SHVDN
v3
An ASI plugin for Grand Theft Auto V, which allows running scripts written in any .NET language in-game. Developed by crosire https://github.com/crosire/scripthookvdotnet/
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Public Member Functions | |
void | AchieveHeading (float heading, int timeout=0) |
void | AimAt (Entity target, int duration) |
void | AimAt (Vector3 target, int duration) |
void | Arrest (Ped ped) |
void | ChatTo (Ped ped) |
void | Jump () |
void | Climb () |
void | ClimbLadder () |
void | Cower (int duration) |
void | ChaseWithGroundVehicle (Ped target) |
void | ChaseWithHelicopter (Ped target, Vector3 offset) |
void | ChaseWithPlane (Ped target, Vector3 offset) |
void | CruiseWithVehicle (Vehicle vehicle, float speed, DrivingStyle style=DrivingStyle.Normal) |
void | DriveTo (Vehicle vehicle, Vector3 target, float radius, float speed, DrivingStyle style=DrivingStyle.Normal) |
void | EnterAnyVehicle (VehicleSeat seat=VehicleSeat.Any, int timeout=-1, float speed=1f, EnterVehicleFlags flag=EnterVehicleFlags.None) |
void | EnterVehicle (Vehicle vehicle, VehicleSeat seat=VehicleSeat.Any, int timeout=-1, float speed=1f, EnterVehicleFlags flag=EnterVehicleFlags.None) |
void | FightAgainst (Ped target) |
void | FightAgainst (Ped target, int duration) |
void | FightAgainstHatedTargets (float radius) |
void | FightAgainstHatedTargets (float radius, int duration) |
void | FleeFrom (Ped ped, int duration=-1) |
void | FleeFrom (Vector3 position, int duration=-1) |
void | FollowPointRoute (params Vector3[] points) |
void | FollowPointRoute (float movementSpeed, params Vector3[] points) |
void | FollowToOffsetFromEntity (Entity target, Vector3 offset, float movementSpeed, int timeout=-1, float distanceToFollow=10f, bool persistFollowing=true) |
void | GoTo (Entity target, Vector3 offset=default(Vector3), int timeout=-1) |
void | GoTo (Vector3 position, int timeout=-1) |
void | GoStraightTo (Vector3 position, int timeout=-1, float targetHeading=0f, float distanceToSlide=0f) |
void | GuardCurrentPosition () |
void | HandsUp (int duration) |
void | LandPlane (Vector3 startPosition, Vector3 touchdownPosition, Vehicle plane=null) |
void | LeaveVehicle (LeaveVehicleFlags flags=LeaveVehicleFlags.None) |
void | LeaveVehicle (Vehicle vehicle, bool closeDoor) |
void | LeaveVehicle (Vehicle vehicle, LeaveVehicleFlags flags) |
void | LookAt (Entity target, int duration=-1) |
void | LookAt (Vector3 position, int duration=-1) |
void | ParachuteTo (Vector3 position) |
void | ParkVehicle (Vehicle vehicle, Vector3 position, float heading, float radius=20.0f, bool keepEngineOn=false) |
void | PerformSequence (TaskSequence sequence) |
void | PlayAnimation (string animDict, string animName) |
void | PlayAnimation (string animDict, string animName, float speed, int duration, float playbackRate) |
void | PlayAnimation (string animDict, string animName, float blendInSpeed, int duration, AnimationFlags flags) |
void | PlayAnimation (string animDict, string animName, float blendInSpeed, float blendOutSpeed, int duration, AnimationFlags flags, float playbackRate) |
void | RappelFromHelicopter () |
void | ReactAndFlee (Ped ped) |
void | ReloadWeapon () |
void | RunTo (Vector3 position, bool ignorePaths=false, int timeout=-1) |
void | ShootAt (Ped target, int duration=-1, FiringPattern pattern=FiringPattern.Default) |
void | ShootAt (Vector3 position, int duration=-1, FiringPattern pattern=FiringPattern.Default) |
void | ShuffleToNextVehicleSeat (Vehicle vehicle=null) |
void | Skydive () |
void | SlideTo (Vector3 position, float heading) |
void | StandStill (int duration) |
void | StartScenario (string name, float heading) |
void | StartScenario (string name, Vector3 position, float heading) |
void | SwapWeapon () |
void | TurnTo (Entity target, int duration=-1) |
void | TurnTo (Vector3 position, int duration=-1) |
void | UseParachute () |
void | UseMobilePhone () |
void | UseMobilePhone (int duration) |
void | PutAwayParachute () |
void | PutAwayMobilePhone () |
void | VehicleChase (Ped target) |
void | VehicleShootAtPed (Ped target) |
void | Wait (int duration) |
void | WanderAround () |
