2Take1Menu Lua API#
Anything that interacts with the RAGE engine should be done from a script thread.
Script threads are created when you pass a callback to menu.add_feature
or when you call menu.create_thread
.
The feature script threads will run when the feature is activated. Threads created by menu.create_thread
will be immediately scheduled for execution.
autoexec.lua
will be executed when 2Take1Menu is injected.
Menu#
Feature Types#
Name | Description |
---|---|
parent |
Parent feature |
toggle |
Toggle feature |
action |
Action feature |
value_i |
Toggle feature with integer value |
value_f |
Toggle feature with float value |
slider |
Toggle feature with slider |
value_str |
Toggle feature with string values |
action_value_i |
Action feature with integer value |
action_value_f |
Action feature with float value |
action_slider |
Action feature with slider |
action_value_str |
Action feature with string values |
autoaction_value_i |
Auto Action feature with integer value |
autoaction_value_f |
Auto Action feature with float value |
autoaction_slider |
Auto Action feature with slider |
autoaction_value_str |
Auto Action feature with string values |
Handlers#
#### eHandlerResponse feature_script_handler(Feat feat, * data)
#### eHandlerResponse player_feature_script_handle(Feat feat, Player player, * data)
#### eHandlerResponse feature_d3d_renderer(Feat feat)
#### eHandlerResponse player_feature_d3d_renderer(Feat feat, Player player)
If you want to return and continue execution on the next frame, you can return HANDLER_CONTINUE
.
If you want to yield (from a script thread) you can call system.wait(i)
or system.yield(i)
.
Script handlers are executed in a script thread, and can use game functions.
Render handlers are executed in the d3d thread. You should only use d3d functions from these handlers.
Structs#
Feat#
@property boolean on read/write feature on/off boolean
@property Feat parent readonly
@property Feat[] children readonly Only for parents
@property int child_count readonly Only for parents
@property integer type readonly
@property integer id readonly Ids will be recycled after the feature is deleted
@property integer value_i read/write DEPRECATED
@property integer min_i read/write DEPRECATED
@property integer max_i read/write DEPRECATED
@property integer mod_i read/write DEPRECATED
@property boolean threaded read/write DEPRECATED
@property integer|float|nil value*¹ read/write feature value
@property integer|float|nil min*¹ read/write feature minimum value
@property integer|float|nil max*¹ read/write feature maximum value
@property integer|float|nil mod*¹ read/write feature value modifier
@property string name read/write
@property function renderer read/write d3d handler
@property boolean hidden read/write show/hide feature
@property * data read/write additional context passed to script handlers
@property string[] str_data read/write only available for value_str types
@method Feat toggle()
@method void set_str_data(string[] data) only available for value_str types
@method string[] get_str_data() only available for value_str types
PlayerFeat#
@property Feat[] feats readonly
@property int id readonly
@property int parent_id readonly
@property boolean threaded read/write deprecated
@property function renderer read/write Make sure you set the renderer with the PlayerFeat function, and not the Feat function. Otherwise the handler will not receive the player id in the second param.
@property boolean on*² read/write
@property integer|float|nil value*¹*² read/write feature values
@property integer|float|nil min*¹*² read/write feature minimum values
@property integer|float|nil max*¹*² read/write feature maximum values
@property integer|float|nil mod*¹*² read/write feature value modifiers
@property string[] str_data read/write only available for value_str types
@method void set_str_data(string[] data) only available for value_str types
@method string[] get_str_data() only available for value_str types
v2#
@property float x
@property float y
@constructor v2()
@constructor v2(float)
@constructor v2(float, float)
@method v2 __add(v2|v3|float)
@method v2 __sub(v2|v3|float)
@method v2 __mul(v2|v3|float)
@method v2 __div(v2|v3|float)
@method bool __eq(v2)
@method bool __lt(v2)
@method bool __le(v2)
@method string __tostring()
@method float magnitude(v2|nil)
v3#
@property float x
@property float y
@property float z
@constructor v3()
@constructor v3(float)
@constructor v3(float, float, float)
@method v3 __add(v2|v3|float)
@method v3 __sub(v2|v3|float)
@method v3 __mul(v2|v3|float)
@method v3 __div(v2|v3|float)
@method bool __eq(v3)
@method bool __lt(v3)
@method bool __le(v3)
@method string __tostring()
@method float magnitude(v3|nil)
@method void transformRotToDir()
@method void radToDeg()
@method void degToRad()
Example
local player_id = player.player_id()
local player_ped = player.get_player_ped(player_id)
local pos = player.get_player_coords(player_id)
local rot = entity.get_entity_rotation(player_ped)
local dir = rot
dir:transformRotToDir()
dir = dir * 4
pos = pos + dir
Regex#
@property string pattern
@constructor Regex(string)
@method RegexResult search(string subject)
@method string __tostring()
RegexResult#
@property integer count
@property string[] matches
@method string __tostring()
Example
local r = Regex("^(test123)")
local s = "test123 abcd 345345"
local m = r.search(r, s)
if m.count > 0 then
ui.notify_above_map(m.matches[1], "Lua regex", 140)
end
MenuKey#
@property uint32_t[] keys vector of virtual keys
@method void push_vk(uint32_t virtualKeyCode)
@method bool push_str(string key)
@method void pop()
@method void clear()
@method bool is_down()
@method bool is_down_stepped()
Types#
Name | Type |
---|---|
Player | integer |
Entity | integer |
Ped | integer |
Vehicle | integer |
Group | integer |
Hash | integer |
Ptfx | integer |
Any | integer |
Thread | integer |
Menu Functions#
#### Feat add_feature(string name, string type, integer parent, function script_handler)
#### bool delete_feature(int id)
#### void set_menu_can_navigate(bool toggle)
#### string get_version()
#### PlayerFeat add_player_feature(string name, string type, integer parent, function script_handler)
#### PlayerFeat get_player_feature(uint32_t i)
#### bool delete_player_feature(uint32_t id)
#### bool is_threading_mode(int mode)
#### Thread create_thread(function callback, * context)
#### bool has_thread_finished(Thread id)
#### bool delete_thread(Thread id)
#### void notify(string message, string|nil title, uint32_t|nil seconds, uint32_t|nil color)
#### void clear_all_notifications()
#### void clear_visible_notifications()
#### bool is_trusted_mode_enabled()
Hooks#
#### false|nil script_event_hook(Player source, Player target, int[] params, int count)
#### false|nil net_event_hook(Player source, Player target, int eventId)
If the callback returns false
net or script event will be blocked. Anything else will let the script event pass.
