WIP New RAGE API
Warning
THIS IS A WORK IN PROGRESS!
Some (most of them) functions descriptions can be incomplete, show incorrectly, etc. as they were generated automatically. The work continues.
System namespace
Documentation for the system namespace.
start_new_script(scriptName
, stackSize
)
Start new game script
Parameters:
scriptName
(string
) – script name to startSee most script names here: Script List
stackSize
(int
) – stack size for the script
Returns:
int
Example:
1 sScriptName = "appInternet"
2 rage.script.request_script(sScriptName)
3 if (rage.script.has_script_loaded(sScriptName)) then
4 rage.script.start_new_script(sScriptName, 4592)
5 rage.script.set_script_as_no_longer_needed(sScriptName)
6 end
7
8 --or
9
10 sScriptName = "MrsPhilips2"
11 SCRIPT::REQUEST_SCRIPT(sScriptName)
12 while not SCRIPT::HAS_SCRIPT_LOADED(sScriptName) do
13 SCRIPT::REQUEST_SCRIPT(sScriptName)
14 SYSTEM::WAIT(0)
15 end
16 system.start_new_script(sScriptName, 51000)
17 SCRIPT::SET_SCRIPT_AS_NO_LONGER_NEEDED(sScriptName)
start_new_script_with_args(scriptName
, args
, argCount
, stackSize
)
return : script thread id, 0 if failed Pass pointer to struct of args in p1, size of struct goes into p2
Parameters:
scriptName
(string
)args
(vector<Any>
)argCount
(int
)stackSize
(int
)
Returns:
int
start_new_script_with_name_hash(scriptHash
, stackSize
)
No documentation found for this native.
Parameters:
scriptHash
(Hash
)stackSize
(int
)
Returns:
int
start_new_script_with_name_hash_and_args(scriptHash
, args
, argCount
, stackSize
)
No documentation found for this native.
Parameters:
scriptHash
(Hash
)args
(vector<Any>
)argCount
(int
)stackSize
(int
)
Returns:
int
timera()
Counts up. Every 1000 is 1 real-time second. Use rage.system.settimera
to set the timer.
Parameters:
None
Returns:
int
– current timer value
Example:
1iTimerB = rage.system.timera()
2system.log_debug(tostring(iTimerB))
timerb()
Counts up. Every 1000 is 1 real-time second. Use rage.system.settimerb
to set the timer.
Parameters:
None
Returns:
int
– current timer value
Example:
1iTimerB = rage.system.timerb()
2system.log_debug(tostring(iTimerB))
settimera(value
)
Sets the first timer to value
.
Parameters:
value
(int
) – new timer value
Returns:
None
Example:
1rage.system.settimera(1000)
2iTimerA = rage.system.timera()
3system.log_debug(rage.system.timera())
settimerb(value
)
Sets the second timer to value
.
Parameters:
value
(int
)
Returns:
None
Example:
1rage.system.settimerb(1000)
2iTimerB = rage.system.timerb()
3system.log_debug(rage.system.timerb())
timestep()
Gets the current frame time.
Parameters:
None
Returns:
float
sin(value
)
Get the sine of value
.
Parameters:
value
(float
) – value to get the sine of
Returns:
float
– sine ofvalue
Example:
1fSin = rage.system.sin(90) -- 90 degrees
2system.log_debug(tostring(fSin)) -- 1.0
cos(value
)
Get the cosine of value
.
Parameters:
value
(float
) – value to get the cosine of
Returns:
float
– cosine ofvalue
Example:
1fCos = rage.system.cos(60) -- 60 degrees
2system.log_debug(tostring(fCos)) -- 0.5
sqrt(value
)
Get the square root of value
.
Parameters:
value
(float
) – value to get the square root of
Returns:
float
– square root ofvalue
Example:
1fSqrt = rage.system.sqrt(9)
2system.log_debug(tostring(fSqrt)) -- 3
pow(base
, exponent
)
Get the power of base
to the exponent
.
Parameters:
base
(float
) – base numberexponent
(float
) – exponent value to raise thebase
Returns:
float
Example:
1fPow = rage.system.pow(2, 4)
2system.log_debug(tostring(fPow)) -- 16
log10(value
)
Get the logarithm with base of 10 of value
.
Parameters:
value
(float
) – value to get the logarithm of
Returns:
float
– logarithm ofvalue
Example:
1fLog = rage.system.log10(100)
2system.log_debug(tostring(fLog)) -- 2
vmag(x
, y
, z
)
Calculates the magnitude of a vector.
Parameters:
x
(float
) – x component of the vectory
(float
) – y component of the vectorz
(float
) – z component of the vector
Returns:
float
– magnitude of the vector
Example:
1fVmag = rage.system.vmag(1, 0, 0)
2system.log_debug(tostring(fVmag)) -- 1
vmag2(x
, y
, z
)
Calculates the magnitude of a vector but does not calculate square root. Faster than vmag
.
Parameters:
x
(float
) – x component of the vectory
(float
) – y component of the vectorz
(float
) – z component of the vector
Returns:
float
– magnitude of the vector
Example:
1fVmag2 = rage.system.vmag2(1, 0, 0)
2system.log_debug(tostring(fVmag2)) -- 1
vdist(x1
, y1
, z1
, x2
, y2
, z2
)
Calculates distance between vectors.
Parameters:
x1
(float
) – x component of the first vectory1
(float
) – y component of the first vectorz1
(float
) – z component of the first vectorx2
(float
) – x component of the second vectory2
(float
) – y component of the second vectorz2
(float
) – z component of the second vector
Returns:
float
– distance between the vectors
Example:
1fVdist = rage.system.vdist(1, 1, 0, 2, 1, 2)
2system.log_debug(tostring(fVdist)) -- 2.24 (2.2360680103302)
vdist2(x1
, y1
, z1
, x2
, y2
, z2
)
Calculates distance between vectors but does not perform Sqrt operations. Faster than vdist
.
Parameters:
x1
(float
) – x component of the first vectory1
(float
) – y component of the first vectorz1
(float
) – z component of the first vectorx2
(float
) – x component of the second vectory2
(float
) – y component of the second vectorz2
(float
) – z component of the second vector
Returns:
float
– distance between the vectors
Example:
1fVdist2 = rage.system.vdist2(1, 1, 0, 2, 1, 2)
2system.log_debug(tostring(fVdist2)) -- 5
shift_left(value
, bitShift
)
Shift value
left by bitShift
bits.
Parameters:
value
(int
) – value to shiftbitShift
(int
) – number of bits to shift by
Returns:
int
– shifted value
Example:
1iShift = rage.system.shift_left(0000111110110011, 2) -- shifting 4019 left by 2 bits
2system.log_debug(tostring(iShift)) -- 32152 (0111110110011000)
shift_right(value
, bitShift
)
Shift value
right by bitShift
bits.
Parameters:
value
(int
) – value to shiftbitShift
(int
) – number of bits to shift by
Returns:
int
– shifted value
Example:
1iShift = rage.system.shift_right(0000111110110011, 2) -- shifting 4019 right by 2 bits
2system.log_debug(tostring(iShift)) -- 502 (0000000111110110)
floor(value
)
Round value
down to the nearest integer.
Parameters:
value
(float
) – value to round
Returns:
int
– rounded value
Example:
1iFloor = rage.system.floor(1.5) -- rounding 1.5 down to nearest integer
2system.log_debug(tostring(iFloor)) -- 1
ceil(value
)
Round value
up to the nearest integer.
Parameters:
value
(float
) – value to round
Returns:
int
– rounded value
Example:
1iCeil = rage.system.ceil(1.5) -- rounding 1.5 up to nearest integer
2system.log_debug(tostring(iCeil)) -- 2
round(value
)
Round value
to the nearest integer.
Parameters:
value
(float
) – value to round
Returns:
int
– rounded value
Example:
1iRound = rage.system.round(1.5) -- rounding 1.5 to nearest integer
2system.log_debug(tostring(iRound)) -- 2
to_float(value
)
Convert value
to a float.
Parameters:
value
(int
) – value to convert
Returns:
float
– converted value
Example:
1fToFloat = rage.system.to_float(1) -- converting 1 to float
2system.log_debug(tostring(fToFloat)) -- 1.0
set_thread_priority(priority
)
Set the priority of the current thread.
Parameters:
priority
(int
)0
– high1
– normal2
– low
Returns:
None
Example:
1rage.system.set_thread_priority(1) -- setting thread priority to normal
App namespace
Documentation for the app namespace.
Warning
These functions are meant to be used by experienced users only.
There are no examples for this namespace, as advanced users will know how to use it.
However, I will leave a full piece of code to show how to use the apps and blocks:
1rage.app.app_set_app("car")
2gValue = globals.get_global_int(1574918)
3 sBlockName = "multiplayer" .. tostring(gValue)
4 rage.app.app_set_block(sBlockName)
5sBlockName = "vehicle" .. tostring(1)
6 rage.app.app_set_block(sBlockName)
7 rage.app.app_set_int("35", 0); -- carUnlocked to 0
8 rage.app.app_close_block()
9 rage.app.app_close_app()
Sapienti sat
app_data_valid()
Not sure what this does.
Parameters:
None
Returns:
bool
Example:
1bAppDataValid = rage.app.data_valid()
2system.log_debug(tostring(bAppDataValid)) -- almost always ``false``
app_get_int(property
)
Returns the value of the specified property.
Parameters:
property
(string
) – Property nameSee the list of properties here: App properties
Returns:
int
– Property value
app_get_float(property
)
Returns the value of the specified property.
Parameters:
property
(string
) – Property nameSee the list of properties here: App properties
Returns:
float
– Property value
app_get_string(property
)
Returns the value of the specified property.
Parameters:
property
(string
) – Property nameSee the list of properties here: App properties
Returns:
string
– Property value
app_set_int(property
, value
)
Sets the value of the specified property.
Parameters:
property
(string
)See the list of properties here: App properties
value
(int
)
Returns:
None
app_set_float(property
, value
)
Sets the value of the specified property.
Parameters:
property
(string
)See the list of properties here: App properties
value
(float
)
Returns:
None
app_set_string(property
, value
)
Sets the value of the specified property.
Parameters:
property
(string
)See the list of properties here: App properties
value
(string
)
Returns:
None
app_set_app(appName
)
Sets the value of the specified property.
Parameters:
appName
(string
)Only app names:
dog
car
Returns:
None
app_set_block(blockName
)
Apps appear to have certain blocks: this sets the block.
Parameters:
blockName
(string
)dog
saveData
car
appdata
multiplayer
vehicle
singleplayer0
singleplayer2
mp
plate
mpUnlocks
spUnlocks
singleplayer
Returns:
None
app_clear_block()
Appears to clear all data in the current block.
Parameters:
None
Returns:
None
app_close_app()
Closes and deinitializes the current app.
Parameters:
None
Returns:
None
app_close_block()
Closes and deinitializes the current block.
Parameters:
None
Returns:
None
app_has_synced_data(appName
)
Not sure what it does.
Parameters:
appName
(string
) – App name
Returns:
bool
app_save_data()
Saves the changes.
Parameters:
None
Returns:
None
app_get_deleted_file_status()
Not sure what this does.
Parameters:
None
Returns:
int
1
3
app_delete_app_data(appName
)
Not sure what this does, but maybe it purges car data. Only used on car
app.
Parameters:
appName
(string
)
Returns:
bool
Audio namespace
Documentation for the audio namespace.
play_ped_ringtone(ringtoneName
, ped
, p2
)
Parameters:
ringtoneName
(string
) – Ringtone nameped
(Ped
) – Ped to play the ringtone onp2
(bool
) – Unknown, seen to be bothtrue
andfalse
Returns:
None
Example:
1pSelfPed = player.get_ped()
2rage.audio.play_ped_ringtone("Remote_Ring", pSelfPed, 0)
is_ped_ringtone_playing(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
Example:
1pSelfPed = player.get_ped()
2rage.audio.play_ped_ringtone("Remote_Ring", pSelfPed, 1)
3if rage.audio.is_ped_ringtone_playing(pSelfPed) then
4 print("Ped is playing a ringtone")
5end
stop_ped_ringtone(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
Example:
1pSelfPed = player.get_ped()
2rage.audio.play_ped_ringtone("Remote_Ring", pSelfPed, 1)
3rage.audio.stop_ped_ringtone(pSelfPed)
is_mobile_phone_call_ongoing()
No documentation found for this native.
Parameters:
None
Returns:
bool
Example:
1if rage.audio.is_mobile_phone_call_ongoing() then
2 print("There's a call ongoing")
3end
create_new_scripted_conversation()
No documentation found for this native.
Parameters:
None
Returns:
None
Example:
1rage.audio.create_new_scripted_conversation()
add_line_to_conversation(index
, p1
, p2
, p3
, p4
, p5
, p6
, p7
, p8
, p9
, p10
, p11
, p12
)
NOTE: ones that are -1, 0 - 35 are determined by a function where it gets a TextLabel from a global then runs, _GET_TEXT_SUBSTRING and depending on what the result is it goes in check order of 0 - 9 then A - Z then z (lowercase). So it will then return 0 - 35 or -1 if it’s ‘z’. The func to handle that ^^ is func_67 in dialog_handler.c atleast in TU27 Xbox360 scripts.
p0 is -1, 0 - 35 p1 is a char or string (whatever you wanna call it) p2 is Global 10597 + i * 6. ‘i’ is a while(i < 70) loop p3 is again -1, 0 - 35 p4 is again -1, 0 - 35 p5 is either 0 or 1 (bool ?) p6 is either 0 or 1 (The func to determine this is bool) p7 is either 0 or 1 (The func to determine this is bool) p8 is either 0 or 1 (The func to determine this is bool) p9 is 0 - 3 (Determined by func_60 in dialogue_handler.c) p10 is either 0 or 1 (The func to determine this is bool) p11 is either 0 or 1 (The func to determine this is bool) p12 is unknown as in TU27 X360 scripts it only goes to p11.
