Static methods

@:native("ClearVehicleTasks")staticClearVehicleTasks(vehicle:Dynamic):Dynamic

CLEAR_*

NativeDB Introduced: v1290

@:native("GetTaskMoveNetworkSignalFloat")staticGetTaskMoveNetworkSignalFloat(ped:Dynamic, signalName:String):Float

NativeDB Introduced: v1493

@:native("SetTaskMoveNetworkSignalFloat_2")staticSetTaskMoveNetworkSignalFloat2(ped:Dynamic, signalName:String, value:Float):Dynamic

NativeDB Introduced: v1493

@:native("TaskAgitatedAction")staticTaskAgitatedAction(ped:Dynamic, ped2:Dynamic):Dynamic

@:native("TaskHeliEscortHeli")staticTaskHeliEscortHeli(pilot:Dynamic, heli1:Dynamic, heli2:Dynamic, p3:Float, p4:Float, p5:Float):Dynamic

NativeDB Introduced: v1290

@:native("TaskMoveNetworkByNameWithInitParams")staticTaskMoveNetworkByNameWithInitParams(ped:Dynamic, p1:String, data:Dynamic, p3:Float, p4:Bool, animDict:String, flags:Int):Dynamic

Used only once in the scripts (am_mp_nightclub)
Used only once in the scripts (am_mp_nightclub)

NativeDB Introduced: v1493

@:native("TaskPlaneGotoPreciseVtol")staticTaskPlaneGotoPreciseVtol(ped:Dynamic, vehicle:Dynamic, p2:Dynamic, p3:Dynamic, p4:Dynamic, p5:Dynamic, p6:Dynamic, p7:Dynamic, p8:Dynamic, p9:Dynamic):Dynamic

NativeDB Introduced: v1290

@:native("TaskRappelDownWall")staticTaskRappelDownWall(ped:Dynamic, x1:Float, y1:Float, z1:Float, x2:Float, y2:Float, z2:Float, minZ:Float, ropeId:Int, clipset:String, p10:Dynamic):Dynamic

Attaches a ped to a rope and allows player control to rappel down a wall. Disables all collisions while on the rope.

NativeDB Introduced: v1868

@:native("TaskSubmarineGotoAndStop")staticTaskSubmarineGotoAndStop(p0:Dynamic, submarine:Dynamic, x:Float, y:Float, z:Float, p5:Dynamic):Dynamic

Used in am_vehicle_spawn.ysc and am_mp_submarine.ysc. p0 is always 0, p5 is always 1 p1 is the vehicle handle of the submarine. Submarine must have a driver, but the ped handle is not passed to the native. Speed can be set by calling SET_DRIVE_TASK_CRUISE_SPEED after

NativeDB Introduced: v2189

@:native("TaskWanderSpecific")staticTaskWanderSpecific(p0:Dynamic, p1:Dynamic, p2:Dynamic, p3:Dynamic):Dynamic

NativeDB Introduced: v1868

@:native("AddCoverBlockingArea")staticaddCoverBlockingArea(playerX:Float, playerY:Float, playerZ:Float, radiusX:Float, radiusY:Float, radiusZ:Float, p6:Bool, p7:Bool, p8:Bool, p9:Bool):Dynamic

@:native("AddCoverPoint")staticaddCoverPoint(p0:Float, p1:Float, p2:Float, p3:Float, p4:Dynamic, p5:Dynamic, p6:Dynamic, p7:Bool):Dynamic

@:native("AddPatrolRouteLink")staticaddPatrolRouteLink(id1:Int, id2:Int):Dynamic

connects/links 2 route nodes\ image representing the cyclic example below:\ image

@:native("AddPatrolRouteNode")staticaddPatrolRouteNode(id:Int, guardScenario:String, x1:Float, y1:Float, z1:Float, x2:Float, y2:Float, z2:Float, waitTime:Int):Dynamic

x2,y2 and z2 are the coordinates to which the ped should look at

@:native("AddVehicleSubtaskAttackCoord")staticaddVehicleSubtaskAttackCoord(ped:Dynamic, x:Float, y:Float, z:Float):Dynamic

x, y, z: offset in world coords from some entity.  

@:native("AddVehicleSubtaskAttackPed")staticaddVehicleSubtaskAttackPed(ped:Dynamic, ped2:Dynamic):Dynamic

@:native("AssistedMovementIsRouteLoaded")staticassistedMovementIsRouteLoaded(route:String):Bool

@:native("AssistedMovementOverrideLoadDistanceThisFrame")staticassistedMovementOverrideLoadDistanceThisFrame(dist:Float):Dynamic

@:native("AssistedMovementRemoveRoute")staticassistedMovementRemoveRoute(route:String):Dynamic

@:native("AssistedMovementRequestRoute")staticassistedMovementRequestRoute(route:String):Dynamic

Routes: "1_FIBStairs", "2_FIBStairs", "3_FIBStairs", "4_FIBStairs", "5_FIBStairs", "5_TowardsFire", "6a_FIBStairs", "7_FIBStairs", "8_FIBStairs", "Aprtmnt_1", "AssAfterLift", "ATM_1", "coroner2", "coroner_stairs", "f5_jimmy1", "fame1", "family5b", "family5c", "Family5d", "family5d", "FIB_Glass1", "FIB_Glass2", "FIB_Glass3", "finaBroute1A", "finalb1st", "finalB1sta", "finalbround", "finalbroute2", "Hairdresser1", "jan_foyet_ft_door", "Jo_3", "Lemar1", "Lemar2", "mansion_1", "Mansion_1", "pols_1", "pols_2", "pols_3", "pols_4", "pols_5", "pols_6", "pols_7", "pols_8", "Pro_S1", "Pro_S1a", "Pro_S2", "Towards_case", "trev_steps", "tunrs1", "tunrs2", "tunrs3", "Wave01457s"  

@:native("AssistedMovementSetRouteProperties")staticassistedMovementSetRouteProperties(route:String, props:Int):Dynamic

@:native("ClearDrivebyTaskUnderneathDrivingTask")staticclearDrivebyTaskUnderneathDrivingTask(ped:Dynamic):Dynamic

@:native("ClearPedSecondaryTask")staticclearPedSecondaryTask(ped:Dynamic):Dynamic

@:native("ClearPedTasks")staticclearPedTasks(ped:Dynamic):Dynamic

Clear a ped's tasks. Stop animations and other tasks created by scripts.

@:native("ClearPedTasksImmediately")staticclearPedTasksImmediately(ped:Dynamic):Dynamic

Immediately stops the pedestrian from whatever it's doing. The difference between this and CLEAR_PED_TASKS is that this one teleports the ped but does not change the position of the ped.

@:native("ClearSequenceTask")staticclearSequenceTask(taskSequenceId:Dynamic):Dynamic

For an example on how to use this please refer to OPEN_SEQUENCE_TASK

NOTE

If you fail to call CLOSE_SEQUENCE_TASK and CLEAR_SEQUENCE_TASK the sequence system can get stuck in a broken state until you restart your client.

@:native("ClosePatrolRoute")staticclosePatrolRoute():Dynamic

@:native("CloseSequenceTask")staticcloseSequenceTask(taskSequenceId:Int):Dynamic

For an example on how to use this please refer to OPEN_SEQUENCE_TASK

NOTE

If you fail to call CLOSE_SEQUENCE_TASK and CLEAR_SEQUENCE_TASK this can get stuck in a broken state until you restart your client.

@:native("ControlMountedWeapon")staticcontrolMountedWeapon(ped:Dynamic):Bool

Forces the ped to use the mounted weapon.  
Returns false if task is not possible.  

@:native("CreatePatrolRoute")staticcreatePatrolRoute():Dynamic

@:native("DeletePatrolRoute")staticdeletePatrolRoute(patrolRoute:String):Dynamic

From the b617d scripts:
TASK::DELETE_PATROL_ROUTE("miss_merc0");
TASK::DELETE_PATROL_ROUTE("miss_merc1");
TASK::DELETE_PATROL_ROUTE("miss_merc2");
TASK::DELETE_PATROL_ROUTE("miss_dock");

@:native("DoesScenarioExistInArea")staticdoesScenarioExistInArea(x:Float, y:Float, z:Float, radius:Float, b:Bool):Bool

@:native("DoesScenarioGroupExist")staticdoesScenarioGroupExist(scenarioGroup:String):Bool

Occurrences in the b617d scripts:
"ARMY_GUARD",
"ARMY_HELI",
"Cinema_Downtown",
"Cinema_Morningwood",
"Cinema_Textile",
"City_Banks",
"Countryside_Banks",
"DEALERSHIP",
"GRAPESEED_PLANES",
"KORTZ_SECURITY",
"LOST_BIKERS",
"LSA_Planes",
"LSA_Planes",
"MP_POLICE",
"Observatory_Bikers",
"POLICE_POUND1",
"POLICE_POUND2",
"POLICE_POUND3",
"POLICE_POUND4",
"POLICE_POUND5"
"QUARRY",
"SANDY_PLANES",
"SCRAP_SECURITY",
"SEW_MACHINE",
"SOLOMON_GATE",
"Triathlon_1_Start",
"Triathlon_2_Start",
"Triathlon_3_Start"
Sometimes used with IS_SCENARIO_GROUP_ENABLED:
if (TASK::DOES_SCENARIO_GROUP_EXIST("Observatory_Bikers") && (!TASK::IS_SCENARIO_GROUP_ENABLED("Observatory_Bikers"))) {
else if (TASK::IS_SCENARIO_GROUP_ENABLED("BLIMP")) {

@:native("DoesScenarioOfTypeExistInArea")staticdoesScenarioOfTypeExistInArea(p0:Float, p1:Float, p2:Float, p3:String, p4:Float, p5:Bool):Bool

@:native("DoesScriptedCoverPointExistAtCoords")staticdoesScriptedCoverPointExistAtCoords(x:Float, y:Float, z:Float):Bool

Checks if there is a cover point at position  

@:native("GetActiveVehicleMissionType")staticgetActiveVehicleMissionType(vehicle:Dynamic):Int

https://alloc8or.re/gta5/doc/enums/eVehicleMissionType.txt

@:native("GetClipSetForScriptedGunTask")staticgetClipSetForScriptedGunTask(p0:Int):String

@:native("GetIsTaskActive")staticgetIsTaskActive(ped:Dynamic, taskIndex:Int):Bool

Task index enum: https://alloc8or.re/gta5/doc/enums/eTaskTypeIndex.txt

@:native("GetIsWaypointRecordingLoaded")staticgetIsWaypointRecordingLoaded(name:String):Bool

@:native("GetNavmeshRouteDistanceRemaining")staticgetNavmeshRouteDistanceRemaining(ped:Dynamic, distanceRemaining:Dynamic, isPathReady:Dynamic):Int

Looks like the last parameter returns true if the path has been calculated, while the first returns the remaining distance to the end of the path.
Return value of native is the same as GET_NAVMESH_ROUTE_RESULT
Looks like the native returns an int for the path's state:
1 - ???
2 - ???
3 - Finished Generating

@:native("GetNavmeshRouteResult")staticgetNavmeshRouteResult(ped:Dynamic):Int

@:native("GetPedDesiredMoveBlendRatio")staticgetPedDesiredMoveBlendRatio(ped:Dynamic):Float

@:native("GetPedWaypointDistance")staticgetPedWaypointDistance(p0:Dynamic):Float

@:native("GetPedWaypointProgress")staticgetPedWaypointProgress(ped:Dynamic):Int

@:native("GetPhoneGestureAnimCurrentTime")staticgetPhoneGestureAnimCurrentTime(ped:Dynamic):Float

@:native("GetPhoneGestureAnimTotalTime")staticgetPhoneGestureAnimTotalTime(ped:Dynamic):Float

@:native("GetScriptTaskStatus")staticgetScriptTaskStatus(ped:Dynamic, taskHash:Int):Int

Gets the status of a spesifed script-assigned task on the given ped. The return value is always an int between 0-7.

You can set taskHash to SCRIPT_TASK_ANY to check if any task is active, it will return 1 for active, 3 for no active. SCRIPT_TASK_INVALID can be similarly used, it returns 7 if there are any active task, and 3 if there are no active tasks.

taskHash list: https://alloc8or.re/gta5/doc/enums/eScriptTaskHash.txt

Returns:

0 = WAITING_TO_START_TASK
1 = PERFORMING_TASK
2 = DORMANT_TASK
3 = VACANT_STAGE
7 = TASK_FINISHED_OR_NOT_FOUND

@:native("GetScriptedCoverPointCoords")staticgetScriptedCoverPointCoords(coverpoint:Dynamic):Dynamic

@:native("GetSequenceProgress")staticgetSequenceProgress(ped:Dynamic):Int

returned values:
0 to 7 = task that's currently in progress, 0 meaning the first one.
-1 no task sequence in progress.

@:native("GetTaskMoveNetworkEvent")staticgetTaskMoveNetworkEvent(ped:Dynamic, eventName:String):Bool

@:native("GetTaskMoveNetworkSignalBool")staticgetTaskMoveNetworkSignalBool(ped:Dynamic, signalName:String):Bool

@:native("GetTaskMoveNetworkState")staticgetTaskMoveNetworkState(ped:Dynamic):String

@:native("GetVehicleWaypointProgress")staticgetVehicleWaypointProgress(vehicle:Dynamic):Int

@:native("GetVehicleWaypointTargetPoint")staticgetVehicleWaypointTargetPoint(vehicle:Dynamic):Int

@:native("GetWaypointDistanceAlongRoute")staticgetWaypointDistanceAlongRoute(p0:String, p1:Int):Float

@:native("IsDrivebyTaskUnderneathDrivingTask")staticisDrivebyTaskUnderneathDrivingTask(ped:Dynamic):Bool

@:native("IsMountedWeaponTaskUnderneathDrivingTask")staticisMountedWeaponTaskUnderneathDrivingTask(ped:Dynamic):Bool

@:native("IsMoveBlendRatioRunning")staticisMoveBlendRatioRunning(ped:Dynamic):Bool

@:native("IsMoveBlendRatioSprinting")staticisMoveBlendRatioSprinting(ped:Dynamic):Bool

@:native("IsMoveBlendRatioStill")staticisMoveBlendRatioStill(ped:Dynamic):Bool

@:native("IsMoveBlendRatioWalking")staticisMoveBlendRatioWalking(ped:Dynamic):Bool

@:native("IsPedActiveInScenario")staticisPedActiveInScenario(ped:Dynamic):Bool

This is a stricter version of IS_PED_USING_ANY_SCENARIO. It only returns true if the ped is playing the ambient animations associated with the scenario.

