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/
GTA.TaskInvoker Class Reference

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)
 

Member Function Documentation

◆ AchieveHeading()

void GTA.TaskInvoker.AchieveHeading ( float  heading,
int  timeout = 0 
)

◆ AimAt() [1/2]

void GTA.TaskInvoker.AimAt ( Entity  target,
int  duration 
)

◆ AimAt() [2/2]

void GTA.TaskInvoker.AimAt ( Vector3  target,
int  duration 
)

◆ Arrest()

void GTA.TaskInvoker.Arrest ( Ped  ped)

◆ ChaseWithGroundVehicle()

void GTA.TaskInvoker.ChaseWithGroundVehicle ( Ped  target)

◆ ChaseWithHelicopter()

void GTA.TaskInvoker.ChaseWithHelicopter ( Ped  target,
Vector3  offset 
)

◆ ChaseWithPlane()

void GTA.TaskInvoker.ChaseWithPlane ( Ped  target,
Vector3  offset 
)

◆ ChatTo()

void GTA.TaskInvoker.ChatTo ( Ped  ped)

◆ ClearAll()

void GTA.TaskInvoker.ClearAll ( )

◆ ClearAllImmediately()

void GTA.TaskInvoker.ClearAllImmediately ( )

◆ ClearAnimation()

void GTA.TaskInvoker.ClearAnimation ( string  animSet,
string  animName 
)

◆ ClearLookAt()

void GTA.TaskInvoker.ClearLookAt ( )

◆ ClearSecondary()

void GTA.TaskInvoker.ClearSecondary ( )

◆ Climb()

void GTA.TaskInvoker.Climb ( )

◆ ClimbLadder()

void GTA.TaskInvoker.ClimbLadder ( )

◆ Cower()

void GTA.TaskInvoker.Cower ( int  duration)

◆ CruiseWithVehicle()

void GTA.TaskInvoker.CruiseWithVehicle ( Vehicle  vehicle,
float  speed,
DrivingStyle  style = DrivingStyle.Normal 
)

◆ DriveTo()

void GTA.TaskInvoker.DriveTo ( Vehicle  vehicle,
Vector3  target,
float  radius,
float  speed,
DrivingStyle  style = DrivingStyle.Normal 
)

◆ EnterAnyVehicle()

void GTA.TaskInvoker.EnterAnyVehicle ( VehicleSeat  seat = VehicleSeat.Any,
int  timeout = -1,
float  speed = 1f,
EnterVehicleFlags  flag = EnterVehicleFlags.None 
)

◆ EnterVehicle()

void GTA.TaskInvoker.EnterVehicle ( Vehicle  vehicle,
VehicleSeat  seat = VehicleSeat.Any,
int  timeout = -1,
float  speed = 1f,
EnterVehicleFlags  flag = EnterVehicleFlags.None 
)

◆ EveryoneLeaveVehicle()

static void GTA.TaskInvoker.EveryoneLeaveVehicle ( Vehicle  vehicle)
static

◆ FightAgainst() [1/2]

void GTA.TaskInvoker.FightAgainst ( Ped  target)

◆ FightAgainst() [2/2]

void GTA.TaskInvoker.FightAgainst ( Ped  target,
int  duration 
)

◆ FightAgainstHatedTargets() [1/2]

void GTA.TaskInvoker.FightAgainstHatedTargets ( float  radius)

◆ FightAgainstHatedTargets() [2/2]

void GTA.TaskInvoker.FightAgainstHatedTargets ( float  radius,
int  duration 
)

◆ FleeFrom() [1/2]

void GTA.TaskInvoker.FleeFrom ( Ped  ped,
int  duration = -1 
)

◆ FleeFrom() [2/2]

void GTA.TaskInvoker.FleeFrom ( Vector3  position,
int  duration = -1 
)

◆ FollowPointRoute() [1/2]

void GTA.TaskInvoker.FollowPointRoute ( float  movementSpeed,
params Vector3[]  points 
)

◆ FollowPointRoute() [2/2]

void GTA.TaskInvoker.FollowPointRoute ( params Vector3[]  points)

◆ FollowToOffsetFromEntity()

void GTA.TaskInvoker.FollowToOffsetFromEntity ( Entity  target,
Vector3  offset,
float  movementSpeed,
int  timeout = -1,
float  distanceToFollow = 10f,
bool  persistFollowing = true 
)

◆ GoStraightTo()

void GTA.TaskInvoker.GoStraightTo ( Vector3  position,
int  timeout = -1,
float  targetHeading = 0f,
float  distanceToSlide = 0f 
)

◆ GoTo() [1/2]

void GTA.TaskInvoker.GoTo ( Entity  target,
Vector3  offset = default(Vector3),
int  timeout = -1 
)

◆ GoTo() [2/2]

void GTA.TaskInvoker.GoTo ( Vector3  position,
int  timeout = -1 
)

◆ GuardCurrentPosition()

void GTA.TaskInvoker.GuardCurrentPosition ( )

◆ HandsUp()

void GTA.TaskInvoker.HandsUp ( int  duration)

◆ Jump()

void GTA.TaskInvoker.Jump ( )

◆ LandPlane()

void GTA.TaskInvoker.LandPlane ( Vector3  startPosition,
Vector3  touchdownPosition,
Vehicle  plane = null 
)

