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Task Stealth Kill [C#] ?


Kolopsel
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Hello,

Today i've searched for a Task Stealth Kill Native.

I've found it and tried to add it to my script with the code :

Function.Call(Hash.TASK_STEALTH_KILL, Killer, Target, AR_stealth_kill_knife);

But now my problem is AR_stealth_kill_knife ( Stealth Kill Type ) is not recognized by ScriptHookVDotNet.

So, could anybody tell me how to properly include this Native into my code.

Thank you in advance!

Edited by Kolopsel
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Have tried making it work recently, but couldn't get it to work.

 

My failed attempt used

AI::TASK_STEALTH_KILL(attacker->getPed(), defender->getPed(), GAMEPLAY::GET_HASH_KEY("AR_stealth_kill_a"), 10.0f, 1);
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I'm with elsewhat on this one. I can't seem to get it working either. Here's my code:

public class Core : Script{    public Core()    {        Tick += OnTick;    }    private void OnTick(object sender, System.EventArgs e)    {        if (Game.Player.Character.IsPerformingStealthKill)            return;        var peds = World.GetNearbyPeds(Game.Player.Character, 5);        if (!peds?.Any() ?? false)            return;        Ped ped = peds[0];        if (!Entity.Exists(ped) || ped.IsPlayer)            return;        Function.Call(Hash._0x8509B634FBE7DA11, "STRING");        Function.Call(Hash._0x6C188BE134E074AA, "Press ~INPUT_SPECIAL_ABILITY_SECONDARY~ to perform stealth kill.");        Function.Call(Hash._0x238FFE5C7B0498A6, 0, 0, 1, -1);        if (Game.IsControlJustPressed(2, Control.SpecialAbilitySecondary))        {            if (!Game.Player.Character.Weapons.HasWeapon(WeaponHash.Knife))                Game.Player.Character.Weapons.Give(WeaponHash.Knife, 1, false, true);            Function.Call(Hash.TASK_STEALTH_KILL, Game.Player.Character, Game.GenerateHash("AR_stealth_kill_a"), 1.0, 0);            ped.Task.ClearAll();            UI.ShowSubtitle("Performing stealth kill...");        }    }}
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For now then the only option is to fake is with synchronized animation.

 

This requires the mod to do the actual placement of the peds in the right distance from each other, and also to kill off the defender afterwards

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Well you could attach the Peds to each other.

Yes, our use TASK_PLAY_ANIM_ADVANCED to specify position and rotation of the animation, with some nice position blending to allow the peds to interact more smoothly.

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