAccuracy |
| BOOL | pushUnderneathDrivingTaskIfDriving |
| Hash | firingPattern |
Return type void
Build 323
Documentation
Example: TASK::TASK_DRIVE_BY(l_467[1/*22*/], PLAYER::PLAYER_PED_ID(), 0, 0.0, 0.0, 2.0, 300.0, 100, 0, ${firing_pattern_burst_fire_driveby}); Needs working example. Doesn't seem to do anything. I marked p2 as targetVehicle as all these shooting related tasks seem to have that in common. I marked p6 as distanceToShoot as if you think of GTA's Logic with the native SET_VEHICLE_SHOOT natives, it won't shoot till it gets within a certain distance of the target. I marked p7 as pedAccuracy as it seems it's mostly 100 (Completely Accurate), 75, 90, etc. Although this could be the ammo count within the gun, but I highly doubt it. I will change this comment once I find out if it's ammo count or not.
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