Parameters:
index
(int
)p1
(string
)p2
(string
)p3
(int
)p4
(int
)p5
(bool
)p6
(bool
)p7
(bool
)p8
(bool
)p9
(int
)p10
(bool
)p11
(bool
)p12
(bool
)
Returns:
None
add_ped_to_conversation(index
, ped
, p2
)
4 calls in the b617d scripts. The only one with p0 and p2 in clear text:
AUDIO::ADD_PED_TO_CONVERSATION(5, l_AF, “DINAPOLI”);
Parameters:
index
(int
)ped
(Ped
)p2
(string
)
Returns:
None
set_microphone_position(p0
, x1
, y1
, z1
, x2
, y2
, z2
, x3
, y3
, z3
)
This native controls where the game plays audio from. By default the microphone is positioned on the player. When p0 is true the game will play audio from the 3 positions inputted. It is recommended to set all 3 positions to the same value as mixing different positions doesn’t seem to work well. The scripts mostly use it with only one position such as in fbi3.c: AUDIO::SET_MICROPHONE_POSITION(true, ENTITY::GET_ENTITY_COORDS(iLocal_3091, true), ENTITY::GET_ENTITY_COORDS(iLocal_3091, true), ENTITY::GET_ENTITY_COORDS(iLocal_3091, true));
Parameters:
p0
(bool
)x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)x3
(float
)y3
(float
)z3
(float
)
Returns:
None
start_script_phone_conversation(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(bool
)p1
(bool
)
Returns:
None
preload_script_phone_conversation(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(bool
)p1
(bool
)
Returns:
None
start_script_conversation(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(bool
)p1
(bool
)p2
(bool
)p3
(bool
)
Returns:
None
preload_script_conversation(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(bool
)p1
(bool
)p2
(bool
)p3
(bool
)
Returns:
None
start_preloaded_conversation()
No documentation found for this native.
Parameters:
None
Returns:
None
get_is_preloaded_conversation_ready()
No documentation found for this native.
Parameters:
None
Returns:
bool
is_scripted_conversation_ongoing()
No documentation found for this native.
Parameters:
None
Returns:
bool
is_scripted_conversation_loaded()
No documentation found for this native.
Parameters:
None
Returns:
bool
get_current_scripted_conversation_line()
No documentation found for this native.
Parameters:
None
Returns:
int
pause_scripted_conversation(p0
)
No documentation found for this native.
Parameters:
p0
(bool
)
Returns:
None
restart_scripted_conversation()
No documentation found for this native.
Parameters:
None
Returns:
None
stop_scripted_conversation(p0
)
No documentation found for this native.
Parameters:
p0
(bool
)
Returns:
int
skip_to_next_scripted_conversation_line()
No documentation found for this native.
Parameters:
None
Returns:
None
interrupt_conversation(p0
, p1
, p2
)
Example from carsteal3.c: AUDIO::INTERRUPT_CONVERSATION(PLAYER::PLAYER_PED_ID(), “CST4_CFAA”, “FRANKLIN”); Voicelines can be found in GTAVx64audiosfx in files starting with “SS_” which seems to mean scripted speech.
Parameters:
p0
(Any
)p1
(vector<Any>
)p2
(vector<Any>
)
Returns:
None
interrupt_conversation_and_pause(ped
, p1
, p2
)
One call found in the b617d scripts:
AUDIO::_8A694D7A68F8DC38(NETWORK::NET_TO_PED(l_3989._f26F[0/1/]), “CONV_INTERRUPT_QUIT_IT”, “LESTER”);
Parameters:
ped
(Ped
)p1
(string
)p2
(string
)
Returns:
None
register_script_with_audio(p0
)
This native does absolutely nothing, just a nullsub
Parameters:
p0
(int
)
Returns:
None
unregister_script_with_audio()
This native does absolutely nothing, just a nullsub
Parameters:
None
Returns:
None
request_mission_audio_bank(p0
, p1
, p2
)
All occurrences and usages found in b617d: pastebin.com/NzZZ2Tmm Full list of mission audio bank names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/missionAudioBankNames.json
Parameters:
p0
(string
)p1
(bool
)p2
(Any
)
Returns:
bool
request_ambient_audio_bank(p0
, p1
, p2
)
All occurrences and usages found in b617d, sorted alphabetically and identical lines removed: pastebin.com/XZ1tmGEz Full list of ambient audio bank names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/ambientAudioBankNames.json
Parameters:
p0
(string
)p1
(bool
)p2
(Any
)
Returns:
bool
request_script_audio_bank(p0
, p1
, p2
)
All occurrences and usages found in b617d, sorted alphabetically and identical lines removed: pastebin.com/AkmDAVn6 Full list of script audio bank names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/scriptAudioBankNames.json
Parameters:
p0
(string
)p1
(bool
)p2
(int
)
Returns:
bool
hint_ambient_audio_bank(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)
Returns:
Any
hint_script_audio_bank(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)
Returns:
Any
release_mission_audio_bank()
No documentation found for this native.
Parameters:
None
Returns:
None
release_ambient_audio_bank()
No documentation found for this native.
Parameters:
None
Returns:
None
release_named_script_audio_bank(audioBank
)
Full list of script audio bank names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/scriptAudioBankNames.json
Parameters:
audioBank
(string
)
Returns:
None
release_script_audio_bank()
No documentation found for this native.
Parameters:
None
Returns:
None
get_sound_id()
No documentation found for this native.
Parameters:
None
Returns:
int
release_sound_id(soundId
)
No documentation found for this native.
Parameters:
soundId
(int
)
Returns:
None
play_sound(soundId
, audioName
, audioRef
, p3
, p4
, p5
)
All found occurrences in b617d, sorted alphabetically and identical lines removed: pastebin.com/A8Ny8AHZ
Full list of audio / sound names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/soundNames.json
Parameters:
soundId
(int
)audioName
(string
)audioRef
(string
)p3
(bool
)p4
(Any
)p5
(bool
)
Returns:
None
play_sound_frontend(soundId
, audioName
, audioRef
, p3
)
List: https://pastebin.com/DCeRiaLJ
All occurrences as of Cayo Perico Heist DLC (b2189), sorted alphabetically and identical lines removed: https://git.io/JtLxM
Full list of audio / sound names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/soundNames.json
Parameters:
soundId
(int
)audioName
(string
)audioRef
(string
)p3
(bool
)
Returns:
None
play_deferred_sound_frontend(soundName
, soundsetName
)
Only call found in the b617d scripts:
AUDIO::PLAY_DEFERRED_SOUND_FRONTEND(“BACK”, “HUD_FREEMODE_SOUNDSET”);
Full list of audio / sound names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/soundNames.json
Parameters:
soundName
(string
)soundsetName
(string
)
Returns:
None
play_sound_from_entity(soundId
, audioName
, entity
, audioRef
, isNetwork
, p5
)
All found occurrences in b617d, sorted alphabetically and identical lines removed: pastebin.com/f2A7vTj0 No changes made in b678d.
gtaforums.com/topic/795622-audio-for-mods
Full list of audio / sound names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/soundNames.json
Parameters:
soundId
(int
)audioName
(string
)entity
(Entity
)audioRef
(string
)isNetwork
(bool
)p5
(Any
)
Returns:
None
play_sound_from_coord(soundId
, audioName
, x
, y
, z
, audioRef
, isNetwork
, range
, p8
)
All found occurrences in b617d, sorted alphabetically and identical lines removed: pastebin.com/eeFc5DiW
gtaforums.com/topic/795622-audio-for-mods
Full list of audio / sound names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/soundNames.json
Parameters:
soundId
(int
)audioName
(string
)x
(float
)y
(float
)z
(float
)audioRef
(string
)isNetwork
(bool
)range
(int
)p8
(bool
)
Returns:
None
stop_sound(soundId
)
No documentation found for this native.
Parameters:
soundId
(int
)
Returns:
None
get_network_id_from_sound_id(soundId
)
Could this be used alongside either, SET_NETWORK_ID_EXISTS_ON_ALL_MACHINES or _SET_NETWORK_ID_SYNC_TO_PLAYER to make it so other players can hear the sound while online? It’d be a bit troll-fun to be able to play the Zancudo UFO creepy sounds globally.
Parameters:
soundId
(int
)
Returns:
int
get_sound_id_from_network_id(netId
)
No documentation found for this native.
Parameters:
netId
(int
)
Returns:
int
set_variable_on_sound(soundId
, p1
, p2
)
No documentation found for this native.
Parameters:
soundId
(int
)p1
(vector<Any>
)p2
(float
)
Returns:
None
set_variable_on_stream(p0
, p1
)
From the scripts, p0:
“ArmWrestlingIntensity”, “INOUT”, “Monkey_Stream”, “ZoomLevel”
Parameters:
p0
(string
)p1
(float
)
Returns:
None
override_underwater_stream(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)p1
(bool
)
Returns:
None
set_variable_on_under_water_stream(variableName
, value
)
AUDIO::SET_VARIABLE_ON_UNDER_WATER_STREAM(“inTunnel”, 1.0); AUDIO::SET_VARIABLE_ON_UNDER_WATER_STREAM(“inTunnel”, 0.0);
Parameters:
variableName
(string
)value
(float
)
Returns:
None
has_sound_finished(soundId
)
No documentation found for this native.
Parameters:
soundId
(int
)
Returns:
bool
play_ped_ambient_speech_native(ped
, speechName
, speechParam
, p3
)
Plays ambient speech. See also _0x444180DB.
ped: The ped to play the ambient speech. speechName: Name of the speech to play, eg. “GENERIC_HI”. speechParam: Can be one of the following: SPEECH_PARAMS_STANDARD SPEECH_PARAMS_ALLOW_REPEAT SPEECH_PARAMS_BEAT SPEECH_PARAMS_FORCE SPEECH_PARAMS_FORCE_FRONTEND SPEECH_PARAMS_FORCE_NO_REPEAT_FRONTEND SPEECH_PARAMS_FORCE_NORMAL SPEECH_PARAMS_FORCE_NORMAL_CLEAR SPEECH_PARAMS_FORCE_NORMAL_CRITICAL SPEECH_PARAMS_FORCE_SHOUTED SPEECH_PARAMS_FORCE_SHOUTED_CLEAR SPEECH_PARAMS_FORCE_SHOUTED_CRITICAL SPEECH_PARAMS_FORCE_PRELOAD_ONLY SPEECH_PARAMS_MEGAPHONE SPEECH_PARAMS_HELI SPEECH_PARAMS_FORCE_MEGAPHONE SPEECH_PARAMS_FORCE_HELI SPEECH_PARAMS_INTERRUPT SPEECH_PARAMS_INTERRUPT_SHOUTED SPEECH_PARAMS_INTERRUPT_SHOUTED_CLEAR SPEECH_PARAMS_INTERRUPT_SHOUTED_CRITICAL SPEECH_PARAMS_INTERRUPT_NO_FORCE SPEECH_PARAMS_INTERRUPT_FRONTEND SPEECH_PARAMS_INTERRUPT_NO_FORCE_FRONTEND SPEECH_PARAMS_ADD_BLIP SPEECH_PARAMS_ADD_BLIP_ALLOW_REPEAT SPEECH_PARAMS_ADD_BLIP_FORCE SPEECH_PARAMS_ADD_BLIP_SHOUTED SPEECH_PARAMS_ADD_BLIP_SHOUTED_FORCE SPEECH_PARAMS_ADD_BLIP_INTERRUPT SPEECH_PARAMS_ADD_BLIP_INTERRUPT_FORCE SPEECH_PARAMS_FORCE_PRELOAD_ONLY_SHOUTED SPEECH_PARAMS_FORCE_PRELOAD_ONLY_SHOUTED_CLEAR SPEECH_PARAMS_FORCE_PRELOAD_ONLY_SHOUTED_CRITICAL SPEECH_PARAMS_SHOUTED SPEECH_PARAMS_SHOUTED_CLEAR SPEECH_PARAMS_SHOUTED_CRITICAL
Note: A list of Name and Parameters can be found here pastebin.com/1GZS5dCL
Full list of speeches and voices names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/speeches.json
Parameters:
ped
(Ped
)speechName
(string
)speechParam
(string
)p3
(Any
)
Returns:
None
play_ped_ambient_speech_and_clone_native(ped
, speechName
, speechParam
, p3
)
Plays ambient speech. See also _0x5C57B85D.
See PLAY_PED_AMBIENT_SPEECH_NATIVE for parameter specifications.
Full list of speeches and voices names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/speeches.json
Parameters:
ped
(Ped
)speechName
(string
)speechParam
(string
)p3
(Any
)
Returns:
None
play_ped_ambient_speech_with_voice_native(ped
, speechName
, voiceName
, speechParam
, p4
)
This is the same as PLAY_PED_AMBIENT_SPEECH_NATIVE and PLAY_PED_AMBIENT_SPEECH_AND_CLONE_NATIVE but it will allow you to play a speech file from a specific voice file. It works on players and all peds, even animals.
EX (C#): GTA.Native.Function.Call(Hash._0x3523634255FC3318, Game.Player.Character, “GENERIC_INSULT_HIGH”, “s_m_y_sheriff_01_white_full_01”, “SPEECH_PARAMS_FORCE_SHOUTED”, 0);
The first param is the ped you want to play it on, the second is the speech name, the third is the voice name, the fourth is the speech param, and the last param is usually always 0.
