---
title: "任务 Task"
description: "AI 任务 / 移动 / 战斗 / 动画"
---

---
title: 任务 Task
description: AI 任务 / 移动 / 战斗 / 动画
---

`sa` · 扩展 `default` · SCM 原生命令

共 97 条。写法见 [Lua](/docs/cleo/syntax) / [Redux](/docs/cleo/syntax-redux)。

## 蹲下

<Opcode id="04EB" name="TASK_TOGGLE_DUCK" member="Task.ToggleDuck">
蹲下。

```text
04EB TASK_TOGGLE_DUCK
in: handle, state
```

```lua
taskToggleDuck(handle, state)
```

```js
Task.toggleDuck(handle, state)
```
</Opcode>

## 停顿

<Opcode id="05B9" name="TASK_PAUSE" member="Task.Pause">
停顿指定时间。

```text
05B9 TASK_PAUSE
in: handle, time
```

```lua
taskPause(handle, time)
```

```js
Task.pause(handle, time)
```
</Opcode>

## 站定

<Opcode id="05BA" name="TASK_STAND_STILL" member="Task.StandStill">
站定不动。

```text
05BA TASK_STAND_STILL
in: handle, time
```

```lua
taskStandStill(handle, time)
```

```js
Task.standStill(handle, time)
```
</Opcode>

## 倒地再起

<Opcode id="05BB" name="TASK_FALL_AND_GET_UP" member="Task.FallAndGetUp">
倒地并躺指定时间。

```text
05BB TASK_FALL_AND_GET_UP
in: handle, fallDown, timeOnGround
```

```lua
taskFallAndGetUp(handle, fallDown, timeOnGround)
```

```js
Task.fallAndGetUp(handle, fallDown, timeOnGround)
```
</Opcode>

## 跳跃

<Opcode id="05BC" name="TASK_JUMP" member="Task.Jump">
跳跃。

```text
05BC TASK_JUMP
in: handle, state
```

```lua
taskJump(handle, state)
```

```js
Task.jump(handle, state)
```
</Opcode>

## 喘气

<Opcode id="05BD" name="TASK_TIRED" member="Task.Tired">
停下来喘气。

```text
05BD TASK_TIRED
in: handle, time
```

```lua
taskTired(handle, time)
```

```js
Task.tired(handle, time)
```
</Opcode>

## 杀死

<Opcode id="05BE" name="TASK_DIE" member="Task.Die">
杀死角色。

```text
05BE TASK_DIE
in: handle
```

```lua
taskDie(handle)
```

```js
Task.die(handle)
```
</Opcode>

## 看向角色

<Opcode id="05BF" name="TASK_LOOK_AT_CHAR" member="Task.LookAtChar">
看向另一角色。

```text
05BF TASK_LOOK_AT_CHAR
in: observer, target, time
```

```lua
taskLookAtChar(observer, target, time)
```

```js
Task.lookAtChar(observer, target, time)
```
</Opcode>

## 看向车辆

<Opcode id="05C0" name="TASK_LOOK_AT_VEHICLE" member="Task.LookAtVehicle">
看向指定车辆。

```text
05C0 TASK_LOOK_AT_VEHICLE
in: char, vehicle, time
```

```lua
taskLookAtVehicle(char, vehicle, time)
```

```js
Task.lookAtVehicle(char, vehicle, time)
```
</Opcode>

## 说台词

<Opcode id="05C1" name="TASK_SAY" member="Task.Say">
说音频表中的台词。

```text
05C1 TASK_SAY
in: handle, phrase
```

```lua
taskSay(handle, phrase)
```

```js
Task.say(handle, phrase)
```
</Opcode>

## 愤怒挥拳

<Opcode id="05C2" name="TASK_SHAKE_FIST" member="Task.ShakeFist">
愤怒挥拳。

```text
05C2 TASK_SHAKE_FIST
in: handle
```

```lua
taskShakeFist(handle)
```

```js
Task.shakeFist(handle)
```
</Opcode>

## 恐惧护脸

<Opcode id="05C3" name="TASK_COWER" member="Task.Cower">
恐惧后退护脸。

```text
05C3 TASK_COWER
in: handle
```

```lua
taskCower(handle)
```

```js
Task.cower(handle)
```
</Opcode>

## 举手

<Opcode id="05C4" name="TASK_HANDS_UP" member="Task.HandsUp">
举手。

```text
05C4 TASK_HANDS_UP
in: handle, time
```

```lua
taskHandsUp(handle, time)
```

```js
Task.handsUp(handle, time)
```
</Opcode>

## 抱头蹲下

<Opcode id="05C5" name="TASK_DUCK" member="Task.Duck">
抱头蹲下。

```text
05C5 TASK_DUCK
in: handle, time
```

```lua
taskDuck(handle, time)
```

```js
Task.duck(handle, time)
```
</Opcode>

## 使用 ATM

<Opcode id="05C7" name="TASK_USE_ATM" member="Task.UseAtm">
使用 ATM。

```text
05C7 TASK_USE_ATM
in: handle
```

```lua
taskUseAtm(handle)
```

```js
Task.useAtm(handle)
```
</Opcode>

## 挠头

<Opcode id="05C8" name="TASK_SCRATCH_HEAD" member="Task.ScratchHead">
挠头张望。

```text
05C8 TASK_SCRATCH_HEAD
in: handle
```

```lua
taskScratchHead(handle)
```

```js
Task.scratchHead(handle)
```
</Opcode>

## 向前张望

<Opcode id="05C9" name="TASK_LOOK_ABOUT" member="Task.LookAbout">
向前张望。

```text
05C9 TASK_LOOK_ABOUT
in: handle, time
```

```lua
taskLookAbout(handle, time)
```

```js
Task.lookAbout(handle, time)
```
</Opcode>

## 上副驾

<Opcode id="05CA" name="TASK_ENTER_CAR_AS_PASSENGER" member="Task.EnterCarAsPassenger">
走近车并坐指定副驾位。

```text
05CA TASK_ENTER_CAR_AS_PASSENGER
in: char, vehicle, time, seat
```

```lua
taskEnterCarAsPassenger(char, vehicle, time, seat)
```

```js
Task.enterCarAsPassenger(char, vehicle, time, seat)
```
</Opcode>

## 上驾驶位

<Opcode id="05CB" name="TASK_ENTER_CAR_AS_DRIVER" member="Task.EnterCarAsDriver">
走近车并坐驾驶位。

```text
05CB TASK_ENTER_CAR_AS_DRIVER
in: char, vehicle, time
```

```lua
taskEnterCarAsDriver(char, vehicle, time)
```

```js
Task.enterCarAsDriver(char, vehicle, time)
```
</Opcode>

## 下车

<Opcode id="05CD" name="TASK_LEAVE_CAR" member="Task.LeaveCar">
若在车上则下车。

```text
05CD TASK_LEAVE_CAR
in: char, vehicle
```

```lua
taskLeaveCar(char, vehicle)
```

```js
Task.leaveCar(char, vehicle)
```
</Opcode>

## 下车逃离

<Opcode id="05CF" name="TASK_LEAVE_CAR_AND_FLEE" member="Task.LeaveCarAndFlee">
下车后逃到指定点。

```text
05CF TASK_LEAVE_CAR_AND_FLEE
in: char, vehicle, x, y, z
```

```lua
taskLeaveCarAndFlee(char, vehicle, x, y, z)
```

```js
Task.leaveCarAndFlee(char, vehicle, x, y, z)
```
</Opcode>

## 驾车去坐标

<Opcode id="05D1" name="TASK_CAR_DRIVE_TO_COORD" member="Task.CarDriveToCoord">
驾车去坐标。

```text
05D1 TASK_CAR_DRIVE_TO_COORD
in: driver, vehicle, x, y, z, speed, driveStyle, modelId, drivingStyle
```

```lua
taskCarDriveToCoord(driver, vehicle, x, y, z, speed, driveStyle, modelId, drivingStyle)
```

```js
Task.carDriveToCoord(driver, vehicle, x, y, z, speed, driveStyle, modelId, drivingStyle)
```
</Opcode>

## 驾车闲逛

<Opcode id="05D2" name="TASK_CAR_DRIVE_WANDER" member="Task.CarDriveWander">
驾车闲逛。

```text
05D2 TASK_CAR_DRIVE_WANDER
in: char, vehicle, speed, drivingMode
```

```lua
taskCarDriveWander(char, vehicle, speed, drivingMode)
```

```js
Task.carDriveWander(char, vehicle, speed, drivingMode)
```
</Opcode>

## 走到坐标

<Opcode id="05D3" name="TASK_GO_STRAIGHT_TO_COORD" member="Task.GoStraightToCoord">
走到坐标。

```text
05D3 TASK_GO_STRAIGHT_TO_COORD
in: handle, x, y, z, speed, time
```

```lua
taskGoStraightToCoord(handle, x, y, z, speed, time)
```

```js
Task.goStraightToCoord(handle, x, y, z, speed, time)
```
</Opcode>

## 转到朝向

<Opcode id="05D4" name="TASK_ACHIEVE_HEADING" member="Task.AchieveHeading">
转到指定朝向。

```text
05D4 TASK_ACHIEVE_HEADING
in: handle, heading
```

```lua
taskAchieveHeading(handle, heading)
```

```js
Task.achieveHeading(handle, heading)
```
</Opcode>

## 沿路径点走

<Opcode id="05D8" name="TASK_FOLLOW_POINT_ROUTE" member="Task.FollowPointRoute">
沿路径点路线走。

```text
05D8 TASK_FOLLOW_POINT_ROUTE
in: handle, speed, mode
```

```lua
taskFollowPointRoute(handle, speed, mode)
```

```js
Task.followPointRoute(handle, speed, mode)
```
</Opcode>

## 接近角色

<Opcode id="05D9" name="TASK_GOTO_CHAR" member="Task.GotoChar">
半径内从任意方向接近角色。

```text
05D9 TASK_GOTO_CHAR
in: walking, target, time, radius
```

```lua
taskGotoChar(walking, target, time, radius)
```

```js
Task.gotoChar(walking, target, time, radius)
```
</Opcode>

## 逃离某点

<Opcode id="05DA" name="TASK_FLEE_POINT" member="Task.FleePoint">
惊恐逃离某点。

```text
05DA TASK_FLEE_POINT
in: handle, x, y, z, radius, time
```

```lua
taskFleePoint(handle, x, y, z, radius, time)
```

```js
Task.fleePoint(handle, x, y, z, radius, time)
```
</Opcode>