Hook Functions#
#### int register_script_event_hook(function callback)
#### bool remove_script_event_hook(int id)
#### int register_net_event_hook(function callback)
#### bool remove_net_event_hook(int id)
Events#
Event listeners should have 1 params, which is the event object Event listeners are executed from script thread
ExitEvent#
@eventName exit
@property integer code
ChatEvent#
@eventName chat
@property integer player
@property string body
PlayerJoinEvent#
@eventName player_join
@property integer player
PlayerLeaveEvent#
@eventName player_leave
@property integer player
ScriptEvent#
@eventName script
@property integer id
@property int[] params
ModderEvent#
@eventName modder
@property integer player
@property integer flag
Event Functions#
#### int add_event_listener(string eventName, function callback)
#### bool remove_event_listener(string eventName, int id)
D3D#
These functions should only be used from feature renderers, which can be set through the renderer
property
Example
menu.add_feature("d3d renderer", "toggle", 0, nil).renderer = d3d_draw
Renderer callbacks are executed from the d3d thread
D3D Functions#
#### void draw_text(string text, v2 pos, v2 size, float scale, int color, int flags)
#### int register_sprite(string path)
#### void draw_sprite(int id, v2 pos, float scale, float rot, int color)
#### v2 get_sprite_origin(int id)
#### v2 get_sprite_size(int id)
#### void draw_line(v2 start, v2 end, int size, int color)
#### void draw_rect(v2 pos, v2 size, int color)
Input Box#
Response codes#
0 SUCCESS
1 PENDING
2 FAILED
Input types#
0 ASCII
1 ALPHA
2 ALPHA_NUM
3 NUM
4 NUM_DOT
5 FLOAT
Input Functions#
#### int, string get(string title, string default, int len, int type)
RAGE#
Player Functions#
#### Ped get_player_ped(Player player)
#### Player player_id()
#### void set_player_model(Hash hash)
#### Group get_player_group(Player player)
#### bool is_player_female(Player player)
#### bool is_player_friend(Player player)
#### bool is_player_playing(Player player)
#### bool is_player_free_aiming(Player player)
#### Entity get_entity_player_is_aiming_at(Player player)
#### Vehicle get_personal_vehicle()
#### void set_player_visible_locally(Player player, bool toggle)
#### void set_local_player_visible_locally(bool toggle)
#### void set_player_as_modder(Player player, int flags)
#### string get_player_name(Player player)
#### int get_player_scid(Player player)
#### bool is_player_pressing_horn(Player player)
#### int get_player_ip(Player player)
#### bool is_player_modder(Player player, int mask)
#### bool is_player_god(Player player)
#### int get_player_wanted_level(Player player)
#### int player_count()
#### bool is_player_in_any_vehicle(Player player)
#### v3 get_player_coords(Player player)
#### float get_player_heading(Player player)
#### float get_player_health(Player player)
#### float get_player_max_health(Player player)
#### float get_player_armour(Player player)
#### int get_player_from_ped(Ped ped)
#### int get_player_team(Player player)
#### Vehicle get_player_vehicle(Player player)
#### bool is_player_vehicle_god(Player player)
#### bool is_player_host(Player player)
#### Player get_host()
#### bool is_player_spectating(Player player)
#### Hash get_player_model(Player player)
#### bool send_player_sms(Player player, string msg)
#### bool unset_player_as_modder(Player player, int flags)
#### int get_player_modder_flags(Player player)
#### string get_modder_flag_text(int flag)
#### int get_modder_flag_ends()
#### int add_modder_flag(string text)
#### bool is_player_valid(Player player)
#### int get_player_host_token(Player player)
#### int get_player_host_priority(Player player)
#### void set_player_targeting_mode(int mode)
Modder Detection Flags:
enum eModderDetectionFlags : unsigned long long
{
MDF_MANUAL = 1 << 0x00,
MDF_PLAYER_MODEL = 1 << 0x01,
MDF_SCID_SPOOF = 1 << 0x02,
MDF_INVALID_OBJECT_CRASH = 1 << 0x03,
MDF_INVALID_PED_CRASH = 1 << 0x04,
MDF_MODEL_CHANGE_CRASH = 1 << 0x05,
MDF_PLAYER_MODEL_CHANGE = 1 << 0x06,
MDF_RAC = 1 << 0x07,
MDF_MONEY_DROP = 1 << 0x08,
MDF_SEP = 1 << 0x09,
MDF_ATTACH_OBJECT = 1 << 0x0A,
MDF_ATTACH_PED = 1 << 0x0B,
MDF_NET_ARRAY_CRASH = 1 << 0x0C,
MDF_SYNC_CRASH = 1 << 0x0D,
MDF_NET_EVENT_CRASH = 1 << 0x0E,
MDF_HOST_TOKEN = 1 << 0x0F,
MDF_SE_SPAM = 1 << 0x10,
MDF_INVALID_VEHICLE = 1 << 0x11,
MDF_FRAME_FLAGS = 1 << 0x12,
MDF_ENDS = 1 << 0x13,
};
Ped Functions#
#### bool is_ped_in_any_vehicle(Ped ped)
#### bool set_group_formation(Ped group, int formation)
#### bool set_ped_as_group_member(Ped ped, int groupId)
#### Group get_ped_group(Ped ped)
#### int get_group_size(int group)
#### float get_ped_health(Ped ped)
#### bool set_ped_health(Ped ped, float value)
#### bool is_ped_ragdoll(Ped ped)
#### bool is_ped_a_player(Ped ped)
#### Hash get_current_ped_weapon(Ped ped)
#### bool set_ped_into_vehicle(Ped ped, Vehicle vehicle, int seat)
#### int get_ped_drawable_variation(Ped ped, int group)
#### int get_ped_texture_variation(Ped ped, int group)
#### int get_ped_prop_index(Ped ped, int group)
#### int get_ped_prop_texture_index(Ped ped, int group)
#### bool set_ped_component_variation(Ped ped, int component, int drawable, int texture, int pallette)
#### bool set_ped_prop_index(Ped ped, int component, int drawable, int texture, int unk)
#### void set_ped_can_switch_weapons(Ped ped, bool toggle)
#### bool is_ped_shooting(Ped ped)
#### int get_ped_bone_index(Ped ped, int bone)
#### bool, v3 get_ped_bone_coords(Ped ped, Hash boneId, v3 offset)
#### Hash get_ped_relationship_group_hash(Ped ped)
#### void set_ped_relationship_group_hash(Ped ped, Hash hash)
#### Vehicle get_vehicle_ped_is_using(Ped ped)
#### void clear_all_ped_props(Ped ped)
#### int clear_ped_tasks_immediately(Ped ped)
#### void clear_ped_blood_damage(Ped ped)
#### bool is_ped_in_vehicle(Ped ped, Vehicle vehicle)
#### bool is_ped_using_any_scenario(Ped ped)
#### bool set_ped_to_ragdoll(Ped ped, int time1, int time2, int type)
#### bool set_ped_can_ragdoll(Ped ped, bool toggle)
#### bool can_ped_ragdoll(Ped ped)
#### bool, v3 get_ped_last_weapon_impact(Ped ped)
#### bool set_ped_combat_ability(Ped ped, BYTE ability)
#### float get_ped_max_health(Entity entity)
#### bool set_ped_max_health(Entity entity, float health)
#### bool resurrect_ped(Ped ped)
#### void set_ped_combat_movement(Ped ped, int type)
#### void set_ped_combat_range(Ped ped, int type)
#### void set_ped_combat_attributes(Ped ped, int attr, bool toggle)
#### void set_ped_accuracy(Ped ped, int accuracy)
#### Ped