Full list of speeches and voices names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/speeches.json
Parameters:
ped
(Ped
)speechName
(string
)voiceName
(string
)speechParam
(string
)p4
(bool
)
Returns:
None
play_ambient_speech_from_position_native(speechName
, voiceName
, x
, y
, z
, speechParam
)
Full list of speeches and voices names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/speeches.json
Parameters:
speechName
(string
)voiceName
(string
)x
(float
)y
(float
)z
(float
)speechParam
(string
)
Returns:
None
override_trevor_rage(voiceEffect
)
This native enables the audio flag “TrevorRageIsOverridden” and sets the voice effect to voiceEffect
Parameters:
voiceEffect
(string
)
Returns:
None
reset_trevor_rage()
No documentation found for this native.
Parameters:
None
Returns:
None
set_player_angry(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
play_pain(ped
, painID
, p1
, p3
)
Needs another parameter [int p2]. The signature is PED::PLAY_PAIN(Ped ped, int painID, int p1, int p2);
Last 2 parameters always seem to be 0.
EX: Function.Call(Hash.PLAY_PAIN, TestPed, 6, 0, 0);
Known Pain IDs
1 - Doesn’t seem to do anything. Does NOT crash the game like previously said. (Latest patch) 6 - Scream (Short) 7 - Scared Scream (Kinda Long) 8 - On Fire
Parameters:
ped
(Ped
)painID
(int
)p1
(int
)p3
(Any
)
Returns:
None
release_weapon_audio()
No documentation found for this native.
Parameters:
None
Returns:
None
activate_audio_slowmo_mode(p0
)
No documentation found for this native.
Parameters:
p0
(string
)
Returns:
None
deactivate_audio_slowmo_mode(p0
)
No documentation found for this native.
Parameters:
p0
(string
)
Returns:
None
set_ambient_voice_name(ped
, name
)
Audio List gtaforums.com/topic/795622-audio-for-mods/
All found occurrences in b617d, sorted alphabetically and identical lines removed: pastebin.com/FTeAj4yZ
Yes
Parameters:
ped
(Ped
)name
(string
)
Returns:
None
set_ambient_voice_name_hash(ped
, hash
)
No documentation found for this native.
Parameters:
ped
(Ped
)hash
(Hash
)
Returns:
None
get_ambient_voice_name_hash(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
Hash
set_ped_scream(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
set_ped_voice_group(ped
, voiceGroupHash
)
No documentation found for this native.
Parameters:
ped
(Ped
)voiceGroupHash
(Hash
)
Returns:
None
set_ped_audio_gender(ped
, p1
)
No documentation found for this native.
Parameters:
ped
(Ped
)p1
(bool
)
Returns:
None
stop_current_playing_speech(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
stop_current_playing_ambient_speech(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
is_ambient_speech_playing(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
is_scripted_speech_playing(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
bool
is_any_speech_playing(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
does_context_exist_for_this_ped(ped
, speechName
, unk
)
Checks if the ped can play the speech or has the speech file, last parameter is usually false.
Parameters:
ped
(Ped
)speechName
(string
)unk
(bool
)
Returns:
bool
is_ped_in_current_conversation(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
set_ped_is_drunk(ped
, toggle
)
Sets the ped drunk sounds. Only works with PLAYER_PED_ID
As mentioned above, this only sets the drunk sound to ped/player.
To give the Ped a drunk effect with drunk walking animation try using SET_PED_MOVEMENT_CLIPSET
Below is an example
- if (!Function.Call<bool>(Hash.HAS_ANIM_SET_LOADED, “move_m@drunk@verydrunk”))
- {
Function.Call(Hash.REQUEST_ANIM_SET, “move_m@drunk@verydrunk”);
} Function.Call(Hash.SET_PED_MOVEMENT_CLIPSET, Ped.Handle, “move_m@drunk@verydrunk”, 0x3E800000);
And to stop the effect use RESET_PED_MOVEMENT_CLIPSET
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
play_animal_vocalization(pedHandle
, p1
, speechName
)
Plays sounds from a ped with chop model. For example it used to play bark or sniff sounds. p1 is always 3 or 4294967295 in decompiled scripts. By a quick disassembling I can assume that this arg is unused. This native is works only when you call it on the ped with right model (ac_chop only ?) Speech Name can be: CHOP_SNIFF_SEQ CHOP_WHINE CHOP_LICKS_MOUTH CHOP_PANT bark GROWL SNARL BARK_SEQ
Parameters:
pedHandle
(Ped
)p1
(int
)speechName
(string
)
Returns:
None
is_animal_vocalization_playing(pedHandle
)
No documentation found for this native.
Parameters:
pedHandle
(Ped
)
Returns:
bool
set_animal_mood(animal
, mood
)
mood can be 0 or 1 (it’s not a boolean value!). Effects audio of the animal.
Parameters:
animal
(Ped
)mood
(int
)
Returns:
None
is_mobile_phone_radio_active()
No documentation found for this native.
Parameters:
None
Returns:
bool
set_mobile_phone_radio_state(state
)
No documentation found for this native.
Parameters:
state
(bool
)
Returns:
None
get_player_radio_station_index()
Returns 255 (radio off index) if the function fails.
Parameters:
None
Returns:
int
get_player_radio_station_name()
Returns active radio station name
Parameters:
None
Returns:
string
get_radio_station_name(radioStation
)
Converts radio station index to string. Use HUD::_GET_LABEL_TEXT to get the user-readable text.
Parameters:
radioStation
(int
)
Returns:
string
get_player_radio_station_genre()
No documentation found for this native.
Parameters:
None
Returns:
int
is_radio_retuning()
No documentation found for this native.
Parameters:
None
Returns:
bool
is_radio_faded_out()
No documentation found for this native.
Parameters:
None
Returns:
bool
set_radio_retune_up()
Tune Forward…
Parameters:
None
Returns:
None
set_radio_retune_down()
Tune Backwards…
Parameters:
None
Returns:
None
set_radio_to_station_name(stationName
)
List of radio stations that are in the wheel, in clockwise order, as of LS Tuners DLC: https://git.io/J8a3k An older list including hidden radio stations: https://pastebin.com/Kj9t38KF
Parameters:
stationName
(string
)
Returns:
None
set_veh_radio_station(vehicle
, radioStation
)
List of radio stations that are in the wheel, in clockwise order, as of LS Tuners DLC: https://git.io/J8a3k An older list including hidden radio stations: https://pastebin.com/Kj9t38KF
Parameters:
vehicle
(Vehicle
)radioStation
(string
)
Returns:
None
set_veh_has_radio_override(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
None
is_vehicle_radio_enabled(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
set_emitter_radio_station(emitterName
, radioStation
)
Full list of static emitters by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/staticEmitters.json
Parameters:
emitterName
(string
)radioStation
(string
)
Returns:
None
set_static_emitter_enabled(emitterName
, toggle
)
Example: AUDIO::SET_STATIC_EMITTER_ENABLED((Any*)”LOS_SANTOS_VANILLA_UNICORN_01_STAGE”, false); AUDIO::SET_STATIC_EMITTER_ENABLED((Any*)”LOS_SANTOS_VANILLA_UNICORN_02_MAIN_ROOM”, false); AUDIO::SET_STATIC_EMITTER_ENABLED((Any*)”LOS_SANTOS_VANILLA_UNICORN_03_BACK_ROOM”, false);
This turns off surrounding sounds not connected directly to peds.
Full list of static emitters by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/staticEmitters.json
Parameters:
emitterName
(string
)toggle
(bool
)
Returns:
None
link_static_emitter_to_entity(emitterName
, entity
)
No documentation found for this native.
Parameters:
emitterName
(string
)entity
(Entity
)
Returns:
None
set_radio_to_station_index(radioStation
)
Sets radio station by index.
Parameters:
radioStation
(int
)
Returns:
None
set_frontend_radio_active(active
)
No documentation found for this native.
Parameters:
active
(bool
)
Returns:
None
unlock_mission_news_story(newsStory
)
“news” that play on the radio after you’ve done something in story mode(?)
Parameters:
newsStory
(int
)
Returns:
None
is_mission_news_story_unlocked(newsStory
)
No documentation found for this native.
Parameters:
newsStory
(int
)
Returns:
bool
get_audible_music_track_text_id()
No documentation found for this native.
Parameters:
None
Returns:
int
play_end_credits_music(play
)
No documentation found for this native.
Parameters:
play
(bool
)
Returns:
None
skip_radio_forward()
No documentation found for this native.
Parameters:
None
Returns:
None
freeze_radio_station(radioStation
)
No documentation found for this native.
Parameters:
radioStation
(string
)
Returns:
None
unfreeze_radio_station(radioStation
)
No documentation found for this native.
Parameters:
radioStation
(string
)
Returns:
None
set_radio_auto_unfreeze(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
set_initial_player_station(radioStation
)
No documentation found for this native.
Parameters:
radioStation
(string
)
Returns:
None
set_user_radio_control_enabled(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
set_radio_track(radioStation
, radioTrack
)
Only found this one in the decompiled scripts:
AUDIO::SET_RADIO_TRACK(“RADIO_03_HIPHOP_NEW”, “ARM1_RADIO_STARTS”);
Parameters:
radioStation
(string
)radioTrack
(string
)
Returns:
None
set_radio_track_mix(radioStationName
, mixName
, p2
)
No documentation found for this native.
Parameters:
radioStationName
(string
)mixName
(string
)p2
(int
)
Returns:
None
set_vehicle_radio_loud(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
can_vehicle_receive_cb_radio(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
set_mobile_radio_enabled_during_gameplay(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
does_player_veh_have_radio()
No documentation found for this native.
Parameters:
None
Returns:
bool
is_player_veh_radio_enable()
No documentation found for this native.
Parameters:
None
Returns:
bool
set_vehicle_radio_enabled(vehicle
, toggle
)
can’t seem to enable radio on cop cars etc
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_custom_radio_track_list(radioStation
, trackListName
, p2
)
Examples:
AUDIO::SET_CUSTOM_RADIO_TRACK_LIST(“RADIO_01_CLASS_ROCK”, “END_CREDITS_KILL_MICHAEL”, 1); AUDIO::SET_CUSTOM_RADIO_TRACK_LIST(“RADIO_01_CLASS_ROCK”, “END_CREDITS_KILL_MICHAEL”, 1); AUDIO::SET_CUSTOM_RADIO_TRACK_LIST(“RADIO_01_CLASS_ROCK”, “END_CREDITS_KILL_TREVOR”, 1); AUDIO::SET_CUSTOM_RADIO_TRACK_LIST(“RADIO_01_CLASS_ROCK”, “END_CREDITS_SAVE_MICHAEL_TREVOR”, 1); AUDIO::SET_CUSTOM_RADIO_TRACK_LIST(“RADIO_01_CLASS_ROCK”, “OFF_ROAD_RADIO_ROCK_LIST”, 1); AUDIO::SET_CUSTOM_RADIO_TRACK_LIST(“RADIO_06_COUNTRY”, “MAGDEMO2_RADIO_DINGHY”, 1); AUDIO::SET_CUSTOM_RADIO_TRACK_LIST(“RADIO_16_SILVERLAKE”, “SEA_RACE_RADIO_PLAYLIST”, 1); AUDIO::SET_CUSTOM_RADIO_TRACK_LIST(“RADIO_01_CLASS_ROCK”, “OFF_ROAD_RADIO_ROCK_LIST”, 1);
Parameters:
radioStation
(string
)trackListName
(string
)p2
(bool
)
Returns:
None
clear_custom_radio_track_list(radioStation
)
3 calls in the b617d scripts, removed duplicate.
AUDIO::CLEAR_CUSTOM_RADIO_TRACK_LIST(“RADIO_16_SILVERLAKE”); AUDIO::CLEAR_CUSTOM_RADIO_TRACK_LIST(“RADIO_01_CLASS_ROCK”);
Parameters:
radioStation
(string
)
Returns:
None
get_num_unlocked_radio_stations()
No documentation found for this native.
Parameters:
None
Returns:
int
find_radio_station_index(stationNameHash
)
No documentation found for this native.
Parameters:
stationNameHash
(Hash
)
Returns:
int
set_radio_station_music_only(radioStation
, toggle
)
6 calls in the b617d scripts, removed identical lines:
AUDIO::SET_RADIO_STATION_MUSIC_ONLY(“RADIO_01_CLASS_ROCK”, 1); AUDIO::SET_RADIO_STATION_MUSIC_ONLY(AUDIO::GET_RADIO_STATION_NAME(10), 0); AUDIO::SET_RADIO_STATION_MUSIC_ONLY(AUDIO::GET_RADIO_STATION_NAME(10), 1);
Parameters:
radioStation
(string
)toggle
(bool
)
Returns:
None
set_radio_frontend_fade_time(fadeTime
)
No documentation found for this native.
Parameters:
fadeTime
(float
)
Returns:
None
unlock_radio_station_track_list(radioStation
, trackListName
)
AUDIO::UNLOCK_RADIO_STATION_TRACK_LIST(“RADIO_16_SILVERLAKE”, “MIRRORPARK_LOCKED”);
Parameters:
radioStation
(string
)trackListName
(string
)
Returns:
None
lock_radio_station_track_list(radioStation
, trackListName
)
No documentation found for this native.
Parameters:
radioStation
(string
)trackListName
(string
)
Returns:
None
update_lsur(enableMixes
)
No documentation found for this native.
Parameters:
enableMixes
(bool
)
Returns:
None
lock_radio_station(radioStationName
, toggle
)
No documentation found for this native.
Parameters:
radioStationName
(string
)toggle
(bool
)
Returns:
None
set_radio_station_is_visible(radioStation
, toggle
)
No documentation found for this native.
Parameters:
radioStation
(string
)toggle
(bool
)
Returns:
None
force_radio_track_list_position(radioStation
, trackListName
, milliseconds
)
No documentation found for this native.
