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[.NET/C++] How to Task a PED to Throw Tear Gas (Like the In-Game NOOSE)?


OfficerJohnson
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OfficerJohnson

I've seen this feature used on me a couple of times and I would really like to know how it's done.

 

Playing around with trainers, we can assign a ped teargas as a weapon but if placed in combat, they don't use it.

 

I specifically would like to know how to do this for bodyguards more than anything, but General ped usage is also welcome .NET format more than C++ native use but it wouldn't be a bad idea to know the natives involved as well.

 

Some pseudo code:

 

Ped targetedPed = new Ped.

Create bodyguard group.

Spawn bodyguards[n].

If targetedPed !inGroup && isHostile, bodyguards[n] Task.CombatInRange.

If targetedPed isUsingCover, Ped.GetClosestPed(bodyguard[n]).

ThrowTearGasTask(targetedPed).

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OfficerJohnson

Wow! Nothing yet?

 

Hmm, is there a specific script that controls this behavior? I could look there then.

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Pretty sure Ped.Task.ShootAt() does the job. Just checked some old code I had, haven't used it in a while though and can't test right now.

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  • 6 months later...

i'd get the coords the player is aiming at with:

 

Entity enemy;

PLAYER::GET_ENTITY_PLAYER_IS_FREE_AIMING_AT(playerID, &enemy);
enemyPosition = ENTITY::GET_ENTITY_COORDS(enemy, 1);

 

then use:

AI::TASK_THROW_PROJECTILE(ped, enemyPosition.x, enemyPosition.y, enemyPosition.z);

 

 

Edited by zilch
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