Client/Natives/IV/taskCarDriveWander: Difference between revisions

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m (added endpoint (client only))
m (switched script example driver to civilian AI instead of localPlayer)
Line 14: Line 14:
|returnFail1 = void
|returnFail1 = void
|exampleJSCS = /* example code provided by DrFauli */
|exampleJSCS = /* example code provided by DrFauli */
addCommandHandler("drivestyle", function(cmdName, params)
addCommandHandler("drivewander", function(cmdName, params) {
{
// current vehicle/ped handle
// current vehicle handle
let thisVeh = null;
let thisVeh = null;
let thisPed = null;


// check if player is in a car
// check if player is in a car
if (!localPlayer.vehicle)
if (!localPlayer.vehicle) {
{
natives.requestModel(-956048545) // Taxi
natives.requestModel(-1685021548) // sabre GT
natives.requestModel(8772846); // Taxi Driver
natives.loadAllObjectsNow();
natives.loadAllObjectsNow();


// spawn the car
// spawn the car
thisVeh = createVehicle2(-1685021548, localPlayer.position, true);
thisVeh = createVehicle2(-956048545, localPlayer.position, true);
thisVeh.heading = localPlayer.heading;
thisVeh.heading = localPlayer.heading;


// warp player into driver seat
// spawn the driver
natives.taskWarpCharIntoCarAsDriver(localPlayer, thisVeh);
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 id 0 (next to driver)
natives.warpCharIntoCarAsPassenger(localPlayer, thisVeh, 0);
}
}
else
else {
{
thisVeh = localPlayer.vehicle;
thisVeh = localPlayer.vehicle;
thisPed = thisVeh.getOccupant(0);
}
}


Line 40: Line 47:
let splitParams = params.split(" ");
let splitParams = params.split(" ");
let driveSpeed = Number(splitParams[0]); // default is 20
let driveSpeed = Number(splitParams[0]); // default is 20
let driveStyle = Number(splitParams[1]); // default is 1 (normal driving)
let driveStyle = Number(splitParams[1]);


// let the localPlayer drive around with this car
// let this car randomly drive around
natives.taskCarDriveWander(localPlayer, thisVeh, driveSpeed, driveStyle);
// [syntax]: pedHandle, carHandle, driveSpeed, driveStyle
natives.taskCarDriveWander(thisPed, thisVeh, driveSpeed, driveStyle);


return true;
return true;
Line 119: Line 127:
*driving styles '''1 and 7''' seem to be identical.
*driving styles '''1 and 7''' seem to be identical.
*using values '''< 0''' or '''> 7''' will behave like '''3'''
*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.‎<br/>
There '''could be''' small distance and/or speed differences when "drive around" is used.‎<br/>
It is also unclear if the AI drivers are able to see objects like light poles or traffic lights while evading.
It is also unclear if the AI drivers are able to see objects like light poles or traffic lights while evading.

Revision as of 05:10, 4 July 2021


Function Client Only icon-iv.png Online and Offline

Available since Client 1.0.0

void natives.taskCarDriveWander(Ped ped, Vehicle vehicle, float driveSpeed, int driveStyle)

The natives.taskCarDriveWander 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 driveSpeed The speed of driving in meters per second. (default = 20).
4) int driveStyle The AI driving style (behavior) to use. (0-7, see details below).

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("drivewander", 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 id 0 (next to driver) natives.warpCharIntoCarAsPassenger(localPlayer, thisVeh, 0); } else { thisVeh = localPlayer.vehicle; thisPed = thisVeh.getOccupant(0); }

// get speed and driveStyle from params let splitParams = params.split(" "); let driveSpeed = Number(splitParams[0]); // default is 20 let driveStyle = Number(splitParams[1]);

// let this car randomly drive around // [syntax]: pedHandle, carHandle, driveSpeed, driveStyle natives.taskCarDriveWander(thisPed, thisVeh, driveSpeed, driveStyle);

return true; });

Compatibility

There isn't any compatibility information for this function.

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.