natives.taskCarDriveToCoord
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Function Client Only ![]()
Online and Offline
Available since Client 1.0.0
void natives.taskCarDriveToCoord(Ped ped, Vehicle vehicle, float x, float y, float z, float driveSpeed, int driveFlag, 0 (or model hash), int driveStyle, float stopDist, -1))
The natives.taskCarDriveToCoord function is used to make the vehicle randomly drive around using internal game path data.
Parameters
| 1) | Ped | ped | The Ped to drive the Vehicle. |
| 2) | Vehicle | vehicle | The Vehicle to drive with. |
| 3) | float | x | The x position to drive to. |
| 4) | float | y | The y position to drive to. |
| 5) | float | z | The z position to drive to. |
| 6) | float | driveSpeed | The speed of driving in meters per second. (default = 20). |
| 7) | int | driveFlag | The AI driving behavior/flag to use. (0-4, see details below). |
| 8) | int | hash | (unknown) 0 or model hash of the vehicle used in parameter 2. |
| 9) | int | driveStyle | The AI driving style (behavior) to use. (0-7, see details below). |
| 10) | float | stopDist | Radius around the given coords. Vehicle will stop when inside radius. |
| 11) | int | unknown | (unknown) always -1. |
Return
| void | This function doesn't return a value. |
Notes
There aren't any notes for this function.
Examples
Example 1 - JavaScript - Client-Side:
/* example code provided by DrFauli */
addCommandHandler("drivecoords", function(cmdName, params) {
// current vehicle/ped handle
let thisVeh = null;
let thisPed = null;
// check if player is in a car
if (!localPlayer.vehicle) {
natives.requestModel(-956048545) // Taxi
natives.requestModel(8772846); // Taxi Driver
natives.loadAllObjectsNow();
// spawn the car
thisVeh = createVehicle2(-956048545, localPlayer.position, true);
thisVeh.heading = localPlayer.heading;
// spawn the driver
thisPed = natives.createCharInsideCar(thisVeh, 1, 8772846);
// prevent ped from leaving the car screaming by marking it as mission_char first
natives.setCharAsMissionChar(thisPed, true);
natives.setCharStayInCarWhenJacked(thisPed, true);
// warp player into passenger seat
natives.warpCharIntoCarAsPassenger(localPlayer, thisVeh, 0);
} else {
thisVeh = localPlayer.vehicle;
thisPed = thisVeh.getOccupant(0);
}
// get speed and driveStyle/driveFlag from params
let splitParams = params.split(" ");
let stopDist = 50;
let driveSpeed = Number(splitParams[0]); // default is 20
let driveStyle = Number(splitParams[1]);
let driveFlag = Number(splitParams[2]); // default is 0
// let this car drive to coords (0,0,0)
// [syntax]: pedHandle, carHandle, x, y, z, driveSpeed, driveFlag, (0 or model hash?), driveStyle, stop distance, unknown(-1)
natives.taskCarDriveToCoord(thisPed, thisVeh, 0, 0, 0, driveSpeed, driveFlag, 0, driveStyle, stopDist, -1);
return true;
});Compatibility
There isn't any compatibility information for this function.
driving flag behavior
| behavior | parameter9 (driving style) | |
|---|---|---|
| 0 | normal driving | used |
| 1 | get to coord as fast as possible | ignored |
| 2 | driving in reverse | used (while reversing) |
| 3 | drive wander (ignore coords) | used |
driving style behavior
| traffic lights | other cars | pedestrians | blinkers | when stuck | |
|---|---|---|---|---|---|
| 0 | ignore | drive around | drive around | not used | reverse |
| 1 | stop on red | stay behind | stop and honk | used on intersections | wait |
| 2 | ignore | drive around | drive around | not used | reverse |
| 3 | ignore | ignore | ignore | not used | reverse |
| 4 | ignore | stay behind | stop and honk | not used | wait |
| 5 | stop on red | drive around | drive around | not used | reverse |
| 6 | stop+reversing | drive around | drive around | not used | reverse |
| 7 | stop on red | stay behind | stop and honk | used on intersections | wait |
notes
- driving styles 0 and 2 seem to be identical.
- driving styles 1 and 7 seem to be identical.
- using values < 0 or > 7 will behave like 3
- the AI will slow down for corners and intersections, but won't break for "drive around" obstacles.
There could be small distance and/or speed differences when "drive around" is used.
It is also unclear if the AI drivers are able to see objects like light poles or traffic lights while evading.