## 逃离角色

<Opcode id="05DB" name="TASK_FLEE_CHAR" member="Task.FleeChar">
逃离另一角色。

```text
05DB TASK_FLEE_CHAR
in: handle, threat, radius, time
```

```lua
taskFleeChar(handle, threat, radius, time)
```

```js
Task.fleeChar(handle, threat, radius, time)
```
</Opcode>

## 智能逃离点

<Opcode id="05DC" name="TASK_SMART_FLEE_POINT" member="Task.SmartFleePoint">
智能逃离坐标。

```text
05DC TASK_SMART_FLEE_POINT
in: handle, x, y, z, radius, time
```

```lua
taskSmartFleePoint(handle, x, y, z, radius, time)
```

```js
Task.smartFleePoint(handle, x, y, z, radius, time)
```
</Opcode>

## 智能逃离角色

<Opcode id="05DD" name="TASK_SMART_FLEE_CHAR" member="Task.SmartFleeChar">
智能逃离另一角色。

```text
05DD TASK_SMART_FLEE_CHAR
in: handle, threat, radius, time
```

```lua
taskSmartFleeChar(handle, threat, radius, time)
```

```js
Task.smartFleeChar(handle, threat, radius, time)
```
</Opcode>

## 行人闲逛

<Opcode id="05DE" name="TASK_WANDER_STANDARD" member="Task.WanderStandard">
沿行人路径闲逛。

```text
05DE TASK_WANDER_STANDARD
in: handle
```

```lua
taskWanderStandard(handle)
```

```js
Task.wanderStandard(handle)
```
</Opcode>

## 徒步击杀

<Opcode id="05E2" name="TASK_KILL_CHAR_ON_FOOT" member="Task.KillCharOnFoot">
徒步攻击另一角色。

```text
05E2 TASK_KILL_CHAR_ON_FOOT
in: killer, target
```

```lua
taskKillCharOnFoot(killer, target)
```

```js
Task.killCharOnFoot(killer, target)
```
</Opcode>

## 沿节点走

<Opcode id="05F5" name="TASK_FOLLOW_PATH_NODES_TO_COORD" member="Task.FollowPathNodesToCoord">
沿节点走到坐标。

```text
05F5 TASK_FOLLOW_PATH_NODES_TO_COORD
in: handle, x, y, z, speed, time
```

```lua
taskFollowPathNodesToCoord(handle, x, y, z, speed, time)
```

```js
Task.followPathNodesToCoord(handle, x, y, z, speed, time)
```
</Opcode>

## 任意方式前往

<Opcode id="0603" name="TASK_GO_TO_COORD_ANY_MEANS" member="Task.GoToCoordAnyMeans">
以任意方式前往坐标。

```text
0603 TASK_GO_TO_COORD_ANY_MEANS
in: char, x, y, z, speed, vehicle
```

```lua
taskGoToCoordAnyMeans(char, x, y, z, speed, vehicle)
```

```js
Task.goToCoordAnyMeans(char, x, y, z, speed, vehicle)
```
</Opcode>

## 播放动画

<Opcode id="0605" name="TASK_PLAY_ANIM" member="Task.PlayAnim">
播放动画。

```text
0605 TASK_PLAY_ANIM
in: handle, animationName, animationFile, blendSpeed, loop, lockX, lockY, keepLastFrame, time
```

```lua
taskPlayAnim(handle, animationName, animationFile, blendSpeed, loop, lockX, lockY, keepLastFrame, time)
```

```js
Task.playAnim(handle, animationName, animationFile, blendSpeed, loop, lockX, lockY, keepLastFrame, time)
```
</Opcode>

## 跳车

<Opcode id="0622" name="TASK_LEAVE_CAR_IMMEDIATELY" member="Task.LeaveCarImmediately">
行驶中跳车。

```text
0622 TASK_LEAVE_CAR_IMMEDIATELY
in: char, vehicle
```

```lua
taskLeaveCarImmediately(char, vehicle)
```

```js
Task.leaveCarImmediately(char, vehicle)
```
</Opcode>

## 离开任何车

<Opcode id="0633" name="TASK_LEAVE_ANY_CAR" member="Task.LeaveAnyCar">
若在车内则下车。

```text
0633 TASK_LEAVE_ANY_CAR
in: handle
```

```lua
taskLeaveAnyCar(handle)
```

```js
Task.leaveAnyCar(handle)
```
</Opcode>

## 蹲姿击杀

<Opcode id="0634" name="TASK_KILL_CHAR_ON_FOOT_WHILE_DUCKING" member="Task.KillCharOnFootWhileDucking">
蹲姿徒步击杀。

```text
0634 TASK_KILL_CHAR_ON_FOOT_WHILE_DUCKING
in: char, target, flags, actionDelay, actionChance
```

```lua
taskKillCharOnFootWhileDucking(char, target, flags, actionDelay, actionChance)
```

```js
Task.killCharOnFootWhileDucking(char, target, flags, actionDelay, actionChance)
```
</Opcode>

## 瞄准角色

<Opcode id="0635" name="TASK_AIM_GUN_AT_CHAR" member="Task.AimGunAtChar">
瞄准另一角色。

```text
0635 TASK_AIM_GUN_AT_CHAR
in: char, target, time
```

```lua
taskAimGunAtChar(char, target, time)
```

```js
Task.aimGunAtChar(char, target, time)
```
</Opcode>

