TASK_SHOOT_AT_ENTITY
``` //this part of the code is to determine at which entity the player is aiming, for example if you want to create a mod where you give orders to peds Entity aimedentity; Player player = PLAYER::PLAYER_ID(); PLAYER::_GET_AIMED_ENTITY(player, &aimedentity); //bg is an array of peds TASK::TASK_SHOOT_AT_ENTITY(bg[i], aimedentity, 5000, MISC::GET_HASH_KEY("FIRING_PATTERN_FULL_AUTO")); in practical usage, getting the entity the player is aiming at and then task the peds to shoot at the entity, at a button press event would be better. Firing Pattern Hash Information: https://pastebin.com/Px036isB ``` **This is the server-side RPC native equivalent of the client native [TASK_SHOOT_AT_ENTITY](?\_0x08DA95E8298AE772).**
Signature
TaskShootAtEntity(entity, target, 0, GetHashKey("..."))
-- returns voidParameters
| Name | Type | Description |
|---|---|---|
| Entity | — | |
| Entity | — | |
| int | — | |
| Hash | — |
Usage
TaskShootAtEntity(entity, target, 0, GetHashKey("..."))Generated from the native name, hash, and parameter list. Add a real example.
Details
- Hash
- API set
- Source
- cfx
Source: cfx
