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Hierarchy

Index

Constructors

  • new Ped(handle: number): Ped

Properties

attributes: undefined | Attributes

Accessors

  • get Accuracy(): number
  • set Accuracy(accuracy: number): void
  • get CanBeKnockedOffVehicle(): boolean
  • set CanBeTargeted(toggle: boolean): void
  • get CrouchMovement(): boolean
  • set DefenseModifier(amount: number): void
  • get Handle(): number
  • get Heading(): number
  • set Heading(heading: number): void
  • get Health(): number
  • set Health(amount: number): void
  • set HearingRange(value: number): void
  • get InVehicle(): boolean
  • get IsBeingJacked(): boolean
  • get IsClimbing(): boolean
  • get IsClimbingLadder(): boolean
  • get IsDamaged(): boolean
  • set IsDamaged(damaged: boolean): void
  • get IsDiving(): boolean
  • get IsFalling(): boolean
  • get IsFatallyInjured(): boolean
  • get IsHuman(): boolean
  • get IsInAnyBoat(): boolean
  • get IsInAnyHeli(): boolean
  • get IsInAnyPlane(): boolean
  • get IsInCombatRoll(): boolean
  • get IsInFlyingVehicle(): boolean
  • get IsInjured(): boolean
  • get IsInteractingWithAnimal(): boolean
  • get IsJacking(): boolean
  • get IsJumping(): boolean
  • get IsMale(): boolean
  • get IsOnTopOfVehicle(): boolean
  • get IsOpeningADoor(): boolean
  • get IsPlantingBomb(): boolean
  • get IsPlayer(): boolean
  • get IsShooting(): boolean
  • get IsSittingInAnyVehicle(): boolean
  • get IsSliding(): boolean
  • get IsStealthed(): boolean
  • get IsStunned(): boolean
  • get IsVaulting(): boolean
  • get LeadingHorse(): Ped
  • get MaxHealth(): number
  • set MaxHealth(amount: number): void
  • While this increases the peds max health, if used on a player it wont increase the max core value on the hud

    Returns number

  • While this increases the peds max health, if used on a player it wont increase the max core value on the hud

    Parameters

    • amount: number

    Returns void

  • get Mount(): Ped
  • get Owner(): Ped
  • set SeeingRange(value: number): void

Methods

  • canBeTargetedByPlayer(player: Player, toggle: boolean): void
  • clearLastBoneDamage(): void
  • clone(network: boolean, bScriptHostPed: boolean, copyHeadBlend: boolean): Ped
  • creates a clone of the ped

    Parameters

    • network: boolean

      if the ped should be a networked entity

    • bScriptHostPed: boolean

      whether to register the ped as pinned to the script host in the R* network model.

    • copyHeadBlend: boolean

      whether to copy the peds head blend

    Returns Ped

    the cloned ped

  • cloneTo(targetPed: Ped): void
  • clones the ped onto the target ped

    Parameters

    • targetPed: Ped

      the ped to clone onto

    Returns void

  • damage(amount: number, boneId?: number, killer?: Ped): void
  • Parameters

    • amount: number
    • boneId: number = 0
    • Optional killer: Ped

    Returns void

  • delete(): void
  • Removes the specified ped if its not a player entity

    Returns void

  • getJacker(): Ped
  • isInteractionPossible(animal: Ped): boolean
  • isOnVehicle(vehicle: Vehicle): boolean
  • Parameters

    Returns boolean

    true of the specified seat is free on the mount

  • isSittingInVehicle(vehicle: Vehicle): boolean
  • killPed(killer?: Entity): void
  • kills the ped and optionally sets the killer

    Parameters

    • Optional killer: Entity

      the entity that killed the ped

    Returns void

  • removeFromMount(): void
  • this returns a different type then the getter so we can't use set, maybe ts will fix soon (tm)

    Parameters

    • state: KnockOffVehicle

      how hard it will be to knock a ped off their vehicle

    Returns void

  • setCrouchMovement(state: boolean, immediately?: boolean): void
  • Parameters

    • state: boolean
    • immediately: boolean = false

    Returns void

  • Sets the ped into the specified vehicle

    Parameters

    • vehicle: Vehicle

      the vehicle to put the ped into

    • seatIndex: VehicleSeat

      the seat index to put the ped into

    Returns void

  • puts the ped onto the specified mount

    Parameters

    • targetPed: Ped

      the horse to put the ped on

    • seatIndex: VehicleSeat

      the seat index to put the ped on

    Returns void

  • setOwnsAnimal(animal: Ped): void
  • warpOutOfVehicle(): void
  • blockScenariosInArea(vec1: Vector3, vec2: Vector3, blockingFlags: number): number
  • Blocks scenarios inbetween the specified vectors

    todo

    Move to Game

    Parameters

    Returns number

    the scenarioId that can be used in removeScenarioBlock to unblock

  • removeScenarioBlock(scenarioId: number): void

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