create_ped(int type, Hash model, v3 pos, float heading, bool isNetworked, bool unk1)
#### int get_number_of_ped_drawable_variations(Ped ped, int comp)
#### int get_number_of_ped_texture_variations(Ped ped, int comp, int draw)
#### int get_number_of_ped_prop_drawable_variations(Ped ped, int groupId)
#### int get_number_of_ped_prop_texture_variations(Ped ped, int groupId, int drawId)
#### void set_ped_random_component_variation(Ped ped)
#### void set_ped_default_component_variation(Ped ped)
#### void set_ped_movement_clipset(Ped ped, string szClipset)
#### void reset_ped_movement_clipset(Ped ped, bool unk0)
#### Ped clone_ped(Ped ped)
#### bool set_ped_config_flag(Ped ped, int flag, uint8_t value)
#### bool set_ped_ragdoll_blocking_flags(Ped ped, int flags)
#### bool reset_ped_ragdoll_blocking_flags(Ped ped, int flags)
#### void set_ped_density_multiplier_this_frame(float mult)
#### void set_scenario_ped_density_multiplier_this_frame(float m1, float m2)
#### Ped[] get_all_peds()
#### Group create_group()
#### void remove_group(Group group)
#### void set_ped_as_group_leader(Ped ped, Group group)
#### void remove_ped_from_group(Ped ped)
#### bool is_ped_group_member(Ped ped, Group group)
#### bool set_group_formation_spacing(Group group, float a2, float a3, float a4)
#### bool reset_group_formation_default_spacing(Group group)
#### void set_ped_never_leaves_group(Ped ped, bool toggle)
#### bool does_group_exist(Group group)
#### bool is_ped_in_group(Ped ped)
#### void set_create_random_cops(bool t)
#### bool can_create_random_cops()
#### bool is_ped_swimming(Ped ped)
#### bool is_ped_swimming_underwater(Ped ped)
#### void clear_relationship_between_groups(Hash group1, Hash group2)
#### void set_relationship_between_groups(int relation, Hash group1, Hash group2)
#### [...]|nil get_ped_head_blend_data(Ped ped)
#### bool set_ped_head_blend_data(Ped ped, int shape_first, int shape_second, int shape_third, int skin_first, int skin_second, int skin_third, float mix_shape, float mix_skin, float mix_third)
#### float|nil get_ped_face_feature(Ped ped, uint32_t id)
#### bool set_ped_face_feature(Ped ped, uint32_t id, float val)
#### int|nil get_ped_hair_color(Ped ped)
#### int|nil get_ped_hair_highlight_color(Ped ped)
#### int|nil get_ped_eye_color(Ped ped)
#### bool set_ped_hair_colors(Ped ped, int color, int highlight)
#### bool set_ped_eye_color(Ped ped, int color)
#### bool set_ped_head_overlay(Ped ped, uint32_t overlayID, int val, float opacity)
#### int|nil get_ped_head_overlay_value(Ped ped, uint32_t overlayID)
#### float|nil get_ped_head_overlay_opacity(Ped ped, uint32_t overlayID)
#### bool set_ped_head_overlay_color(Ped ped, uint32_t overlayID, int colorType, int color, int highlight)
#### int|nil get_ped_head_overlay_color_type(Ped ped, uint32_t overlayID)
#### int|nil get_ped_head_overlay_color(Ped ped, uint32_t overlayID)
#### int|nil get_ped_head_overlay_highlight_color(Ped ped, uint32_t overlayID)
#### void set_can_attack_friendly(Ped ped, bool toggle, bool shoot)
#### Hash add_relationship_group(string name)
#### bool does_relationship_group_exist(Hash group)
#### bool remove_relationship_group(Hash group)
Vehicle Functions#
#### void set_vehicle_tire_smoke_color(Vehicle vehicle, int r, int g, int b)
#### Ped get_ped_in_vehicle_seat(Vehicle vehicle, int seat)
#### int get_free_seat(Vehicle vehicle)
#### bool is_vehicle_full(Vehicle vehicle)
#### void set_vehicle_stolen(Vehicle vehicle, bool toggle)
#### bool set_vehicle_color(Vehicle v, BYTE p, BYTE s, BYTE pearl, BYTE wheel)
#### string get_mod_text_label(Vehicle veh, int modType, int modValue)
#### string get_mod_slot_name(Vehicle veh, int modType)
#### int get_num_vehicle_mods(Vehicle veh, int modType)
#### bool set_vehicle_mod(Vehicle vehicle, int modType, int modIndex, bool customTires)
#### int get_vehicle_mod(Vehicle vehicle, int modType)
#### bool set_vehicle_mod_kit_type(Vehicle vehicle, int type)
#### void set_vehicle_extra(Vehicle veh, int extra, bool toggle)
#### bool does_extra_exist(Vehicle veh, int extra)
#### bool is_vehicle_extra_turned_on(Vehicle veh, int extra)
#### void toggle_vehicle_mod(Vehicle veh, int mod, bool toggle)
#### void set_vehicle_bulletproof_tires(Vehicle veh, bool toggle)
#### bool is_vehicle_a_convertible(Vehicle veh)
#### bool get_convertible_roof_state(Vehicle veh)
#### void set_convertible_roof(Vehicle veh, bool toggle)
#### void set_vehicle_indicator_lights(Vehicle veh, int index, bool toggle)
#### void set_vehicle_brake_lights(Vehicle veh, bool toggle)
#### void set_vehicle_can_be_visibly_damaged(Vehicle veh, bool toggle)
#### void set_vehicle_engine_on(Vehicle veh, bool toggle, bool instant, bool noAutoTurnOn)
#### void set_vehicle_fixed(Vehicle veh)
#### void set_vehicle_deformation_fixed(Vehicle veh)
#### void set_vehicle_undriveable(Vehicle veh, bool toggle)
#### bool set_vehicle_on_ground_properly(Vehicle veh)
#### void set_vehicle_forward_speed(Vehicle veh, float speed)
#### void set_vehicle_number_plate_text(Vehicle veh, string text)
#### void set_vehicle_door_open(Vehicle veh, int doorIndex, bool loose, bool openInstantly)
#### void set_vehicle_doors_shut(Vehicle veh, bool closeInstantly)
#### bool is_toggle_mod_on(Vehicle veh, int index)
#### void set_vehicle_wheel_type(Vehicle veh, int type)
#### void set_vehicle_number_plate_index(Vehicle veh, int index)
#### void set_vehicle_tires_can_burst(Vehicle veh, bool toggle)
#### void set_vehicle_tire_burst(Vehicle veh, int index, bool onRim, float unk0)
#### int get_num_vehicle_mod(Vehicle veh, int modType)
#### bool is_vehicle_engine_running(Vehicle veh)
#### void set_vehicle_engine_health(Vehicle veh, float health)
#### bool is_vehicle_damaged(Vehicle veh)
#### bool is_vehicle_on_all_wheels(Vehicle veh)
#### Vehicle create_vehicle(Hash model, v3 pos, float heading, bool networked, bool alwaysFalse)
#### bool set_vehicle_doors_locked(Vehicle vehicle, int lockStatus)
#### bool set_vehicle_neon_lights_color(Vehicle vehicle, int color)
#### int get_vehicle_neon_lights_color(Vehicle vehicle)
#### bool set_vehicle_neon_light_enabled(Vehicle vehicle, int index, bool toggle)
#### bool is_vehicle_neon_light_enabled(Vehicle vehicle, int index, bool toggle)
#### void set_vehicle_density_multipliers_this_frame(float mult)
#### void set_random_vehicle_density_multiplier_this_frame(float mult)
#### void set_parked_vehicle_density_multiplier_this_frame(float mult)
#### void set_ambient_vehicle_range_multiplier_this_frame(float mult)
#### bool