void | WanderAround (Vector3 position, float radius) |
void | WarpIntoVehicle (Vehicle vehicle, VehicleSeat seat) |
void | WarpOutOfVehicle (Vehicle vehicle) |
void | ClearAll () |
void | ClearAllImmediately () |
void | ClearLookAt () |
void | ClearSecondary () |
void | ClearAnimation (string animSet, string animName) |
Static Public Member Functions | |
static void | EveryoneLeaveVehicle (Vehicle vehicle) |
static void | UpdateParachuteTarget (Ped ped, Vector3 position) |
void GTA.TaskInvoker.AchieveHeading | ( | float | heading, |
int | timeout = 0 |
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void GTA.TaskInvoker.AimAt | ( | Entity | target, |
int | duration | ||
) |
void GTA.TaskInvoker.AimAt | ( | Vector3 | target, |
int | duration | ||
) |
void GTA.TaskInvoker.Arrest | ( | Ped | ped | ) |
void GTA.TaskInvoker.ChaseWithGroundVehicle | ( | Ped | target | ) |
void GTA.TaskInvoker.ChatTo | ( | Ped | ped | ) |
void GTA.TaskInvoker.ClearAll | ( | ) |
void GTA.TaskInvoker.ClearAllImmediately | ( | ) |
void GTA.TaskInvoker.ClearAnimation | ( | string | animSet, |
string | animName | ||
) |
void GTA.TaskInvoker.ClearLookAt | ( | ) |
void GTA.TaskInvoker.ClearSecondary | ( | ) |
void GTA.TaskInvoker.Climb | ( | ) |
void GTA.TaskInvoker.ClimbLadder | ( | ) |
void GTA.TaskInvoker.Cower | ( | int | duration | ) |
void GTA.TaskInvoker.CruiseWithVehicle | ( | Vehicle | vehicle, |
float | speed, | ||
DrivingStyle | style = DrivingStyle.Normal |
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) |
void GTA.TaskInvoker.DriveTo | ( | Vehicle | vehicle, |
Vector3 | target, | ||
float | radius, | ||
float | speed, | ||
DrivingStyle | style = DrivingStyle.Normal |
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) |
void GTA.TaskInvoker.EnterAnyVehicle | ( | VehicleSeat | seat = VehicleSeat.Any , |
int | timeout = -1 , |
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float | speed = 1f , |
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EnterVehicleFlags | flag = EnterVehicleFlags.None |
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) |
void GTA.TaskInvoker.EnterVehicle | ( | Vehicle | vehicle, |
VehicleSeat | seat = VehicleSeat.Any , |
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int | timeout = -1 , |
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float | speed = 1f , |
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EnterVehicleFlags | flag = EnterVehicleFlags.None |
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) |
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static |
void GTA.TaskInvoker.FightAgainst | ( | Ped | target | ) |
void GTA.TaskInvoker.FightAgainst | ( | Ped | target, |
int | duration | ||
) |
void GTA.TaskInvoker.FightAgainstHatedTargets | ( | float | radius | ) |
void GTA.TaskInvoker.FightAgainstHatedTargets | ( | float | radius, |
int | duration | ||
) |
void GTA.TaskInvoker.FleeFrom | ( | Ped | ped, |
int | duration = -1 |
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) |
void GTA.TaskInvoker.FleeFrom | ( | Vector3 | position, |
int | duration = -1 |
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) |
void GTA.TaskInvoker.FollowPointRoute | ( | float | movementSpeed, |
params Vector3[] | points | ||
) |
void GTA.TaskInvoker.FollowPointRoute | ( | params Vector3[] | points | ) |
void GTA.TaskInvoker.FollowToOffsetFromEntity | ( | Entity | target, |
Vector3 | offset, | ||
float | movementSpeed, | ||
int | timeout = -1 , |
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float | distanceToFollow = 10f , |
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bool | persistFollowing = true |
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) |
void GTA.TaskInvoker.GoStraightTo | ( | Vector3 | position, |
int | timeout = -1 , |
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float | targetHeading = 0f , |
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float | distanceToSlide = 0f |
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) |
void GTA.TaskInvoker.GoTo | ( | Vector3 | position, |
int | timeout = -1 |
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) |
void GTA.TaskInvoker.GuardCurrentPosition | ( | ) |