◆ LeaveVehicle() [1/3]

void GTA.TaskInvoker.LeaveVehicle ( LeaveVehicleFlags  flags = LeaveVehicleFlags.None)

◆ LeaveVehicle() [2/3]

void GTA.TaskInvoker.LeaveVehicle ( Vehicle  vehicle,
bool  closeDoor 
)

◆ LeaveVehicle() [3/3]

void GTA.TaskInvoker.LeaveVehicle ( Vehicle  vehicle,
LeaveVehicleFlags  flags 
)

◆ LookAt() [1/2]

void GTA.TaskInvoker.LookAt ( Entity  target,
int  duration = -1 
)

◆ LookAt() [2/2]

void GTA.TaskInvoker.LookAt ( Vector3  position,
int  duration = -1 
)

◆ ParachuteTo()

void GTA.TaskInvoker.ParachuteTo ( Vector3  position)

◆ ParkVehicle()

void GTA.TaskInvoker.ParkVehicle ( Vehicle  vehicle,
Vector3  position,
float  heading,
float  radius = 20.0f,
bool  keepEngineOn = false 
)

◆ PerformSequence()

void GTA.TaskInvoker.PerformSequence ( TaskSequence  sequence)

◆ PlayAnimation() [1/4]

void GTA.TaskInvoker.PlayAnimation ( string  animDict,
string  animName 
)

◆ PlayAnimation() [2/4]

void GTA.TaskInvoker.PlayAnimation ( string  animDict,
string  animName,
float  blendInSpeed,
float  blendOutSpeed,
int  duration,
AnimationFlags  flags,
float  playbackRate 
)

◆ PlayAnimation() [3/4]

void GTA.TaskInvoker.PlayAnimation ( string  animDict,
string  animName,
float  blendInSpeed,
int  duration,
AnimationFlags  flags 
)

◆ PlayAnimation() [4/4]

void GTA.TaskInvoker.PlayAnimation ( string  animDict,
string  animName,
float  speed,
int  duration,
float  playbackRate 
)

◆ PutAwayMobilePhone()

void GTA.TaskInvoker.PutAwayMobilePhone ( )

◆ PutAwayParachute()

void GTA.TaskInvoker.PutAwayParachute ( )

◆ RappelFromHelicopter()

void GTA.TaskInvoker.RappelFromHelicopter ( )

◆ ReactAndFlee()

void GTA.TaskInvoker.ReactAndFlee ( Ped  ped)

◆ ReloadWeapon()

void GTA.TaskInvoker.ReloadWeapon ( )

◆ RunTo()

void GTA.TaskInvoker.RunTo ( Vector3  position,
bool  ignorePaths = false,
int  timeout = -1 
)

◆ ShootAt() [1/2]

void GTA.TaskInvoker.ShootAt ( Ped  target,
int  duration = -1,
FiringPattern  pattern = FiringPattern.Default 
)

◆ ShootAt() [2/2]

void GTA.TaskInvoker.ShootAt ( Vector3  position,
int  duration = -1,
FiringPattern  pattern = FiringPattern.Default 
)

◆ ShuffleToNextVehicleSeat()

void GTA.TaskInvoker.ShuffleToNextVehicleSeat ( Vehicle  vehicle = null)

◆ Skydive()

void GTA.TaskInvoker.Skydive ( )

◆ SlideTo()

void GTA.TaskInvoker.SlideTo ( Vector3  position,
float  heading 
)

◆ StandStill()

void GTA.TaskInvoker.StandStill ( int  duration)

◆ StartScenario() [1/2]

void GTA.TaskInvoker.StartScenario ( string  name,
float  heading 
)

◆ StartScenario() [2/2]

void GTA.TaskInvoker.StartScenario ( string  name,
Vector3  position,
float  heading 
)

◆ SwapWeapon()

void GTA.TaskInvoker.SwapWeapon ( )

◆ TurnTo() [1/2]

void GTA.TaskInvoker.TurnTo ( Entity  target,
int  duration = -1 
)

◆ TurnTo() [2/2]

void GTA.TaskInvoker.TurnTo ( Vector3  position,
int  duration = -1 
)

◆ UpdateParachuteTarget()

static void GTA.TaskInvoker.UpdateParachuteTarget ( Ped  ped,
Vector3  position 
)
static

◆ UseMobilePhone() [1/2]

void GTA.TaskInvoker.UseMobilePhone ( )

◆ UseMobilePhone() [2/2]

void GTA.TaskInvoker.UseMobilePhone ( int  duration)

◆ UseParachute()

void GTA.TaskInvoker.UseParachute ( )

◆ VehicleChase()

void GTA.TaskInvoker.VehicleChase ( Ped  target)

◆ VehicleShootAtPed()

void GTA.TaskInvoker.VehicleShootAtPed ( Ped  target)

◆ Wait()

void GTA.TaskInvoker.Wait ( int  duration)

◆ WanderAround() [1/2]

void GTA.TaskInvoker.WanderAround ( )

◆ WanderAround() [2/2]

void GTA.TaskInvoker.WanderAround ( Vector3  position,
float  radius 
)

◆ WarpIntoVehicle()

void GTA.TaskInvoker.WarpIntoVehicle ( Vehicle  vehicle,
VehicleSeat  seat 
)

◆ WarpOutOfVehicle()

void GTA.TaskInvoker.WarpOutOfVehicle ( Vehicle  vehicle)

The documentation for this class was generated from the following file: