Search results

  • Clears all the tasks assigned to a Ped. ...ghlight|void {{Template:CSharp_Serverside_namespace}}Ped.ClearPedTasks(Ped ped);|lang=csharp}} ...
    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}} ...
    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 ...
    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}} ...
    607 bytes (78 words) - 15:09, 23 December 2022
  • Readonly property, returns whether a ped is dynamic or not. ped.isDynamic ...
    904 bytes (92 words) - 10:26, 2 May 2024
  • const ped = mp.peds.atHandle(targetEntity); if (ped && mp.peds.exists(ped)) { ...
    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. ...
    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 ...
    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 ...
    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]] ...
    540 bytes (65 words) - 23:40, 6 May 2017
  • <syntaxhighlight lang="javascript">vehicle.setTimedExplosion(ped, toggle);</syntaxhighlight> *'''ped:''' Ped handle or object ...
    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 ...
    1 KB (205 words) - 21:29, 6 May 2017
  • <syntaxhighlight lang="javascript">mp.game.player.canPedHearPlayer(ped);</syntaxhighlight> *'''ped:''' Ped handle or object ...
    363 bytes (39 words) - 21:31, 6 May 2017
  • <syntaxhighlight lang="javascript">player.canPedHear(ped);</syntaxhighlight> *'''ped:''' Ped handle or object ...
    347 bytes (36 words) - 23:47, 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]] ...
    502 bytes (65 words) - 23:45, 6 May 2017
  • <syntaxhighlight lang="javascript">vehicle.setExclusiveDriver(ped, p2);</syntaxhighlight> *'''ped:''' Ped handle or object ...
    378 bytes (40 words) - 23:49, 6 May 2017
  • angle is ped's view cone *'''otherPed:''' Ped handle or object ...
    409 bytes (45 words) - 23:45, 6 May 2017
  • ...mberNumber &lt; 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> ...
    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> ...
    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]] ...
    1 KB (214 words) - 23:45, 6 May 2017
View (previous 20 | ) (20 | 50 | 100 | 250 | 500)