is_vehicle_rocket_boost_active(Vehicle veh)
#### void set_vehicle_rocket_boost_active(Vehicle veh, bool toggle)
#### void set_vehicle_rocket_boost_percentage(Vehicle veh, float percentage)
#### void set_vehicle_rocket_boost_refill_time(Vehicle veh, float refillTime)
#### void control_landing_gear(Vehicle veh, int32_t state)
#### int32_t get_landing_gear_state(Vehicle veh)
#### int32_t get_vehicle_livery(Vehicle veh)
#### bool set_vehicle_livery(Vehicle veh, int32_t index)
#### bool is_vehicle_stopped(Vehicle veh)
#### int32_t get_vehicle_number_of_passengers(Vehicle veh)
#### int32_t get_vehicle_max_number_of_passengers(Vehicle veh)
#### int32_t get_vehicle_model_number_of_seats(Hash modelHash)
#### int32_t get_vehicle_livery_count(Vehicle veh)
#### int32_t get_vehicle_roof_livery_count(Vehicle veh)
#### bool is_vehicle_model(Vehicle veh, Hash model)
#### bool is_vehicle_stuck_on_roof(Vehicle veh)
#### void set_vehicle_doors_locked_for_player(Vehicle veh, Player player, bool toggle)
#### bool get_vehicle_doors_locked_for_player(Vehicle veh, Player player)
#### void set_vehicle_doors_locked_for_all_players(Vehicle veh, bool toggle)
#### void set_vehicle_doors_locked_for_non_script_players(Vehicle veh, bool toggle)
#### void set_vehicle_doors_locked_for_team(Vehicle veh, int32_t team, bool toggle)
#### void explode_vehicle(Vehicle veh, bool isAudible, bool isInvisible)
#### void set_vehicle_out_of_control(Vehicle veh, bool killDriver, bool explodeOnImpact)
#### void set_vehicle_timed_explosion(Vehicle veh, Ped ped, bool toggle)
#### void add_vehicle_phone_explosive_device(Vehicle veh)
#### bool has_vehicle_phone_explosive_device()
#### void detonate_vehicle_phone_explosive_device()
#### void set_taxi_lights(Vehicle veh, bool state)
#### bool is_taxi_light_on(Vehicle veh)
#### bool set_vehicle_colors(Vehicle veh, int32_t primary, int32_t secondary)
#### bool set_vehicle_extra_colors(Vehicle veh, int32_t pearl, int32_t wheel)
#### int32_t get_vehicle_primary_color(Vehicle veh)
#### int32_t get_vehicle_secondary_color(Vehicle veh)
#### int32_t get_vehicle_pearlecent_color(Vehicle veh)
#### int32_t get_vehicle_wheel_color(Vehicle veh)
#### bool set_vehicle_fullbeam(Vehicle veh, bool toggle)
#### void set_vehicle_custom_primary_colour(Vehicle veh, uint32_t color)
#### uint32_t get_vehicle_custom_primary_colour(Vehicle veh)
#### void clear_vehicle_custom_primary_colour(Vehicle veh)
#### bool is_vehicle_primary_colour_custom(Vehicle veh)
#### void set_vehicle_custom_secondary_colour(Vehicle veh, uint32_t color)
#### uint32_t get_vehicle_custom_secondary_colour(Vehicle veh)
#### void clear_vehicle_custom_secondary_colour(Vehicle veh)
#### bool is_vehicle_secondary_colour_custom(Vehicle veh)
#### void set_vehicle_custom_pearlescent_colour(Vehicle veh, uint32_t color)
#### uint32_t get_vehicle_custom_pearlescent_colour(Vehicle veh)
#### void set_vehicle_custom_wheel_colour(Vehicle veh, uint32_t color)
#### uint32_t get_vehicle_custom_wheel_colour(Vehicle veh)
#### string get_livery_name(Vehicle veh, int32_t livery)
#### void set_vehicle_window_tint(Vehicle veh, int32_t t)
#### int32_t get_vehicle_window_tint(Vehicle veh)
#### Hash[] get_all_vehicle_model_hashes()
#### Vehicle[] get_all_vehicles()
#### void modify_vehicle_top_speed(Vehicle veh, float f)
#### void set_vehicle_engine_torque_multiplier_this_frame(Vehicle veh, float f)
#### int32_t get_vehicle_headlight_color(Vehicle v)
#### bool set_vehicle_headlight_color(Vehicle v, int32_t color)
#### void set_heli_blades_full_speed(Vehicle v)
#### void set_heli_blades_speed(Vehicle v, float speed)
#### void set_vehicle_parachute_active(Vehicle v, bool toggle)
#### bool does_vehicle_have_parachute(Vehicle v)
#### bool can_vehicle_parachute_be_activated(Vehicle v)
#### void set_vehicle_can_be_locked_on(Vehicle veh, bool toggle, bool skipSomeCheck)
#### int|nil get_vehicle_current_gear(Vehicle veh)
#### bool set_vehicle_current_gear(Vehicle veh, int gear)
#### int|nil get_vehicle_next_gear(Vehicle veh)
#### bool set_vehicle_next_gear(Vehicle veh, int gear)
#### int|nil get_vehicle_max_gear(Vehicle veh)
#### bool set_vehicle_max_gear(Vehicle veh, int gear)
#### float|nil get_vehicle_gear_ratio(Vehicle veh, int gear)
#### bool set_vehicle_gear_ratio(Vehicle veh, int gear, float ratio)
#### float|nil get_vehicle_rpm(Vehicle veh)
#### bool get_vehicle_has_been_owned_by_player(Vehicle veh)
#### bool set_vehicle_has_been_owned_by_player(Vehicle veh, bool owned)
#### float|nil get_vehicle_steer_bias(Vehicle veh)
#### bool set_vehicle_steer_bias(Vehicle veh, float v)
#### bool get_vehicle_reduce_grip(Vehicle veh)
#### bool set_vehicle_reduce_grip(Vehicle veh, bool t)
#### float get_vehicle_estimated_max_speed(Vehicle veh)
#### int|nil get_vehicle_wheel_count(Vehicle veh)
#### float|nil get_vehicle_wheel_tire_radius(Vehicle veh, int idx)
#### float|nil get_vehicle_wheel_rim_radius(Vehicle veh, int idx)
#### float|nil get_vehicle_wheel_tire_width(Vehicle veh, int idx)
#### float|nil get_vehicle_wheel_rotation_speed(Vehicle veh, int idx)
#### bool set_vehicle_wheel_tire_radius(Vehicle veh, int idx, float v)
#### bool set_vehicle_wheel_rim_radius(Vehicle veh, int idx, float v)
#### bool set_vehicle_wheel_tire_width(Vehicle veh, int idx, float v)
#### bool set_vehicle_wheel_rotation_speed(Vehicle veh, int idx, float v)
#### float|nil get_vehicle_wheel_render_size(Vehicle veh)
#### bool set_vehicle_wheel_render_size(Vehicle veh, float size)
#### float|nil get_vehicle_wheel_render_width(Vehicle veh)
#### bool set_vehicle_wheel_render_width(Vehicle veh, float width)
#### void set_vehicle_tire_fixed(Vehicle veh, int idx)
#### float|nil get_vehicle_wheel_power(Vehicle veh, int idx)
#### bool set_vehicle_wheel_power(Vehicle veh, int idx, float v)
#### float|nil get_vehicle_wheel_health(Vehicle veh, int idx)
#### bool set_vehicle_wheel_health(Vehicle veh, int idx, float v)
#### float|nil get_vehicle_wheel_brake_pressure(Vehicle veh, int idx)
#### bool set_vehicle_wheel_brake_pressure(Vehicle veh, int idx, float v)
#### float|nil get_vehicle_wheel_traction_vector_length(Vehicle veh, int idx)
#### bool set_vehicle_wheel_traction_vector_length(Vehicle veh, int idx, float v)
#### float|nil get_vehicle_wheel_x_offset(Vehicle veh, int idx)
#### bool set_vehicle_wheel_x_offset(Vehicle veh, int idx, float v)
#### float|nil get_vehicle_wheel_y_rotation(Vehicle veh, int idx)
#### bool set_vehicle_wheel_y_rotation(Vehicle veh, int idx, float v)
#### int get_vehicle_wheel_flags(Vehicle veh, int idx)
#### bool set_vehicle_wheel_flags(Vehicle veh, int idx, int v)
#### bool set_vehicle_wheel_is_powered(Vehicle veh, int idx, int v)
#### int|nil get_vehicle_class(Vehicle veh)
#### string|nil get_vehicle_class_name(Vehicle veh)
#### string|nil get_vehicle_brand(Vehicle veh)
#### string|nil get_vehicle_model(Vehicle veh)
#### string|nil get_vehicle_brand_label(Vehicle veh)
#### string|nil get_vehicle_model_label(Vehicle veh)
#### bool start_vehicle_horn(Vehicle veh, int duration, Hash mode, bool forever)
#### bool set_vehicle_gravity_amount(Vehicle veh, float gravity)
#### float|nil get_vehicle_gravity_amount(Vehicle veh)
Entity Functions#