@:native("IsPedBeingArrested")staticisPedBeingArrested(ped:Dynamic):Bool

This function is hard-coded to always return 0.  

@:native("IsPedCuffed")staticisPedCuffed(ped:Dynamic):Bool

@:native("IsPedGettingUp")staticisPedGettingUp(ped:Dynamic):Bool

@:native("IsPedInWrithe")staticisPedInWrithe(ped:Dynamic):Bool

This native checks if a ped is on the ground, in pain from a (gunshot) wound.

@:native("IsPedPlayingBaseClipInScenario")staticisPedPlayingBaseClipInScenario(ped:Dynamic):Bool

@:native("IsPedRunning")staticisPedRunning(ped:Dynamic):Bool

@:native("IsPedRunningArrestTask")staticisPedRunningArrestTask(ped:Dynamic):Bool

@:native("IsPedSprinting")staticisPedSprinting(ped:Dynamic):Bool

@:native("IsPedStill")staticisPedStill(ped:Dynamic):Bool

@:native("IsPedStrafing")staticisPedStrafing(ped:Dynamic):Bool

What's strafing?  

@:native("IsPedWalking")staticisPedWalking(ped:Dynamic):Bool

@:native("IsPlayingPhoneGestureAnim")staticisPlayingPhoneGestureAnim(ped:Dynamic):Bool

@:native("IsScenarioGroupEnabled")staticisScenarioGroupEnabled(scenarioGroup:String):Bool

 Occurrences in the b617d scripts:
 "ARMY_GUARD",
 "ARMY_HELI",
 "BLIMP",
 "Cinema_Downtown",
 "Cinema_Morningwood",
 "Cinema_Textile",
 "City_Banks",
 "Countryside_Banks",
 "DEALERSHIP",
 "KORTZ_SECURITY",
 "LSA_Planes",
 "MP_POLICE",
 "Observatory_Bikers",
 "POLICE_POUND1",
 "POLICE_POUND2",
 "POLICE_POUND3",
 "POLICE_POUND4",
 "POLICE_POUND5",
 "Rampage1",
 "SANDY_PLANES",
 "SCRAP_SECURITY",
 "SEW_MACHINE",
 "SOLOMON_GATE"
Sometimes used with DOES_SCENARIO_GROUP_EXIST:
if (TASK::DOES_SCENARIO_GROUP_EXIST("Observatory_Bikers") &&   (!TASK::IS_SCENARIO_GROUP_ENABLED("Observatory_Bikers"))) {
else if (TASK::IS_SCENARIO_GROUP_ENABLED("BLIMP")) {

@:native("IsScenarioOccupied")staticisScenarioOccupied(p0:Float, p1:Float, p2:Float, p3:Float, p4:Bool):Bool

@:native("IsScenarioTypeEnabled")staticisScenarioTypeEnabled(scenarioType:String):Bool

Occurrences in the b617d scripts:
"PROP_HUMAN_SEAT_CHAIR",
"WORLD_HUMAN_DRINKING",
"WORLD_HUMAN_HANG_OUT_STREET",
"WORLD_HUMAN_SMOKING",
"WORLD_MOUNTAIN_LION_WANDER",
"WORLD_HUMAN_DRINKING"
Sometimes used together with MISC::IS_STRING_NULL_OR_EMPTY in the scripts.
scenarioType could be the same as scenarioName, used in for example TASK::TASK_START_SCENARIO_AT_POSITION.

@:native("IsTaskMoveNetworkActive")staticisTaskMoveNetworkActive(ped:Dynamic):Bool

@:native("IsTaskMoveNetworkReadyForTransition")staticisTaskMoveNetworkReadyForTransition(ped:Dynamic):Bool

@:native("IsWaypointPlaybackGoingOnForPed")staticisWaypointPlaybackGoingOnForPed(p0:Dynamic):Bool

@:native("IsWaypointPlaybackGoingOnForVehicle")staticisWaypointPlaybackGoingOnForVehicle(vehicle:Dynamic):Bool

@:native("OpenPatrolRoute")staticopenPatrolRoute(patrolRoute:String):Dynamic

The patrol route name must starts with "miss_" to be properly created. 

 patrolRoutes found in the b617d scripts:
 "miss_Ass0",
 "miss_Ass1",
 "miss_Ass2",
 "miss_Ass3",
 "miss_Ass4",
 "miss_Ass5",
 "miss_Ass6",
 "MISS_PATROL_6",
 "MISS_PATROL_7",
 "MISS_PATROL_8",
 "MISS_PATROL_9",
 "miss_Tower_01",
 "miss_Tower_02",
 "miss_Tower_03",
 "miss_Tower_04",
 "miss_Tower_05",
 "miss_Tower_06",
 "miss_Tower_07",
 "miss_Tower_08",
 "miss_Tower_10"

@:native("OpenSequenceTask")staticopenSequenceTask(taskSequenceId:Dynamic):Dynamic

NOTE

If this returns 0 that means it failed to get a sequence id.

If you fail to call CLOSE_SEQUENCE_TASK and CLEAR_SEQUENCE_TASK the sequence system can get stuck in a broken state until you restart your client.

@:native("PedHasUseScenarioTask")staticpedHasUseScenarioTask(ped:Dynamic):Bool

@:native("PlayAnimOnRunningScenario")staticplayAnimOnRunningScenario(ped:Dynamic, animDict:String, animName:String):Dynamic

@:native("PlayEntityScriptedAnim")staticplayEntityScriptedAnim(p0:Dynamic, p1:Dynamic, p2:Dynamic, p3:Dynamic, p4:Float, p5:Float):Dynamic

@:native("RemoveAllCoverBlockingAreas")staticremoveAllCoverBlockingAreas():Dynamic

@:native("RemoveCoverPoint")staticremoveCoverPoint(coverpoint:Dynamic):Dynamic

@:native("RemoveWaypointRecording")staticremoveWaypointRecording(name:String):Dynamic

@:native("RequestTaskMoveNetworkStateTransition")staticrequestTaskMoveNetworkStateTransition(ped:Dynamic, name:String):Bool

@:native("RequestWaypointRecording")staticrequestWaypointRecording(name:String):Dynamic

For a full list of the points, see here: goo.gl/wIH0vn
Max number of loaded recordings is 32.

@:native("ResetExclusiveScenarioGroup")staticresetExclusiveScenarioGroup():Dynamic

@:native("ResetScenarioGroupsEnabled")staticresetScenarioGroupsEnabled():Dynamic

@:native("ResetScenarioTypesEnabled")staticresetScenarioTypesEnabled():Dynamic

@:native("SetAnimLooped")staticsetAnimLooped(p0:Dynamic, p1:Bool, p2:Dynamic, p3:Bool):Dynamic

@:native("SetAnimPhase")staticsetAnimPhase(entity:Dynamic, p1:Float, p2:Dynamic, p3:Bool):Dynamic

NativeDB Introduced: v2372

@:native("SetAnimRate")staticsetAnimRate(p0:Dynamic, p1:Float, p2:Dynamic, p3:Bool):Dynamic

@:native("SetAnimWeight")staticsetAnimWeight(p0:Dynamic, p1:Float, p2:Dynamic, p3:Dynamic, p4:Bool):Dynamic

@:native("SetDriveTaskCruiseSpeed")staticsetDriveTaskCruiseSpeed(driver:Dynamic, cruiseSpeed:Float):Dynamic

@:native("SetDriveTaskDrivingStyle")staticsetDriveTaskDrivingStyle(ped:Dynamic, drivingStyle:Int):Dynamic

Sets the driving style for a ped currently performing a driving task.

Each flag in the eVehicleDrivingFlags enum can be combined to create a driving style, with each enabling or disabling a specific driving behavior. The driving style can be set to one of the predefined driving styles, or a custom driving style can be created by combining the flags. This can be done by using the bitwise OR operator (``) to combine the flags or by adding the decimal values of the flags together.
enum eVehicleDrivingFlags
{
  None = 0,
  StopForVehicles = 1,
  StopForPeds = 2,
  SwerveAroundAllVehicles = 4,
  SteerAroundStationaryVehicles = 8,
  SteerAroundPeds = 16,
  SteerAroundObjects = 32,
  DontSteerAroundPlayerPed = 64,
  StopAtTrafficLights = 128,
  GoOffRoadWhenAvoiding = 256,
  AllowGoingWrongWay = 512,
  Reverse = 1024,
  UseWanderFallbackInsteadOfStraightLine = 2048,
  AvoidRestrictedAreas = 4096,
  PreventBackgroundPathfinding = 8192,
  AdjustCruiseSpeedBasedOnRoadSpeed = 16384,
  UseShortCutLinks = 262144,
  ChangeLanesAroundObstructions = 524288,
  UseSwitchedOffNodes = 2097152,
  PreferNavmeshRoute = 4194304,
  PlaneTaxiMode = 8388608,
  ForceStraightLine = 16777216,
  UseStringPullingAtJunctions = 33554432,
  TryToAvoidHighways = 536870912,
  ForceJoinInRoadDirection = 1073741824,
  StopAtDestination = 2147483648,
  // StopForVehicles | StopForPeds | SteerAroundObjects | SteerAroundStationaryVehicles | StopAtTrafficLights | UseShortCutLinks | ChangeLanesAroundObstructions
  DrivingModeStopForVehicles = 786603,
  // StopForVehicles | StopForPeds | StopAtTrafficLights | UseShortCutLinks
  DrivingModeStopForVehiclesStrict = 262275,
  // SwerveAroundAllVehicles | SteerAroundObjects | UseShortCutLinks | ChangeLanesAroundObstructions | StopForVehicles
  DrivingModeAvoidVehicles = 786469,
  // SwerveAroundAllVehicles | SteerAroundObjects | UseShortCutLinks | ChangeLanesAroundObstructions
  DrivingModeAvoidVehiclesReckless = 786468,
  // StopForVehicles | SteerAroundStationaryVehicles | StopForPeds | SteerAroundObjects | UseShortCutLinks | ChangeLanesAroundObstructions
  DrivingModeStopForVehiclesIgnoreLights = 786475,
  // SwerveAroundAllVehicles | StopAtTrafficLights | SteerAroundObjects | UseShortCutLinks | ChangeLanesAroundObstructions | StopForVehicles
  DrivingModeAvoidVehiclesObeyLights = 786597,
  // SwerveAroundAllVehicles | StopAtTrafficLights | StopForPeds | SteerAroundObjects | UseShortCutLinks | ChangeLanesAroundObstructions | StopForVehicles
  DrivingModeAvoidVehiclesStopForPedsObeyLights = 786599,
}

@:native("SetDriveTaskMaxCruiseSpeed")staticsetDriveTaskMaxCruiseSpeed(p0:Dynamic, p1:Float):Dynamic

@:native("SetDrivebyTaskTarget")staticsetDrivebyTaskTarget(shootingPed:Dynamic, targetPed:Dynamic, targetVehicle:Dynamic, x:Float, y:Float, z:Float):Dynamic

For p1 & p2 (Ped, Vehicle). I could be wrong, as the only time this native is called in scripts is once and both are 0, but I assume this native will work like SET_MOUNTED_WEAPON_TARGET in which has the same exact amount of parameters and the 1st and last 3 parameters are right and the same for both natives.  

@:native("SetExclusiveScenarioGroup")staticsetExclusiveScenarioGroup(scenarioGroup:String):Dynamic

Groups found in the scripts used with this native:  
"AMMUNATION",  
"QUARRY",  
"Triathlon_1",  
"Triathlon_2",  
"Triathlon_3"  

@:native("SetGlobalMinBirdFlightHeight")staticsetGlobalMinBirdFlightHeight(height:Float):Dynamic

Birds will try to reach the given height.  

@:native("SetHighFallTask")staticsetHighFallTask(ped:Dynamic, duration:Dynamic, p2:Dynamic, p3:Dynamic):Dynamic

@:native("SetMountedWeaponTarget")staticsetMountedWeaponTarget(shootingPed:Dynamic, targetPed:Dynamic, targetVehicle:Dynamic, x:Float, y:Float, z:Float):Dynamic

Note: Look in decompiled scripts and the times that p1 and p2 aren't 0. They are filled with vars. If you look through out that script what other natives those vars are used in, you can tell p1 is a ped and p2 is a vehicle. Which most likely means if you want the mounted weapon to target a ped set targetVehicle to 0 or vice-versa.  
NativeDB Added Parameter 7: Any p6
NativeDB Added Parameter 8: Any p7

@:native("SetNextDesiredMoveState")staticsetNextDesiredMoveState(p0:Float):Dynamic

**This native does absolutely nothing, just a nullsub

@:native("SetParachuteTaskTarget")staticsetParachuteTaskTarget(ped:Dynamic, x:Float, y:Float, z:Float):Dynamic

@:native("SetParachuteTaskThrust")staticsetParachuteTaskThrust(ped:Dynamic, thrust:Float):Dynamic

@:native("SetPedCanPlayAmbientIdles")staticsetPedCanPlayAmbientIdles(ped:Dynamic, bBlockIdleClips:Bool, bRemoveIdleClipIfPlaying:Bool):Dynamic

Prevents a ped from playing ambient idle animations.

 * 
 * **Note:** This native must be called every frame.

@:native("SetPedDesiredMoveBlendRatio")staticsetPedDesiredMoveBlendRatio(ped:Dynamic, p1:Float):Dynamic

@:native("SetPedPathAvoidFire")staticsetPedPathAvoidFire(ped:Dynamic, avoidFire:Bool):Dynamic

@:native("SetPedPathCanDropFromHeight")staticsetPedPathCanDropFromHeight(ped:Dynamic, Toggle:Bool):Dynamic

@:native("SetPedPathCanUseClimbovers")staticsetPedPathCanUseClimbovers(ped:Dynamic, Toggle:Bool):Dynamic

@:native("SetPedPathCanUseLadders")staticsetPedPathCanUseLadders(ped:Dynamic, Toggle:Bool):Dynamic

@:native("SetPedPathClimbCostModifier")staticsetPedPathClimbCostModifier(ped:Dynamic, modifier:Float):Dynamic

Default modifier is 1.0, minimum is 0.0 and maximum is 10.0.