Parameters:
radioStation
(string
)trackListName
(string
)milliseconds
(int
)
Returns:
None
get_current_radio_station_hash(radioStationName
)
No documentation found for this native.
Parameters:
radioStationName
(string
)
Returns:
int
set_ambient_zone_state(zoneName
, p1
, p2
)
Full list of ambient zones by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/ambientZones.json
Parameters:
zoneName
(string
)p1
(bool
)p2
(bool
)
Returns:
None
clear_ambient_zone_state(zoneName
, p1
)
This function also has a p2, unknown. Signature AUDIO::CLEAR_AMBIENT_ZONE_STATE(const char* zoneName, bool p1, Any p2);
Still needs more research.
Full list of ambient zones by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/ambientZones.json
Parameters:
zoneName
(string
)p1
(bool
)
Returns:
None
set_ambient_zone_list_state(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)p1
(bool
)p2
(bool
)
Returns:
None
clear_ambient_zone_list_state(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)p1
(bool
)
Returns:
None
set_ambient_zone_state_persistent(ambientZone
, p1
, p2
)
Full list of ambient zones by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/ambientZones.json
Parameters:
ambientZone
(string
)p1
(bool
)p2
(bool
)
Returns:
None
set_ambient_zone_list_state_persistent(ambientZone
, p1
, p2
)
Full list of ambient zones by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/ambientZones.json
Parameters:
ambientZone
(string
)p1
(bool
)p2
(bool
)
Returns:
None
is_ambient_zone_enabled(ambientZone
)
Full list of ambient zones by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/ambientZones.json
Parameters:
ambientZone
(string
)
Returns:
bool
set_cutscene_audio_override(name
)
All occurrences found in b617d, sorted alphabetically and identical lines removed:
AUDIO::SET_CUTSCENE_AUDIO_OVERRIDE(“_AK”); AUDIO::SET_CUTSCENE_AUDIO_OVERRIDE(“_CUSTOM”); AUDIO::SET_CUTSCENE_AUDIO_OVERRIDE(“_TOOTHLESS”); Full list of cutscene names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/cutsceneNames.json
Parameters:
name
(string
)
Returns:
None
set_variable_on_synch_scene_audio(variableName
, value
)
No documentation found for this native.
Parameters:
variableName
(string
)value
(float
)
Returns:
None
play_police_report(name
, p1
)
Plays the given police radio message.
All found occurrences in b617d, sorted alphabetically and identical lines removed: pastebin.com/GBnsQ5hr Full list of police report names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/policeReportNames.json
Parameters:
name
(string
)p1
(float
)
Returns:
int
cancel_current_police_report()
No documentation found for this native.
Parameters:
None
Returns:
None
blip_siren(vehicle
)
Plays the siren sound of a vehicle which is otherwise activated when fastly double-pressing the horn key. Only works on vehicles with a police siren.
Parameters:
vehicle
(Vehicle
)
Returns:
None
override_veh_horn(vehicle
, override
, hornHash
)
Overrides the vehicle’s horn hash. When changing this hash on a vehicle, it will not return the ‘overwritten’ hash. It will still always return the default horn hash (same as GET_VEHICLE_DEFAULT_HORN)
vehicle - the vehicle whose horn should be overwritten mute - p1 seems to be an option for muting the horn p2 - maybe a horn id, since the function AUDIO::GET_VEHICLE_DEFAULT_HORN(veh) exists?
Parameters:
vehicle
(Vehicle
)override
(bool
)hornHash
(int
)
Returns:
None
is_horn_active(vehicle
)
Checks whether the horn of a vehicle is currently played.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
set_aggressive_horns(toggle
)
Makes pedestrians sound their horn longer, faster and more agressive when they use their horn.
Parameters:
toggle
(bool
)
Returns:
None
is_stream_playing()
No documentation found for this native.
Parameters:
None
Returns:
bool
get_stream_play_time()
No documentation found for this native.
Parameters:
None
Returns:
int
load_stream(streamName
, soundSet
)
Example: AUDIO::LOAD_STREAM(“CAR_STEAL_1_PASSBY”, “CAR_STEAL_1_SOUNDSET”);
All found occurrences in the b678d decompiled scripts: pastebin.com/3rma6w5w
Stream names often ends with “_MASTER”, “_SMALL” or “_STREAM”. Also “_IN”, “_OUT” and numbers.
soundSet is often set to 0 in the scripts. These are common to end the soundSets: “_SOUNDS”, “_SOUNDSET” and numbers.
Full list of audio / sound names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/soundNames.json
Parameters:
streamName
(string
)soundSet
(string
)
Returns:
bool
load_stream_with_start_offset(streamName
, startOffset
, soundSet
)
Example: AUDIO::LOAD_STREAM_WITH_START_OFFSET(“STASH_TOXIN_STREAM”, 2400, “FBI_05_SOUNDS”);
Only called a few times in the scripts.
Full list of audio / sound names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/soundNames.json
Parameters:
streamName
(string
)startOffset
(int
)soundSet
(string
)
Returns:
bool
play_stream_from_ped(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
play_stream_from_vehicle(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
None
play_stream_from_object(object
)
Used with AUDIO::LOAD_STREAM
Example from finale_heist2b.c4: TASK::TASK_SYNCHRONIZED_SCENE(l_4C8[2/14/], l_4C8[2/14/]._f7, l_30A, “push_out_vault_l”, 4.0, -1.5, 5, 713, 4.0, 0);
PED::SET_SYNCHRONIZED_SCENE_PHASE(l_4C8[2/14/]._f7, 0.0); PED::_2208438012482A1A(l_4C8[2/14/], 0, 0); PED::SET_PED_COMBAT_ATTRIBUTES(l_4C8[2/14/], 38, 1); PED::SET_BLOCKING_OF_NON_TEMPORARY_EVENTS(l_4C8[2/14/], 1); if (AUDIO::LOAD_STREAM(“Gold_Cart_Push_Anim_01”, “BIG_SCORE_3B_SOUNDS”)) {
AUDIO::PLAY_STREAM_FROM_OBJECT(l_36F[0/1/]);
}
Parameters:
object
(Object
)
Returns:
None
play_stream_frontend()
No documentation found for this native.
Parameters:
None
Returns:
None
play_stream_from_position(x
, y
, z
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)
Returns:
None
stop_stream()
No documentation found for this native.
Parameters:
None
Returns:
None
stop_ped_speaking(ped
, shaking
)
No documentation found for this native.
Parameters:
ped
(Ped
)shaking
(bool
)
Returns:
None
disable_ped_pain_audio(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
is_ambient_speech_disabled(ped
)
Common in the scripts: AUDIO::IS_AMBIENT_SPEECH_DISABLED(PLAYER::PLAYER_PED_ID());
Parameters:
ped
(Ped
)
Returns:
bool
set_siren_with_no_driver(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_siren_keep_on(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
trigger_siren(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
None
set_horn_permanently_on(vehicle
)
SET_*
Parameters:
vehicle
(Vehicle
)
Returns:
None
set_horn_enabled(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_audio_vehicle_priority(vehicle
, p1
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)p1
(Any
)
Returns:
None
set_horn_permanently_on_time(vehicle
, time
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)time
(float
)
Returns:
None
use_siren_as_horn(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
force_vehicle_engine_audio(vehicle
, audioName
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)audioName
(string
)
Returns:
None
preload_vehicle_audio(vehicleModel
)
No documentation found for this native.
Parameters:
vehicleModel
(Hash
)
Returns:
None
set_vehicle_startup_rev_sound(vehicle
, p1
, p2
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)p1
(string
)p2
(string
)
Returns:
None
reset_vehicle_startup_rev_sound(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
None
is_vehicle_audibly_damaged(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
set_vehicle_audio_engine_damage_factor(vehicle
, damageFactor
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)damageFactor
(float
)
Returns:
None
set_vehicle_audio_body_damage_factor(vehicle
, intensity
)
intensity: 0.0f - 1.0f, only used once with 1.0f in R* Scripts (nigel2) Makes an engine rattling noise when you decelerate, you need to be going faster to hear lower values
Parameters:
vehicle
(Vehicle
)intensity
(float
)
Returns:
None
enable_vehicle_fanbelt_damage(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
enable_vehicle_exhaust_pops(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_vehicle_boost_active(vehicle
, toggle
)
SET_VEHICLE_BOOST_ACTIVE(vehicle, 1, 0); SET_VEHICLE_BOOST_ACTIVE(vehicle, 0, 0);
Will give a boost-soundeffect.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_script_update_door_audio(doorHash
, toggle
)
No documentation found for this native.
Parameters:
doorHash
(Hash
)toggle
(bool
)
Returns:
None
play_vehicle_door_open_sound(vehicle
, doorId
)
doorId: see SET_VEHICLE_DOOR_SHUT
Parameters:
vehicle
(Vehicle
)doorId
(int
)
Returns:
None
play_vehicle_door_close_sound(vehicle
, doorId
)
doorId: see SET_VEHICLE_DOOR_SHUT
Parameters:
vehicle
(Vehicle
)doorId
(int
)
Returns:
None
enable_stall_warning_sounds(vehicle
, toggle
)
Works for planes only.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
is_game_in_control_of_music()
Hardcoded to return 1
Parameters:
None
Returns:
bool
set_gps_active(active
)
No documentation found for this native.
Parameters:
active
(bool
)
Returns:
None
play_mission_complete_audio(audioName
)
- Called 38 times in the scripts. There are 5 different audioNames used.
One unknown removed below.
AUDIO::PLAY_MISSION_COMPLETE_AUDIO(“DEAD”); AUDIO::PLAY_MISSION_COMPLETE_AUDIO(“FRANKLIN_BIG_01”); AUDIO::PLAY_MISSION_COMPLETE_AUDIO(“GENERIC_FAILED”); AUDIO::PLAY_MISSION_COMPLETE_AUDIO(“TREVOR_SMALL_01”);
Parameters:
audioName
(string
)
Returns:
None
is_mission_complete_playing()
No documentation found for this native.
Parameters:
None
Returns:
bool
is_mission_complete_ready_for_ui()
No documentation found for this native.
Parameters:
None
Returns:
bool
block_death_jingle(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
start_audio_scene(scene
)
Used to prepare a scene where the surrounding sound is muted or a bit changed. This does not play any sound.
List of all usable scene names found in b617d. Sorted alphabetically and identical names removed: pastebin.com/MtM9N9CC Full list of audio scene names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/audioSceneNames.json
Parameters:
scene
(string
)
Returns:
bool
stop_audio_scene(scene
)
Full list of audio scene names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/audioSceneNames.json
Parameters:
scene
(string
)
Returns:
None
stop_audio_scenes()
??
Parameters:
None
Returns:
None
is_audio_scene_active(scene
)
Full list of audio scene names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/audioSceneNames.json
Parameters:
scene
(string
)
Returns:
bool
set_audio_scene_variable(scene
, variable
, value
)
Full list of audio scene names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/audioSceneNames.json
Parameters:
scene
(string
)variable
(string
)value
(float
)
Returns:
None
set_audio_script_cleanup_time(time
)
No documentation found for this native.
Parameters:
time
(int
)
Returns:
None
add_entity_to_audio_mix_group(entity
, groupName
, p2
)
All found occurrences in b678d: pastebin.com/ceu67jz8
Parameters:
entity
(Entity
)groupName
(string
)p2
(float
)
Returns:
None
remove_entity_from_audio_mix_group(entity
, p1
)
No documentation found for this native.
Parameters:
entity
(Entity
)p1
(float
)
Returns:
None
audio_is_scripted_music_playing()
No documentation found for this native.
Parameters:
None
Returns:
bool
audio_is_scripted_music_playing_2()
No documentation found for this native.
Parameters:
None
Returns:
Any
prepare_music_event(eventName
)
All music event names found in the b617d scripts: pastebin.com/GnYt0R3P Full list of music event names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/musicEventNames.json
Parameters:
eventName
(string
)
Returns:
bool
cancel_music_event(eventName
)
All music event names found in the b617d scripts: pastebin.com/GnYt0R3P Full list of music event names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/musicEventNames.json
Parameters:
eventName
(string
)
Returns:
bool
trigger_music_event(eventName
)
List of all usable event names found in b617d used with this native. Sorted alphabetically and identical names removed: pastebin.com/RzDFmB1W
All music event names found in the b617d scripts: pastebin.com/GnYt0R3P Full list of music event names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/musicEventNames.json
Parameters:
eventName
(string
)
Returns:
bool
is_music_oneshot_playing()
No documentation found for this native.
Parameters:
None
Returns:
bool
get_music_playtime()
No documentation found for this native.
Parameters:
None
Returns:
int
record_broken_glass(x
, y
, z
, radius
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)radius
(float
)
Returns:
None
clear_all_broken_glass()
No documentation found for this native.
Parameters:
None
Returns:
None
set_ped_walla_density(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(float
)p1
(float
)
Returns:
None
set_ped_interior_walla_density(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(float
)p1
(float
)
Returns:
None
force_ped_panic_walla()
No documentation found for this native.
Parameters:
None
Returns:
None
prepare_alarm(alarmName
)
Example:
bool prepareAlarm = AUDIO::PREPARE_ALARM(“PORT_OF_LS_HEIST_FORT_ZANCUDO_ALARMS”); Full list of alarm names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/alarmSounds.json
Parameters:
alarmName
(string
)
Returns:
bool
start_alarm(alarmName
, p2
)
Example:
This will start the alarm at Fort Zancudo.
AUDIO::START_ALARM(“PORT_OF_LS_HEIST_FORT_ZANCUDO_ALARMS”, 1);
First parameter (char) is the name of the alarm. Second parameter (bool) is unknown, it does not seem to make a difference if this one is 0 or 1.
