Creates a new clientside ped.
*'''model''': {{RageType|Hash}} ([[Peds|Ped Models]])
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2 KB (293 words) - 12:17, 14 November 2021
*'''ped:''' {{RageType|number}}
mp.game.ped.isClimbing(ped)
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408 bytes (42 words) - 22:16, 29 April 2024
*'''ped:''' {{RageType|number}}
mp.game.ped.hasReceivedEvent(ped, eventId)
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459 bytes (47 words) - 09:06, 30 April 2024
The `isHangingOnToVehicle` function checks if a specified pedestrian (`ped`) is currently hanging onto a vehicle. This function can be useful for game
*'''ped:''' {{RageType|number}} — The handle of the pedestrian you want to check.
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1 KB (185 words) - 19:04, 8 November 2024
*'''ped:''' {{RageType|number}}
mp.game.ped.setLegIkMode(ped, mode)
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446 bytes (47 words) - 09:23, 30 April 2024
*'''ped:''' {{RageType|number}}
mp.game.ped.isRespondingToEvent(ped, event)
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458 bytes (47 words) - 22:29, 29 April 2024
<syntaxhighlight lang="javascript">mp.game.ped.removeScenarioBlockingArea(p0, p1);</syntaxhighlight>
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393 bytes (43 words) - 21:29, 6 May 2017
*'''ped:''' {{RageType|number}}
mp.game.ped.setPrimaryLookat(ped, lookAt)
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454 bytes (47 words) - 09:27, 30 April 2024
*'''ped:''' {{RageType|number}}
mp.game.ped.isSwimming(ped)
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408 bytes (42 words) - 22:35, 29 April 2024
<syntaxhighlight lang="javascript">mp.game.ped.getNumParentPedsOfType(type);</syntaxhighlight>
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435 bytes (51 words) - 21:29, 6 May 2017
*'''ped:''' {{RageType|number}}
mp.game.ped.setSweat(ped, sweat)
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444 bytes (47 words) - 09:32, 30 April 2024
*'''ped:''' {{RageType|number}}
mp.game.ped.setAlternateMovementAnim(ped, stance, animDictionary, animationName, p4, p5)
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649 bytes (67 words) - 08:42, 30 April 2024
*'''ped:''' {{RageType|Handle}}
mp.game.ped.setPedToRagdollWithFall(ped, minTime, maxTime, fallType, dirX, dirY, dirZ, groundHeight, p8, p9, p10, p
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2 KB (225 words) - 11:19, 2 November 2024
*'''ped:''' {{RageType|number}}
mp.game.ped.setAngledDefensiveArea(ped, p1, p2, p3, p4, p5, p6, p7, p8, p9)
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734 bytes (87 words) - 09:36, 30 April 2024
mp.game.ped.isBlushColorValid2(colorId)
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424 bytes (42 words) - 08:49, 30 April 2024
*'''ped:''' {{RageType|number}}
mp.game.ped.isShootingInArea(ped, x1, y1, z1, x2, y2, z2, p7, p8)
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696 bytes (82 words) - 22:02, 29 April 2024
mp.game.ped.isHeadshotImgUploadAvailable()
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367 bytes (35 words) - 08:56, 30 April 2024
*'''ped:''' {{RageType|number}}
mp.game.ped.setMoney(ped, amount)
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446 bytes (47 words) - 22:09, 29 April 2024
mp.game.ped.hasHeadshotImgUploadSucceeded()
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368 bytes (35 words) - 09:01, 30 April 2024
*'''ped:''' {{RageType|number}}
mp.game.ped.haveAllStreamingRequestsCompleted(ped)
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431 bytes (42 words) - 09:03, 30 April 2024
Clears all the tasks assigned to a Ped.
...ghlight|void {{Template:CSharp_Serverside_namespace}}Ped.ClearPedTasks(Ped ped);|lang=csharp}}
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376 bytes (45 words) - 15:09, 23 December 2022
RAGE.Game.Ped.GetPedTimeOfDeath(int Ped);
*'''ped:''' Ped Id
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276 bytes (30 words) - 20:21, 13 May 2021
Makes the Ped play a scenario.