@:native("SetPedPathMayEnterWater")staticsetPedPathMayEnterWater(ped:Dynamic, mayEnterWater:Bool):Dynamic

@:native("SetPedPathPreferToAvoidWater")staticsetPedPathPreferToAvoidWater(ped:Dynamic, avoidWater:Bool):Dynamic

@:native("SetPedWaypointRouteOffset")staticsetPedWaypointRouteOffset(p0:Dynamic, p1:Dynamic, p2:Dynamic, p3:Dynamic):Dynamic

@:native("SetScenarioGroupEnabled")staticsetScenarioGroupEnabled(scenarioGroup:String, p1:Bool):Dynamic

Occurrences in the b617d scripts: pastebin.com/Tvg2PRHU  

@:native("SetScenarioTypeEnabled")staticsetScenarioTypeEnabled(scenarioType:String, toggle:Bool):Dynamic

seems to enable/disable specific scenario-types from happening in the game world.
Here are some scenario types from the scripts:
"WORLD_MOUNTAIN_LION_REST"
"WORLD_MOUNTAIN_LION_WANDER"
"DRIVE"
"WORLD_VEHICLE_POLICE_BIKE"
"WORLD_VEHICLE_POLICE_CAR"
"WORLD_VEHICLE_POLICE_NEXT_TO_CAR"
"WORLD_VEHICLE_DRIVE_SOLO"
"WORLD_VEHICLE_BIKER"
"WORLD_VEHICLE_DRIVE_PASSENGERS"
"WORLD_VEHICLE_SALTON_DIRT_BIKE"
"WORLD_VEHICLE_BICYCLE_MOUNTAIN"
"PROP_HUMAN_SEAT_CHAIR"
"WORLD_VEHICLE_ATTRACTOR"
"WORLD_HUMAN_LEANING"
"WORLD_HUMAN_HANG_OUT_STREET"
"WORLD_HUMAN_DRINKING"
"WORLD_HUMAN_SMOKING"
"WORLD_HUMAN_GUARD_STAND"
"WORLD_HUMAN_CLIPBOARD"
"WORLD_HUMAN_HIKER"
"WORLD_VEHICLE_EMPTY"
"WORLD_VEHICLE_BIKE_OFF_ROAD_RACE"
"WORLD_HUMAN_PAPARAZZI"
"WORLD_VEHICLE_PARK_PERPENDICULAR_NOSE_IN"
"WORLD_VEHICLE_PARK_PARALLEL"
"WORLD_VEHICLE_CONSTRUCTION_SOLO"
"WORLD_VEHICLE_CONSTRUCTION_PASSENGERS"
"WORLD_VEHICLE_TRUCK_LOGS"
scenarioType could be the same as scenarioName, used in for example TASK::TASK_START_SCENARIO_AT_POSITION.

@:native("SetSequenceToRepeat")staticsetSequenceToRepeat(taskSequenceId:Int, repeat:Bool):Dynamic

@:native("SetTaskMoveNetworkSignalBool")staticsetTaskMoveNetworkSignalBool(ped:Dynamic, signalName:String, value:Bool):Dynamic

@:native("SetTaskMoveNetworkSignalFloat")staticsetTaskMoveNetworkSignalFloat(ped:Dynamic, signalName:String, value:Float):Dynamic

p0 - PLAYER::PLAYER_PED_ID();
p1 - "Phase", "Wobble", "x_axis","y_axis","introphase","speed".
p2 - From what i can see it goes up to 1f (maybe).
-LcGamingHD
Example: TASK::_D5BB4025AE449A4E(PLAYER::PLAYER_PED_ID(), "Phase", 0.5);

@:native("SetTaskVehicleChaseBehaviorFlag")staticsetTaskVehicleChaseBehaviorFlag(ped:Dynamic, flag:Int, set:Bool):Dynamic

* Flag 1: Aggressive ramming of suspect
* Flag 2: Ram attempts
* Flag 8: Medium-aggressive boxing tactic with a bit of PIT
* Flag 16: Ramming, seems to be slightly less aggressive than 1-2.
* Flag 32: Stay back from suspect, no tactical contact. Convoy-like.

@:native("SetTaskVehicleChaseIdealPursuitDistance")staticsetTaskVehicleChaseIdealPursuitDistance(ped:Dynamic, distance:Float):Dynamic

@:native("StopAnimPlayback")staticstopAnimPlayback(ped:Dynamic, p1:Int, p2:Bool):Dynamic

Looks like p1 may be a flag, still need to do some research, though.

@:native("StopAnimTask")staticstopAnimTask(ped:Dynamic, animDictionary:String, animationName:String, animExitSpeed:Float):Dynamic

@:native("TaskAchieveHeading")statictaskAchieveHeading(ped:Dynamic, heading:Float, timeout:Int):Dynamic

Makes the specified ped achieve the specified heading.  
pedHandle: The handle of the ped to assign the task to.  
heading: The desired heading.  
timeout: The time, in milliseconds, to allow the task to complete. If the task times out, it is cancelled, and the ped will stay at the heading it managed to reach in the time.  

@:native("TaskAimGunAtCoord")statictaskAimGunAtCoord(ped:Dynamic, x:Float, y:Float, z:Float, time:Int, bInstantBlendToAim:Bool, bPlayAimIntro:Bool):Dynamic

@:native("TaskAimGunAtEntity")statictaskAimGunAtEntity(ped:Dynamic, entity:Dynamic, duration:Int, bInstantBlendToAim:Bool):Dynamic

duration: the amount of time in milliseconds to do the task.  -1 will keep the task going until either another task is applied, or CLEAR_ALL_TASKS() is called with the ped  

@:native("TaskAimGunScripted")statictaskAimGunScripted(ped:Dynamic, scriptTask:Int, bDisableBlockingClip:Bool, bInstantBlendToAim:Bool):Dynamic

@:native("TaskAimGunScriptedWithTarget")statictaskAimGunScriptedWithTarget(ped:Dynamic, targetPed:Dynamic, x:Float, y:Float, z:Float, iGunTaskType:Int, bDisableBlockingClip:Bool, bForceAim:Bool):Dynamic

@:native("TaskArrestPed")statictaskArrestPed(ped:Dynamic, target:Dynamic):Dynamic

Example from "me_amanda1.ysc.c4":
TASK::TASK_ARREST_PED(l_19F / * This is a Ped * / , PLAYER::PLAYER_PED_ID());
Example from "armenian1.ysc.c4":
if (!PED::IS_PED_INJURED(l_B18[0/ *1* /])) {
    TASK::TASK_ARREST_PED(l_B18[0/ *1* /], PLAYER::PLAYER_PED_ID());
}
I would love to have time to experiment to see if a player Ped can arrest another Ped. Might make for a good cop mod.
Looks like only the player can be arrested this way. Peds react and try to arrest you if you task them, but the player charater doesn't do anything if tasked to arrest another ped.

@:native("TaskBoatMission")statictaskBoatMission(ped:Dynamic, boat:Dynamic, vehicleTarget:Dynamic, pedTarget:Dynamic, x:Float, y:Float, z:Float, missionType:Int, speed:Float, drivingStyle:Int, radius:Float, missionFlags:Int):Dynamic

All parameters except ped and boat are optional, with pedTarget, vehicleTarget, x, y, z being dependent on missionType (ie. Attack/Flee mission types require a target ped/vehicle, whereas GoTo mission types require either x, y, z or a target ped/vehicle).

If you don't want to use a parameter; pass 0.0f for x, y and z, 0 for pedTarget, vehicleTarget and other int parameters, and -1.0f for the remaining float parameters.

enum eBoatMissionFlags
{
  None = 0,
  StopAtEnd = 1,
  StopAtShore = 2,
  AvoidShore = 4,
  PreferForward = 8,
  NeverStop = 16,
  NeverNavMesh = 32,
  NeverRoute = 64,
  ForceBeached = 128,
  UseWanderRoute = 256,
  UseFleeRoute = 512,
  NeverPause = 1024,
  // StopAtEnd | StopAtShore | AvoidShore
  DefaultSettings = 7,
  // StopAtEnd | StopAtShore | AvoidShore | PreferForward | NeverNavMesh | NeverRoute
  OpenOceanSettings = 111,
  // StopAtEnd | StopAtShore | AvoidShore | PreferForward | NeverNavMesh | NeverPause
  BoatTaxiSettings = 1071,
}

@:native("TaskChatToPed")statictaskChatToPed(ped:Dynamic, target:Dynamic, p2:Dynamic, p3:Float, p4:Float, p5:Float, p6:Float, p7:Float):Dynamic

p2 tend to be 16, 17 or 1  
p3 to p7 tend to be 0.0  

@:native("TaskClearDefensiveArea")statictaskClearDefensiveArea(p0:Dynamic):Dynamic

@:native("TaskClearLookAt")statictaskClearLookAt(ped:Dynamic):Dynamic

Not clear what it actually does, but here's how script uses it -
if (OBJECT::HAS_PICKUP_BEEN_COLLECTED(...)
{
 if(ENTITY::DOES_ENTITY_EXIST(PLAYER::PLAYER_PED_ID()))
    {
     TASK::TASK_CLEAR_LOOK_AT(PLAYER::PLAYER_PED_ID());
  }
 ...
}
Another one where it doesn't "look" at current player -
TASK::TASK_PLAY_ANIM(l_3ED, "missheist_agency2aig_2", "look_at_phone_a", 1000.0, -2.0, -1, 48, v_2, 0, 0, 0);
PED::_2208438012482A1A(l_3ED, 0, 0);
TASK::TASK_CLEAR_LOOK_AT(l_3ED);

@:native("TaskClimb")statictaskClimb(ped:Dynamic, unused:Bool):Dynamic

Climbs or vaults the nearest thing.  

@:native("TaskClimbLadder")statictaskClimbLadder(ped:Dynamic, p1:Int):Dynamic

@:native("TaskCombatHatedTargetsAroundPed")statictaskCombatHatedTargetsAroundPed(ped:Dynamic, radius:Float, p2:Int):Dynamic

Despite its name, it only attacks ONE hated target. The one closest hated target.  
p2 seems to be always 0  

@:native("TaskCombatHatedTargetsAroundPedTimed")statictaskCombatHatedTargetsAroundPedTimed(p0:Dynamic, p1:Float, p2:Dynamic, p3:Dynamic):Dynamic

@:native("TaskCombatHatedTargetsInArea")statictaskCombatHatedTargetsInArea(ped:Dynamic, x:Float, y:Float, z:Float, radius:Float, p5:Dynamic):Dynamic

Despite its name, it only attacks ONE hated target. The one closest to the specified position.  

@:native("TaskCombatPed")statictaskCombatPed(ped:Dynamic, targetPed:Dynamic, p2:Int, p3:Int):Dynamic

Makes the specified ped attack the target ped.  
p2 should be 0  
p3 should be 16  

@:native("TaskCombatPedTimed")statictaskCombatPedTimed(p0:Dynamic, ped:Dynamic, p2:Int, p3:Dynamic):Dynamic

@:native("TaskCower")statictaskCower(ped:Dynamic, duration:Int):Dynamic

The ped will act like NPC's involved in a gunfight. The ped will squat down with their heads held in place and look around.

@:native("TaskDriveBy")statictaskDriveBy(driverPed:Dynamic, targetPed:Dynamic, targetVehicle:Dynamic, targetX:Float, targetY:Float, targetZ:Float, distanceToShoot:Float, pedAccuracy:Int, p8:Bool, firingPattern:Int):Dynamic

Example:
TASK::TASK_DRIVE_BY(l_467[1/ *22* /], PLAYER::PLAYER_PED_ID(), 0, 0.0, 0.0, 2.0, 300.0, 100, 0, ${firing_pattern_burst_fire_driveby});
Needs working example. Doesn't seem to do anything.
I marked p2 as targetVehicle as all these shooting related tasks seem to have that in common.
I marked p6 as distanceToShoot as if you think of GTA's Logic with the native SET_VEHICLE_SHOOT natives, it won't shoot till it gets within a certain distance of the target.
I marked p7 as pedAccuracy as it seems it's mostly 100 (Completely Accurate), 75, 90, etc. Although this could be the ammo count within the gun, but I highly doubt it. I will change this comment once I find out if it's ammo count or not.

@:native("TaskEnterVehicle")statictaskEnterVehicle(ped:Dynamic, vehicle:Dynamic, timeout:Int, seatIndex:Int, speed:Float, flag:Int, p6:Dynamic):Dynamic

speed 1.0 = walk, 2.0 = run  
p5 1 = normal, 3 = teleport to vehicle, 8 = normal/carjack ped from seat, 16 = teleport directly into vehicle  
p6 is always 0  

@:native("TaskEveryoneLeaveVehicle")statictaskEveryoneLeaveVehicle(vehicle:Dynamic):Dynamic

@:native("TaskExitCover")statictaskExitCover(p0:Dynamic, p1:Dynamic, p2:Float, p3:Float, p4:Float):Dynamic

@:native("TaskExtendRoute")statictaskExtendRoute(x:Float, y:Float, z:Float):Dynamic

Adds a new point to the current point route; a maximum of 8 points can be added.

Call TASK_FLUSH_ROUTE before the first call to this. Call TASK_FOLLOW_POINT_ROUTE to make the Ped go the route.

@:native("TaskFlushRoute")statictaskFlushRoute():Dynamic

Clears the current point route. Call this before TASK_EXTEND_ROUTE and TASK_FOLLOW_POINT_ROUTE.

