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
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
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
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
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.
[[Category:Clientside API]]
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540 bytes (65 words) - 23:40, 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
...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">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.
[[Category:Clientside API]]
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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
angle is ped's view cone
*'''otherPed:''' Ped handle or object
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409 bytes (45 words) - 23:45, 6 May 2017
...mberNumber < groupSize; memberNumber++) {<br>. . . . . . . . Ped ped1 = PED::GET_PED_AS_GROUP_MEMBER(groupID, memberNumber);<br>. . . . . . . . //and s
<syntaxhighlight lang="javascript">mp.game.ped.getPedAsGroupMember(groupID, memberNumber);</syntaxhighlight>
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825 bytes (101 words) - 21:29, 6 May 2017
...><br>Creates a Ped at the specified location, returns the Ped Handle. <br>Ped will not act until SET_PED_AS_NO_LONGER_NEEDED is called.
<syntaxhighlight lang="javascript">mp.game.ped.createRandomPed(posX, posY, posZ);</syntaxhighlight>
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859 bytes (115 words) - 21:29, 6 May 2017
...true, 372); // armsWindmill - Swing arms around.<br>GIVE_Player_NM_MESSAGE(ped); // Dispatch message to player.
[[Category:Clientside API]]
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1 KB (214 words) - 23:45, 6 May 2017