It DOES make a difference but it has to do with the duration or something I dunno yet
Found in the b617d scripts:
AUDIO::START_ALARM(“AGENCY_HEIST_FIB_TOWER_ALARMS”, 0); AUDIO::START_ALARM(“AGENCY_HEIST_FIB_TOWER_ALARMS_UPPER”, 1); AUDIO::START_ALARM(“AGENCY_HEIST_FIB_TOWER_ALARMS_UPPER_B”, 0); AUDIO::START_ALARM(“BIG_SCORE_HEIST_VAULT_ALARMS”, a_0); AUDIO::START_ALARM(“FBI_01_MORGUE_ALARMS”, 1); AUDIO::START_ALARM(“FIB_05_BIOTECH_LAB_ALARMS”, 0); AUDIO::START_ALARM(“JEWEL_STORE_HEIST_ALARMS”, 0); AUDIO::START_ALARM(“PALETO_BAY_SCORE_ALARM”, 1); AUDIO::START_ALARM(“PALETO_BAY_SCORE_CHICKEN_FACTORY_ALARM”, 0); AUDIO::START_ALARM(“PORT_OF_LS_HEIST_FORT_ZANCUDO_ALARMS”, 1); AUDIO::START_ALARM(“PORT_OF_LS_HEIST_SHIP_ALARMS”, 0); AUDIO::START_ALARM(“PRISON_ALARMS”, 0); AUDIO::START_ALARM(“PROLOGUE_VAULT_ALARMS”, 0);
Full list of alarm names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/alarmSounds.json
Parameters:
alarmName
(string
)p2
(bool
)
Returns:
None
stop_alarm(alarmName
, toggle
)
Example:
This will stop the alarm at Fort Zancudo.
AUDIO::STOP_ALARM(“PORT_OF_LS_HEIST_FORT_ZANCUDO_ALARMS”, 1);
First parameter (char) is the name of the alarm. Second parameter (bool) has to be true (1) to have any effect. Full list of alarm names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/alarmSounds.json
Parameters:
alarmName
(string
)toggle
(bool
)
Returns:
None
stop_all_alarms(stop
)
No documentation found for this native.
Parameters:
stop
(bool
)
Returns:
None
is_alarm_playing(alarmName
)
Example:
bool playing = AUDIO::IS_ALARM_PLAYING(“PORT_OF_LS_HEIST_FORT_ZANCUDO_ALARMS”); Full list of alarm names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/alarmSounds.json
Parameters:
alarmName
(string
)
Returns:
bool
get_vehicle_default_horn(vehicle
)
Returns hash of default vehicle horn
Hash is stored in audVehicleAudioEntity
Parameters:
vehicle
(Vehicle
)
Returns:
Hash
get_vehicle_default_horn_ignore_mods(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
Hash
reset_ped_audio_flags(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
set_ped_audio_footstep_loud(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
set_ped_audio_footstep_quiet(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
override_player_ground_material(hash
, toggle
)
Sets audio flag “OverridePlayerGroundMaterial”
Parameters:
hash
(Hash
)toggle
(bool
)
Returns:
None
override_microphone_settings(hash
, toggle
)
No documentation found for this native.
Parameters:
hash
(Hash
)toggle
(bool
)
Returns:
None
freeze_microphone()
No documentation found for this native.
Parameters:
None
Returns:
None
distant_cop_car_sirens(value
)
If value is set to true, and ambient siren sound will be played. Appears to enable/disable an audio flag.
Parameters:
value
(bool
)
Returns:
None
set_audio_flag(flagName
, toggle
)
Possible flag names: “ActivateSwitchWheelAudio” “AllowAmbientSpeechInSlowMo” “AllowCutsceneOverScreenFade” “AllowForceRadioAfterRetune” “AllowPainAndAmbientSpeechToPlayDuringCutscene” “AllowPlayerAIOnMission” “AllowPoliceScannerWhenPlayerHasNoControl” “AllowRadioDuringSwitch” “AllowRadioOverScreenFade” “AllowScoreAndRadio” “AllowScriptedSpeechInSlowMo” “AvoidMissionCompleteDelay” “DisableAbortConversationForDeathAndInjury” “DisableAbortConversationForRagdoll” “DisableBarks” “DisableFlightMusic” “DisableReplayScriptStreamRecording” “EnableHeadsetBeep” “ForceConversationInterrupt” “ForceSeamlessRadioSwitch” “ForceSniperAudio” “FrontendRadioDisabled” “HoldMissionCompleteWhenPrepared” “IsDirectorModeActive” “IsPlayerOnMissionForSpeech” “ListenerReverbDisabled” “LoadMPData” “MobileRadioInGame” “OnlyAllowScriptTriggerPoliceScanner” “PlayMenuMusic” “PoliceScannerDisabled” “ScriptedConvListenerMaySpeak” “SpeechDucksScore” “SuppressPlayerScubaBreathing” “WantedMusicDisabled” “WantedMusicOnMission”
No added flag names between b393d and b573d, including b573d.
“IsDirectorModeActive” is an audio flag which will allow you to play speech infinitely without any pauses like in Director Mode.
All flag IDs and hashes:
ID: 00 | Hash: 0x0FED7A7F ID: 01 | Hash: 0x20A7858F ID: 02 | Hash: 0xA11C2259 ID: 03 | Hash: 0x08DE4700 ID: 04 | Hash: 0x989F652F ID: 05 | Hash: 0x3C9E76BA ID: 06 | Hash: 0xA805FEB0 ID: 07 | Hash: 0x4B94EA26 ID: 08 | Hash: 0x803ACD34 ID: 09 | Hash: 0x7C741226 ID: 10 | Hash: 0x31DB9EBD ID: 11 | Hash: 0xDF386F18 ID: 12 | Hash: 0x669CED42 ID: 13 | Hash: 0x51F22743 ID: 14 | Hash: 0x2052B35C ID: 15 | Hash: 0x071472DC ID: 16 | Hash: 0xF9928BCC ID: 17 | Hash: 0x7ADBDD48 ID: 18 | Hash: 0xA959BA1A ID: 19 | Hash: 0xBBE89B60 ID: 20 | Hash: 0x87A08871 ID: 21 | Hash: 0xED1057CE ID: 22 | Hash: 0x1584AD7A ID: 23 | Hash: 0x8582CFCB ID: 24 | Hash: 0x7E5E2FB0 ID: 25 | Hash: 0xAE4F72DB ID: 26 | Hash: 0x5D16D1FA ID: 27 | Hash: 0x06B2F4B8 ID: 28 | Hash: 0x5D4CDC96 ID: 29 | Hash: 0x8B5A48BA ID: 30 | Hash: 0x98FBD539 ID: 31 | Hash: 0xD8CB0473 ID: 32 | Hash: 0x5CBB4874 ID: 33 | Hash: 0x2E9F93A9 ID: 34 | Hash: 0xD93BEA86 ID: 35 | Hash: 0x92109B7D ID: 36 | Hash: 0xB7EC9E4D ID: 37 | Hash: 0xCABDBB1D ID: 38 | Hash: 0xB3FD4A52 ID: 39 | Hash: 0x370D94E5 ID: 40 | Hash: 0xA0F7938F ID: 41 | Hash: 0xCBE1CE81 ID: 42 | Hash: 0xC27F1271 ID: 43 | Hash: 0x9E3258EB ID: 44 | Hash: 0x551CDA5B ID: 45 | Hash: 0xCB6D663C ID: 46 | Hash: 0x7DACE87F ID: 47 | Hash: 0xF9DE416F ID: 48 | Hash: 0x882E6E9E ID: 49 | Hash: 0x16B447E7 ID: 50 | Hash: 0xBD867739 ID: 51 | Hash: 0xA3A58604 ID: 52 | Hash: 0x7E046BBC ID: 53 | Hash: 0xD95FDB98 ID: 54 | Hash: 0x5842C0ED ID: 55 | Hash: 0x285FECC6 ID: 56 | Hash: 0x9351AC43 ID: 57 | Hash: 0x50032E75 ID: 58 | Hash: 0xAE6D0D59 ID: 59 | Hash: 0xD6351785 ID: 60 | Hash: 0xD25D71BC ID: 61 | Hash: 0x1F7F6423 ID: 62 | Hash: 0xE24C3AA6 ID: 63 | Hash: 0xBFFDD2B7
Parameters:
flagName
(string
)toggle
(bool
)
Returns:
None
prepare_synchronized_audio_event(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(string
)p1
(Any
)
Returns:
Any
prepare_synchronized_audio_event_for_scene(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(vector<Any>
)
Returns:
bool
play_synchronized_audio_event(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
bool
stop_synchronized_audio_event(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
bool
init_synch_scene_audio_with_position(p0
, x
, y
, z
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)x
(float
)y
(float
)z
(float
)
Returns:
None
init_synch_scene_audio_with_entity(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(string
)p1
(Entity
)
Returns:
None
set_audio_special_effect_mode(mode
)
Needs to be called every frame. Audio mode to apply this frame: https://alloc8or.re/gta5/doc/enums/audSpecialEffectMode.txt
Parameters:
mode
(int
)
Returns:
None
set_portal_settings_override(p0
, p1
)
Found in the b617d scripts, duplicates removed:
AUDIO::_044DBAD7A7FA2BE5(“V_CARSHOWROOM_PS_WINDOW_UNBROKEN”, “V_CARSHOWROOM_PS_WINDOW_BROKEN”);
AUDIO::_044DBAD7A7FA2BE5(“V_CIA_PS_WINDOW_UNBROKEN”, “V_CIA_PS_WINDOW_BROKEN”);
AUDIO::_044DBAD7A7FA2BE5(“V_DLC_HEIST_APARTMENT_DOOR_CLOSED”, “V_DLC_HEIST_APARTMENT_DOOR_OPEN”);
AUDIO::_044DBAD7A7FA2BE5(“V_FINALEBANK_PS_VAULT_INTACT”, “V_FINALEBANK_PS_VAULT_BLOWN”);
AUDIO::_044DBAD7A7FA2BE5(“V_MICHAEL_PS_BATHROOM_WITH_WINDOW”, “V_MICHAEL_PS_BATHROOM_WITHOUT_WINDOW”);
Parameters:
p0
(string
)p1
(string
)
Returns:
None
remove_portal_settings_override(p0
)
Found in the b617d scripts, duplicates removed:
AUDIO::_B4BBFD9CD8B3922B(“V_CARSHOWROOM_PS_WINDOW_UNBROKEN”); AUDIO::_B4BBFD9CD8B3922B(“V_CIA_PS_WINDOW_UNBROKEN”); AUDIO::_B4BBFD9CD8B3922B(“V_DLC_HEIST_APARTMENT_DOOR_CLOSED”); AUDIO::_B4BBFD9CD8B3922B(“V_FINALEBANK_PS_VAULT_INTACT”); AUDIO::_B4BBFD9CD8B3922B(“V_MICHAEL_PS_BATHROOM_WITH_WINDOW”);
Parameters:
p0
(string
)
Returns:
None
get_music_vol_slider()
No documentation found for this native.
Parameters:
None
Returns:
int
request_tennis_banks(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
unrequest_tennis_banks()
No documentation found for this native.
Parameters:
None
Returns:
None
stop_cutscene_audio()
No documentation found for this native.
Parameters:
None
Returns:
None
has_multiplayer_audio_data_loaded()
No documentation found for this native.
Parameters:
None
Returns:
bool
has_multiplayer_audio_data_unloaded()
No documentation found for this native.
Parameters:
None
Returns:
bool
get_vehicle_default_horn_variation(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
int
set_vehicle_horn_variation(vehicle
, value
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)value
(int
)
Returns:
None
Brain namespace
Documentation for the brain namespace.
add_script_to_random_ped(name
, model
, p2
, p3
)
Possibly makes a random ped with a certain model
do whatever is in the script. Doesn’t seem to work annyway.
In scripts, Rockstar only uses pb_prostitute
script combined with hooker models.
Note
Hardcoded to not work in Multiplayer.
Parameters:
name
(string
) – scriptNamemodel
(Hash
) – ped modelp2
(float
) – unknown, could probably be activation rangep3
(float
) – unknown
Returns:
None
Example:
1uHookerModel = rage.gameplay.get_hash_key("s_f_y_hooker_01")
2rage.script.request_script("pb_prostitute")
3rage.streaming.request_model(uHookerModel)
4if rage.streaming.has_model_loaded(uHookerModel) then
5 if rage.script.has_script_loaded("pb_prostitute") then
6 v3CoordsInfront = player.get_coords_infront(5)
7 rage.ped.create_ped(5, uHookerModel, v3CoordsInfront.x, v3CoordsInfront.y, v3CoordsInfront.z, 0, 0, 0)
8 rage.brain.add_script_to_random_ped("pb_prostitute", uHookerModel, 100, 0)
9 end
10 rage.script.set_script_as_no_longer_needed("pb_prostitute")
11end
12rage.streaming.set_model_as_no_longer_needed(uHookerModel)
register_object_script_brain(scriptName
, modelHash
, p2
, activationRange
, p4
, p5
)
Registers a script for any object with a specific model hash.
BRAIN::REGISTER_OBJECT_SCRIPT_BRAIN(“ob_telescope”, ${prop_telescope_01}, 100, 4.0, -1, 9);
Nacorpio
Parameters:
scriptName
(string
)modelHash
(Hash
)p2
(int
)activationRange
(float
)p4
(int
)p5
(int
)
Returns:
None
is_object_within_brain_activation_range(object
)
No documentation found for this native.
Parameters:
object
(Object
)
Returns:
bool
register_world_point_script_brain(scriptName
, activationRange
, p2
)
No documentation found for this native.