@:native("TaskFollowNavMeshToCoord")statictaskFollowNavMeshToCoord(ped:Dynamic, x:Float, y:Float, z:Float, moveBlendRatio:Float, time:Int, radius:Float, flags:Int, finalHeading:Float):Dynamic

Sometimes a path may not be able to be found. This could happen because there simply isn't any way to get there, or maybe a bunch of dynamic objects have blocked the way, or maybe the destination is too far away. In this case the ped will simply stand still. To identify when this has happened, you can use GET_NAVMESH_ROUTE_RESULT. This will help you find situations where peds cannot get to their target.

enum eNavScriptFlags {
    // Default flag
    ENAV_DEFAULT = 0,
    // Will ensure the ped continues to move whilst waiting for the path
    // to be found, and will not slow down at the end of their route.
    ENAV_NO_STOPPING = 1,
    // Performs a slide-to-coord at the end of the task. This requires that the
    // accompanying NAVDATA structure has the 'SlideToCoordHeading' member set correctly.
    ENAV_ADV_SLIDE_TO_COORD_AND_ACHIEVE_HEADING_AT_END = 2,
    // If the navmesh is not loaded in under the target position, then this will
    // cause the ped to get as close as is possible on whatever navmesh is loaded.
    // The navmesh must still be loaded at the path start.
    ENAV_GO_FAR_AS_POSSIBLE_IF_TARGET_NAVMESH_NOT_LOADED = 4,
    // Will allow navigation underwater - by default this is not allowed.
    ENAV_ALLOW_SWIMMING_UNDERWATER = 8,
    // Will only allow navigation on pavements. If the path starts or ends off
    // the pavement, the command will fail. Likewise if no pavement-only route
    // can be found even although the start and end are on pavement.
    ENAV_KEEP_TO_PAVEMENTS = 16,
    // Prevents the path from entering water at all.
    ENAV_NEVER_ENTER_WATER = 32,
    // Disables object-avoidance for this path. The ped may still make minor
    // steering adjustments to avoid objects, but will not pathfind around them.
    ENAV_DONT_AVOID_OBJECTS = 64,
    // Specifies that the navmesh route will only be able to traverse up slopes
    // which are under the angle specified, in the MaxSlopeNavigable member of the accompanying NAVDATA structure.
    ENAV_ADVANCED_USE_MAX_SLOPE_NAVIGABLE = 128,
    // Unused.
    ENAV_STOP_EXACTLY = 512,
    // The entity will look ahead in its path for a longer distance to make the
    // walk/run start go more in the right direction.
    ENAV_ACCURATE_WALKRUN_START = 1024,
    // Disables ped-avoidance for this path while we move.
    ENAV_DONT_AVOID_PEDS = 2048,
    // If target pos is inside the boundingbox of an object it will otherwise be pushed out.
    ENAV_DONT_ADJUST_TARGET_POSITION = 4096,
    // Turns off the default behaviour, which is to stop exactly at the target position.
    // Occasionally this can cause footsliding/skating problems.
    ENAV_SUPPRESS_EXACT_STOP = 8192,
    // Prevents the path-search from finding paths outside of this search distance.
    // This can be used to prevent peds from finding long undesired routes.
    ENAV_ADVANCED_USE_CLAMP_MAX_SEARCH_DISTANCE = 16384,
    // Pulls out the paths from edges at corners for a longer distance, to prevent peds walking into stuff.
    ENAV_PULL_FROM_EDGE_EXTRA = 32768
};

@:native("TaskFollowNavMeshToCoordAdvanced")statictaskFollowNavMeshToCoordAdvanced(ped:Dynamic, x:Float, y:Float, z:Float, speed:Float, timeout:Int, unkFloat:Float, unkInt:Int, unkX:Float, unkY:Float, unkZ:Float, unk_40000f:Float):Dynamic

@:native("TaskFollowPointRoute")statictaskFollowPointRoute(ped:Dynamic, speed:Float, routeMode:Int):Dynamic

Makes the ped go on a point route.

enum eFollowPointRouteMode {
	TICKET_SINGLE = 0,
	TICKET_RETURN = 1,
	TICKET_SEASON = 2,
	TICKET_LOOP = 3
}

This native is often times used with TASK_FLUSH_ROUTE and TASK_EXTEND_ROUTE

@:native("TaskFollowToOffsetOfEntity")statictaskFollowToOffsetOfEntity(ped:Dynamic, entity:Dynamic, offsetX:Float, offsetY:Float, offsetZ:Float, movementSpeed:Float, timeout:Int, stoppingRange:Float, persistFollowing:Bool):Dynamic

p6 always -1  
p7 always 10.0  
p8 always 1  

@:native("TaskFollowWaypointRecording")statictaskFollowWaypointRecording(p0:Dynamic, p1:Dynamic, p2:Dynamic, p3:Dynamic, p4:Dynamic):Dynamic

@:native("TaskForceMotionState")statictaskForceMotionState(ped:Dynamic, state:Int, p2:Bool):Dynamic

@:native("TaskGetOffBoat")statictaskGetOffBoat(ped:Dynamic, boat:Dynamic):Dynamic

@:native("TaskGoStraightToCoord")statictaskGoStraightToCoord(ped:Dynamic, x:Float, y:Float, z:Float, speed:Float, timeout:Int, targetHeading:Float, distanceToSlide:Float):Dynamic

@:native("TaskGoStraightToCoordRelativeToEntity")statictaskGoStraightToCoordRelativeToEntity(entity1:Dynamic, entity2:Dynamic, p2:Float, p3:Float, p4:Float, p5:Float, p6:Dynamic):Dynamic

@:native("TaskGoToCoordAndAimAtHatedEntitiesNearCoord")statictaskGoToCoordAndAimAtHatedEntitiesNearCoord(pedHandle:Dynamic, goToLocationX:Float, goToLocationY:Float, goToLocationZ:Float, focusLocationX:Float, focusLocationY:Float, focusLocationZ:Float, speed:Float, shootAtEnemies:Bool, distanceToStopAt:Float, noRoadsDistance:Float, unkTrue:Bool, unkFlag:Int, aimingFlag:Int, firingPattern:Int):Dynamic

The ped will walk or run towards goToLocation, aiming towards goToLocation or focusLocation (depending on the aimingFlag) and shooting if shootAtEnemies = true to any enemy in his path.
If the ped is closer than noRoadsDistance, the ped will ignore pathing/navmesh and go towards goToLocation directly. This could cause the ped to get stuck behind tall walls if the goToLocation is on the other side. To avoid this, use 0.0f and the ped will always use pathing/navmesh to reach his destination.
If the speed is set to 0.0f, the ped will just stand there while aiming, if set to 1.0f he will walk while aiming, 2.0f will run while aiming.
The ped will stop aiming when he is closer than distanceToStopAt to goToLocation.
I still can't figure out what unkTrue is used for. I don't notice any difference if I set it to false but in the decompiled scripts is always true.
I think that unkFlag, like the driving styles, could be a flag that "work as a list of 32 bits converted to a decimal integer. Each bit acts as a flag, and enables or disables a function". What leads me to this conclusion is the fact that in the decompiled scripts, unkFlag takes values like: 0, 1, 5 (101 in binary) and 4097 (4096 + 1 or 1000000000001 in binary). For now, I don't know what behavior enable or disable this possible flag so I leave it at 0.
Note: After some testing, using unkFlag = 16 (0x10) enables the use of sidewalks while moving towards goToLocation.
The aimingFlag takes 2 values: 0 to aim at the focusLocation, 1 to aim at where the ped is heading (goToLocation).
Example:
enum AimFlag
{
   AimAtFocusLocation,
   AimAtGoToLocation
};
Vector3 goToLocation1 = { 996.2867f, 0, -2143.044f, 0, 28.4763f, 0 }; // remember the padding.
Vector3 goToLocation2 = { 990.2867f, 0, -2140.044f, 0, 28.4763f, 0 }; // remember the padding.
Vector3 focusLocation = { 994.3478f, 0, -2136.118f, 0, 29.2463f, 0 }; // the coord z should be a little higher, around +1.0f to avoid aiming at the ground
// 1st example
TASK::TASK_GO_TO_COORD_AND_AIM_AT_HATED_ENTITIES_NEAR_COORD(pedHandle, goToLocation1.x, goToLocation1.y, goToLocation1.z, focusLocation.x, focusLocation.y, focusLocation.z, 2.0f / *run* /, true / *shoot* /, 3.0f / *stop at* /, 0.0f / *noRoadsDistance* /, true / *always true* /, 0 / *possible flag* /, AimFlag::AimAtGoToLocation, -957453492 / *FullAuto pattern* /);
// 2nd example
TASK::TASK_GO_TO_COORD_AND_AIM_AT_HATED_ENTITIES_NEAR_COORD(pedHandle, goToLocation2.x, goToLocation2.y, goToLocation2.z, focusLocation.x, focusLocation.y, focusLocation.z, 1.0f / *walk* /, false / *don't shoot* /, 3.0f / *stop at* /, 0.0f / *noRoadsDistance* /, true / *always true* /, 0 / *possible flag* /, AimFlag::AimAtFocusLocation, -957453492 / *FullAuto pattern* /);
1st example: The ped (pedhandle) will run towards goToLocation1. While running and aiming towards goToLocation1, the ped will shoot on sight to any enemy in his path, using "FullAuto" firing pattern. The ped will stop once he is closer than distanceToStopAt to goToLocation1.
2nd example: The ped will walk towards goToLocation2. This time, while walking towards goToLocation2 and aiming at focusLocation, the ped will point his weapon on sight to any enemy in his path without shooting. The ped will stop once he is closer than distanceToStopAt to goToLocation2.

@:native("TaskGoToCoordAnyMeans")statictaskGoToCoordAnyMeans(ped:Dynamic, x:Float, y:Float, z:Float, fMoveBlendRatio:Float, vehicle:Dynamic, bUseLongRangeVehiclePathing:Bool, drivingFlags:Int, fMaxRangeToShootTargets:Float):Dynamic

Tells a ped to go to a coord by any means.

enum eDrivingMode {
  DF_StopForCars = 1,
  DF_StopForPeds = 2,
  DF_SwerveAroundAllCars = 4,
  DF_SteerAroundStationaryCars = 8,
  DF_SteerAroundPeds = 16,
  DF_SteerAroundObjects = 32,
  DF_DontSteerAroundPlayerPed = 64,
  DF_StopAtLights = 128,
  DF_GoOffRoadWhenAvoiding = 256,
  DF_DriveIntoOncomingTraffic = 512,
  DF_DriveInReverse = 1024,

  // If pathfinding fails, cruise randomly instead of going on a straight line
  DF_UseWanderFallbackInsteadOfStraightLine = 2048,

  DF_AvoidRestrictedAreas = 4096,

  // These only work on MISSION_CRUISE
  DF_PreventBackgroundPathfinding = 8192,
  DF_AdjustCruiseSpeedBasedOnRoadSpeed = 16384,

  DF_UseShortCutLinks =  262144,
  DF_ChangeLanesAroundObstructions = 524288,
  // cruise tasks ignore this anyway--only used for goto's
  DF_UseSwitchedOffNodes =  2097152,
  // if you're going to be primarily driving off road
  DF_PreferNavmeshRoute =  4194304,

  // Only works for planes using MISSION_GOTO, will cause them to drive along the ground instead of fly
  DF_PlaneTaxiMode =  8388608,

  DF_ForceStraightLine = 16777216,
  DF_UseStringPullingAtJunctions = 33554432,

  DF_AvoidHighways = 536870912,
  DF_ForceJoinInRoadDirection = 1073741824,

  // Standard driving mode. stops for cars, peds, and lights, goes around stationary obstructions
  DRIVINGMODE_STOPFORCARS = 786603, // DF_StopForCars|DF_StopForPeds|DF_SteerAroundObjects|DF_SteerAroundStationaryCars|DF_StopAtLights|DF_UseShortCutLinks|DF_ChangeLanesAroundObstructions,		// Obey lights too

  // Like the above, but doesn't steer around anything in its way - will only wait instead.
  DRIVINGMODE_STOPFORCARS_STRICT = 262275, // DF_StopForCars|DF_StopForPeds|DF_StopAtLights|DF_UseShortCutLinks, // Doesn't deviate an inch.

  // Default "alerted" driving mode. drives around everything, doesn't obey lights
  DRIVINGMODE_AVOIDCARS = 786469, // DF_SwerveAroundAllCars|DF_SteerAroundObjects|DF_UseShortCutLinks|DF_ChangeLanesAroundObstructions|DF_StopForCars,

  // Very erratic driving. difference between this and AvoidCars is that it doesn't use the brakes at ALL to help with steering
  DRIVINGMODE_AVOIDCARS_RECKLESS = 786468, // DF_SwerveAroundAllCars|DF_SteerAroundObjects|DF_UseShortCutLinks|DF_ChangeLanesAroundObstructions,

  // Smashes through everything
  DRIVINGMODE_PLOUGHTHROUGH = 262144, // DF_UseShortCutLinks

  // Drives normally except for the fact that it ignores lights
  DRIVINGMODE_STOPFORCARS_IGNORELIGHTS = 786475, // DF_StopForCars|DF_SteerAroundStationaryCars|DF_StopForPeds|DF_SteerAroundObjects|DF_UseShortCutLinks|DF_ChangeLanesAroundObstructions

  // Try to swerve around everything, but stop for lights if necessary
  DRIVINGMODE_AVOIDCARS_OBEYLIGHTS = 786597, // DF_SwerveAroundAllCars|DF_StopAtLights|DF_SteerAroundObjects|DF_UseShortCutLinks|DF_ChangeLanesAroundObstructions|DF_StopForCars

  // Swerve around cars, be careful around peds, and stop for lights
  DRIVINGMODE_AVOIDCARS_STOPFORPEDS_OBEYLIGHTS = 786599 // DF_SwerveAroundAllCars|DF_StopAtLights|DF_StopForPeds|DF_SteerAroundObjects|DF_UseShortCutLinks|DF_ChangeLanesAroundObstructions|DF_StopForCars
};

@:native("TaskGoToCoordAnyMeansExtraParams")statictaskGoToCoordAnyMeansExtraParams(ped:Dynamic, x:Float, y:Float, z:Float, speed:Float, p5:Dynamic, p6:Bool, walkingStyle:Int, p8:Float, p9:Dynamic, p10:Dynamic, p11:Dynamic):Dynamic

NativeDB Added Parameter 13: Any p12

@:native("TaskGoToCoordAnyMeansExtraParamsWithCruiseSpeed")statictaskGoToCoordAnyMeansExtraParamsWithCruiseSpeed(ped:Dynamic, x:Float, y:Float, z:Float, speed:Float, p5:Dynamic, p6:Bool, walkingStyle:Int, p8:Float, p9:Dynamic, p10:Dynamic, p11:Dynamic, p12:Dynamic):Dynamic

NativeDB Added Parameter 14: Any p13

@:native("TaskGoToCoordWhileAimingAtCoord")statictaskGoToCoordWhileAimingAtCoord(ped:Dynamic, x:Float, y:Float, z:Float, aimAtX:Float, aimAtY:Float, aimAtZ:Float, moveSpeed:Float, shoot:Bool, p9:Float, p10:Float, p11:Bool, flags:Dynamic, p13:Bool, firingPattern:Int):Dynamic

Will make the ped move to a coordinate while aiming (and optionally shooting) at given coordinates.

