SetPedAimTarget
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This function allows you to set a ped's aim target to a specific point. If a ped is within a certain range defined by getPedTargetStart and getPedTargetEnd he will be targeted and shot.
Note: If you wish to make a ped shoot you must use this in conjunction with an equipped weapon and setPedControlState. Also for akimbo weapons such as 22, 26, 28, 32 and the sniper rifle you must also set both aim_weapon and fire to true at least once.
Syntax
bool setPedAimTarget ( ped thePed, float x, float y, float z )
Required Arguments
- thePed: The ped whose target you want to set. Only peds and remote players will work; this function has no effect on the local player.
- x: The x coordinate of the aim target point.
- y: The y coordinate of the aim target point.
- z: The z coordinate of the aim target point.
Returns
Returns true if the function was successful, false otherwise.
Example
Example 1: This example creates a ped in the middle of the map and sets its aim target to point north-east.
function createPedAndsetHisAimTarget () local ped = createPed (0, 0, 0, 5 ) -- create a ped, who looks like cj, in the middle of the map setPedAimTarget ( ped, 10, 10, 5 ) -- set the ped's target to a point in North-East end
Example 2: This example creates a ped at grove street that will shoot at anything that enters a certain marker.
local cj = createPed(0, 2498.5, -1684.0, 13.5, 20) -- create a ped at cjs house in grove street and give it an ak givePedWeapon(cj, 30, 3000, true) local marker = createMarker(2493.0, -1669.0, 13.5, "checkpoint", 3, 255, 0, 0, 128) -- create a marker and get its associated colshape for later use local colshape = getElementColShape(marker) function renderHandler() local intruder = getElementsWithinColShape(colshape)[2] -- get the second element found within the colshape, because the first one will normally be the marker itself if intruder then local x,y,z = getElementPosition(intruder) -- if an intruder exists, get its position and have the cj ped fire at it setPedAimTarget(cj, x, y, z) setPedControlState(cj, "fire", true) setPedControlState(cj, "aim_weapon", true) -- needed for akimbo weapons (22, 26, 28, 32) and the sniper rifle else setPedControlState(cj, "fire", false) -- otherwise stop shooting setPedControlState(cj, "aim_weapon", false) end end addEventHandler("onClientRender", root, renderHandler) -- add an event handler to go through the target acquisition procedure every frame
See Also
- canPedBeKnockedOffBike
- getPedAnalogControlState
- getPedAnimation
- getPedBonePosition
- getPedCameraRotation
- getPedControlState
- getPedMoveState
- getPedOxygenLevel
- getPedSimplestTask
- getPedTargetCollision
- getPedTargetEnd
- getPedTargetStart
- getPedTask
- getPedVoice
- getPedWeaponMuzzlePosition
- givePedWeapon
- isPedBleeding
- isPedDoingTask
- isPedTargetingMarkerEnabled
- setAnalogControlState
- setPedAimTarget
- setPedAnalogControlState
- setPedBleeding
- setPedCameraRotation
- setPedCanBeKnockedOffBike
- setPedControlState
- setPedEnterVehicle
- setPedExitVehicle
- IsPedFootBloodEnabled
- setPedFootBloodEnabled
- setPedLookAt
- setPedOxygenLevel
- setPedTargetingMarkerEnabled
- setPedVoice
- Shared
- addPedClothes
- getPedClothes
- removePedClothes
- createPed
- getPedAmmoInClip
- getPedArmor
- getPedFightingStyle
- getPedOccupiedVehicle
- getPedOccupiedVehicleSeat
- getPedStat
- getPedTarget
- getPedTotalAmmo
- getPedWalkingStyle
- getPedWeapon
- getPedWeaponSlot
- getPedContactElement
- getValidPedModels
- isPedChoking
- isPedDead
- isPedDoingGangDriveby
- isPedDucked
- isPedHeadless
- isPedInVehicle
- isPedOnGround
- isPedReloadingWeapon
- isPedWearingJetpack
- killPed
- removePedFromVehicle
- setPedAnimation
- setPedAnimationProgress
- setPedAnimationSpeed
- setPedArmor
- setPedDoingGangDriveby
- setPedFightingStyle
- setPedHeadless
- setPedStat
- setPedWalkingStyle
- setPedWeaponSlot
- warpPedIntoVehicle