TASK
TASK_GO_TO_ENTITY
0x6A071245EB0D1882
Jenkins: 0x374827C2
Signature
// TASK
void TASK_GO_TO_ENTITY(Entity entity, Entity target, int duration, float distance, float moveBlendRatio, float slowDownDistance, int flags)
Parameters
| Type | Name |
|---|---|
| Entity | entity |
| Entity | target |
| int | duration |
| float | distance |
| float | moveBlendRatio |
| float | slowDownDistance |
| int | flags |
Return type void
Build 323
Documentation
The entity will move towards the target until time is over (duration) or get in target's range (distance). p5 and p6 are unknown, but you could leave p5 = 1073741824 or 100 or even 0 (didn't see any difference but on the decompiled scripts, they use 1073741824 mostly) and p6 = 0 Note: I've only tested it on entity -> ped and target -> vehicle. It could work differently on other entities, didn't try it yet. Example: TASK::TASK_GO_TO_ENTITY(pedHandle, vehicleHandle, 5000, 4.0, 100, 1073741824, 0) Ped will run towards the vehicle for 5 seconds and stop when time is over or when he gets 4 meters(?) around the vehicle (with duration = -1, the task duration will be ignored). enum EGOTO_ENTITY_SCRIPT_FLAGS { EGOTO_ENTITY_NEVER_SLOW_FOR_PATH_LENGTH = 0x01, };
APPI RP
Join us on FiveM
Semi-Serious GTA V roleplay on APPI RolePlay — hop into Discord for rules and onboarding, then follow the guide when you're ready to connect.