...light|void {{Template:CSharp_Serverside_namespace}}Ped.PlayPedScenario(Ped ped, string scenario);|lang=csharp}}
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458 bytes (57 words) - 15:09, 23 December 2022
Creates a new Ped.
{{#tag:syntaxhighlight|Ped {{Template:CSharp_Serverside_namespace}}Ped.CreatePed(PedHash model, Vector3 pos, float heading, uint dimension = {{Tem
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586 bytes (75 words) - 09:05, 29 November 2019
Readonly property, returns whether a ped is dynamic or not.
ped.isDynamic
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904 bytes (92 words) - 10:26, 2 May 2024
Makes the Ped play an animation.
...ight|void {{Template:CSharp_Serverside_namespace}}Ped.PlayPedAnimation(Ped ped, bool looped, string dictionary, string name);|lang=csharp}}
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607 bytes (78 words) - 15:09, 23 December 2022
RAGE.Game.Ped.GetPedMoney(int Ped);
*'''ped:''' Ped number
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295 bytes (33 words) - 20:17, 13 May 2021
const ped = mp.peds.atHandle(targetEntity);
if (ped && mp.peds.exists(ped)) {
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578 bytes (64 words) - 09:06, 23 April 2024
Checks if the specified ped is currently in a prone position.
* '''ped:''' {{RageType|number}} - The ped's handle or identifier.
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779 bytes (97 words) - 21:46, 29 November 2024
...s fighting back.<br><br>p1 is usually 0 in the scripts because it gets the ped id during the task sequence. For instance: Player::IS_Player_IN_COMBAT(l_42
*'''target:''' Ped handle or object
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766 bytes (108 words) - 23:43, 6 May 2017
...(fleeTarget).<br><br>distance = ped will flee this distance.<br>fleeTime = ped will flee for this amount of time, set to '-1' to flee forever
*'''fleeTarget:''' Ped handle or object
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675 bytes (89 words) - 23:39, 6 May 2017
...eat.<br>The ped MUST be in a vehicle and the vehicle parameter MUST be the ped's current vehicle.
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540 bytes (65 words) - 23:40, 6 May 2017
...ed is:<br>1. walking normally.<br>2. waiting to cross a road.<br><br>Note: PED::GET_PED_NEARBY_PEDS works for more peds.
<syntaxhighlight lang="javascript">mp.game.ped.getClosestPed(x, y, z, radius, p4, p5, outPed, p7, p8, pedType);</syntaxhig
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1 KB (205 words) - 21:29, 6 May 2017
<syntaxhighlight lang="javascript">vehicle.setTimedExplosion(ped, toggle);</syntaxhighlight>
*'''ped:''' Ped handle or object
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511 bytes (51 words) - 23:47, 6 May 2017
<syntaxhighlight lang="javascript">player.canPedHear(ped);</syntaxhighlight>
*'''ped:''' Ped handle or object
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347 bytes (36 words) - 23:47, 6 May 2017
<syntaxhighlight lang="javascript">mp.game.player.canPedHearPlayer(ped);</syntaxhighlight>
*'''ped:''' Ped handle or object
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363 bytes (39 words) - 21:31, 6 May 2017
...r of.<br>amount: A value between 0 and 100 indicating the value to set the Ped's armor to.
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502 bytes (65 words) - 23:45, 6 May 2017
<syntaxhighlight lang="javascript">vehicle.setExclusiveDriver(ped, p2);</syntaxhighlight>
*'''ped:''' Ped handle or object
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378 bytes (40 words) - 23:49, 6 May 2017
...true, 372); // armsWindmill - Swing arms around.<br>GIVE_Player_NM_MESSAGE(ped); // Dispatch message to player.
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1 KB (214 words) - 23:45, 6 May 2017
{{Note|Updated docs on creating peds: [[Ped::Ped]].}}
*'''Ped object'''
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2 KB (197 words) - 12:12, 14 November 2021