@:native("TaskGoToCoordWhileAimingAtEntity")statictaskGoToCoordWhileAimingAtEntity(ped:Dynamic, x:Float, y:Float, z:Float, entityToAimAt:Dynamic, moveSpeed:Float, shoot:Bool, targetRadius:Float, slowDistance:Float, useNavMesh:Bool, navFlags:Int, instantBlendAtAim:Bool, firingPattern:Int, time:Int):Dynamic

Will make the ped move to a coordinate while aiming (and optionally shooting) at the given entity.

enum eFiringPatternHashes {
    FIRING_PATTERN_DEFAULT = 0,
    FIRING_PATTERN_BURST_FIRE = -687903391,
    FIRING_PATTERN_BURST_FIRE_DRIVEBY = -753768974,
    FIRING_PATTERN_FULL_AUTO = -957453492,
    FIRING_PATTERN_SINGLE_SHOT = 1566631136,
    FIRING_PATTERN_DELAY_FIRE_BY_ONE_SEC = 2055493265,
    FIRING_PATTERN_BURST_FIRE_HELI = -1857128337,
    FIRING_PATTERN_SHORT_BURSTS = 445831135,
    FIRING_PATTERN_BURST_FIRE_MICRO = 1122960381,
    FIRING_PATTERN_SLOW_FIRE_TANK = -490063247,
    FIRING_PATTERN_TAMPA_MORTAR = -1842093953
}

@:native("TaskGoToEntity")statictaskGoToEntity(entity:Dynamic, target:Dynamic, duration:Int, distance:Float, speed:Float, p5:Float, p6:Int):Dynamic

The entity will move towards the target until time is over (duration) or get in target's range (distance). p5 and p6 are unknown, but you could leave p5 = 1073741824 or 100 or even 0 (didn't see any difference but on the decompiled scripts, they use 1073741824 mostly) and p6 = 0
Note: I've only tested it on entity -> ped and target -> vehicle. It could work differently on other entities, didn't try it yet.
Example: TASK::TASK_GO_TO_ENTITY(pedHandle, vehicleHandle, 5000, 4.0, 100, 1073741824, 0)
Ped will run towards the vehicle for 5 seconds and stop when time is over or when he gets 4 meters(?) around the vehicle (with duration = -1, the task duration will be ignored).

@:native("TaskGoToEntityWhileAimingAtCoord")statictaskGoToEntityWhileAimingAtCoord(p0:Dynamic, p1:Dynamic, p2:Float, p3:Float, p4:Float, p5:Float, p6:Bool, p7:Float, p8:Float, p9:Bool, p10:Bool, p11:Dynamic):Dynamic

@:native("TaskGoToEntityWhileAimingAtEntity")statictaskGoToEntityWhileAimingAtEntity(ped:Dynamic, entityToWalkTo:Dynamic, entityToAimAt:Dynamic, speed:Float, shootatEntity:Bool, p5:Float, p6:Float, p7:Bool, p8:Bool, firingPattern:Int):Dynamic

shootatEntity:  
If true, peds will shoot at Entity till it is dead.  
If false, peds will just walk till they reach the entity and will cease shooting.  

@:native("TaskGotoEntityAiming")statictaskGotoEntityAiming(ped:Dynamic, target:Dynamic, distanceToStopAt:Float, StartAimingDist:Float):Dynamic

eg
 TASK::TASK_GOTO_ENTITY_AIMING(v_2, PLAYER::PLAYER_PED_ID(), 5.0, 25.0);
ped = Ped you want to perform this task.
target = the Entity they should aim at.
distanceToStopAt = distance from the target, where the ped should stop to aim.
StartAimingDist = distance where the ped should start to aim.

@:native("TaskGotoEntityOffset")statictaskGotoEntityOffset(ped:Dynamic, p1:Dynamic, p2:Dynamic, x:Float, y:Float, z:Float, duration:Int):Dynamic

@:native("TaskGotoEntityOffsetXy")statictaskGotoEntityOffsetXy(ped:Dynamic, entity:Dynamic, duration:Int, xOffset:Float, yOffset:Float, zOffset:Float, moveBlendRatio:Float, useNavmesh:Bool):Dynamic

@:native("TaskGuardAssignedDefensiveArea")statictaskGuardAssignedDefensiveArea(p0:Dynamic, p1:Float, p2:Float, p3:Float, p4:Float, p5:Float, p6:Dynamic):Dynamic

@:native("TaskGuardCurrentPosition")statictaskGuardCurrentPosition(p0:Dynamic, p1:Float, p2:Float, p3:Bool):Dynamic

From re_prisonvanbreak:
TASK::TASK_GUARD_CURRENT_POSITION(l_DD, 35.0, 35.0, 1);

@:native("TaskGuardSphereDefensiveArea")statictaskGuardSphereDefensiveArea(p0:Dynamic, p1:Float, p2:Float, p3:Float, p4:Float, p5:Float, p6:Dynamic, p7:Float, p8:Float, p9:Float, p10:Float):Dynamic

p0 - Guessing PedID  
p1, p2, p3 - XYZ?  
p4 - ???  
p5 - Maybe the size of sphere from XYZ?  
p6 - ???  
p7, p8, p9 - XYZ again?  
p10 - Maybe the size of sphere from second XYZ?  

@:native("TaskHandsUp")statictaskHandsUp(ped:Dynamic, duration:Int, facingPed:Dynamic, p3:Int, p4:Bool):Dynamic

In the scripts, p3 was always -1.  
p3 seems to be duration or timeout of turn animation.  
Also facingPed can be 0 or -1 so ped will just raise hands up.  

@:native("TaskHeliChase")statictaskHeliChase(pilot:Dynamic, entityToFollow:Dynamic, x:Float, y:Float, z:Float):Dynamic

Ped pilot should be in a heli.  
EntityToFollow can be a vehicle or Ped.  
x,y,z appear to be how close to the EntityToFollow the heli should be. Scripts use 0.0, 0.0, 80.0. Then the heli tries to position itself 80 units above the EntityToFollow. If you reduce it to -5.0, it tries to go below (if the EntityToFollow is a heli or plane)  
NOTE: If the pilot finds enemies, it will engage them, then remain there idle, not continuing to chase the Entity given.  

@:native("TaskHeliMission")statictaskHeliMission(ped:Dynamic, heli:Dynamic, vehicleTarget:Dynamic, pedTarget:Dynamic, x:Float, y:Float, z:Float, missionType:Int, speed:Float, radius:Float, heading:Float, height:Float, minHeight:Float, slowDist:Float, missionFlags:Int):Dynamic

All parameters except ped, heli and speed are optional, with pedTarget, vehicleTarget, x, y, z being dependent on missionType (ie. Attack/Flee mission types require a target ped/vehicle, whereas GoTo mission types require either x, y, z or a target ped/vehicle).

If you don't want to use a parameter; pass 0.0f for x, y and z, 0 for pedTarget, vehicleTarget, 0 for other int parameters, and -1.0f for the remaining float parameters.

enum eHeliMissionFlags
{
  None = 0,
  AttainRequestedOrientation = 1,
  DontModifyOrientation = 2,
  DontModifyPitch = 4,
  DontModifyThrottle = 8,
  DontModifyRoll = 16,
  LandOnArrival = 32,
  DontDoAvoidance = 64,
  StartEngineImmediately = 128,
  ForceHeightMapAvoidance = 256,
  DontClampProbesToDestination = 512,
  EnableTimeslicingWhenPossible = 1024,
  CircleOppositeDirection = 2048,
  MaintainHeightAboveTerrain = 4096,
  IgnoreHiddenEntitiesDuringLand = 8192,
  DisableAllHeightMapAvoidance = 16384,
  // ForceHeightMapAvoidance | DontDoAvoidance
  HeightMapOnlyAvoidance = 320,
}

@:native("TaskJump")statictaskJump(ped:Dynamic, unused:Bool):Dynamic

Definition is wrong. This has 4 parameters (Not sure when they were added. v350 has 2, v678 has 4).  
v350: Ped ped, bool unused  
v678: Ped ped, bool unused, bool flag1, bool flag2  
flag1 = super jump, flag2 = do nothing if flag1 is false and doubles super jump height if flag1 is true.  
NativeDB Added Parameter 3: Any p2
NativeDB Added Parameter 4: Any p3

@:native("TaskLeaveAnyVehicle")statictaskLeaveAnyVehicle(ped:Dynamic, p1:Int, flags:Int):Dynamic

Flags are the same flags used in TASK_LEAVE_VEHICLE

@:native("TaskLeaveVehicle")statictaskLeaveVehicle(ped:Dynamic, vehicle:Dynamic, flags:Int):Dynamic

Flags from decompiled scripts:  
0 = normal exit and closes door.  
1 = normal exit and closes door.  
16 = teleports outside, door kept closed.  (This flag does not seem to work for the front seats in buses, NPCs continue to exit normally)
64 = normal exit and closes door, maybe a bit slower animation than 0.  
256 = normal exit but does not close the door.  
4160 = ped is throwing himself out, even when the vehicle is still.  
262144 = ped moves to passenger seat first, then exits normally  
Others to be tried out: 320, 512, 131072.  

@:native("TaskLookAtCoord")statictaskLookAtCoord(entity:Dynamic, x:Float, y:Float, z:Float, duration:Int, p5:Dynamic, p6:Dynamic):Dynamic

@:native("TaskLookAtEntity")statictaskLookAtEntity(ped:Dynamic, lookAt:Dynamic, duration:Int, unknown1:Int, unknown2:Int):Dynamic

param3: duration in ms, use -1 to look forever  
param4: using 2048 is fine  
param5: using 3 is fine  

@:native("TaskMoveNetworkAdvancedByName")statictaskMoveNetworkAdvancedByName(ped:Dynamic, p1:String, p2:Float, p3:Float, p4:Float, p5:Float, p6:Float, p7:Float, p8:Dynamic, p9:Float, p10:Bool, animDict:String, flags:Int):Dynamic

Example:
TASK::TASK_MOVE_NETWORK_ADVANCED_BY_NAME(PLAYER::PLAYER_PED_ID(), "minigame_tattoo_michael_parts", 324.13f, 181.29f, 102.6f, 0.0f, 0.0f, 22.32f, 2, 0, false, 0, 0);

@:native("TaskMoveNetworkByName")statictaskMoveNetworkByName(ped:Dynamic, task:String, multiplier:Float, p3:Bool, animDict:String, flags:Int):Dynamic

Example:
TASK::TASK_MOVE_NETWORK_BY_NAME(PLAYER::PLAYER_PED_ID(), "arm_wrestling_sweep_paired_a_rev3", 0.0f, true, "mini@arm_wrestling", 0);

@:native("TaskOpenVehicleDoor")statictaskOpenVehicleDoor(ped:Dynamic, vehicle:Dynamic, timeOut:Int, seat:Int, speed:Float):Dynamic

The given ped will try to open the nearest door to 'seat'.

Example: telling the ped to open the door for the driver seat does not necessarily mean it will open the driver door, it may choose to open the passenger door instead if that one is closer.

@:native("TaskParachute")statictaskParachute(ped:Dynamic, p1:Bool):Dynamic

This function has a third parameter as well (bool).  
Second parameter is unused.  
seconds parameter was for jetpack in the early stages of gta and the hard coded code is now removed  
NativeDB Added Parameter 3: BOOL p2

@:native("TaskParachuteToTarget")statictaskParachuteToTarget(ped:Dynamic, x:Float, y:Float, z:Float):Dynamic

makes ped parachute to coords x y z. Works well with PATHFIND::GET_SAFE_COORD_FOR_PED  

@:native("TaskPatrol")statictaskPatrol(ped:Dynamic, p1:String, p2:Dynamic, p3:Bool, p4:Bool):Dynamic

After looking at some scripts the second parameter seems to be an id of some kind. Here are some I found from some R* scripts:
"miss_Tower_01" (this went from 01 - 10)
"miss_Ass0" (0, 4, 6, 3)
"MISS_PATROL_8"
I think they're patrol routes, but I'm not sure. And I believe the 3rd parameter is a BOOL, but I can't confirm other than only seeing 0 and 1 being passed.
As far as I can see the patrol routes names such as "miss_Ass0" have been defined earlier in the scripts. This leads me to believe we can defined our own new patrol routes by following the same approach.
From the scripts
    TASK::OPEN_PATROL_ROUTE("miss_Ass0");
    TASK::ADD_PATROL_ROUTE_NODE(0, "WORLD_HUMAN_GUARD_STAND", l_738[0/ *3* /], -139.4076690673828, -993.4732055664062, 26.2754, MISC::GET_RANDOM_INT_IN_RANGE(5000, 10000));
    TASK::ADD_PATROL_ROUTE_NODE(1, "WORLD_HUMAN_GUARD_STAND", l_738[1/ *3* /], -116.1391830444336, -987.4984130859375, 26.38541030883789, MISC::GET_RANDOM_INT_IN_RANGE(5000, 10000));
    TASK::ADD_PATROL_ROUTE_NODE(2, "WORLD_HUMAN_GUARD_STAND", l_738[2/ *3* /], -128.46847534179688, -979.0340576171875, 26.2754, MISC::GET_RANDOM_INT_IN_RANGE(5000, 10000));
    TASK::ADD_PATROL_ROUTE_LINK(0, 1);
    TASK::ADD_PATROL_ROUTE_LINK(1, 2);
    TASK::ADD_PATROL_ROUTE_LINK(2, 0);
    TASK::CLOSE_PATROL_ROUTE();
    TASK::CREATE_PATROL_ROUTE();

@:native("TaskPause")statictaskPause(ped:Dynamic, ms:Int):Dynamic

This tasks the ped to do nothing for the specified amount of miliseconds. This is useful if you want to add a delay between tasks when using a sequence task.