## 边走边射

<Opcode id="0637" name="TASK_GO_TO_COORD_WHILE_SHOOTING" member="Task.GoToCoordWhileShooting">
边走边向目标射击。

```text
0637 TASK_GO_TO_COORD_WHILE_SHOOTING
in: char, x, y, z, speed, turnRadius, stopRadius, target
```

```lua
taskGoToCoordWhileShooting(char, x, y, z, speed, turnRadius, stopRadius, target)
```

```js
Task.goToCoordWhileShooting(char, x, y, z, speed, turnRadius, stopRadius, target)
```
</Opcode>

## 留在原地

<Opcode id="0638" name="TASK_STAY_IN_SAME_PLACE" member="Task.StayInSamePlace">
留在原地。

```text
0638 TASK_STAY_IN_SAME_PLACE
in: handle, state
```

```lua
taskStayInSamePlace(handle, state)
```

```js
Task.stayInSamePlace(handle, state)
```
</Opcode>

## 转向面对角色

<Opcode id="0639" name="TASK_TURN_CHAR_TO_FACE_CHAR" member="Task.TurnCharToFaceChar">
转向面对另一角色。

```text
0639 TASK_TURN_CHAR_TO_FACE_CHAR
in: char, target
```

```lua
taskTurnCharToFaceChar(char, target)
```

```js
Task.turnCharToFaceChar(char, target)
```
</Opcode>

## 看向物体

<Opcode id="0655" name="TASK_LOOK_AT_OBJECT" member="Task.LookAtObject">
看向物体。

```text
0655 TASK_LOOK_AT_OBJECT
in: char, object, time
```

```lua
taskLookAtObject(char, object, time)
```

```js
Task.lookAtObject(char, object, time)
```
</Opcode>

## 瞄准坐标

<Opcode id="0667" name="TASK_AIM_GUN_AT_COORD" member="Task.AimGunAtCoord">
瞄准坐标。

```text
0667 TASK_AIM_GUN_AT_COORD
in: handle, x, y, z, time
```

```lua
taskAimGunAtCoord(handle, x, y, z, time)
```

```js
Task.aimGunAtCoord(handle, x, y, z, time)
```
</Opcode>

## 向坐标射击

<Opcode id="0668" name="TASK_SHOOT_AT_COORD" member="Task.ShootAtCoord">
转身向坐标射击。

```text
0668 TASK_SHOOT_AT_COORD
in: handle, x, y, z, time
```

```lua
taskShootAtCoord(handle, x, y, z, time)
```

```js
Task.shootAtCoord(handle, x, y, z, time)
```
</Opcode>

## 攻击车辆

<Opcode id="0672" name="TASK_DESTROY_CAR" member="Task.DestroyCar">
攻击车辆。

```text
0672 TASK_DESTROY_CAR
in: char, vehicle
```

```lua
taskDestroyCar(char, vehicle)
```

```js
Task.destroyCar(char, vehicle)
```
</Opcode>

## 扑倒

<Opcode id="0673" name="TASK_DIVE_AND_GET_UP" member="Task.DiveAndGetUp">
向指定方向扑倒。

```text
0673 TASK_DIVE_AND_GET_UP
in: handle, directionX, directionY, timeOnGround
```

```lua
taskDiveAndGetUp(handle, directionX, directionY, timeOnGround)
```

```js
Task.diveAndGetUp(handle, directionX, directionY, timeOnGround)
```
</Opcode>

## 挪座位

<Opcode id="0676" name="TASK_SHUFFLE_TO_NEXT_CAR_SEAT" member="Task.ShuffleToNextCarSeat">
挪到右侧座位。

```text
0676 TASK_SHUFFLE_TO_NEXT_CAR_SEAT
in: char, vehicle
```

```lua
taskShuffleToNextCarSeat(char, vehicle)
```

```js
Task.shuffleToNextCarSeat(char, vehicle)
```
</Opcode>

## 聊天

<Opcode id="0677" name="TASK_CHAT_WITH_CHAR" member="Task.ChatWithChar">
与另一角色聊天。

```text
0677 TASK_CHAT_WITH_CHAR
in: char, other, leadSpeaker, _p4
```

```lua
taskChatWithChar(char, other, leadSpeaker, _p4)
```

```js
Task.chatWithChar(char, other, leadSpeaker, _p4)
```
</Opcode>

## 威胁扫描

<Opcode id="0688" name="TASK_TOGGLE_PED_THREAT_SCANNER" member="Task.TogglePedThreatScanner">
开关威胁扫描。

```text
0688 TASK_TOGGLE_PED_THREAT_SCANNER
in: handle, onFoot, inCar, duringScriptTask
```

```lua
taskTogglePedThreatScanner(handle, onFoot, inCar, duringScriptTask)
```

```js
Task.togglePedThreatScanner(handle, onFoot, inCar, duringScriptTask)
```
</Opcode>

## 脱离扑倒

<Opcode id="06A5" name="TASK_DIVE_FROM_ATTACHMENT_AND_GET_UP" member="Task.DiveFromAttachmentAndGetUp">
脱离宿主、扑倒再起身。

```text
06A5 TASK_DIVE_FROM_ATTACHMENT_AND_GET_UP
in: handle, timeOnGround
```

```lua
taskDiveFromAttachmentAndGetUp(handle, timeOnGround)
```

```js
Task.diveFromAttachmentAndGetUp(handle, timeOnGround)
```
</Opcode>