Parameters:
scriptName
(string
)activationRange
(float
)p2
(int
)
Returns:
None
is_world_point_within_brain_activation_range()
Gets whether the world point the calling script is registered to is within desired range of the player.
Parameters:
None
Returns:
bool
enable_script_brain_set(brainSet
)
No documentation found for this native.
Parameters:
brainSet
(int
)
Returns:
None
disable_script_brain_set(brainSet
)
No documentation found for this native.
Parameters:
brainSet
(int
)
Returns:
None
prepare_script_brain()
No documentation found for this native.
Parameters:
None
Returns:
None
Cam namespace
Documentation for the cam namespace.
render_script_cams(render
, ease
, easeTime
, p3
, p4
, p5
)
ease - smooth transition between the camera’s positions easeTime - Time in milliseconds for the transition to happen
If you have created a script (rendering) camera, and want to go back to the character (gameplay) camera, call this native with render set to 0. Setting ease to 1 will smooth the transition.
Parameters:
render
(bool
)ease
(bool
)easeTime
(int
)p3
(bool
)p4
(bool
)p5
(Any
)
Returns:
None
stop_rendering_script_cams_using_catch_up(render
, p1
, p2
, p3
)
This native makes the gameplay camera zoom into first person/third person with a special effect.
Parameters:
render
(bool
)p1
(float
)p2
(int
)p3
(Any
)
Returns:
None
create_cam(camName
, p1
)
“DEFAULT_SCRIPTED_CAMERA” “DEFAULT_ANIMATED_CAMERA” “DEFAULT_SPLINE_CAMERA” “DEFAULT_SCRIPTED_FLY_CAMERA” “TIMED_SPLINE_CAMERA”
Parameters:
camName
(string
)p1
(bool
)
Returns:
Cam
create_cam_with_params(camName
, posX
, posY
, posZ
, rotX
, rotY
, rotZ
, fov
, p8
, p9
)
camName is always set to “DEFAULT_SCRIPTED_CAMERA” in Rockstar’s scripts.
Camera names found in the b617d scripts: “DEFAULT_ANIMATED_CAMERA” “DEFAULT_SCRIPTED_CAMERA” “DEFAULT_SCRIPTED_FLY_CAMERA” “DEFAULT_SPLINE_CAMERA”
Side Note: It seems p8 is basically to represent what would be the bool p1 within CREATE_CAM native. As well as the p9 since it’s always 2 in scripts seems to represent what would be the last param within SET_CAM_ROT native which normally would be 2.
Parameters:
camName
(string
)posX
(float
)posY
(float
)posZ
(float
)rotX
(float
)rotY
(float
)rotZ
(float
)fov
(float
)p8
(bool
)p9
(int
)
Returns:
Cam
create_camera(camHash
, p1
)
No documentation found for this native.
Parameters:
camHash
(Hash
)p1
(bool
)
Returns:
Cam
create_camera_with_params(camHash
, posX
, posY
, posZ
, rotX
, rotY
, rotZ
, fov
, p8
, p9
)
CAM::_GET_GAMEPLAY_CAM_COORDS can be used instead of posX,Y,Z CAM::_GET_GAMEPLAY_CAM_ROT can be used instead of rotX,Y,Z CAM::_80EC114669DAEFF4() can be used instead of p7 (Possible p7 is FOV parameter. ) p8 ??? p9 uses 2 by default
Parameters:
camHash
(Hash
)posX
(float
)posY
(float
)posZ
(float
)rotX
(float
)rotY
(float
)rotZ
(float
)fov
(float
)p8
(bool
)p9
(Any
)
Returns:
Cam
destroy_cam(cam
, bScriptHostCam
)
BOOL param indicates whether the cam should be destroyed if it belongs to the calling script.
Parameters:
cam
(Cam
)bScriptHostCam
(bool
)
Returns:
None
destroy_all_cams(bScriptHostCam
)
BOOL param indicates whether the cam should be destroyed if it belongs to the calling script.
Parameters:
bScriptHostCam
(bool
)
Returns:
None
does_cam_exist(cam
)
Returns whether or not the passed camera handle exists.
Parameters:
cam
(Cam
)
Returns:
bool
set_cam_active(cam
, active
)
Set camera as active/inactive.
Parameters:
cam
(Cam
)active
(bool
)
Returns:
None
is_cam_active(cam
)
Returns whether or not the passed camera handle is active.
Parameters:
cam
(Cam
)
Returns:
bool
is_cam_rendering(cam
)
No documentation found for this native.
Parameters:
cam
(Cam
)
Returns:
bool
get_rendering_cam()
No documentation found for this native.
Parameters:
None
Returns:
Cam
get_cam_coord(cam
)
No documentation found for this native.
Parameters:
cam
(Cam
)
Returns:
Vector3
get_cam_rot(cam
, rotationOrder
)
The last parameter, as in other “ROT” methods, is usually 2.
Parameters:
cam
(Cam
)rotationOrder
(int
)
Returns:
Vector3
get_cam_fov(cam
)
No documentation found for this native.
Parameters:
cam
(Cam
)
Returns:
float
get_cam_near_clip(cam
)
No documentation found for this native.
Parameters:
cam
(Cam
)
Returns:
float
get_cam_far_clip(cam
)
No documentation found for this native.
Parameters:
cam
(Cam
)
Returns:
float
get_cam_far_dof(cam
)
No documentation found for this native.
Parameters:
cam
(Cam
)
Returns:
float
set_cam_params(cam
, posX
, posY
, posZ
, rotX
, rotY
, rotZ
, fieldOfView
, p8
, p9
, p10
, p11
)
No documentation found for this native.
Parameters:
cam
(Cam
)posX
(float
)posY
(float
)posZ
(float
)rotX
(float
)rotY
(float
)rotZ
(float
)fieldOfView
(float
)p8
(Any
)p9
(int
)p10
(int
)p11
(int
)
Returns:
None
set_cam_coord(cam
, posX
, posY
, posZ
)
Sets the position of the cam.
Parameters:
cam
(Cam
)posX
(float
)posY
(float
)posZ
(float
)
Returns:
None
set_cam_rot(cam
, rotX
, rotY
, rotZ
, rotationOrder
)
Sets the rotation of the cam. Last parameter unknown.
Last parameter seems to always be set to 2.
Parameters:
cam
(Cam
)rotX
(float
)rotY
(float
)rotZ
(float
)rotationOrder
(int
)
Returns:
None
set_cam_fov(cam
, fieldOfView
)
Sets the field of view of the cam. Min: 1.0f Max: 130.0f
Parameters:
cam
(Cam
)fieldOfView
(float
)
Returns:
None
set_cam_near_clip(cam
, nearClip
)
No documentation found for this native.
Parameters:
cam
(Cam
)nearClip
(float
)
Returns:
None
set_cam_far_clip(cam
, farClip
)
No documentation found for this native.
Parameters:
cam
(Cam
)farClip
(float
)
Returns:
None
set_cam_motion_blur_strength(cam
, strength
)
No documentation found for this native.
Parameters:
cam
(Cam
)strength
(float
)
Returns:
None
set_cam_near_dof(cam
, nearDOF
)
No documentation found for this native.
Parameters:
cam
(Cam
)nearDOF
(float
)
Returns:
None
set_cam_far_dof(cam
, farDOF
)
No documentation found for this native.
Parameters:
cam
(Cam
)farDOF
(float
)
Returns:
None
set_cam_dof_strength(cam
, dofStrength
)
No documentation found for this native.
Parameters:
cam
(Cam
)dofStrength
(float
)
Returns:
None
set_cam_dof_planes(cam
, p1
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
cam
(Cam
)p1
(float
)p2
(float
)p3
(float
)p4
(float
)
Returns:
None
set_cam_use_shallow_dof_mode(cam
, toggle
)
No documentation found for this native.
Parameters:
cam
(Cam
)toggle
(bool
)
Returns:
None
set_use_hi_dof()
No documentation found for this native.
Parameters:
None
Returns:
None
set_cam_dof_fnumber_of_lens(camera
, p1
)
No documentation found for this native.
Parameters:
camera
(Cam
)p1
(float
)
Returns:
None
set_cam_dof_focal_length_multiplier(camera
, multiplier
)
No documentation found for this native.
Parameters:
camera
(Cam
)multiplier
(float
)
Returns:
None
set_cam_dof_focus_distance_bias(camera
, p1
)
No documentation found for this native.
Parameters:
camera
(Cam
)p1
(float
)
Returns:
None
set_cam_dof_max_near_in_focus_distance(camera
, p1
)
No documentation found for this native.
Parameters:
camera
(Cam
)p1
(float
)
Returns:
None
set_cam_dof_max_near_in_focus_distance_blend_level(camera
, p1
)
No documentation found for this native.
Parameters:
camera
(Cam
)p1
(float
)
Returns:
None
attach_cam_to_entity(cam
, entity
, xOffset
, yOffset
, zOffset
, isRelative
)
Last param determines if its relative to the Entity
Parameters:
cam
(Cam
)entity
(Entity
)xOffset
(float
)yOffset
(float
)zOffset
(float
)isRelative
(bool
)
Returns:
None
attach_cam_to_ped_bone(cam
, ped
, boneIndex
, x
, y
, z
, heading
)
No documentation found for this native.
Parameters:
cam
(Cam
)ped
(Ped
)boneIndex
(int
)x
(float
)y
(float
)z
(float
)heading
(bool
)
Returns:
None
attach_cam_to_ped_bone_2(cam
, ped
, boneIndex
, p3
, p4
, p5
, p6
, p7
, p8
, p9
)
No documentation found for this native.
Parameters:
cam
(Cam
)ped
(Ped
)boneIndex
(int
)p3
(float
)p4
(float
)p5
(float
)p6
(float
)p7
(float
)p8
(float
)p9
(bool
)
Returns:
None
attach_cam_to_vehicle_bone(cam
, vehicle
, boneIndex
, relativeRotation
, rotX
, rotY
, rotZ
, offsetX
, offsetY
, offsetZ
, fixedDirection
)
No documentation found for this native.
Parameters:
cam
(Cam
)vehicle
(Vehicle
)boneIndex
(int
)relativeRotation
(bool
)rotX
(float
)rotY
(float
)rotZ
(float
)offsetX
(float
)offsetY
(float
)offsetZ
(float
)fixedDirection
(bool
)
Returns:
None
detach_cam(cam
)
No documentation found for this native.
Parameters:
cam
(Cam
)
Returns:
None
set_cam_inherit_roll_vehicle(cam
, p1
)
The native seems to only be called once.
The native is used as so, CAM::SET_CAM_INHERIT_ROLL_VEHICLE(l_544, getElem(2, &l_525, 4)); In the exile1 script.
Parameters:
cam
(Cam
)p1
(bool
)
Returns:
None
point_cam_at_coord(cam
, x
, y
, z
)
No documentation found for this native.
Parameters:
cam
(Cam
)x
(float
)y
(float
)z
(float
)
Returns:
None
point_cam_at_entity(cam
, entity
, p2
, p3
, p4
, p5
)
p5 always seems to be 1 i.e TRUE
Parameters:
cam
(Cam
)entity
(Entity
)p2
(float
)p3
(float
)p4
(float
)p5
(bool
)
Returns:
None
point_cam_at_ped_bone(cam
, ped
, boneIndex
, x
, y
, z
, p6
)
Parameters p0-p5 seems correct. The bool p6 is unknown, but through every X360 script it’s always 1. Please correct p0-p5 if any prove to be wrong.
Parameters:
cam
(Cam
)ped
(Ped
)boneIndex
(int
)x
(float
)y
(float
)z
(float
)p6
(bool
)
Returns:
None
stop_cam_pointing(cam
)
No documentation found for this native.
Parameters:
cam
(Cam
)
Returns:
None
set_cam_affects_aiming(cam
, toggle
)
Allows you to aim and shoot at the direction the camera is facing.
Parameters:
cam
(Cam
)toggle
(bool
)
Returns:
None
set_cam_controls_mini_map_heading(cam
, toggle
)
Rotates the radar to match the camera’s Z rotation
Parameters:
cam
(Cam
)toggle
(bool
)
Returns:
None
set_cam_smooth_shadows(cam
, toggle
)
No documentation found for this native.
Parameters:
cam
(Cam
)toggle
(bool
)
Returns:
None
set_cam_debug_name(camera
, name
)
NOTE: Debugging functions are not present in the retail version of the game.
Parameters:
camera
(Cam
)name
(string
)
Returns:
None
get_debug_camera()
No documentation found for this native.
Parameters:
None
Returns:
Cam
add_cam_spline_node(camera
, x
, y
, z
, xRot
, yRot
, zRot
, length
, smoothingStyle
, rotationOrder
)
I filled p1-p6 (the floats) as they are as other natives with 6 floats in a row are similar and I see no other method. So if a test from anyone proves them wrong please correct.
p7 (length) determines the length of the spline, affects camera path and duration of transition between previous node and this one
p8 big values ~100 will slow down the camera movement before reaching this node
p9 != 0 seems to override the rotation/pitch (bool?)
Parameters:
camera
(Cam
)x
(float
)y
(float
)z
(float
)xRot
(float
)yRot
(float
)zRot
(float
)length
(int
)smoothingStyle
(int
)rotationOrder
(int
)
Returns:
None
add_cam_spline_node_using_camera_frame(cam
, cam2
, p2
, p3
)
p0 is the spline camera to which the node is being added. p1 is the camera used to create the node. p3 is always 3 in scripts. It might be smoothing style or rotation order.
Parameters:
cam
(Cam
)cam2
(Cam
)p2
(int
)p3
(int
)
Returns:
None
add_cam_spline_node_using_camera(cam
, cam2
, p2
, p3
)
p0 is the spline camera to which the node is being added. p1 is the camera used to create the node. p3 is always 3 in scripts. It might be smoothing style or rotation order.