@:native("TaskPedSlideToCoord")statictaskPedSlideToCoord(ped:Dynamic, x:Float, y:Float, z:Float, heading:Float, duration:Float):Dynamic

@:native("TaskPedSlideToCoordHdgRate")statictaskPedSlideToCoordHdgRate(ped:Dynamic, x:Float, y:Float, z:Float, heading:Float, p5:Float, p6:Float):Dynamic

@:native("TaskPerformSequence")statictaskPerformSequence(ped:Dynamic, taskSequenceId:Int):Dynamic

For an example on how to use this please refer to OPEN_SEQUENCE_TASK

@:native("TaskPerformSequenceFromProgress")statictaskPerformSequenceFromProgress(ped:Dynamic, taskIndex:Int, progress1:Int, progress2:Int):Dynamic

@:native("TaskPerformSequenceLocally")statictaskPerformSequenceLocally(ped:Dynamic, taskSequenceId:Int):Dynamic

For an example on how to use this please refer to [OPEN_SEQUENCE_TASK](#_0xE8854A4326B9E12B

@:native("TaskPlaneChase")statictaskPlaneChase(pilot:Dynamic, entityToFollow:Dynamic, x:Float, y:Float, z:Float):Dynamic

@:native("TaskPlaneLand")statictaskPlaneLand(pilot:Dynamic, plane:Dynamic, runwayStartX:Float, runwayStartY:Float, runwayStartZ:Float, runwayEndX:Float, runwayEndY:Float, runwayEndZ:Float):Dynamic

@:native("TaskPlaneMission")statictaskPlaneMission(pilot:Dynamic, aircraft:Dynamic, targetVehicle:Dynamic, targetPed:Dynamic, destinationX:Float, destinationY:Float, destinationZ:Float, missionFlag:Int, angularDrag:Float, unk:Float, targetHeading:Float, maxZ:Float, minZ:Float):Dynamic

EDITED (7/13/2017)  
NOTE: If you want air combat, AI::TASK_COMBAT_PED (while your pilot is in an aircraft) also does the same thing as this native.  
DESCRIPTION:  
Ever wish your buddy could shoot down one of your enemies for you? Ever wanted an auto-pilot? Well look no further! This is the native for you! (Ped intelligence may vary)  
USAGE:  
-- REQUIRED --  
• pilot = The ped flying the aircraft.  
• aircraft = The aircraft the pilot is flying  
-- OPTIONAL -- [atleast 1 must be assigned]  
• targetVehicle = The vehicle the pilot will target.  
• targetPed = The ped the pilot will target.  
• destinationX, destinationY, destinationZ = The location the pilot will target.  
-- LOGIC --  
• missionFlag = The type of mission. pastebin.com/R8x73dbv  
• angularDrag = The higher the value, the slower the plane will rotate. Value ranges from 0 - Infinity.  
• unk = Set to 0, and you'll be fine.  
• targetHeading = The target angle (from world space north) that the pilot will try to acheive before executing an attack/landing.  
• maxZ = Maximum Z coordinate height for flying.  
• minZ = Minimum Z coordinate height for flying.  
Z: 2,700 is the default max height a pilot will be able to fly. Anything greater and he will fly downward until reaching 2,700 again.  
Mission Types (incase you don't like links..):  
0 = None  
1 = Unk  
2 = CTaskVehicleRam  
3 = CTaskVehicleBlock  
4 = CTaskVehicleGoToPlane  
5 = CTaskVehicleStop  
6 = CTaskVehicleAttack  
7 = CTaskVehicleFollow  
8 = CTaskVehicleFleeAirborne  
9 = CTaskVehicleCircle  
10 = CTaskVehicleEscort  
15 = CTaskVehicleFollowRecording  
16 = CTaskVehiclePoliceBehaviour  
17 = CTaskVehicleCrash  
Example C#:  
Function.Call(Hash.TASK_PLANE_MISSION, pilot, vehicle, 0, Game.Player.Character, 0, 0, 0, 6, 0f, 0f, 0f, 2500.0f, -1500f);  
Example C++  
AI::TASK_PLANE_MISSION(pilot, vehicle, 0, PLAYER::GET_PLAYER_PED(PLAYER::GET_PLAYER_INDEX()), 0, 0, 0, 6, 0.0, 0.0, 0.0, 2500.0, -1500.0);  
[DEPRECATED] EXAMPLE USAGE:  
pastebin.com/gx7Finsk  
NativeDB Added Parameter 14: Any p13

@:native("TaskPlaneTaxi")statictaskPlaneTaxi(pilot:Dynamic, aircraft:Dynamic, xPos:Float, yPos:Float, zPos:Float, fCruiseSpeed:Float, fTargetReachedDist:Float):Dynamic

The given ped will try to drive the plane to the given coordinates and will then drive around the given coords (the plane will form 8s on the ground)

@:native("TaskPlantBomb")statictaskPlantBomb(ped:Dynamic, x:Float, y:Float, z:Float, heading:Float):Dynamic

@:native("TaskPlayAnim")statictaskPlayAnim(ped:Dynamic, animDictionary:String, animationName:String, blendInSpeed:Float, blendOutSpeed:Float, duration:Int, flag:Int, playbackRate:Float, lockX:Bool, lockY:Bool, lockZ:Bool):Dynamic

Animations list

enum eScriptedAnimFlags
{
    AF_LOOPING = 1,
    AF_HOLD_LAST_FRAME = 2,
    AF_REPOSITION_WHEN_FINISHED = 4,
    AF_NOT_INTERRUPTABLE = 8,
    AF_UPPERBODY = 16,
    AF_SECONDARY = 32,
    AF_REORIENT_WHEN_FINISHED = 64,
    AF_ABORT_ON_PED_MOVEMENT = 128,
    AF_ADDITIVE = 256,
    AF_TURN_OFF_COLLISION = 512,
    AF_OVERRIDE_PHYSICS = 1024,
    AF_IGNORE_GRAVITY = 2048,
    AF_EXTRACT_INITIAL_OFFSET = 4096,
    AF_EXIT_AFTER_INTERRUPTED = 8192,
    AF_TAG_SYNC_IN = 16384,
    AF_TAG_SYNC_OUT = 32768,
    AF_TAG_SYNC_CONTINUOUS = 65536,
    AF_FORCE_START = 131072,
    AF_USE_KINEMATIC_PHYSICS = 262144,
    AF_USE_MOVER_EXTRACTION = 524288,
    AF_HIDE_WEAPON = 1048576,
    AF_ENDS_IN_DEAD_POSE = 2097152,
    AF_ACTIVATE_RAGDOLL_ON_COLLISION = 4194304,
    AF_DONT_EXIT_ON_DEATH = 8388608,
    AF_ABORT_ON_WEAPON_DAMAGE = 16777216,
    AF_DISABLE_FORCED_PHYSICS_UPDATE = 33554432,
    AF_PROCESS_ATTACHMENTS_ON_START = 67108864,
    AF_EXPAND_PED_CAPSULE_FROM_SKELETON = 134217728,
    AF_USE_ALTERNATIVE_FP_ANIM = 268435456,
    AF_BLENDOUT_WRT_LAST_FRAME = 536870912,
    AF_USE_FULL_BLENDING = 1073741824
}

@:native("TaskPlayAnimAdvanced")statictaskPlayAnimAdvanced(ped:Dynamic, animDictionary:String, animationName:String, posX:Float, posY:Float, posZ:Float, rotX:Float, rotY:Float, rotZ:Float, blendInSpeed:Float, blendOutSpeed:Float, duration:Int, flag:Dynamic, animTime:Float, p14:Dynamic, p15:Dynamic):Dynamic

Similar in functionality to TASK_PLAY_ANIM, except the position and rotation parameters let you specify the initial position and rotation of the task. The ped is teleported to the position specified.

Animations list

@:native("TaskPlayPhoneGestureAnimation")statictaskPlayPhoneGestureAnimation(ped:Dynamic, animDict:String, animation:String, boneMaskType:String, p4:Float, p5:Float, p6:Bool, p7:Bool):Dynamic

Example from the scripts:
TASK::TASK_PLAY_PHONE_GESTURE_ANIMATION(PLAYER::PLAYER_PED_ID(), v_3, v_2, v_4, 0.25, 0.25, 0, 0);
=========================================================
^^ No offense, but Idk how that would really help anyone.
As for the animDict & animation, they're both store in a global in all 5 scripts. So if anyone would be so kind as to read that global and comment what strings they use. Thanks.
Known boneMaskTypes'
"BONEMASK_HEADONLY"
"BONEMASK_HEAD_NECK_AND_ARMS"
"BONEMASK_HEAD_NECK_AND_L_ARM"
"BONEMASK_HEAD_NECK_AND_R_ARM"
p4 known args - 0.0f, 0.5f, 0.25f
p5 known args - 0.0f, 0.25f
p6 known args - 1 if a global if check is passed.
p7 known args - 1 if a global if check is passed.
The values found above, I found within the 5 scripts this is ever called in. (fmmc_launcher, fm_deathmatch_controller, fm_impromptu_dm_controller, fm_mission_controller, and freemode).
=========================================================

@:native("TaskPutPedDirectlyIntoCover")statictaskPutPedDirectlyIntoCover(ped:Dynamic, x:Float, y:Float, z:Float, timeout:Dynamic, p5:Bool, p6:Float, p7:Bool, p8:Bool, p9:Dynamic, p10:Bool):Dynamic

@:native("TaskPutPedDirectlyIntoMelee")statictaskPutPedDirectlyIntoMelee(ped:Dynamic, meleeTarget:Dynamic, p2:Float, p3:Float, p4:Float, p5:Bool):Dynamic

from armenian3.c4
TASK::TASK_PUT_PED_DIRECTLY_INTO_MELEE(PlayerPed, armenianPed, 0.0, -1.0, 0.0, 0);

@:native("TaskRappelFromHeli")statictaskRappelFromHeli(ped:Dynamic, unused:Float):Dynamic

Only appears twice in the scripts.
TASK::TASK_RAPPEL_FROM_HELI(PLAYER::PLAYER_PED_ID(), 0x41200000);
TASK::TASK_RAPPEL_FROM_HELI(a_0, 0x41200000);

@:native("TaskReactAndFleePed")statictaskReactAndFleePed(ped:Dynamic, fleeTarget:Dynamic):Dynamic

@:native("TaskReloadWeapon")statictaskReloadWeapon(ped:Dynamic, unused:Bool):Dynamic

The 2nd param (unused) is not implemented.
-----------------------------------------------------------------------
The only occurrence I found in a R* script ("assassin_construction.ysc.c4"):
            if (((v_3 < v_4) && (TASK::GET_SCRIPT_TASK_STATUS(PLAYER::PLAYER_PED_ID(), 0x6a67a5cc) != 1)) && (v_5 > v_3)) {
                TASK::TASK_RELOAD_WEAPON(PLAYER::PLAYER_PED_ID(), 1);
            }

@:native("TaskScriptedAnimation")statictaskScriptedAnimation(ped:Dynamic, p1:Dynamic, p2:Dynamic, p3:Dynamic, p4:Float, p5:Float):Dynamic

From fm_mission_controller.c:  
reserve_network_mission_objects(get_num_reserved_mission_objects(0) + 1);  
	vVar28 = {0.094f, 0.02f, -0.005f};  
	vVar29 = {-92.24f, 63.64f, 150.24f};  
	func_253(&uVar30, joaat("prop_ld_case_01"), Global_1592429.imm_34757[iParam1 <268>], 1, 1, 0, 1);  
	set_entity_lod_dist(net_to_ent(uVar30), 500);  
	attach_entity_to_entity(net_to_ent(uVar30), iParam0, get_ped_bone_index(iParam0, 28422), vVar28, vVar29, 1, 0, 0, 0, 2, 1);  
	Var31.imm_4 = 1065353216;  
	Var31.imm_5 = 1065353216;  
	Var31.imm_9 = 1065353216;  
	Var31.imm_10 = 1065353216;  
	Var31.imm_14 = 1065353216;  
	Var31.imm_15 = 1065353216;  
	Var31.imm_17 = 1040187392;  
	Var31.imm_18 = 1040187392;  
	Var31.imm_19 = -1;  
	Var32.imm_4 = 1065353216;  
	Var32.imm_5 = 1065353216;  
	Var32.imm_9 = 1065353216;  
	Var32.imm_10 = 1065353216;  
	Var32.imm_14 = 1065353216;  
	Var32.imm_15 = 1065353216;  
	Var32.imm_17 = 1040187392;  
	Var32.imm_18 = 1040187392;  
	Var32.imm_19 = -1;  
	Var31 = 1;  
	Var31.imm_1 = "weapons@misc@jerrycan@mp_male";  
	Var31.imm_2 = "idle";  
	Var31.imm_20 = 1048633;  
	Var31.imm_4 = 0.5f;  
	Var31.imm_16 = get_hash_key("BONEMASK_ARMONLY_R");  
	task_scripted_animation(iParam0, &Var31, &Var32, &Var32, 0f, 0.25f);  
	set_model_as_no_longer_needed(joaat("prop_ld_case_01"));  
	remove_anim_dict("anim@heists@biolab@");  

@:native("TaskSeekCoverFromPed")statictaskSeekCoverFromPed(ped:Dynamic, target:Dynamic, duration:Int, p3:Bool):Dynamic

@:native("TaskSeekCoverFromPos")statictaskSeekCoverFromPos(ped:Dynamic, x:Float, y:Float, z:Float, duration:Int, p5:Bool):Dynamic

@:native("TaskSeekCoverToCoords")statictaskSeekCoverToCoords(ped:Dynamic, x1:Float, y1:Float, z1:Float, x2:Float, y2:Float, z2:Float, p7:Dynamic, p8:Bool):Dynamic

from michael2:
TASK::TASK_SEEK_COVER_TO_COORDS(ped, 967.5164794921875, -2121.603515625, 30.479299545288086, 978.94677734375, -2125.84130859375, 29.4752, -1, 1);
appears to be shorter variation
from michael3:
TASK::TASK_SEEK_COVER_TO_COORDS(ped, -2231.011474609375, 263.6326599121094, 173.60195922851562, -1, 0);

@:native("TaskSeekCoverToCoverPoint")statictaskSeekCoverToCoverPoint(p0:Dynamic, p1:Dynamic, p2:Float, p3:Float, p4:Float, p5:Dynamic, p6:Bool):Dynamic

@:native("TaskSetBlockingOfNonTemporaryEvents")statictaskSetBlockingOfNonTemporaryEvents(ped:Dynamic, toggle:Bool):Dynamic

I cant believe I have to define this, this is one of the best natives.  
It makes the ped ignore basically all shocking events around it. Occasionally the ped may comment or gesture, but other than that they just continue their daily activities. This includes shooting and wounding the ped. And - most importantly - they do not flee.  
Since it is a task, every time the native is called the ped will stop for a moment.  