## 偏移接近角色

<Opcode id="06A8" name="TASK_GOTO_CHAR_OFFSET" member="Task.GotoCharOffset">
按半径与角度偏移接近角色。

```text
06A8 TASK_GOTO_CHAR_OFFSET
in: char, target, time, radius, heading
```

```lua
taskGotoCharOffset(char, target, time, radius, heading)
```

```js
Task.gotoCharOffset(char, target, time, radius, heading)
```
</Opcode>

## 看向坐标

<Opcode id="06A9" name="TASK_LOOK_AT_COORD" member="Task.LookAtCoord">
看向坐标。

```text
06A9 TASK_LOOK_AT_COORD
in: handle, x, y, z, time
```

```lua
taskLookAtCoord(handle, x, y, z, time)
```

```js
Task.lookAtCoord(handle, x, y, z, time)
```
</Opcode>

## 坐下

<Opcode id="06B0" name="TASK_SIT_DOWN" member="Task.SitDown">
坐下指定时间。

```text
06B0 TASK_SIT_DOWN
in: handle, time
```

```lua
taskSitDown(handle, time)
```

```js
Task.sitDown(handle, time)
```
</Opcode>

## 转向面对坐标

<Opcode id="06BA" name="TASK_TURN_CHAR_TO_FACE_COORD" member="Task.TurnCharToFaceCoord">
转向面对坐标。

```text
06BA TASK_TURN_CHAR_TO_FACE_COORD
in: handle, x, y, z
```

```lua
taskTurnCharToFaceCoord(handle, x, y, z)
```

```js
Task.turnCharToFaceCoord(handle, x, y, z)
```
</Opcode>

## 沿点驾车

<Opcode id="06BB" name="TASK_DRIVE_POINT_ROUTE" member="Task.DrivePointRoute">
沿点路线驾车。

```text
06BB TASK_DRIVE_POINT_ROUTE
in: char, vehicle, speed
```

```lua
taskDrivePointRoute(char, vehicle, speed)
```

```js
Task.drivePointRoute(char, vehicle, speed)
```
</Opcode>

## 边瞄准边走

<Opcode id="06C2" name="TASK_GO_TO_COORD_WHILE_AIMING" member="Task.GoToCoordWhileAiming">
边瞄准边前往坐标。

```text
06C2 TASK_GO_TO_COORD_WHILE_AIMING
in: char, x, y, z, speed, turnRadius, stopRadius, target, xOffset, yOffset, zOffset
```

```lua
taskGoToCoordWhileAiming(char, x, y, z, speed, turnRadius, stopRadius, target, xOffset, yOffset, zOffset)
```

```js
Task.goToCoordWhileAiming(char, x, y, z, speed, turnRadius, stopRadius, target, xOffset, yOffset, zOffset)
```
</Opcode>

## 车内临时动作

<Opcode id="06C7" name="TASK_CAR_TEMP_ACTION" member="Task.CarTempAction">
AI 驾驶在车内做动作一段时间。

```text
06C7 TASK_CAR_TEMP_ACTION
in: char, vehicle, actionId, time
```

```lua
taskCarTempAction(char, vehicle, actionId, time)
```

```js
Task.carTempAction(char, vehicle, actionId, time)
```
</Opcode>

## 车辆任务

<Opcode id="06E1" name="TASK_CAR_MISSION" member="Task.CarMission">
设车辆当前任务与参数。

```text
06E1 TASK_CAR_MISSION
in: char, vehicle, targetVehicle, missionId, cruiseSpeed, drivingStyle
```

```lua
taskCarMission(char, vehicle, targetVehicle, missionId, cruiseSpeed, drivingStyle)
```

```js
Task.carMission(char, vehicle, targetVehicle, missionId, cruiseSpeed, drivingStyle)
```
</Opcode>

## 走向物体

<Opcode id="06E2" name="TASK_GO_TO_OBJECT" member="Task.GoToObject">
走向物体。

```text
06E2 TASK_GO_TO_OBJECT
in: char, object, time, radius
```

```lua
taskGoToObject(char, object, time, radius)
```

```js
Task.goToObject(char, object, time, radius)
```
</Opcode>

## 持枪翻滚

<Opcode id="06E3" name="TASK_WEAPON_ROLL" member="Task.WeaponRoll">
持枪翻滚。

```text
06E3 TASK_WEAPON_ROLL
in: handle, direction
```

```lua
taskWeaponRoll(handle, direction)
```

```js
Task.weaponRoll(handle, direction)
```
</Opcode>

## 逮捕

<Opcode id="06E4" name="TASK_CHAR_ARREST_CHAR" member="Task.CharArrestChar">
尝试逮捕另一角色。

```text
06E4 TASK_CHAR_ARREST_CHAR
in: char, target
```

```lua
taskCharArrestChar(char, target)
```

```js
Task.charArrestChar(char, target)
```
</Opcode>

## 拾起物体

<Opcode id="070A" name="TASK_PICK_UP_OBJECT" member="Task.PickUpObject">
附着到物体，可选播放动画。

```text
070A TASK_PICK_UP_OBJECT
in: char, object, xOffset, yOffset, zOffset, bone, orientation, animationName, animationFile, time
```

```lua
taskPickUpObject(char, object, xOffset, yOffset, zOffset, bone, orientation, animationName, animationFile, time)
```

```js
Task.pickUpObject(char, object, xOffset, yOffset, zOffset, bone, orientation, animationName, animationFile, time)
```
</Opcode>