Parameters:
cam
(Cam
)cam2
(Cam
)p2
(int
)p3
(int
)
Returns:
None
add_cam_spline_node_using_gameplay_frame(cam
, p1
, p2
)
p2 is always 2 in scripts. It might be smoothing style or rotation order.
Parameters:
cam
(Cam
)p1
(int
)p2
(int
)
Returns:
None
set_cam_spline_phase(cam
, p1
)
No documentation found for this native.
Parameters:
cam
(Cam
)p1
(float
)
Returns:
None
get_cam_spline_phase(cam
)
Can use this with SET_CAM_SPLINE_PHASE to set the float it this native returns.
(returns 1.0f when no nodes has been added, reached end of non existing spline)
Parameters:
cam
(Cam
)
Returns:
float
get_cam_spline_node_phase(cam
)
I’m pretty sure the parameter is the camera as usual, but I am not certain so I’m going to leave it as is.
Parameters:
cam
(Cam
)
Returns:
float
set_cam_spline_duration(cam
, timeDuration
)
I named p1 as timeDuration as it is obvious. I’m assuming tho it is ran in ms(Milliseconds) as usual.
Parameters:
cam
(Cam
)timeDuration
(int
)
Returns:
None
set_cam_spline_smoothing_style(cam
, smoothingStyle
)
No documentation found for this native.
Parameters:
cam
(Cam
)smoothingStyle
(int
)
Returns:
None
get_cam_spline_node_index(cam
)
No documentation found for this native.
Parameters:
cam
(Cam
)
Returns:
int
set_cam_spline_node_ease(cam
, easingFunction
, p2
, p3
)
No documentation found for this native.
Parameters:
cam
(Cam
)easingFunction
(int
)p2
(int
)p3
(float
)
Returns:
None
set_cam_spline_node_velocity_scale(cam
, p1
, scale
)
No documentation found for this native.
Parameters:
cam
(Cam
)p1
(int
)scale
(float
)
Returns:
None
override_cam_spline_velocity(cam
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
cam
(Cam
)p1
(int
)p2
(float
)p3
(float
)
Returns:
None
override_cam_spline_motion_blur(cam
, p1
, p2
, p3
)
Max value for p1 is 15.
Parameters:
cam
(Cam
)p1
(int
)p2
(float
)p3
(float
)
Returns:
None
set_cam_spline_node_extra_flags(cam
, p1
, flags
)
No documentation found for this native.
Parameters:
cam
(Cam
)p1
(int
)flags
(int
)
Returns:
None
is_cam_spline_paused(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
bool
set_cam_active_with_interp(camTo
, camFrom
, duration
, easeLocation
, easeRotation
)
Previous declaration void SET_CAM_ACTIVE_WITH_INTERP(Cam camTo, Cam camFrom, int duration, BOOL easeLocation, BOOL easeRotation) is completely wrong. The last two params are integers not BOOLs…
Parameters:
camTo
(Cam
)camFrom
(Cam
)duration
(int
)easeLocation
(int
)easeRotation
(int
)
Returns:
None
is_cam_interpolating(cam
)
No documentation found for this native.
Parameters:
cam
(Cam
)
Returns:
bool
shake_cam(cam
, type
, amplitude
)
Possible shake types (updated b617d):
DEATH_FAIL_IN_EFFECT_SHAKE DRUNK_SHAKE FAMILY5_DRUG_TRIP_SHAKE HAND_SHAKE JOLT_SHAKE LARGE_EXPLOSION_SHAKE MEDIUM_EXPLOSION_SHAKE SMALL_EXPLOSION_SHAKE ROAD_VIBRATION_SHAKE SKY_DIVING_SHAKE VIBRATE_SHAKE
Full list of cam shake types by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/camShakeTypesCompact.json
Parameters:
cam
(Cam
)type
(string
)amplitude
(float
)
Returns:
None
animated_shake_cam(cam
, p1
, p2
, p3
, amplitude
)
Example from michael2 script.
CAM::ANIMATED_SHAKE_CAM(l_5069, “shake_cam_all@”, “light”, “”, 1f);
Parameters:
cam
(Cam
)p1
(string
)p2
(string
)p3
(string
)amplitude
(float
)
Returns:
None
is_cam_shaking(cam
)
No documentation found for this native.
Parameters:
cam
(Cam
)
Returns:
bool
set_cam_shake_amplitude(cam
, amplitude
)
No documentation found for this native.
Parameters:
cam
(Cam
)amplitude
(float
)
Returns:
None
stop_cam_shaking(cam
, p1
)
No documentation found for this native.
Parameters:
cam
(Cam
)p1
(bool
)
Returns:
None
shake_script_global(p0
, p1
)
CAM::SHAKE_SCRIPT_GLOBAL(“HAND_SHAKE”, 0.2);
Full list of cam shake types by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/camShakeTypesCompact.json
Parameters:
p0
(string
)p1
(float
)
Returns:
None
animated_shake_script_global(p0
, p1
, p2
, p3
)
CAM::ANIMATED_SHAKE_SCRIPT_GLOBAL(“SHAKE_CAM_medium”, “medium”, “”, 0.5f);
Full list of cam shake types by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/camShakeTypesCompact.json
Parameters:
p0
(string
)p1
(string
)p2
(string
)p3
(float
)
Returns:
None
is_script_global_shaking()
In drunk_controller.c4, sub_309 if (CAM::IS_SCRIPT_GLOBAL_SHAKING()) {
CAM::STOP_SCRIPT_GLOBAL_SHAKING(0);
}
Parameters:
None
Returns:
bool
stop_script_global_shaking(p0
)
In drunk_controller.c4, sub_309 if (CAM::IS_SCRIPT_GLOBAL_SHAKING()) {
CAM::STOP_SCRIPT_GLOBAL_SHAKING(0);
}
Parameters:
p0
(bool
)
Returns:
None
play_cam_anim(cam
, animName
, animDictionary
, x
, y
, z
, xRot
, yRot
, zRot
, p9
, p10
)
Atleast one time in a script for the zRot Rockstar uses GET_ENTITY_HEADING to help fill the parameter.
p9 is unknown at this time. p10 throughout all the X360 Scripts is always 2.
Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
Parameters:
cam
(Cam
)animName
(string
)animDictionary
(string
)x
(float
)y
(float
)z
(float
)xRot
(float
)yRot
(float
)zRot
(float
)p9
(bool
)p10
(int
)
Returns:
bool
is_cam_playing_anim(cam
, animName
, animDictionary
)
No documentation found for this native.
Parameters:
cam
(Cam
)animName
(string
)animDictionary
(string
)
Returns:
bool
set_cam_anim_current_phase(cam
, phase
)
No documentation found for this native.
Parameters:
cam
(Cam
)phase
(float
)
Returns:
None
get_cam_anim_current_phase(cam
)
No documentation found for this native.
Parameters:
cam
(Cam
)
Returns:
float
play_synchronized_cam_anim(p0
, p1
, animName
, animDictionary
)
Examples:
CAM::PLAY_SYNCHRONIZED_CAM_ANIM(l_2734, NETWORK::_02C40BF885C567B6(l_2739), “PLAYER_EXIT_L_CAM”, “mp_doorbell”);
CAM::PLAY_SYNCHRONIZED_CAM_ANIM(l_F0D[7/1/], l_F4D[15/1/], “ah3b_attackheli_cam2”, “missheistfbi3b_helicrash”);
Parameters:
p0
(Any
)p1
(Any
)animName
(string
)animDictionary
(string
)
Returns:
bool
set_fly_cam_horizontal_response(cam
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
cam
(Cam
)p1
(float
)p2
(float
)p3
(float
)
Returns:
None
set_fly_cam_vertical_speed_multiplier(cam
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
cam
(Cam
)p1
(float
)p2
(float
)p3
(float
)
Returns:
None
set_fly_cam_max_height(cam
, height
)
No documentation found for this native.
Parameters:
cam
(Cam
)height
(float
)
Returns:
None
set_fly_cam_coord_and_constrain(cam
, x
, y
, z
)
No documentation found for this native.
Parameters:
cam
(Cam
)x
(float
)y
(float
)z
(float
)
Returns:
None
is_screen_faded_out()
No documentation found for this native.
Parameters:
None
Returns:
bool
is_screen_faded_in()
No documentation found for this native.
Parameters:
None
Returns:
bool
is_screen_fading_out()
No documentation found for this native.
Parameters:
None
Returns:
bool
is_screen_fading_in()
No documentation found for this native.
Parameters:
None
Returns:
bool
do_screen_fade_in(duration
)
Fades the screen in.
duration: The time the fade should take, in milliseconds.
Parameters:
duration
(int
)
Returns:
None
do_screen_fade_out(duration
)
Fades the screen out.
duration: The time the fade should take, in milliseconds.
Parameters:
duration
(int
)
Returns:
None
set_widescreen_borders(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(bool
)p1
(int
)
Returns:
None
get_gameplay_cam_coord()
No documentation found for this native.
Parameters:
None
Returns:
Vector3
get_gameplay_cam_rot(rotationOrder
)
p0 dosen’t seem to change much, I tried it with 0, 1, 2: 0-Pitch(X): -70.000092 0-Roll(Y): -0.000001 0-Yaw(Z): -43.886459 1-Pitch(X): -70.000092 1-Roll(Y): -0.000001 1-Yaw(Z): -43.886463 2-Pitch(X): -70.000092 2-Roll(Y): -0.000002 2-Yaw(Z): -43.886467
Parameters:
rotationOrder
(int
)
Returns:
Vector3
get_gameplay_cam_fov()
No documentation found for this native.
Parameters:
None
Returns:
float
get_gameplay_cam_relative_heading()
No documentation found for this native.
Parameters:
None
Returns:
float
set_gameplay_cam_relative_heading(heading
)
Sets the camera position relative to heading in float from -360 to +360.
Heading is alwyas 0 in aiming camera.
Parameters:
heading
(float
)
Returns:
None
get_gameplay_cam_relative_pitch()
No documentation found for this native.
Parameters:
None
Returns:
float
set_gameplay_cam_relative_pitch(angle
, scalingFactor
)
This native sets the camera’s pitch (rotation on the x-axis).
Parameters:
angle
(float
)scalingFactor
(float
)
Returns:
None
set_gameplay_cam_relative_rotation(roll
, pitch
, yaw
)
No documentation found for this native.
Parameters:
roll
(float
)pitch
(float
)yaw
(float
)
Returns:
None
set_gameplay_cam_raw_yaw(yaw
)
No documentation found for this native.
Parameters:
yaw
(float
)
Returns:
None
set_gameplay_cam_raw_pitch(pitch
)
No documentation found for this native.
Parameters:
pitch
(float
)
Returns:
None
shake_gameplay_cam(shakeName
, intensity
)
Possible shake types (updated b617d):
DEATH_FAIL_IN_EFFECT_SHAKE DRUNK_SHAKE FAMILY5_DRUG_TRIP_SHAKE HAND_SHAKE JOLT_SHAKE LARGE_EXPLOSION_SHAKE MEDIUM_EXPLOSION_SHAKE SMALL_EXPLOSION_SHAKE ROAD_VIBRATION_SHAKE SKY_DIVING_SHAKE VIBRATE_SHAKE
Full list of cam shake types by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/camShakeTypesCompact.json
Parameters:
shakeName
(string
)intensity
(float
)
Returns:
None
is_gameplay_cam_shaking()
No documentation found for this native.
Parameters:
None
Returns:
bool
set_gameplay_cam_shake_amplitude(amplitude
)
Sets the amplitude for the gameplay (i.e. 3rd or 1st) camera to shake. Used in script “drunk_controller.ysc.c4” to simulate making the player drunk.
Parameters:
amplitude
(float
)
Returns:
None
stop_gameplay_cam_shaking(p0
)
No documentation found for this native.
Parameters:
p0
(bool
)
Returns:
None
set_gameplay_cam_follow_ped_this_update(ped
)
Forces gameplay cam to specified ped as if you were the ped or spectating it
Parameters:
ped
(Ped
)
Returns:
None
is_gameplay_cam_rendering()
Examples when this function will return 0 are: - During busted screen. - When player is coming out from a hospital. - When player is coming out from a police station. - When player is buying gun from AmmuNation.
Parameters:
None
Returns:
bool
enable_crosshair_this_frame()
No documentation found for this native.
Parameters:
None
Returns:
None
is_gameplay_cam_looking_behind()
No documentation found for this native.
Parameters:
None
Returns:
bool
disable_cam_collision_for_entity(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
None
disable_cam_collision_for_object(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
None
is_sphere_visible(x
, y
, z
, radius
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)radius
(float
)
Returns:
bool
is_follow_ped_cam_active()
No documentation found for this native.
Parameters:
None
Returns:
bool
set_follow_ped_cam_this_update(camName
, p1
)
From the scripts:
CAM::SET_FOLLOW_PED_CAM_THIS_UPDATE(“FOLLOW_PED_ATTACHED_TO_ROPE_CAMERA”, 0); CAM::SET_FOLLOW_PED_CAM_THIS_UPDATE(“FOLLOW_PED_ON_EXILE1_LADDER_CAMERA”, 1500); CAM::SET_FOLLOW_PED_CAM_THIS_UPDATE(“FOLLOW_PED_SKY_DIVING_CAMERA”, 0); CAM::SET_FOLLOW_PED_CAM_THIS_UPDATE(“FOLLOW_PED_SKY_DIVING_CAMERA”, 3000); CAM::SET_FOLLOW_PED_CAM_THIS_UPDATE(“FOLLOW_PED_SKY_DIVING_FAMILY5_CAMERA”, 0); CAM::SET_FOLLOW_PED_CAM_THIS_UPDATE(“FOLLOW_PED_SKY_DIVING_CAMERA”, 0);
Parameters:
camName
(string
)p1
(int
)
Returns:
bool
clamp_gameplay_cam_yaw(minimum
, maximum
)
No documentation found for this native.