@:native("TaskSetDecisionMaker")statictaskSetDecisionMaker(ped:Dynamic, p1:Int):Dynamic

p1 is always GET_HASH_KEY("empty") in scripts, for the rare times this is used  

@:native("TaskSetSphereDefensiveArea")statictaskSetSphereDefensiveArea(p0:Dynamic, p1:Float, p2:Float, p3:Float, p4:Float):Dynamic

@:native("TaskShockingEventReact")statictaskShockingEventReact(ped:Dynamic, eventHandle:Int):Dynamic

@:native("TaskShootAtCoord")statictaskShootAtCoord(ped:Dynamic, x:Float, y:Float, z:Float, duration:Int, firingPattern:Int):Dynamic

Firing Pattern Hash Information: https://pastebin.com/Px036isB

@:native("TaskShootAtEntity")statictaskShootAtEntity(entity:Dynamic, target:Dynamic, duration:Int, firingPattern:Int):Dynamic

//this part of the code is to determine at which entity the player is aiming, for example if you want to create a mod where you give orders to peds
Entity aimedentity;
Player player = PLAYER::PLAYER_ID();
PLAYER::_GET_AIMED_ENTITY(player, &aimedentity);
//bg is an array of peds
TASK::TASK_SHOOT_AT_ENTITY(bg[i], aimedentity, 5000, MISC::GET_HASH_KEY("FIRING_PATTERN_FULL_AUTO"));
in practical usage, getting the entity the player is aiming at and then task the peds to shoot at the entity, at a button press event would be better.
Firing Pattern Hash Information: https://pastebin.com/Px036isB

@:native("TaskShuffleToNextVehicleSeat")statictaskShuffleToNextVehicleSeat(ped:Dynamic, vehicle:Dynamic):Dynamic

Makes the specified ped shuffle to the next vehicle seat.  
The ped MUST be in a vehicle and the vehicle parameter MUST be the ped's current vehicle.  
NativeDB Added Parameter 3: Any p2

@:native("TaskSkyDive")statictaskSkyDive(ped:Dynamic):Dynamic

NativeDB Added Parameter 2: BOOL p1

@:native("TaskSmartFleeCoord")statictaskSmartFleeCoord(ped:Dynamic, x:Float, y:Float, z:Float, distance:Float, time:Int, p6:Bool, p7:Bool):Dynamic

Makes the specified ped flee the specified distance from the specified position.  

@:native("TaskSmartFleePed")statictaskSmartFleePed(ped:Dynamic, fleeTarget:Dynamic, distance:Float, fleeTime:Dynamic, p4:Bool, p5:Bool):Dynamic

Makes a ped run away from another ped (fleeTarget).  
distance = ped will flee this distance.  
fleeTime = ped will flee for this amount of time, set to "-1" to flee forever  

@:native("TaskStandGuard")statictaskStandGuard(ped:Dynamic, x:Float, y:Float, z:Float, heading:Float, scenarioName:String):Dynamic

scenarioName example: "WORLD_HUMAN_GUARD_STAND"  

@:native("TaskStandStill")statictaskStandStill(ped:Dynamic, time:Int):Dynamic

Makes the specified ped stand still for (time) milliseconds.  

@:native("TaskStartScenarioAtPosition")statictaskStartScenarioAtPosition(ped:Dynamic, scenarioName:String, x:Float, y:Float, z:Float, heading:Float, timeToLeave:Int, playIntro:Bool, warp:Bool):Dynamic

The ped will move or warp to the position and heading given, then start the scenario passed. See TASK_START_SCENARIO_IN_PLACE for a list of scenarios.

@:native("TaskStartScenarioInPlace")statictaskStartScenarioInPlace(ped:Dynamic, scenarioName:String, timeToLeave:Int, playIntroClip:Bool):Dynamic

Puts the ped into the given scenario immediately at their current location. List of scenario names or in update/update.rpf/common/data/ai/scenarios.meta.

@:native("TaskStayInCover")statictaskStayInCover(ped:Dynamic):Dynamic

Makes the ped run to take cover  

@:native("TaskStealthKill")statictaskStealthKill(killer:Dynamic, target:Dynamic, actionType:Int, p3:Float, p4:Dynamic):Dynamic

Stealth kill action name hashes:  
stealth kills can be found here: Grand Theft Auto V\common.rpf\data\action\stealth_kills.meta  
...  
{  
    "ACT_stealth_kill_a",  
    "ACT_stealth_kill_weapon",  
    "ACT_stealth_kill_b",  
    "ACT_stealth_kill_c",  
    "ACT_stealth_kill_d",  
    "ACT_stealth_kill_a_gardener"  
}  
Only known script using this native: fbi4_prep2  
EXAMPLE:  
ai::task_stealth_kill(iParam1, Local_252, gameplay::get_hash_key("AR_stealth_kill_a"), 1f, 0);ai::task_stealth_kill(iParam1, Local_252, gameplay::get_hash_key("AR_stealth_kill_knife"), 1f, 0);  
Also it may be important to note, that each time this task is called, it's followed by AI::CLEAR_PED_TASKS on the target  

@:native("TaskStopPhoneGestureAnimation")statictaskStopPhoneGestureAnimation(ped:Dynamic):Dynamic

NativeDB Added Parameter 2: Any p1

@:native("TaskSwapWeapon")statictaskSwapWeapon(ped:Dynamic, p1:Bool):Dynamic

@:native("TaskSweepAimEntity")statictaskSweepAimEntity(ped:Dynamic, anim:String, p2:String, p3:String, p4:String, p5:Int, vehicle:Dynamic, p7:Float, p8:Float):Dynamic

This function is called on peds in vehicles.  
anim: animation name  
p2, p3, p4: "sweep_low", "sweep_med" or "sweep_high"  
p5: no idea what it does but is usually -1  

@:native("TaskSweepAimPosition")statictaskSweepAimPosition(p0:Dynamic, p1:Dynamic, p2:Dynamic, p3:Dynamic, p4:Dynamic, p5:Dynamic, p6:Float, p7:Float, p8:Float, p9:Float, p10:Float):Dynamic

@:native("TaskSynchronizedScene")statictaskSynchronizedScene(ped:Dynamic, scene:Int, animDictionary:String, animationName:String, speed:Float, speedMultiplier:Float, duration:Int, flag:Int, playbackRate:Float, p9:Dynamic):Dynamic

 TASK::TASK_SYNCHRONIZED_SCENE(ped, scene, "creatures@rottweiler@in_vehicle@std_car", "get_in", 1000.0, -8.0, 4, 0, 0x447a0000, 0);

@:native("TaskThrowProjectile")statictaskThrowProjectile(ped:Dynamic, x:Float, y:Float, z:Float):Dynamic

In every case of this native, I've only seen the first parameter passed as 0, although I believe it's a Ped after seeing tasks around it using 0. That's because it's used in a Sequence Task.  
The last 3 parameters are definitely coordinates after seeing them passed in other scripts, and even being used straight from the player's coordinates.  
---  
It seems that - in the decompiled scripts - this native was used on a ped who was in a vehicle to throw a projectile out the window at the player. This is something any ped will naturally do if they have a throwable and they are doing driveby-combat (although not very accurately).  
It is possible, however, that this is how SWAT throws smoke grenades at the player when in cover.  
----------------------------------------------------  
The first comment is right it definately is the ped as if you look in script finale_heist2b.c line 59628 in Xbox Scripts atleast you will see task_throw_projectile and the first param is Local_559[2 <14>] if you look above it a little bit line 59622 give_weapon_to_ped uses the same exact param Local_559[2 <14>] and we all know the first param of that native is ped. So it guaranteed has to be ped. 0 just may mean to use your ped by default for some reason.  
NativeDB Added Parameter 5: Any p4
NativeDB Added Parameter 6: Any p5

@:native("TaskToggleDuck")statictaskToggleDuck(p0:Bool, p1:Bool):Dynamic

used in sequence task  
both parameters seems to be always 0  

@:native("TaskTurnPedToFaceCoord")statictaskTurnPedToFaceCoord(ped:Dynamic, x:Float, y:Float, z:Float, duration:Int):Dynamic

duration in milliseconds  

@:native("TaskTurnPedToFaceEntity")statictaskTurnPedToFaceEntity(ped:Dynamic, entity:Dynamic, duration:Int):Dynamic

duration: the amount of time in milliseconds to do the task. -1 will keep the task going until either another task is applied, or CLEAR_ALL_TASKS() is called with the ped  

@:native("TaskUseMobilePhone")statictaskUseMobilePhone(ped:Dynamic, p1:Int):Dynamic

Actually has 3 params, not 2.  
p0: Ped  
p1: int (or bool?)  
p2: int  
NativeDB Added Parameter 3: Any p2

@:native("TaskUseMobilePhoneTimed")statictaskUseMobilePhoneTimed(ped:Dynamic, duration:Int):Dynamic

@:native("TaskUseNearestScenarioChainToCoord")statictaskUseNearestScenarioChainToCoord(p0:Dynamic, p1:Float, p2:Float, p3:Float, p4:Float, p5:Dynamic):Dynamic

@:native("TaskUseNearestScenarioChainToCoordWarp")statictaskUseNearestScenarioChainToCoordWarp(p0:Dynamic, p1:Float, p2:Float, p3:Float, p4:Float, p5:Dynamic):Dynamic

@:native("TaskUseNearestScenarioToCoord")statictaskUseNearestScenarioToCoord(ped:Dynamic, x:Float, y:Float, z:Float, distance:Float, duration:Int):Dynamic

Updated variables
An alternative to TASK::TASK_USE_NEAREST_SCENARIO_TO_COORD_WARP. Makes the ped walk to the scenario instead.

@:native("TaskUseNearestScenarioToCoordWarp")statictaskUseNearestScenarioToCoordWarp(ped:Dynamic, x:Float, y:Float, z:Float, radius:Float, p5:Dynamic):Dynamic

@:native("TaskVehicleAimAtCoord")statictaskVehicleAimAtCoord(ped:Dynamic, x:Float, y:Float, z:Float):Dynamic

@:native("TaskVehicleAimAtPed")statictaskVehicleAimAtPed(ped:Dynamic, target:Dynamic):Dynamic

@:native("TaskVehicleChase")statictaskVehicleChase(driver:Dynamic, targetEnt:Dynamic):Dynamic

chases targetEnt fast and aggressively  
--  
Makes ped (needs to be in vehicle) chase targetEnt.  

@:native("TaskVehicleDriveToCoord")statictaskVehicleDriveToCoord(ped:Dynamic, vehicle:Dynamic, x:Float, y:Float, z:Float, speed:Float, p6:Dynamic, vehicleModel:Int, drivingMode:Int, stopRange:Float, p10:Float):Dynamic

info about driving modes: HTTP://gtaforums.com/topic/822314-guide-driving-styles/  
---------------------------------------------------------------  
Passing P6 value as floating value didn't throw any errors, though unsure what is it exactly, looks like radius or something.  
P10 though, it is mentioned as float, however, I used bool and set it to true, that too worked.  
Here the e.g. code I used  
Function.Call(Hash.TASK_VEHICLE_DRIVE_TO_COORD, Ped, Vehicle, Cor X, Cor Y, Cor Z, 30f, 1f, Vehicle.GetHashCode(), 16777216, 1f, true);  

@:native("TaskVehicleDriveToCoordLongrange")statictaskVehicleDriveToCoordLongrange(ped:Dynamic, vehicle:Dynamic, x:Float, y:Float, z:Float, speed:Float, drivingStyle:Int, stopRange:Float):Dynamic

You can let your character drive to the destination at the speed and driving style you set. You can use map marks to set the destination.

enum eDriveBehaviorFlags {
  DF_StopForCars = 1,
  DF_StopForPeds = 2,
  DF_SwerveAroundAllCars = 4,
  DF_SteerAroundStationaryCars = 8,
  DF_SteerAroundPeds = 16,
  DF_SteerAroundObjects = 32,
  DF_DontSteerAroundPlayerPed = 64,
  DF_StopAtLights = 128,
  DF_GoOffRoadWhenAvoiding = 256,
  DF_DriveIntoOncomingTraffic = 512,
  DF_DriveInReverse = 1024,
  DF_UseWanderFallbackInsteadOfStraightLine = 2048,
  DF_AvoidRestrictedAreas = 4096,
  DF_PreventBackgroundPathfinding = 8192, // **These only work on MISSION_CRUISE**
  DF_AdjustCruiseSpeedBasedOnRoadSpeed = 16384,
  DF_UseShortCutLinks = 262144,
  DF_ChangeLanesAroundObstructions = 524288,
  DF_UseSwitchedOffNodes = 2097152,	//cruise tasks ignore this anyway--only used for goto's
  DF_PreferNavmeshRoute = 4194304,	//if you're going to be primarily driving off road
  DF_PlaneTaxiMode = 8388608, // Only works for planes using MISSION_GOTO, will cause them to drive along the ground instead of fly
  DF_ForceStraightLine = 16777216,
  DF_UseStringPullingAtJunctions = 33554432,
  DF_AvoidHighways = 536870912,
  DF_ForceJoinInRoadDirection = 1073741824
}

@:native("TaskVehicleDriveWander")statictaskVehicleDriveWander(ped:Dynamic, vehicle:Dynamic, speed:Float, drivingStyle:Int):Dynamic

Drive randomly with no destination set.