## 车内射击

<Opcode id="0713" name="TASK_DRIVE_BY" member="Task.DriveBy">
车内射击任务。

```text
0713 TASK_DRIVE_BY
in: handle, targetChar, targetVehicle, x, y, z, radius, type, rightHandCarSeat, fireRate
```

```lua
taskDriveBy(handle, targetChar, targetVehicle, x, y, z, radius, type, rightHandCarSeat, fireRate)
```

```js
Task.driveBy(handle, targetChar, targetVehicle, x, y, z, radius, type, rightHandCarSeat, fireRate)
```
</Opcode>

## 用手机

<Opcode id="0729" name="TASK_USE_MOBILE_PHONE" member="Task.UseMobilePhone">
掏手机接听并贴耳。

```text
0729 TASK_USE_MOBILE_PHONE
in: handle, start
```

```lua
taskUseMobilePhone(handle, start)
```

```js
Task.useMobilePhone(handle, start)
```
</Opcode>

## 瞬移驾驶位

<Opcode id="072A" name="TASK_WARP_CHAR_INTO_CAR_AS_DRIVER" member="Task.WarpCharIntoCarAsDriver">
瞬移进驾驶位。

```text
072A TASK_WARP_CHAR_INTO_CAR_AS_DRIVER
in: char, vehicle
```

```lua
taskWarpCharIntoCarAsDriver(char, vehicle)
```

```js
Task.warpCharIntoCarAsDriver(char, vehicle)
```
</Opcode>

## 瞬移副驾

<Opcode id="072B" name="TASK_WARP_CHAR_INTO_CAR_AS_PASSENGER" member="Task.WarpCharIntoCarAsPassenger">
瞬移进副驾位。

```text
072B TASK_WARP_CHAR_INTO_CAR_AS_PASSENGER
in: char, vehicle, seatId
```

```lua
taskWarpCharIntoCarAsPassenger(char, vehicle, seatId)
```

```js
Task.warpCharIntoCarAsPassenger(char, vehicle, seatId)
```
</Opcode>

## 使用吸引点

<Opcode id="074C" name="TASK_USE_ATTRACTOR" member="Task.UseAttractor">
使用吸引点。

```text
074C TASK_USE_ATTRACTOR
in: char, attractor
```

```lua
taskUseAttractor(char, attractor)
```

```js
Task.useAttractor(char, attractor)
```
</Opcode>

## 向角色射击

<Opcode id="074D" name="TASK_SHOOT_AT_CHAR" member="Task.ShootAtChar">
向角色射击。

```text
074D TASK_SHOOT_AT_CHAR
in: handle, target, time
```

```lua
taskShootAtChar(handle, target, time)
```

```js
Task.shootAtChar(handle, target, time)
```
</Opcode>

## 任意方式逃离

<Opcode id="0751" name="TASK_FLEE_CHAR_ANY_MEANS" member="Task.FleeCharAnyMeans">
以任意方式逃离角色。

```text
0751 TASK_FLEE_CHAR_ANY_MEANS
in: handle, threat, safeDist, time, shoot, shootTime, shootChance, stealCarDist
```

```lua
taskFleeCharAnyMeans(handle, threat, safeDist, time, shoot, shootTime, shootChance, stealCarDist)
```

```js
Task.fleeCharAnyMeans(handle, threat, safeDist, time, shoot, shootTime, shootChance, stealCarDist)
```
</Opcode>

## 设为死亡

<Opcode id="0762" name="TASK_DEAD" member="Task.Dead">
杀死角色。

```text
0762 TASK_DEAD
in: handle
```

```lua
taskDead(handle)
```

```js
Task.dead(handle)
```
</Opcode>

## 走向车辆

<Opcode id="0772" name="TASK_GOTO_CAR" member="Task.GotoCar">
走向车辆。

```text
0772 TASK_GOTO_CAR
in: char, vehicle, time, radius
```

```lua
taskGotoCar(char, vehicle, time, radius)
```

```js
Task.gotoCar(char, vehicle, time, radius)
```
</Opcode>

## 攀爬

<Opcode id="078F" name="TASK_CLIMB" member="Task.Climb">
跳上并攀爬物体。

```text
078F TASK_CLIMB
in: handle, flag
```

```lua
taskClimb(handle, flag)
```

```js
Task.climb(handle, flag)
```
</Opcode>

## 瞄准接近

<Opcode id="07A3" name="TASK_GOTO_CHAR_AIMING" member="Task.GotoCharAiming">
瞄准接近角色。

```text
07A3 TASK_GOTO_CHAR_AIMING
in: handle, target, radiusFrom, radiusTo
```

```lua
taskGotoCharAiming(handle, target, radiusFrom, radiusTo)
```

```js
Task.gotoCharAiming(handle, target, radiusFrom, radiusTo)
```
</Opcode>

## 限时徒步击杀

<Opcode id="07A5" name="TASK_KILL_CHAR_ON_FOOT_TIMED" member="Task.KillCharOnFootTimed">
攻击指定角色。

```text
07A5 TASK_KILL_CHAR_ON_FOOT_TIMED
in: handle, target, time
```

```lua
taskKillCharOnFootTimed(handle, target, time)
```

```js
Task.killCharOnFootTimed(handle, target, time)
```
</Opcode>

## 喷气背包

<Opcode id="07A7" name="TASK_JETPACK" member="Task.Jetpack">
使用喷气背包。

```text
07A7 TASK_JETPACK
in: handle
```

```lua
taskJetpack(handle)
```

```js
Task.jetpack(handle)
```
</Opcode>

