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TASK_GOTO_ENTITY (K9 script)


Dauw
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Elloha,

 

For a K9 mod i'm trying to figure out how get the native TASK_GOTO_ENTITY working.

What I need is for the dog to run within range of the target ped due to the fact that AI.TASK_COMBAT_PED only works within a ~5meter range.

 

I figured out how to get: natives.AI.TASK_GOTO_ENTITY_AIMING(Dog.ID, aiming_entity.ID,0,1) working but the dog will only walk towards its target.

 

Any tips? (Perhaps another way to get the dog to run & follow a target)

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Ped enemy = World.CreatePed(PedHash.MilitaryBum, player.Position);

Ped husk1 = World.CreatePed(PedHash.Husky, player.Position);



float huskytoenemydistance = World.GetDistance(husk1.Position, enemy.Position);

husk1.Task.RunTo(enemy.Position);

if(huskytoenemydistance < 3)

{

husk1.Task.ShootAt(enemy);

}

else

{

husk1.Task.RunTo(enemy.Position);

}



============================================


of course, if you have a group of dogs you would replace "husk1" with your group name (e.g) "companions" or whatever the name may be.

and

of course you need to replace "enemy" with the name of the ped you want the K9 to attack


A little complex, maybe someone else would have an easier to understand way of doing it, worth waiting if you struggle with this :D

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Ped enemy = World.CreatePed(PedHash.MilitaryBum, player.Position);
Ped husk1 = World.CreatePed(PedHash.Husky, player.Position);
float huskytoenemydistance = World.GetDistance(husk1.Position, enemy.Position);
husk1.Task.RunTo(enemy.Position);
if(huskytoenemydistance < 3)
{
husk1.Task.ShootAt(enemy);
}
else
{
husk1.Task.RunTo(enemy.Position);
}
============================================
of course, if you have a group of dogs you would replace "husk1" with your group name (e.g) "companions" or whatever the name may be.
and
of course you need to replace "enemy" with the name of the ped you want the K9 to attack
A little complex, maybe someone else would have an easier to understand way of doing it, worth waiting if you struggle with this :D

 

Hmm, seems I can't find any native task that uses RunTo. Could you perhaps give the full native? (Programming in LUA which requires me to use full natives, for examp: natives.AI.TASK_GOTO_ENTITY_AIMING(Hondped.ID, aiming_entity.ID,0,1) )

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Ped enemy = World.CreatePed(PedHash.MilitaryBum, player.Position);
Ped husk1 = World.CreatePed(PedHash.Husky, player.Position);
float huskytoenemydistance = World.GetDistance(husk1.Position, enemy.Position);
husk1.Task.RunTo(enemy.Position);
if(huskytoenemydistance < 3)
{
husk1.Task.ShootAt(enemy);
}
else
{
husk1.Task.RunTo(enemy.Position);
}
============================================
of course, if you have a group of dogs you would replace "husk1" with your group name (e.g) "companions" or whatever the name may be.
and
of course you need to replace "enemy" with the name of the ped you want the K9 to attack
A little complex, maybe someone else would have an easier to understand way of doing it, worth waiting if you struggle with this :D

 

Hmm, seems I can't find any native task that uses RunTo. Could you perhaps give the full native? (Programming in LUA which requires me to use full natives, for examp: natives.AI.TASK_GOTO_ENTITY_AIMING(Hondped.ID, aiming_entity.ID,0,1) )

 

 

Sorry, I forgot to mention this was for C#. i'm not too sure about Lua, if it work the same way.

 

On a brief search of the NativeDB, i found

AI::TASK_GO_TO_ENTITY

Which seems similar (as the enemy could be an entity, i think?)

 

Although, im not sure about the parameters, i think they're called.

 

TASK_GO_TO_ENTITY(Any p0, Any p1, Any p2, float p3, float p4, float p5, Any p6)

 

EDIT:

 

I think you already found that native, didn't you?

Edited by Colata
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Ped enemy = World.CreatePed(PedHash.MilitaryBum, player.Position);
Ped husk1 = World.CreatePed(PedHash.Husky, player.Position);
float huskytoenemydistance = World.GetDistance(husk1.Position, enemy.Position);
husk1.Task.RunTo(enemy.Position);
if(huskytoenemydistance < 3)
{
husk1.Task.ShootAt(enemy);
}
else
{
husk1.Task.RunTo(enemy.Position);
}
============================================
of course, if you have a group of dogs you would replace "husk1" with your group name (e.g) "companions" or whatever the name may be.
and
of course you need to replace "enemy" with the name of the ped you want the K9 to attack
A little complex, maybe someone else would have an easier to understand way of doing it, worth waiting if you struggle with this :D

 

Hmm, seems I can't find any native task that uses RunTo. Could you perhaps give the full native? (Programming in LUA which requires me to use full natives, for examp: natives.AI.TASK_GOTO_ENTITY_AIMING(Hondped.ID, aiming_entity.ID,0,1) )

 

 

Sorry, I forgot to mention this was for C#. i'm not too sure about Lua, if it work the same way.

 

On a brief search of the NativeDB, i found

AI::TASK_GO_TO_ENTITY

Which seems similar (as the enemy could be an entity, i think?)

 

Although, im not sure about the parameters, i think they're called.

 

TASK_GO_TO_ENTITY(Any p0, Any p1, Any p2, float p3, float p4, float p5, Any p6)

 

EDIT:

 

I think you already found that native, didn't you?

 

 

Aye, but I can't seem to get it working.

 

 

 

What a about TASK_COMBAT_PED?

In LUA I am using TASK_COMBAT_PED, shoot at does not work for animals. (Atleast in lua it does not)

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Found the solution!

 

Dog.ID = K9 entity

 

Aiming_Entity.ID = Target

 

4.0 = runspeed. (1 seems to be walking speed 4 & 5 runspeed.)

 

 

natives.AI.TASK_GO_TO_ENTITY(Dog.ID,aiming_entity.ID, 20000, 1.0, 4.0, 0x40000000, 0)

 

Edited by Dauw
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