@:native("TaskVehicleEscort")statictaskVehicleEscort(ped:Dynamic, vehicle:Dynamic, targetVehicle:Dynamic, mode:Int, speed:Float, drivingStyle:Int, minDistance:Float, p7:Int, noRoadsDistance:Float):Dynamic

Makes a ped follow the targetVehicle with <minDistance> in between.  
note: minDistance is ignored if drivingstyle is avoiding traffic, but Rushed is fine.  
Mode: The mode defines the relative position to the targetVehicle. The ped will try to position its vehicle there.  
-1 = behind  
0 = ahead  
1 = left  
2 = right  
3 = back left  
4 = back right  
if the target is closer than noRoadsDistance, the driver will ignore pathing/roads and follow you directly.  
Driving Styles guide: gtaforums.com/topic/822314-guide-driving-styles/  

@:native("TaskVehicleFollow")statictaskVehicleFollow(driver:Dynamic, vehicle:Dynamic, targetEntity:Dynamic, speed:Float, drivingStyle:Int, minDistance:Int):Dynamic

Makes a ped in a vehicle follow an entity (ped, vehicle, etc.)
drivingStyle: http://gtaforums.com/topic/822314-guide-driving-styles/

@:native("TaskVehicleFollowWaypointRecording")statictaskVehicleFollowWaypointRecording(ped:Dynamic, vehicle:Dynamic, WPRecording:String, p3:Int, p4:Int, p5:Int, p6:Int, p7:Float, p8:Bool, p9:Float):Dynamic

task_vehicle_follow_waypoint_recording(Ped p0, Vehicle p1, string p2, int p3, int p4, int p5, int p6, float.x p7, float.Y p8, float.Z p9, bool p10, int p11)
p2 = Waypoint recording string (found in update\update.rpf\x64\levels\gta5\waypointrec.rpf
p3 = 786468
p4 = 0
p5 = 16
p6 = -1 (angle?)
p7/8/9 = usually v3.zero
p10 = bool (repeat?)
p11 = 1073741824
-khorio

@:native("TaskVehicleGotoNavmesh")statictaskVehicleGotoNavmesh(ped:Dynamic, vehicle:Dynamic, x:Float, y:Float, z:Float, speed:Float, behaviorFlag:Int, stoppingRange:Float):Dynamic

Differs from TASK_VEHICLE_DRIVE_TO_COORDS in that it will pick the shortest possible road route without taking one-way streets and other "road laws" into consideration.  
WARNING:  
A behaviorFlag value of 0 will result in a clunky, stupid driver!  
Recommended settings:  
speed = 30.0f,  
behaviorFlag = 156,   
stoppingRange = 5.0f;  
If you simply want to have your driver move to a fixed location, call it only once, or, when necessary in the event of interruption.   
If using this to continually follow a Ped who is on foot:  You will need to run this in a tick loop.  Call it in with the Ped's updated coordinates every 20 ticks or so and you will have one hell of a smart, fast-reacting NPC driver -- provided he doesn't get stuck.  If your update frequency is too fast, the Ped may not have enough time to figure his way out of being stuck, and thus, remain stuck.  One way around this would be to implement an "anti-stuck" mechanism, which allows the driver to realize he's stuck, temporarily pause the tick, unstuck, then resume the tick.  
EDIT:  This is being discussed in more detail at http://gtaforums.com/topic/818504-any-idea-on-how-to-make-peds-clever-and-insanely-fast-c/  

@:native("TaskVehicleHeliProtect")statictaskVehicleHeliProtect(pilot:Dynamic, vehicle:Dynamic, entityToFollow:Dynamic, targetSpeed:Float, p4:Int, radius:Float, altitude:Int, p7:Int):Dynamic

pilot, vehicle and altitude are rather self-explanatory.  
p4: is unused variable in the function.  
entityToFollow: you can provide a Vehicle entity or a Ped entity, the heli will protect them.  
'targetSpeed':  The pilot will dip the nose AS MUCH AS POSSIBLE so as to reach this value AS FAST AS POSSIBLE.  As such, you'll want to modulate it as opposed to calling it via a hard-wired, constant #.  
'radius' isn't just "stop within radius of X of target" like with ground vehicles.  In this case, the pilot will fly an entire circle around 'radius' and continue to do so.  
NOT CONFIRMED:  p7 appears to be a FlyingStyle enum.  Still investigating it as of this writing, but playing around with values here appears to result in different -behavior- as opposed to offsetting coordinates, altitude, target speed, etc.  
NOTE: If the pilot finds enemies, it will engage them until it kills them, but will return to protect the ped/vehicle given shortly thereafter.  

@:native("TaskVehicleMission")statictaskVehicleMission(ped:Dynamic, vehicle:Dynamic, vehicleTarget:Dynamic, missionType:Int, speed:Float, drivingStyle:Int, radius:Float, straightLineDist:Float, DriveAgainstTraffic:Bool):Dynamic

All parameters except ped, vehicle, vehicleTarget and speed are optional; with missionType being only those that require a target entity.

If you don't want to use a parameter; pass 0 for int parameters, and -1.0f for the remaining float parameters.

enum eVehicleMissionType
{
  None = 0,
  Cruise = 1,
  Ram = 2,
  Block = 3,
  GoTo = 4,
  Stop = 5,
  Attack = 6,
  Follow = 7,
  Flee = 8,
  Circle = 9,
  Escort = 12,
  GoToRacing = 14,
  FollowRecording = 15,
  PoliceBehaviour = 16,
  Land = 19,
  LandAndWait = 20,
  Crash = 21,
  PullOver = 22,
  HeliProtect = 23
}

@:native("TaskVehicleMissionCoorsTarget")statictaskVehicleMissionCoorsTarget(ped:Dynamic, vehicle:Dynamic, x:Float, y:Float, z:Float, missionType:Int, speed:Float, drivingStyle:Int, radius:Float, straightLineDist:Float, DriveAgainstTraffic:Bool):Dynamic

All parameters except ped, vehicle, x, y, z and speed are optional; with missionType being only those that don't require a target entity.

If you don't want to use a parameter; pass 0 for int parameters, and -1.0f for the remaining float parameters.

@:native("TaskVehicleMissionPedTarget")statictaskVehicleMissionPedTarget(ped:Dynamic, vehicle:Dynamic, pedTarget:Dynamic, missionType:Int, speed:Float, drivingStyle:Int, radius:Float, straightLineDist:Float, DriveAgainstTraffic:Bool):Dynamic

All parameters except ped, vehicle, pedTarget and speed are optional; with missionType being only those that require a target entity.

If you don't want to use a parameter; pass 0 for int parameters, and -1.0f for the remaining float parameters.

@:native("TaskVehiclePark")statictaskVehiclePark(ped:Dynamic, vehicle:Dynamic, x:Float, y:Float, z:Float, heading:Float, mode:Int, radius:Float, keepEngineOn:Bool):Dynamic

Modes:  
0 - ignore heading  
1 - park forward  
2 - park backwards  
Depending on the angle of approach, the vehicle can park at the specified heading or at its exact opposite (-180) angle.  
Radius seems to define how close the vehicle has to be -after parking- to the position for this task considered completed. If the value is too small, the vehicle will try to park again until it's exactly where it should be. 20.0 Works well but lower values don't, like the radius is measured in centimeters or something.  

@:native("TaskVehiclePlayAnim")statictaskVehiclePlayAnim(vehicle:Dynamic, animationSet:String, animationName:String):Dynamic

Most probably plays a specific animation on vehicle. For example getting chop out of van etc...
Here's how its used -
TASK::TASK_VEHICLE_PLAY_ANIM(l_325, "rcmnigel1b", "idle_speedo");
TASK::TASK_VEHICLE_PLAY_ANIM(l_556[0/ *1* /], "missfra0_chop_drhome", "InCar_GetOutofBack_Speedo");
FYI : Speedo is the name of van in which chop was put in the mission.

@:native("TaskVehicleShootAtCoord")statictaskVehicleShootAtCoord(ped:Dynamic, x:Float, y:Float, z:Float, p4:Float):Dynamic

@:native("TaskVehicleShootAtPed")statictaskVehicleShootAtPed(ped:Dynamic, target:Dynamic, p2:Float):Dynamic

@:native("TaskVehicleTempAction")statictaskVehicleTempAction(driver:Dynamic, vehicle:Dynamic, action:Int, time:Int):Dynamic

Gives the vehicle a temporary action.

Note: For migrating objects, a CScriptEntityStateChangeEvent will be sent over the network to let other clients know that this object is being given a temporary action. At the same time, temporary actions cannot be applied to clones/remote objects.

enum eTempAction {
    TA_NONE = 0,
    TA_WAIT = 1,
    TA_UNUSED = 2,
    TA_BRAKE_REVERSE = 3,
    TA_HANDBRAKE_TURN_LEFT = 4,
    TA_HANDBRAKE_TURN_RIGHT = 5,
    TA_HANDBRAKE_UNTIL_TIME_ENDS = 6,
    TA_TURN_LEFT = 7,
    TA_TURN_RIGHT = 8,
    TA_ACCELERATE = 9,
    TA_TURN_LEFT = 10,
    TA_TURN_RIGHT = 11,
    TA_UNUSED_12 = 12,
    TA_TURN_LEFT_GO_REVERSE = 13,
    TA_TURN_RIGHT_GO_REVERSE = 14,
    TA_PLANE_FLY_UP = 15, // (crashes game if not in plane)
    TA_PLANE_FLY_STRAIGHT = 16, // (crashes game if not in plane)
    TA_PLANE_SHARP_LEFT = 17, // (crashes game if not in plane)
    TA_PLANE_SHARP_RIGHT = 18, // (crashes game if not in plane)
    TA_STRONG_BRAKE = 19,
    TA_TURN_LEFT_AND_STOP = 20,
    TA_TURN_RIGHT_AND_STOP = 21,
    TA_GO_IN_REVERSE = 22,
    TA_ACCELERATE_FAST = 23,
    TA_BRAKE_ACTION = 24,
    TA_HANDBRAKE_TURN_LEFT_MORE = 25,
    TA_HANDBRAKE_TURN_RIGHT_MORE = 26,
    TA_HANDBRAKE_BRAKE_STRAIGHT = 27,
    TA_BRAKE_STRONG_REVERSE_ACCELERATION = 28,
    TA_UNUSED_29 = 29,
    TA_PERFORMS_BURNOUT = 30,
    TA_REV_ENGINE = 31,
    TA_ACCELERATE_VERY_STRONG = 32,
    TA_SURFACE_IN_SUBMARINE = 33
};

@:native("TaskWanderInArea")statictaskWanderInArea(ped:Dynamic, x:Float, y:Float, z:Float, radius:Float, minimalLength:Int, timeBetweenWalks:Float):Dynamic

Makes a ped wander/patrol around the specified area.

The ped will continue to wander after getting distracted, but only if this additional task is temporary, ie. killing a target, after killing the target it will continue to wander around.

Use GetIsTaskActive(ped, 222) to check if the ped is still wandering the area.

@:native("TaskWanderStandard")statictaskWanderStandard(ped:Dynamic, p1:Float, p2:Int):Dynamic

Makes ped walk around the area.  
set p1 to 10.0f and p2 to 10 if you want the ped to walk anywhere without a duration.  

@:native("TaskWarpPedDirectlyIntoCover")statictaskWarpPedDirectlyIntoCover(ped:Dynamic, time:Int, canPeekAndAim:Bool, forceInitialFacingDirection:Bool, forceFaceLeft:Bool, coverIndex:Int):Dynamic

This task warps a ped directly into a cover position closest to the specified point. This can be used to quickly place peds in strategic positions during gameplay.

NativeDB Introduced: 2545

@:native("TaskWarpPedIntoVehicle")statictaskWarpPedIntoVehicle(ped:Dynamic, vehicle:Dynamic, seatIndex:Int):Dynamic

NativeDB Introduced: v323

Warp a ped into a vehicle.

Note: It's better to use TASK_ENTER_VEHICLE with the flag "warp" flag instead of this native.

@:native("TaskWrithe")statictaskWrithe(ped:Dynamic, target:Dynamic, time:Int, p3:Int):Dynamic

NativeDB Added Parameter 5: Any p4
NativeDB Added Parameter 6: Any p5

@:native("UncuffPed")staticuncuffPed(ped:Dynamic):Dynamic

@:native("UpdateTaskAimGunScriptedTarget")staticupdateTaskAimGunScriptedTarget(p0:Dynamic, p1:Dynamic, p2:Float, p3:Float, p4:Float, p5:Bool):Dynamic

@:native("UpdateTaskHandsUpDuration")staticupdateTaskHandsUpDuration(ped:Dynamic, duration:Int):Dynamic

@:native("UpdateTaskSweepAimEntity")staticupdateTaskSweepAimEntity(ped:Dynamic, entity:Dynamic):Dynamic

@:native("UpdateTaskSweepAimPosition")staticupdateTaskSweepAimPosition(p0:Dynamic, p1:Float, p2:Float, p3:Float):Dynamic

@:native("UseWaypointRecordingAsAssistedMovementRoute")staticuseWaypointRecordingAsAssistedMovementRoute(name:String, p1:Bool, p2:Float, p3:Float):Dynamic

@:native("VehicleWaypointPlaybackOverrideSpeed")staticvehicleWaypointPlaybackOverrideSpeed(vehicle:Dynamic, speed:Float):Dynamic

@:native("VehicleWaypointPlaybackPause")staticvehicleWaypointPlaybackPause(vehicle:Dynamic):Dynamic

@:native("VehicleWaypointPlaybackResume")staticvehicleWaypointPlaybackResume(vehicle:Dynamic):Dynamic

@:native("VehicleWaypointPlaybackUseDefaultSpeed")staticvehicleWaypointPlaybackUseDefaultSpeed(vehicle:Dynamic):Dynamic

@:native("WaypointPlaybackGetIsPaused")staticwaypointPlaybackGetIsPaused(p0:Dynamic):Bool

@:native("WaypointPlaybackOverrideSpeed")staticwaypointPlaybackOverrideSpeed(p0:Dynamic, p1:Float, p2:Bool):Dynamic

@:native("WaypointPlaybackPause")staticwaypointPlaybackPause(p0:Dynamic, p1:Bool, p2:Bool):Dynamic

@:native("WaypointPlaybackResume")staticwaypointPlaybackResume(p0:Dynamic, p1:Bool, p2:Dynamic, p3:Dynamic):Dynamic

@:native("WaypointPlaybackStartAimingAtCoord")staticwaypointPlaybackStartAimingAtCoord(p0:Dynamic, p1:Float, p2:Float, p3:Float, p4:Bool):Dynamic

@:native("WaypointPlaybackStartAimingAtPed")staticwaypointPlaybackStartAimingAtPed(p0:Dynamic, p1:Dynamic, p2:Bool):Dynamic

@:native("WaypointPlaybackStartShootingAtCoord")staticwaypointPlaybackStartShootingAtCoord(p0:Dynamic, p1:Float, p2:Float, p3:Float, p4:Bool, p5:Dynamic):Dynamic

@:native("WaypointPlaybackStartShootingAtPed")staticwaypointPlaybackStartShootingAtPed(p0:Dynamic, p1:Dynamic, p2:Bool, p3:Dynamic):Dynamic

@:native("WaypointPlaybackStopAimingOrShooting")staticwaypointPlaybackStopAimingOrShooting(p0:Dynamic):Dynamic

@:native("WaypointPlaybackUseDefaultSpeed")staticwaypointPlaybackUseDefaultSpeed(p0:Dynamic):Dynamic

@:native("WaypointRecordingGetClosestWaypoint")staticwaypointRecordingGetClosestWaypoint(name:String, x:Float, y:Float, z:Float, point:Dynamic):Bool

For a full list of the points, see here: goo.gl/wIH0vn

@:native("WaypointRecordingGetCoord")staticwaypointRecordingGetCoord(name:String, point:Int, coord:Dynamic):Bool

For a full list of the points, see here: goo.gl/wIH0vn

@:native("WaypointRecordingGetNumPoints")staticwaypointRecordingGetNumPoints(name:String, points:Dynamic):Bool

For a full list of the points, see here: goo.gl/wIH0vn

@:native("WaypointRecordingGetSpeedAtPoint")staticwaypointRecordingGetSpeedAtPoint(name:String, point:Int):Float