## 设决策器

<Opcode id="07BC" name="TASK_SET_CHAR_DECISION_MAKER" member="Task.SetCharDecisionMaker">
设决策器。

```text
07BC TASK_SET_CHAR_DECISION_MAKER
in: char, handleOrTemplate
```

```lua
taskSetCharDecisionMaker(char, handleOrTemplate)
```

```js
Task.setCharDecisionMaker(char, handleOrTemplate)
```
</Opcode>

## 走向并拾起

<Opcode id="07C9" name="TASK_COMPLEX_PICKUP_OBJECT" member="Task.ComplexPickupObject">
走向并拾起物体。

```text
07C9 TASK_COMPLEX_PICKUP_OBJECT
in: char, object
```

```lua
taskComplexPickupObject(char, object)
```

```js
Task.complexPickupObject(char, object)
```
</Opcode>

## 滑移到坐标

<Opcode id="07CD" name="TASK_CHAR_SLIDE_TO_COORD" member="Task.CharSlideToCoord">
滑移到坐标。

```text
07CD TASK_CHAR_SLIDE_TO_COORD
in: handle, x, y, z, angle, slideSpeed
```

```lua
taskCharSlideToCoord(handle, x, y, z, angle, slideSpeed)
```

```js
Task.charSlideToCoord(handle, x, y, z, angle, slideSpeed)
```
</Opcode>

## 游到坐标

<Opcode id="07E1" name="TASK_SWIM_TO_COORD" member="Task.SwimToCoord">
游到坐标。

```text
07E1 TASK_SWIM_TO_COORD
in: handle, x, y, z
```

```lua
taskSwimToCoord(handle, x, y, z)
```

```js
Task.swimToCoord(handle, x, y, z)
```
</Opcode>

## 高级点路线驾驶

<Opcode id="07E7" name="TASK_DRIVE_POINT_ROUTE_ADVANCED" member="Task.DrivePointRouteAdvanced">
高级点路线驾驶。

```text
07E7 TASK_DRIVE_POINT_ROUTE_ADVANCED
in: char, vehicle, speed, driveStyle, modelId, drivingStyle
```

```lua
taskDrivePointRouteAdvanced(char, vehicle, speed, driveStyle, modelId, drivingStyle)
```

```js
Task.drivePointRouteAdvanced(char, vehicle, speed, driveStyle, modelId, drivingStyle)
```
</Opcode>

## 滑移并播动画

<Opcode id="0804" name="TASK_CHAR_SLIDE_TO_COORD_AND_PLAY_ANIM" member="Task.CharSlideToCoordAndPlayAnim">
走到点、转朝向再播动画。

```text
0804 TASK_CHAR_SLIDE_TO_COORD_AND_PLAY_ANIM
in: handle, x, y, z, heading, slideSpeed, animationName, animationFile, blendSpeed, loop, lockX, lockY, keepLastFrame, time
```

```lua
taskCharSlideToCoordAndPlayAnim(handle, x, y, z, heading, slideSpeed, animationName, animationFile, blendSpeed, loop, lockX, lockY, keepLastFrame, time)
```

```js
Task.charSlideToCoordAndPlayAnim(handle, x, y, z, heading, slideSpeed, animationName, animationFile, blendSpeed, loop, lockX, lockY, keepLastFrame, time)
```
</Opcode>

## 不可打断动画

<Opcode id="0812" name="TASK_PLAY_ANIM_NON_INTERRUPTABLE" member="Task.PlayAnimNonInterruptable">
播动画且不被事件打断（类 0605）。

```text
0812 TASK_PLAY_ANIM_NON_INTERRUPTABLE
in: handle, animationName, animationFile, blendSpeed, loop, lockX, lockY, keepLastFrame, time
```

```lua
taskPlayAnimNonInterruptable(handle, animationName, animationFile, blendSpeed, loop, lockX, lockY, keepLastFrame, time)
```

```js
Task.playAnimNonInterruptable(handle, animationName, animationFile, blendSpeed, loop, lockX, lockY, keepLastFrame, time)
```
</Opcode>

## 巡逻路径

<Opcode id="0817" name="TASK_FOLLOW_PATROL_ROUTE" member="Task.FollowPatrolRoute">
分配巡逻路径。

```text
0817 TASK_FOLLOW_PATROL_ROUTE
in: handle, speed, mode
```

```lua
taskFollowPatrolRoute(handle, speed, mode)
```

```js
Task.followPatrolRoute(handle, speed, mode)
```
</Opcode>

## 握手问候

<Opcode id="0823" name="TASK_GREET_PARTNER" member="Task.GreetPartner">
握手问候。

```text
0823 TASK_GREET_PARTNER
in: handle, partner, approachRatio, greetStyle
```

```lua
taskGreetPartner(handle, partner, approachRatio, greetStyle)
```

```js
Task.greetPartner(handle, partner, approachRatio, greetStyle)
```
</Opcode>

## 命名死亡动画

<Opcode id="0829" name="TASK_DIE_NAMED_ANIM" member="Task.DieNamedAnim">
播动画（类似 0605）。

```text
0829 TASK_DIE_NAMED_ANIM
in: handle, animationName, animationFile, blendSpeed, time
```

```lua
taskDieNamedAnim(handle, animationName, animationFile, blendSpeed, time)
```

```js
Task.dieNamedAnim(handle, animationName, animationFile, blendSpeed, time)
```
</Opcode>