void GTA.TaskInvoker.HandsUp | ( | int | duration | ) |
void GTA.TaskInvoker.Jump | ( | ) |
void GTA.TaskInvoker.LandPlane | ( | Vector3 | startPosition, |
Vector3 | touchdownPosition, | ||
Vehicle | plane = null |
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) |
void GTA.TaskInvoker.LeaveVehicle | ( | LeaveVehicleFlags | flags = LeaveVehicleFlags.None | ) |
void GTA.TaskInvoker.LeaveVehicle | ( | Vehicle | vehicle, |
bool | closeDoor | ||
) |
void GTA.TaskInvoker.LeaveVehicle | ( | Vehicle | vehicle, |
LeaveVehicleFlags | flags | ||
) |
void GTA.TaskInvoker.LookAt | ( | Entity | target, |
int | duration = -1 |
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) |
void GTA.TaskInvoker.LookAt | ( | Vector3 | position, |
int | duration = -1 |
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) |
void GTA.TaskInvoker.ParachuteTo | ( | Vector3 | position | ) |
void GTA.TaskInvoker.ParkVehicle | ( | Vehicle | vehicle, |
Vector3 | position, | ||
float | heading, | ||
float | radius = 20.0f , |
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bool | keepEngineOn = false |
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) |
void GTA.TaskInvoker.PerformSequence | ( | TaskSequence | sequence | ) |
void GTA.TaskInvoker.PlayAnimation | ( | string | animDict, |
string | animName | ||
) |
void GTA.TaskInvoker.PlayAnimation | ( | string | animDict, |
string | animName, | ||
float | blendInSpeed, | ||
float | blendOutSpeed, | ||
int | duration, | ||
AnimationFlags | flags, | ||
float | playbackRate | ||
) |
void GTA.TaskInvoker.PlayAnimation | ( | string | animDict, |
string | animName, | ||
float | blendInSpeed, | ||
int | duration, | ||
AnimationFlags | flags | ||
) |
void GTA.TaskInvoker.PlayAnimation | ( | string | animDict, |
string | animName, | ||
float | speed, | ||
int | duration, | ||
float | playbackRate | ||
) |
void GTA.TaskInvoker.PutAwayMobilePhone | ( | ) |
void GTA.TaskInvoker.PutAwayParachute | ( | ) |
void GTA.TaskInvoker.RappelFromHelicopter | ( | ) |
void GTA.TaskInvoker.ReactAndFlee | ( | Ped | ped | ) |
void GTA.TaskInvoker.ReloadWeapon | ( | ) |
void GTA.TaskInvoker.RunTo | ( | Vector3 | position, |
bool | ignorePaths = false , |
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int | timeout = -1 |
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void GTA.TaskInvoker.ShootAt | ( | Ped | target, |
int | duration = -1 , |
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FiringPattern | pattern = FiringPattern.Default |
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) |
void GTA.TaskInvoker.ShootAt | ( | Vector3 | position, |
int | duration = -1 , |
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FiringPattern | pattern = FiringPattern.Default |
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) |
void GTA.TaskInvoker.ShuffleToNextVehicleSeat | ( | Vehicle | vehicle = null | ) |
void GTA.TaskInvoker.Skydive | ( | ) |
void GTA.TaskInvoker.SlideTo | ( | Vector3 | position, |
float | heading | ||
) |
void GTA.TaskInvoker.StandStill | ( | int | duration | ) |
void GTA.TaskInvoker.StartScenario | ( | string | name, |
float | heading | ||
) |
void GTA.TaskInvoker.StartScenario | ( | string | name, |
Vector3 | position, | ||
float | heading | ||
) |
void GTA.TaskInvoker.SwapWeapon | ( | ) |
void GTA.TaskInvoker.TurnTo | ( | Entity | target, |
int | duration = -1 |
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) |
void GTA.TaskInvoker.TurnTo | ( | Vector3 | position, |
int | duration = -1 |
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) |
void GTA.TaskInvoker.UseMobilePhone | ( | ) |
void GTA.TaskInvoker.UseMobilePhone | ( | int | duration | ) |
void GTA.TaskInvoker.UseParachute | ( | ) |
void GTA.TaskInvoker.VehicleChase | ( | Ped | target | ) |
void GTA.TaskInvoker.VehicleShootAtPed | ( | Ped | target | ) |
void GTA.TaskInvoker.Wait | ( | int | duration | ) |
void GTA.TaskInvoker.WanderAround | ( | ) |
void GTA.TaskInvoker.WanderAround | ( | Vector3 | position, |
float | radius | ||
) |
void GTA.TaskInvoker.WarpIntoVehicle | ( | Vehicle | vehicle, |
VehicleSeat | seat | ||
) |
void GTA.TaskInvoker.WarpOutOfVehicle | ( | Vehicle | vehicle | ) |