#### v3 get_entity_coords(Entity entity)
#### bool set_entity_coords_no_offset(Entity entity, pos)
#### v3 get_entity_rotation(Entity entity)
#### bool set_entity_rotation(Entity entity, v3 rot)
#### bool set_entity_heading(Entity entity, float heading)
#### bool set_entity_velocity(Entity entity, v3 velocity)
#### v3 get_entity_velocity(Entity entity)
#### bool is_an_entity(Entity entity)
#### bool is_entity_a_ped(Entity entity)
#### bool is_entity_a_vehicle(Entity entity)
#### bool is_entity_an_object(Entity entity)
#### bool is_entity_dead(Entity entity)
#### bool is_entity_on_fire(Entity entity)
#### bool is_entity_visible(Entity entity)
#### bool is_entity_attached(Entity entity)
#### bool set_entity_visible(Entity entity, bool toggle)
#### int get_entity_type(Entity entity)
#### bool set_entity_gravity(Entity entity, bool gravity)
#### void apply_force_to_entity(Ped ped, int forceType, float x, float y, float z, float rx, float ry, float rz, bool isRel, bool highForce)
#### Entity get_entity_attached_to(Entity entity)
#### bool detach_entity(Entity e)
#### Hash get_entity_model_hash(Entity e)
#### float get_entity_heading(Entity entity)
#### bool attach_entity_to_entity(Entity subject, Entity target, int boneIndex, v3 offset, v3 rot, bool softPinning, bool collision, bool isPed, int vertexIndex, bool fixedRot)
#### void set_entity_as_mission_entity(Entity entity, bool toggle, bool unk)
#### bool set_entity_collision(Entity entity, bool toggle, bool physics, bool unk0)
#### bool is_entity_in_air(Entity entity)
#### bool set_entity_as_no_longer_needed(Entity entity)
#### bool set_entity_no_collsion_entity(Entity entity, Entity target, bool unk)
#### void freeze_entity(Entity entity, bool toggle)
#### bool, v3 get_entity_offset_from_coords(Entity lEntity, v3 coords)
#### bool, v3 get_entity_offset_from_entity(Entity lEntity, Entity lEntity2)
#### void set_entity_alpha(Entity entity, int alpha, bool skin)
#### void reset_entity_alpha(Entity entity)
#### bool delete_entity(Entity e)
#### void set_entity_god_mode(Entity entity, bool toggle)
#### bool get_entity_god_mode(Entity entity)
#### bool is_entity_in_water(Entity entity)
#### float get_entity_speed(Entity entity)
#### void set_entity_lights(Entity entity, bool toggle)
#### void set_entity_max_speed(Entity entity, float speed)
#### float get_entity_pitch(Entity entity)
#### float get_entity_roll(Entity e)
#### v3 get_entity_physics_rotation(Entity e)
#### float get_entity_physics_heading(Entity e)
#### float get_entity_physics_pitch(Entity e)
#### float get_entity_physics_roll(Entity e)
#### bool does_entity_have_physics(Entity entity)
#### v3 get_entity_rotation_velocity(Entity entity)
#### float get_entity_submerged_level(Entity entity)
#### int32_t get_entity_population_type(Entity entity)
#### bool is_entity_static(Entity entity)
#### bool is_entity_in_zone(Entity entity, string zone)
#### bool is_entity_upright(Entity entity, float angle)
#### bool is_entity_upside_down(Entity entity)
#### bool has_entity_been_damaged_by_any_object(Entity entity)
#### bool has_entity_been_damaged_by_any_vehicle(Entity entity)
#### bool has_entity_been_damaged_by_any_ped(Entity entity)
#### bool has_entity_been_damaged_by_entity(Entity e1, Entity e2)
#### bool does_entity_have_drawable(Entity entity)
#### bool has_entity_collided_with_anything(Entity entity)
#### Entity get_entity_entity_has_collided_with(Entity entity)
#### int get_entity_bone_index_by_name(Entity entity, string name)
#### v3 get_entity_forward_vector(Entity entity)
#### v3|nil min, v3|nil max get_entity_model_dimensions(Entity entity)
Object Functions#
#### Object create_object(Hash model, v3 pos, bool networked, bool dynamic)
#### Object create_world_object(Hash model, v3 pos, bool networked, bool dynamic)
#### Object[] get_all_objects()
#### Pickup[] get_all_pickups()
Weapon Functions#
#### void give_delayed_weapon_to_ped(Ped ped, Hash hash, int time, bool equipNow)
#### int get_weapon_tint_count(Hash weapon)
#### int get_ped_weapon_tint_index(Ped ped, Hash weapon)
#### void set_ped_weapon_tint_index(Ped ped, Hash weapon, int index)
#### void give_weapon_component_to_ped(Ped ped, Hash weapon, Hash component)
#### void remove_all_ped_weapons(Ped ped)
#### void remove_weapon_from_ped(Ped ped, Hash weapon)
#### bool,int get_max_ammo(Ped ped, Hash weapon)
#### bool set_ped_ammo(Ped ped, Hash weapon, int ammo)
#### void remove_weapon_component_from_ped(Ped ped, Hash weapon, Hash component)
#### bool has_ped_got_weapon_component(Ped ped, Hash weapon, Hash component)
#### Hash get_ped_ammo_type_from_weapon(Ped ped, Hash weapon)
#### void set_ped_ammo_by_type(Ped ped, Hash type, uint32_t amount)
#### bool has_ped_got_weapon(Ped ped, Hash weapon)
#### Hash[] get_all_weapon_hashes()
#### string get_weapon_name(Hash weapon)
#### int get_weapon_weapon_wheel_slot(Hash weapon)
#### Hash get_weapon_model(Hash weapon)
#### Hash get_weapon_audio_item(Hash weapon)
#### Hash get_weapon_slot(Hash weapon)
#### int get_weapon_ammo_type(Hash weapon)
#### Hash get_weapon_weapon_group(Hash weapon)
#### Hash get_weapon_weapon_type(Hash weapon)
#### Hash get_weapon_pickup(Hash weapon)
Streaming Functions#
#### bool request_model(Hash hash)
#### bool has_model_loaded(Hash hash)
#### bool set_model_as_no_longer_needed(Hash hash)
#### bool is_model_in_cdimage(Hash hash)
#### bool is_model_valid(Hash hash)
#### bool is_model_a_plane(Hash hash)
#### bool is_model_a_vehicle(Hash hash)
#### bool is_model_a_heli(Hash hash)
#### void request_ipl(string szName)
#### void remove_ipl(string szName)
#### void request_anim_set(string szName)
#### bool has_anim_set_loaded(string szName)
#### void request_anim_dict(string szName)
#### bool has_anim_dict_loaded(string szName)
#### bool is_model_a_bike(Hash ulHash)
#### bool is_model_a_car(Hash ulHash)
#### bool is_model_a_bicycle(Hash ulHash)
#### bool is_model_a_quad(Hash ulHash)
#### bool is_model_a_boat(Hash ulHash)
#### bool is_model_a_train(Hash ulHash)
#### bool is_model_an_object(Hash ulHash)
#### bool is_model_a_world_object(Hash ulHash)
#### bool is_model_a_ped(Hash ulHash)
#### void remove_anim_dict(string szName)
#### void remove_anim_set(string szName)
UI Functions#