## 跟随脚步

<Opcode id="0850" name="TASK_FOLLOW_FOOTSTEPS" member="Task.FollowFootsteps">
跟随另一角色。

```text
0850 TASK_FOLLOW_FOOTSTEPS
in: handle, target
```

```lua
taskFollowFootsteps(handle, target)
```

```js
Task.followFootsteps(handle, target)
```
</Opcode>

## 并肩走

<Opcode id="0859" name="TASK_WALK_ALONGSIDE_CHAR" member="Task.WalkAlongsideChar">
与指定角色并肩走。

```text
0859 TASK_WALK_ALONGSIDE_CHAR
in: handle, target
```

```lua
taskWalkAlongsideChar(handle, target)
```

```js
Task.walkAlongsideChar(handle, target)
```
</Opcode>

## 附近停留

<Opcode id="085B" name="TASK_KINDA_STAY_IN_SAME_PLACE" member="Task.KindaStayInSamePlace">
留在当前位置附近。

```text
085B TASK_KINDA_STAY_IN_SAME_PLACE
in: handle, state
```

```lua
taskKindaStayInSamePlace(handle, state)
```

```js
Task.kindaStayInSamePlace(handle, state)
```
</Opcode>

## 带标志动画

<Opcode id="088A" name="TASK_PLAY_ANIM_WITH_FLAGS" member="Task.PlayAnimWithFlags">
播放动画。

```text
088A TASK_PLAY_ANIM_WITH_FLAGS
in: handle, animationName, animationFile, frameDelta, loop, lockX, lockY, lockF, time, disableForce, disableLockZ
```

```lua
taskPlayAnimWithFlags(handle, animationName, animationFile, frameDelta, loop, lockX, lockY, lockF, time, disableForce, disableLockZ)
```

```js
Task.playAnimWithFlags(handle, animationName, animationFile, frameDelta, loop, lockX, lockY, lockF, time, disableForce, disableLockZ)
```
</Opcode>

## 最近地图吸引点

<Opcode id="08A0" name="TASK_USE_CLOSEST_MAP_ATTRACTOR" member="Task.UseClosestMapAttractor">
用最近地图吸引点。

```text
08A0 TASK_USE_CLOSEST_MAP_ATTRACTOR
in: handle, radius, modelId, fromX, fromY, fromZ, name
```

```lua
taskUseClosestMapAttractor(handle, radius, modelId, fromX, fromY, fromZ, name)
```

```js
Task.useClosestMapAttractor(handle, radius, modelId, fromX, fromY, fromZ, name)
```
</Opcode>

## 忽略武器射程

<Opcode id="099F" name="TASK_SET_IGNORE_WEAPON_RANGE_FLAG" member="Task.SetIgnoreWeaponRangeFlag">
忽略武器射程标志。

```text
099F TASK_SET_IGNORE_WEAPON_RANGE_FLAG
in: handle, state
```

```lua
taskSetIgnoreWeaponRangeFlag(handle, state)
```

```js
Task.setIgnoreWeaponRangeFlag(handle, state)
```
</Opcode>

## 拾第二物体

<Opcode id="09A0" name="TASK_PICK_UP_SECOND_OBJECT" member="Task.PickUpSecondObject">
拾起第二件物体。

```text
09A0 TASK_PICK_UP_SECOND_OBJECT
in: char, object, xOffset, yOffset, zOffset, boneId, orientation, animationName, animationFile, time
```

```lua
taskPickUpSecondObject(char, object, xOffset, yOffset, zOffset, boneId, orientation, animationName, animationFile, time)
```

```js
Task.pickUpSecondObject(char, object, xOffset, yOffset, zOffset, boneId, orientation, animationName, animationFile, time)
```
</Opcode>

## 上半身动画

<Opcode id="0A1A" name="TASK_PLAY_ANIM_SECONDARY" member="Task.PlayAnimSecondary">
仅上半身动画。

```text
0A1A TASK_PLAY_ANIM_SECONDARY
in: handle, animationName, animationFile, blendSpeed, loop, lockX, lockY, keepLastFrame, time
```

```lua
taskPlayAnimSecondary(handle, animationName, animationFile, blendSpeed, loop, lockX, lockY, keepLastFrame, time)
```

```js
Task.playAnimSecondary(handle, animationName, animationFile, blendSpeed, loop, lockX, lockY, keepLastFrame, time)
```
</Opcode>

## 手势

<Opcode id="0A1D" name="TASK_HAND_GESTURE" member="Task.HandGesture">
面对并做手势。

```text
0A1D TASK_HAND_GESTURE
in: handle, target
```

```lua
taskHandGesture(handle, target)
```

```js
Task.handGesture(handle, target)
```
</Opcode>

## 节点走带半径

<Opcode id="0A2E" name="TASK_FOLLOW_PATH_NODES_TO_COORD_WITH_RADIUS" member="Task.FollowPathNodesToCoordWithRadius">
惊慌跑向坐标。

```text
0A2E TASK_FOLLOW_PATH_NODES_TO_COORD_WITH_RADIUS
in: handle, x, y, z, speed, time, radius
```

```lua
taskFollowPathNodesToCoordWithRadius(handle, x, y, z, speed, time, radius)
```

```js
Task.followPathNodesToCoordWithRadius(handle, x, y, z, speed, time, radius)
```
</Opcode>