setPedGoToOffset
Makes a ped seek a radius-and-angle offset around another ped using GTA's native entity task.
Syntax
bool setPedGoToOffset(ped thePed, ped target [, int timeout = -1, float radius = 0.5, float angle = 0.0, bool repeatTask = false])GTA task mapping
06A8 CTaskComplexSeekEntityRadiusAngleOffsetCTaskComplexUseSequenceSCM equivalent: TASK_GOTO_CHAR_OFFSET
The seek task is the direct mapping. repeatTask=true wraps it in GTA's real repeating mission sequence instead of replaying movement from Lua.
Arguments
thePedpedLiving streamed ped simulated by this client.
targetpedDistinct living streamed target ped.
timeoutintoptional · default -1-1 for GTA's SCM-compatible 50-second seek timeout, or a non-negative timeout in milliseconds.
radiusfloatoptional · default 0.5Finite positive distance from the target.
anglefloatoptional · default 0.0Finite native angular offset around the target.
repeatTaskbooloptional · default falseWrap the movement in GTA's native repeating mission sequence.
Returns
true when the native task or repeating sequence was queued; false when validation or construction fails.
Ownership and lifecycle
Low-level ped task calls require the client that simulates the living, streamed ped. Driving tasks also require control of the streamed vehicle. They do not create lifecycle handles; the optional native-task-runtime adds server-owned route epochs and reconstruction for drive_to routes. Gang-tag ownership is resource-exclusive, survives object streaming and recreation, and is released automatically when the owner stops.
OOP aliases
ped:setGoToOffset(target, timeout, radius, angle, repeatTask)
Where this comes from
Continue exploring
← Back to the Neon Lua API · How Native ped tasks and gang tags works →