frodzet Posted March 12, 2016 Share Posted March 12, 2016 Very much appreciated, thank you guys :-) Link to comment Share on other sites More sharing options...
aimless Posted March 22, 2016 Share Posted March 22, 2016 512 Is can dive into oncoming traffic tested with _TASK_VEHICLE_FOLLOW Link to comment Share on other sites More sharing options...
kagikn Posted March 22, 2016 Share Posted March 22, 2016 (edited) RAGE Plugin Hook documantation says 512 is AllowWrongWay(which means the ped can reverse run by car) and 536870912 is AvoidHighWays (the ped can't drive a car on highways), I tested these with TASK_VEHICLE_DRIVE_TO_COORD_LONGRANGE. Edited March 22, 2016 by kagikn Link to comment Share on other sites More sharing options...
Eddlm Posted March 22, 2016 Author Share Posted March 22, 2016 (edited) After doing some testing myself, I've added both to the OP. 00000000000000000000001000000000 - 512 - allow going wrong way (only does it if the correct lane is full, will try to reach the correct lane again as soon as possible)00100000000000000000000000000000 - 536870912 - avoid highways when possible (will use the highway if there is no other way to get to the destination) Edited March 22, 2016 by Eddlm Link to comment Share on other sites More sharing options...
CliffHanger Posted May 10, 2016 Share Posted May 10, 2016 (edited) Thanks a lot for your research, Eddlm. I'm currently setting up an AI that will attempt to escape as fast as possible once you approach it. The best flags I can imagine are: 00000000000000000000000000000100 - 4 - avoid vehicles00000000000000000000000000001000 - 8 - avoid empty vehicles00000000000000000000000000100000 - 32 - avoid objects00000000000000000000001000000000 - 512 - allow going wrong way PED:SET_DRIVING_ABILITY to 100f I'd like to know if anyone thinks this is closer to the most optimal escaping AI setup? When I tested yesterday (without the driving ability) the AI would mostly drive very well in long roads, but in the city they'd just slow down (nearly coming to a stop even) in curves / intersections, it's actually a problem. Thanks. Edited May 10, 2016 by CliffHanger Link to comment Share on other sites More sharing options...
milkjunk87 Posted May 19, 2016 Share Posted May 19, 2016 how do i get the peds to drive like they are being shot at? i have tried all of these: nearpeds.DrivingStyle = DrivingStyle.Rushed; nearpeds.DrivingStyle = DrivingStyle.IgnoreLights; nearpeds.DrivingStyle = DrivingStyle.AvoidTrafficExtremely; Function.Call(GTA.Native.Hash.SET_DRIVE_TASK_DRIVING_STYLE, nearpeds, 4); Function.Call(GTA.Native.Hash.SET_DRIVE_TASK_DRIVING_STYLE, nearpeds, 8); Function.Call(GTA.Native.Hash.SET_DRIVE_TASK_DRIVING_STYLE, nearpeds, 16); Function.Call(GTA.Native.Hash.SET_DRIVE_TASK_DRIVING_STYLE, nearpeds, 32); Link to comment Share on other sites More sharing options...
Cyron43 Posted February 17, 2017 Share Posted February 17, 2017 (edited) how do i get the peds to drive like they are being shot at? i have tried all of these: nearpeds.DrivingStyle = DrivingStyle.Rushed; nearpeds.DrivingStyle = DrivingStyle.IgnoreLights; nearpeds.DrivingStyle = DrivingStyle.AvoidTrafficExtremely; Function.Call(GTA.Native.Hash.SET_DRIVE_TASK_DRIVING_STYLE, nearpeds, 4); Function.Call(GTA.Native.Hash.SET_DRIVE_TASK_DRIVING_STYLE, nearpeds, 8); Function.Call(GTA.Native.Hash.SET_DRIVE_TASK_DRIVING_STYLE, nearpeds, 16); Function.Call(GTA.Native.Hash.SET_DRIVE_TASK_DRIVING_STYLE, nearpeds, 32); There are other functions responsible for fleeing. The native DB ( http://www.dev-c.com/nativedb/ ) has this TASK_REACT_AND_FLEE_PED and some others (expand the whole list and search flee). ScriptHookVDotNet offers the FleeFrom Task. ped.Task.FleeFrom(Game.Player.Character); Edited February 17, 2017 by Cyron43 Link to comment Share on other sites More sharing options...
pumaaa Posted June 7, 2017 Share Posted June 7, 2017 (edited) 00000000000010000000000000000000 - 524288 - Probably avoid offroad ( as mentioned here in fanatic2 script ) ai::set_drive_task_driving_style(Local_878.f_28[0], 786468);func_30("Also setting Mary Ann to never go offroad"); Edited June 7, 2017 by pumaaa Link to comment Share on other sites More sharing options...
husseinh Posted December 12, 2017 Share Posted December 12, 2017 Hi everybody, is there any way to get the state of Traffics if they are red,yellow or green? using this function i could set the state of them: ENTITY::SET_ENTITY_TRAFFICLIGHT_OVERRIDEThanks alot! Link to comment Share on other sites More sharing options...
Mateus! Posted July 21, 2021 Share Posted July 21, 2021 A bit late to the party.. FLAG 16384 - Respect road Speed limit / ignore task speed (something like that) Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now