#### void notify_above_map(string message, string title, int color)
#### Entity get_entity_from_blip(Blip blip)
#### Blip get_blip_from_entity(Entity entity)
#### Blip add_blip_for_entity(Entity entity)
#### bool set_blip_sprite(Blip blip, int spriteId)
#### bool set_blip_colour(Blip blip, int colour)
#### void hide_hud_component_this_frame(int componentId)
#### void hide_hud_and_radar_this_frame()
#### string get_label_text(string label)
#### void draw_rect(float x, float y, float width, float height, int r, int g, int b, int a)
#### void draw_line(v3 pos1, v3 pos2, int r, int g, int b, int a)
#### void draw_text(string pszText, v2 pos)
#### void set_text_scale(float scale)
#### void set_text_color(int r, int g, int b, int a)
#### void set_text_font(int font)
#### void set_text_wrap(float start, float end)
#### void set_text_outline(bool b)
#### void set_text_centre(bool b)
#### void set_text_right_justify(bool b)
#### void set_text_justification(int j)
#### void set_new_waypoint(v2 coord)
#### v2 get_waypoint_coord()
#### bool is_hud_component_active(int32_t componentId)
#### void show_hud_component_this_frame(int32_t componentId)
#### void set_waypoint_off()
#### bool set_blip_as_mission_creator_blip(Blip blip, bool toggle)
#### bool is_mission_creator_blip(Blip blip)
#### Blip add_blip_for_radius(v3 pos, float radius)
#### Blip add_blip_for_pickup(Pickup pickup)
#### Blip add_blip_for_coord(v3 pos)
#### void set_blip_coord(Blip blip, v3 coord)
#### v3 get_blip_coord(Blip blip)
#### bool remove_blip(Blip blip)
#### void set_blip_route(Blip blip, bool toggle)
#### void set_blip_route_color(Blip blip, int32_t color)
#### int get_current_notification()
#### void remove_notification(int id)
#### bool, v3|nil get_objective_coord()
ScriptDraw Functions#
#### void draw_text(string text, v2 pos, v2 size, float scale, uint32_t color, uint32_t flags, int|nil font)
#### uint32_t register_sprite(string path)
#### v2 get_sprite_origin(uint32_t id)
#### v2 get_sprite_size(uint32_t id)
#### v2 get_text_size(string text, float|nil scale, int|nil font)
#### void draw_sprite(uint32_t id, v2 pos, float scale, float rot, uint32_t color)
#### void draw_line(v2 start, v2 end, uint32_t size, uint32_t color)
#### void draw_rect(v2 pos, v2 size, uint32_t color)
#### float pos_pixel_to_rel_x(float in)
#### float pos_pixel_to_rel_y(float in)
#### float pos_rel_to_pixel_x(float in)
#### float pos_rel_to_pixel_y(float in)
#### float size_pixel_to_rel_x(float in)
#### float size_pixel_to_rel_y(float in)
#### float size_rel_to_pixel_x(float in)
#### float size_rel_to_pixel_y(float in)
enum eDrawTextFlags
{
TEXTFLAG_NONE = 0,
TEXTFLAG_CENTER = 1 << 0,
TEXTFLAG_SHADOW = 1 << 1,
TEXTFLAG_VCENTER = 1 << 2,
TEXTFLAG_BOTTOM = 1 << 3,
TEXTFLAG_JUSTIFY_RIGHT = 1 << 4,
};
Cam Functions#
#### v3 get_gameplay_cam_rot()
#### v3 get_gameplay_cam_pos()
#### float get_gameplay_cam_relative_pitch()
#### float get_gameplay_cam_relative_yaw()
Gameplay Functions#
#### Hash get_hash_key(string in)
#### void display_onscreen_keyboard(string title, string default_text, int maxLength)
#### bool update_onscreen_keyboard()
#### string get_onscreen_keyboard_result()
#### bool is_onscreen_keyboard_active()
#### void set_override_weather(int weatherIndex)
#### void clear_override_weather()
#### void set_blackout(bool toggle)
#### void set_mobile_radio(bool toggle)
#### int get_game_state()
#### bool is_game_state(int)
#### void clear_area_of_objects(v3 coord, float radius, int flags)
#### void clear_area_of_vehicles(v3 coord, float radius, bool a3, bool a4, bool a5, bool a6, bool a7)
#### void clear_area_of_peds(v3 coord, float radius, bool a3)
#### void clear_area_of_cops(v3 coord, float radius, bool a3)
#### void set_cloud_hat_opacity(float opacity)
#### float get_cloud_hat_opacity()
#### void preload_cloud_hat(string szName)
#### void clear_cloud_hat()
#### void load_cloud_hat(string szName, float transitionTime)
#### void unload_cloud_hat(string szName, float a2)
#### bool, float get_ground_z(v3 pos)
#### uint64_t get_frame_count()
#### float get_frame_time()
#### bool shoot_single_bullet_between_coords(v3 start, v3 end, int32_t damage, Hash weapon, Ped owner, bool audible, bool invisible, float speed)
#### bool, v3|nil find_spawn_point_in_direction(v3 pos, v3 fwd, float dist)
Fire Functions#
#### bool add_explosion(v3 pos, int type, bool isAudible, bool isInvis, float fCamShake, Ped owner)
#### Ped start_entity_fire(Ped ped)
#### void stop_entity_fire(Ped ped)
Network Functions#
#### bool network_is_host()
#### bool has_control_of_entity(Entity entity)
#### bool request_control_of_entity(Entity entity)
#### bool is_session_started()
#### void network_session_kick_player(Player player)
#### bool is_friend_online(string name)
#### bool is_friend_in_multiplayer(string name)
#### uint32_t get_friend_scid(string name)
#### uint32_t get_friend_count()
#### uint32_t get_max_friends()
#### Hash network_hash_from_player(Player player)
#### string|nil get_friend_index_name(uint32_t index)
#### bool is_friend_index_online(uint32_t index)
#### bool is_scid_friend(uint64_t scid)
#### Entity|nil get_entity_player_is_spectating(Player player)
#### Player|nil get_player_player_is_spectating(Player player)
#### bool send_chat_message(string msg, bool teamOnly)
#### bool force_remove_player(Player player)
Cutscene Functions#
#### void stop_cutscene_immediately()
#### void remove_cutscene()
#### bool is_cutscene_active()
#### bool is_cutscene_playing()
Control Functions#
#### bool disable_control_action(int inputGroup, int control, bool disable)
#### bool is_control_just_pressed(int inputGroup, int control)
#### bool is_disabled_control_just_pressed(int inputGroup, int control)
#### bool is_control_pressed(int inputGroup, int control)
#### bool is_disabled_control_pressed(int inputGroup, int control)
#### float get_control_normal(int inputGroup, int control)
#### bool set_control_normal(int inputGroup, int control, float value)
Graphics Functions#
#### int get_screen_height()
#### int get_screen_width()
#### void request_named_ptfx_asset(string asset)
#### bool has_named_ptfx_asset_loaded(string asset)
#### void remove_named_ptfx_asset(string name)
#### void set_next_ptfx_asset(string asset)
#### void set_next_ptfx_asset_by_hash(Hash hash)
#### Ptfx start_ptfx_looped_on_entity(string name, Entity e, v3 offset, v3 rot, float scale)
#### bool start_ptfx_non_looped_on_entity(string name, Entity e, v3 offset, v3 rot, float scale)
#### Ptfx start_networked_ptfx_looped_on_entity(string name, Entity e, v3 offset, v3 rot, float scale)
#### bool start_networked_ptfx_non_looped_on_entity(string name, Entity e, v3 offset, v3 rot, float scale)
#### void remove_ptfx_from_entity(Entity)
#### bool does_looped_ptfx_exist(Ptfx ptfx)
#### Ptfx start_ptfx_looped_at_coord(string name, v3 pos, v3 rot, float scale, bool xAxis, bool yAxis, bool zAxis)
#### bool start_ptfx_non_looped_at_coord(string name, v3 pos, v3 rot, float scale, bool xAxis, bool yAxis, bool zAxis)
#### bool start_networked_ptfx_non_looped_at_coord(string name, v3 pos, v3 rot, float scale, bool xAxis, bool yAxis, bool zAxis)
#### Ptfx start_networked_ptfx_looped_at_coord(string name, v3 pos, v3 rot, float scale, bool xAxis, bool yAxis, bool zAxis)
#### void remove_particle_fx(Ptfx ptfx, bool a2)
#### void remove_ptfx_in_range(v3 pos, float range)
#### void set_ptfx_looped_offsets(Ptfx ptfx, v3 pos, v3 rot)
#### void set_ptfx_looped_evolution(Ptfx ptfx, string propertyName, float amount, bool a4)
#### void set_ptfx_looped_color(Ptfx ptfx, float r, float b, float g, bool a5)
#### void set_ptfx_looped_alpha(Ptfx ptfx, float a)
#### void set_ptfx_looped_scale(Ptfx ptfx, float scale)
#### void set_ptfx_looped_far_clip_dist(Ptfx ptfx, float dist)
#### void enable_clown_blood_vfx(bool toggle)
#### void enable_alien_blood_vfx(bool toggle)
#### void animpostfx_play(Hash effect, int32_t duration, bool looped)
#### void animpostfx_stop(Hash effect)
#### bool animpostfx_is_running(Hash effect)
#### void animpostfx_stop_all()
#### Any request_scaleform_movie(string szName)
#### bool begin_scaleform_movie_method(Any scaleform, string szMethod)
#### void scaleform_movie_method_add_param_texture_name_string(string val)
#### void scaleform_movie_method_add_param_int(int32_t val)
#### void scaleform_movie_method_add_param_float(float val)
#### void scaleform_movie_method_add_param_bool(bool val)
#### void draw_scaleform_movie_fullscreen(Any scaleform, int r, int g, int b, int a, int a6)
#### void draw_scaleform_movie(Any scaleform, float x, float y, float w, float h, int r, int g, int b, int a, int a10)
#### void end_scaleform_movie_method()
#### void draw_marker(Any type, v3 pos, v3 dir, v3 rot, v3 scale, int red, int green, int blue, int alpha, bool bobUpAndDown, bool faceCam, int a12, bool rotate, string|nil textureDict, string|nil textureName, bool drawOntEnts)
#### Any create_checkpoint(Any type, v3 thisPos, v3 nextPos, float radius, int red, int green, int blue, int alpha, int reserved)
#### void set_checkpoint_icon_height(Any checkpoint, float height)
#### void set_checkpoint_cylinder_height(Any checkpoint, float nearHeight, float farHeight, float radius)
#### void set_checkpoint_rgba(Any checkpoint, int r, int g, int b, int a)
#### void set_checkpoint_icon_rgba(Any checkpoint, int r, int g, int b, int a)
#### void delete_checkpoint(Any checkpoint)
#### bool has_scaleform_movie_loaded(Any scaleform)
#### void set_scaleform_movie_as_no_longer_needed(Any scaleform)
#### bool,v2|nil project_3d_coord(v3 coord)
Time Functions#
#### void set_clock_time(int hour, int minute, int second)
#### int get_clock_hours()
#### int get_clock_minutes()
#### int get_clock_seconds()
AI Functions#
#### void task_goto_entity(Entity e, Entity target, int duration, float distance, float speed)
#### bool task_combat_ped(Ped ped, Ped target, int a3, int a4)
#### Any task_go_to_coord_by_any_means(Ped ped, v3 coords, float speed, Any p4, bool p5, int walkStyle, float a7)
#### bool task_wander_standard(Ped ped, float unk0, bool unk1)
#### void task_vehicle_drive_wander(Ped ped, Vehicle vehicle, float speed, int driveStyle)
#### void task_start_scenario_in_place(Ped ped, string name, int unkDelay, bool playEnterAnim)
#### void task_start_scenario_at_position(Ped ped, string name, v3 coord, float heading, int duration, bool sittingScenario, bool teleport)
#### void task_stand_guard(Ped ped, v3 coord, float heading, string name)
#### void play_anim_on_running_scenario(Ped ped, string dict, string name)
#### bool does_scenario_group_exist(string name)
#### bool is_scenario_group_enabled(string name)
#### bool set_scenario_group_enabled(string name, bool b)
#### void reset_scenario_groups_enabled()
#### bool set_exclusive_scenario_group(string name)
#### bool reset_exclusive_scenario_group()
#### bool is_scenario_type_enabled(string name)
#### bool set_scenario_type_enabled(string name, bool b)
#### void reset_scenario_types_enabled()
#### bool is_ped_active_in_scenario(Ped ped)
#### void task_follow_to_offset_of_entity(Ped ped, Entity entity, v3 offset, float speed, int timeout, float stopRange, bool persistFollowing)
#### void task_vehicle_drive_to_coord_longrange(Ped ped, Vehicle vehicle, v3 pos, float speed, int mode, float stopRange)
#### void task_shoot_at_entity(Entity entity, Entity target, int duration, Hash firingPattern)
#### void task_vehicle_escort(Ped ped, Vehicle vehicle, Vehicle targetVehicle, int mode, float speed, int drivingStyle, float minDistance, int a8, float noRoadsDistance)
#### void task_vehicle_follow(Ped driver, Vehicle vehicle, Entity targetEntity, float speed, int drivingStyle, int minDistance)
#### void task_vehicle_drive_to_coord(Ped ped, Vehicle vehicle, v3 coord, float speed, int a5, Hash vehicleModel, int driveMode, float stopRange, float a9)
#### void task_vehicle_shoot_at_coord(Ped ped, v3 coord, float a3)
#### void task_vehicle_shoot_at_ped(Ped ped, Ped target, float a3)
#### void task_vehicle_aim_at_coord(Ped ped, v3 coord)
#### void task_vehicle_aim_at_ped(Ped ped, Ped target)
#### void task_stay_in_cover(Ped ped)
#### void task_go_to_coord_while_aiming_at_coord(Ped ped, v3 gotoCoord, v3 aimCoord, float moveSpeed, bool a5, float a6, float a7, bool a8, Any flags, bool a10, Hash firingPattern)
#### void task_go_to_coord_while_aiming_at_entity(Ped ped, v3 gotoCoord, Entity target, float moveSpeed, bool a5, float a6, float a7, bool a8, Any flags, bool a10, Hash firingPattern)
#### void task_go_to_entity_while_aming_at_coord(Ped ped, Entity gotoEntity, v3 aimCoord, float a4, bool shoot, float a6, float a7, bool a8, bool a9, Hash firingPattern)
#### void task_go_to_entity_while_aiming_at_entity(Ped ped, Entity gotoEntity, Entity target, float a4, bool shoot, float a6, float a7, bool a8, bool a9, Hash firingPattern)
#### void task_open_vehicle_door(Ped ped, Vehicle vehicle, int timeOut, int doorIndex, float speed)
#### void task_enter_vehicle(Ped ped, Vehicle vehicle, int timeout, int seat, float speed, uint32_t flag, Any p6)
#### void task_leave_vehicle(Ped ped, Vehicle vehicle, uint32_t flag)
#### void task_sky_dive(Ped ped, bool a2)
#### void task_parachute(Ped ped, bool a2, bool a3)
#### void task_parachute_to_target(Ped ped, v3 coord)
#### void set_parachute_task_target(Ped ped, v3 coord)
#### void set_parachute_task_thrust(Ped ped, float thrust)
#### void task_rappel_from_heli(Ped ped, float a2)
#### void task_vehicle_chase(Ped driver, Entity target)
#### void set_task_vehicle_chase_behaviour_flag(Ped ped, int flag, bool set)
#### void set_task_vehicle_chase_ideal_persuit_distance(Ped ped, float dist)
#### void task_shoot_gun_at_coord(Ped ped, v3 coord, int duration, Hash firingPattern)
#### void task_aim_gun_at_coord(Ped ped, v3 coord, int time, bool a4, bool a5)
#### void task_turn_ped_to_face_entity(Ped ped, Entity entity, int duration)
#### void task_aim_gun_at_entity(Ped ped, Entity entity, int duration, bool a4)
#### bool is_task_active(Ped ped, Any taskId)
#### bool task_play_anim(Ped ped, string dict, string anim, float speed, float speedMult, int duration, int flag, float playbackRate, bool lockX, bool lockY, bool lockZ)
#### void stop_anim_task(Ped ped, const char* dict, const char* anim, float a4)
Decorator Functions#
#### void decor_register(string name, int type)
#### bool decor_exists_on(Entity e, string decor)
#### bool decor_remove(Entity e, string decor)
#### int decor_get_int(Entity entity, string name)
#### bool decor_set_int(Entity entity, string name, int value)
#### float decor_get_float(Entity entity, string name)
#### bool decor_set_float(Entity entity, string name, float value)
#### bool decor_get_bool(Entity entity, string name)
#### bool decor_set_bool(Entity entity, string name, bool value)
#### bool decor_set_time(Entity entity, string name, int value)
Interior Functions#
#### Any get_interior_from_entity(Entity entity)
#### Any get_interior_at_coords_with_type(const v3 coords, string interiorType)
#### void enable_interior_prop(Any id, string prop)
#### void disable_interior_prop(Any id, string prop)
#### void refresh_interior(Any id)
Water Functions#
#### float get_waves_intensity()
#### void set_waves_intensity(float intensity)
#### void reset_waves_intensity()
Stats Functions#
#### int32_t|nil stat_get_int(Hash hash, int unk0)
#### float|nil stat_get_float(Hash hash, int unk0)
#### bool|nil stat_get_bool(Hash hash, int unk0)
#### bool stat_set_int(Hash hash, int32_t value, bool save)
#### bool stat_set_float(Hash hash, float value, bool save)
#### bool stat_set_bool(Hash hash, bool value, bool save)
#### int64_t stat_get_i64(Hash hash)
#### bool stat_set_i64(Hash hash, int64_t v, uint32_t|nil flags)
#### uint64_t stat_get_u64(Hash hash)
#### bool stat_set_u64(Hash hash, uint64_t v, uint32_t|nil flags)
#### int32_t|nil stat_get_masked_int(Hash hash, int mask, int a3, int|nil a4)
#### bool stat_set_masked_int(Hash hash, int32_t val, int mask, int a4, bool save)
#### bool|nil stat_get_masked_bool(Hash hash, int mask, int|nil a3)
#### bool stat_set_masked_bool(Hash hash, bool val, int mask, int a4, bool save)
#### hash, int stat_get_bool_hash_and_mask(string stat, int index, int character)
#### hash, int stat_get_int_hash_and_mask(string stat, int index, int character)
Script Functions#
#### void trigger_script_event(int eventId, Player player, int[] params)
#### Player get_host_of_this_script()
#### float|nil get_global_f(uint32_t i)
#### int|nil get_global_i(uint32_t i)
#### bool set_global_f(uint32_t i, float v)
#### bool set_global_i(uint32_t i, int v)
#### float|nil get_local_f(Hash script, uint32_t i)
#### int|nil get_local_i(Hash script, uint32_t i)
#### bool set_local_f(Hash script, uint32_t i, float v)
#### bool set_local_i(Hash script, uint32_t i, int v)
Audio Functions#
#### void play_sound(int soundId, string audioName, string audioRef, bool p4, Any p5, bool p6)
#### void play_sound_frontend(int soundId, string audioName, string audioRef, bool p4)
#### void play_sound_from_entity(int soundId, string audioName, Entity entity, string audioRef)
#### void play_sound_from_coord(int soundId, string audioName, v3 pos, string audioRef, bool a5, int range, bool a7)
#### void stop_sound(int soundId)
Worldprobe Functions#
#### bool hit, v3 hitPos, v3 hitSurf, Hash hitMat, Entity hitEnt raycast(v3 start, v3 end, int intersect, Entity ignore)
enum eRayIntersect : unsigned
{
RAYINT_MAP = 1 << 0,
RAYINT_VEH = 1 << 1,
RAYINT_PED = 1 << 2,
RAYINT_PED2 = 1 << 3,
RAYINT_OBJECT = 1 << 4,
RAYINT_UNK0 = 1 << 5,
RAYINT_UNK1 = 1 << 6,
RAYINT_UNK2 = 1 << 7,
RAYINT_VEGETATION = 1 << 8,
};
Rope Functions#
#### void rope_load_textures()
#### void rope_unload_textures()
#### bool rope_are_textures_loaded()
#### int add_rope(v3 pos, v3 rot, float maxLen, int ropeType, float initLength, float minLength, float lengthChangeRate, bool onlyPPU, bool collisionOn, bool lockFromFront, float timeMultiplier, bool breakable)
#### bool does_rope_exist(int rope)
#### bool delete_rope(int rope)
#### void attach_rope_to_entity(int rope, Entity e, v3 offset, bool a3)
#### void attach_entities_to_rope(int rope, Entity ent1, Entity ent2, v3 pos_ent1, v3 pos_ent2, float len, int a7, int a8, string|nil boneName1, string|nil boneName2)
#### void detach_rope_from_entity(int rope, Entity entity)
#### void start_rope_unwinding_front(int rope)
#### void start_rope_winding(int rope)
#### void stop_rope_unwinding_front(int rope)
#### void stop_rope_winding(int rope)
#### void rope_force_length(int rope, float len)
#### void activate_physics(Entity entity)
System Functions#
#### void wait(int ms)
#### void yield(int ms)
Utils Functions#
#### int str_to_vk(string keyName)
#### string[] get_all_files_in_directory(string path, string extension)
#### string[] get_all_sub_directories_in_directory(string path)
#### bool file_exists(string path)
#### bool dir_exists(string path)
#### bool make_dir(string path)
#### string get_appdata_path(string dir, string file)
#### string from_clipboard()
#### void to_clipboard(string str)
#### int time()
#### int time_ms()
#### uint64_t[] str_to_vecu64(string str)
#### string vecu64_to_str(uint64_t[] vec)