Parameters:
minimum
(float
)maximum
(float
)
Returns:
None
clamp_gameplay_cam_pitch(minimum
, maximum
)
No documentation found for this native.
Parameters:
minimum
(float
)maximum
(float
)
Returns:
None
animate_gameplay_cam_zoom(p0
, distance
)
No documentation found for this native.
Parameters:
p0
(float
)distance
(float
)
Returns:
None
set_in_vehicle_cam_state_this_update(p0
, p1
)
Forces gameplay cam to specified vehicle as if you were in it
Parameters:
p0
(Vehicle
)p1
(int
)
Returns:
None
disable_first_person_cam_this_frame()
No documentation found for this native.
Parameters:
None
Returns:
None
get_follow_ped_cam_zoom_level()
No documentation found for this native.
Parameters:
None
Returns:
int
get_follow_ped_cam_view_mode()
Returns 0 - Third Person Close 1 - Third Person Mid 2 - Third Person Far 4 - First Person
Parameters:
None
Returns:
int
set_follow_ped_cam_view_mode(viewMode
)
Sets the type of Player camera:
0 - Third Person Close 1 - Third Person Mid 2 - Third Person Far 4 - First Person
Parameters:
viewMode
(int
)
Returns:
None
is_follow_vehicle_cam_active()
No documentation found for this native.
Parameters:
None
Returns:
bool
get_follow_vehicle_cam_zoom_level()
No documentation found for this native.
Parameters:
None
Returns:
int
set_follow_vehicle_cam_zoom_level(zoomLevel
)
No documentation found for this native.
Parameters:
zoomLevel
(int
)
Returns:
None
get_follow_vehicle_cam_view_mode()
Returns the type of camera:
0 - Third Person Close 1 - Third Person Mid 2 - Third Person Far 4 - First Person
Parameters:
None
Returns:
int
set_follow_vehicle_cam_view_mode(viewMode
)
Sets the type of Player camera in vehicles:
0 - Third Person Close 1 - Third Person Mid 2 - Third Person Far 4 - First Person
Parameters:
viewMode
(int
)
Returns:
None
get_cam_view_mode_for_context(context
)
context: see _GET_CAM_ACTIVE_VIEW_MODE_CONTEXT
Parameters:
context
(int
)
Returns:
int
set_cam_view_mode_for_context(context
, viewMode
)
context: see _GET_CAM_ACTIVE_VIEW_MODE_CONTEXT
Parameters:
context
(int
)viewMode
(int
)
Returns:
None
get_cam_active_view_mode_context()
No documentation found for this native.
Parameters:
None
Returns:
int
use_stunt_camera_this_frame()
No documentation found for this native.
Parameters:
None
Returns:
None
set_gameplay_cam_hash(camName
)
No documentation found for this native.
Parameters:
camName
(string
)
Returns:
None
set_follow_turret_seat_cam(seatIndex
)
No documentation found for this native.
Parameters:
seatIndex
(int
)
Returns:
None
is_aim_cam_active()
No documentation found for this native.
Parameters:
None
Returns:
bool
is_aim_cam_third_person_active()
No documentation found for this native.
Parameters:
None
Returns:
bool
is_first_person_aim_cam_active()
No documentation found for this native.
Parameters:
None
Returns:
bool
disable_aim_cam_this_update()
No documentation found for this native.
Parameters:
None
Returns:
None
get_first_person_aim_cam_zoom_factor()
No documentation found for this native.
Parameters:
None
Returns:
float
set_first_person_aim_cam_zoom_factor(zoomFactor
)
No documentation found for this native.
Parameters:
zoomFactor
(float
)
Returns:
None
set_first_person_cam_pitch_range(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(float
)p1
(float
)
Returns:
None
set_first_person_aim_cam_near_clip_this_update(p0
)
No documentation found for this native.
Parameters:
p0
(float
)
Returns:
None
set_third_person_aim_cam_near_clip_this_update(p0
)
No documentation found for this native.
Parameters:
p0
(float
)
Returns:
None
get_final_rendered_cam_coord()
No documentation found for this native.
Parameters:
None
Returns:
Vector3
get_final_rendered_cam_rot(rotationOrder
)
p0 seems to consistently be 2 across scripts
Function is called faily often by CAM::CREATE_CAM_WITH_PARAMS
Parameters:
rotationOrder
(int
)
Returns:
Vector3
get_final_rendered_in_when_friendly_rot(player
, rotationOrder
)
No documentation found for this native.
Parameters:
player
(Player
)rotationOrder
(int
)
Returns:
Vector3
get_final_rendered_cam_fov()
Gets some camera fov
Parameters:
None
Returns:
float
get_final_rendered_in_when_friendly_fov(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
float
get_final_rendered_cam_near_clip()
No documentation found for this native.
Parameters:
None
Returns:
float
get_final_rendered_cam_far_clip()
No documentation found for this native.
Parameters:
None
Returns:
float
get_final_rendered_cam_near_dof()
No documentation found for this native.
Parameters:
None
Returns:
float
get_final_rendered_cam_far_dof()
No documentation found for this native.
Parameters:
None
Returns:
float
get_final_rendered_cam_motion_blur_strength()
No documentation found for this native.
Parameters:
None
Returns:
float
set_gameplay_coord_hint(x
, y
, z
, duration
, blendOutDuration
, blendInDuration
, unk
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)duration
(int
)blendOutDuration
(int
)blendInDuration
(int
)unk
(int
)
Returns:
None
set_gameplay_ped_hint(p0
, x1
, y1
, z1
, p4
, duration
, blendOutDuration
, blendInDuration
)
No documentation found for this native.
Parameters:
p0
(Ped
)x1
(float
)y1
(float
)z1
(float
)p4
(bool
)duration
(int
)blendOutDuration
(int
)blendInDuration
(int
)
Returns:
None
set_gameplay_vehicle_hint(vehicle
, offsetX
, offsetY
, offsetZ
, p4
, time
, easeInTime
, easeOutTime
)
Focuses the camera on the specified vehicle.
Parameters:
vehicle
(Vehicle
)offsetX
(float
)offsetY
(float
)offsetZ
(float
)p4
(bool
)time
(int
)easeInTime
(int
)easeOutTime
(int
)
Returns:
None
set_gameplay_object_hint(p0
, p1
, p2
, p3
, p4
, p5
, p6
, p7
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(float
)p2
(float
)p3
(float
)p4
(bool
)p5
(Any
)p6
(Any
)p7
(Any
)
Returns:
None
set_gameplay_entity_hint(entity
, xOffset
, yOffset
, zOffset
, p4
, p5
, p6
, p7
, p8
)
p8 could be some sort of flag. Scripts use: -244429742 0 1726668277 1844968929
Parameters:
entity
(Entity
)xOffset
(float
)yOffset
(float
)zOffset
(float
)p4
(bool
)p5
(int
)p6
(int
)p7
(int
)p8
(Any
)
Returns:
None
is_gameplay_hint_active()
No documentation found for this native.
Parameters:
None
Returns:
bool
stop_gameplay_hint(p0
)
No documentation found for this native.
Parameters:
p0
(bool
)
Returns:
None
set_gameplay_hint_fov(FOV
)
No documentation found for this native.
Parameters:
FOV
(float
)
Returns:
None
set_gameplay_hint_follow_distance_scalar(value
)
No documentation found for this native.
Parameters:
value
(float
)
Returns:
None
set_gameplay_hint_base_orbit_pitch_offset(value
)
No documentation found for this native.
Parameters:
value
(float
)
Returns:
None
set_gameplay_hint_anim_offsetx(xOffset
)
No documentation found for this native.
Parameters:
xOffset
(float
)
Returns:
None
set_gameplay_hint_anim_offsety(yOffset
)
No documentation found for this native.
Parameters:
yOffset
(float
)
Returns:
None
set_gameplay_hint_anim_closeup(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
is_cinematic_cam_rendering()
No documentation found for this native.
Parameters:
None
Returns:
bool
shake_cinematic_cam(p0
, p1
)
p0 argument found in the b617d scripts: “DRUNK_SHAKE”
Full list of cam shake types by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/camShakeTypesCompact.json
Parameters:
p0
(string
)p1
(float
)
Returns:
None
is_cinematic_cam_shaking()
No documentation found for this native.
Parameters:
None
Returns:
bool
set_cinematic_cam_shake_amplitude(p0
)
No documentation found for this native.
Parameters:
p0
(float
)
Returns:
None
stop_cinematic_cam_shaking(p0
)
No documentation found for this native.
Parameters:
p0
(bool
)
Returns:
None
disable_vehicle_first_person_cam_this_frame()
No documentation found for this native.
Parameters:
None
Returns:
None
invalidate_vehicle_idle_cam()
No documentation found for this native.
Parameters:
None
Returns:
None
invalidate_idle_cam()
Resets the idle camera timer. Calling that in a loop once every few seconds is enough to disable the idle cinematic camera.
Parameters:
None
Returns:
None
is_cinematic_idle_cam_rendering()
No documentation found for this native.
Parameters:
None
Returns:
bool
is_in_vehicle_cam_disabled()
No documentation found for this native.
Parameters:
None
Returns:
bool
create_cinematic_shot(p0
, p1
, p2
, entity
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(int
)p2
(Any
)entity
(Entity
)
Returns:
None
is_cinematic_shot_active(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
bool
stop_cinematic_shot(p0
)
Only used once in carsteal3 with p0 set to -1096069633 (CAMERA_MAN_SHOT)
Parameters:
p0
(Hash
)
Returns:
None
force_cinematic_rendering_this_update(p0
)
No documentation found for this native.
Parameters:
p0
(bool
)
Returns:
None
set_cinematic_news_channel_active_this_update()
No documentation found for this native.
Parameters:
None
Returns:
None
set_cinematic_mode_active(toggle
)
Toggles the vehicle cinematic cam; requires the player ped to be in a vehicle to work.
Parameters:
toggle
(bool
)
Returns:
None
is_bonnet_cinematic_cam_rendering()
No documentation found for this native.
Parameters:
None
Returns:
bool
is_cinematic_cam_input_active()
Tests some cinematic camera flags
Parameters:
None
Returns:
bool
stop_cutscene_cam_shaking()
No documentation found for this native.
Parameters:
None
Returns:
None
get_focus_ped_on_screen(p0
, p1
, p2
, p3
, p4
, p5
, p6
, p7
, p8
)
No documentation found for this native.
Parameters:
p0
(float
)p1
(int
)p2
(float
)p3
(float
)p4
(float
)p5
(float
)p6
(float
)p7
(int
)p8
(int
)
Returns:
Ped
set_cam_effect(p0
)
No documentation found for this native.
Parameters:
p0
(int
)
Returns:
None
set_gameplay_cam_vehicle_camera(vehicleName
)
No documentation found for this native.
Parameters:
vehicleName
(string
)
Returns:
None
set_gameplay_cam_vehicle_camera_name(vehicleModel
)
No documentation found for this native.
Parameters:
vehicleModel
(Hash
)
Returns:
None
replay_free_cam_get_max_range()
No documentation found for this native.
Parameters:
None
Returns:
float
Clock namespace
Documentation for the clock namespace.
set_clock_time(hour
, minute
, second
)
Sets the in-game time
Parameters:
hour
(int
) – Hoursminute
(int
) – Minutessecond
(int
) – Seconds
Returns:
None
Example:
1rage.clock.set_clock_time(12, 30, 45) -- Sets in-game time to 12:30:45
pause_clock(toggle
)
Pause the in-game clock
Parameters:
toggle
(bool
) – True to pause the clock, false to resume it
Returns:
None
Example:
1rage.clock.set_clock_time(0, 0, 0) -- Sets in-game time to 12AM
2rage.clock.pause_clock(true) -- Pauses the in-game clock, always night time
advance_clock_time_to(hour
, minute
, second
)
Sets clock time, just like set_clock_time
.
Parameters:
hour
(int
) – Hoursminute
(int
) – Minutessecond
(int
) – Seconds
Returns:
None
Example:
1rage.clock.advance_clock_time_to(5, 30, 45) -- Sets in-game time to 05:30:45
add_to_clock_time(hours
, minutes
, seconds
)
Adds time to current clock time.
Parameters:
hours
(int
) – Hours to addminutes
(int
) – Minutes to addseconds
(int
) – Seconds to add
Returns:
None
Example:
1rage.clock.set_clock_time(0, 0, 0) -- Sets in-game time to 12AM
2rage.clock.add_to_clock_time(1, 30, 45) -- Adds 1 hour, 30 minutes, 45 seconds to the in-game time
get_clock_hours()
Gets the current ingame hour, expressed without zeros. (09:34 will be represented as 9)
Parameters:
None
Returns:
int
– The current ingame hour
Example:
1iHour = rage.clock.get_clock_hours()
2system.log_debug(tostring(iHour))
get_clock_minutes()
Gets the current ingame clock minute.
Parameters:
None
Returns:
int
– The current ingame clock minute
Example:
1iMinute = rage.clock.get_clock_minutes()
2system.log_debug(tostring(iMinute))
get_clock_seconds()
Gets the current ingame clock second.
Parameters:
None
Returns:
int
– The current ingame clock second
Example:
1iSecond = rage.clock.get_clock_seconds()
2system.log_debug(tostring(iSecond))
set_clock_date(day
, month
, year
)
Sets in-game clock date
Parameters:
day
(int
)month
(int
)year
(int
)
Returns:
None
Example:
1rage.clock.set_clock_date(1, 1, 2004) -- Sets in-game date to 1/1/2004, prologue time
get_clock_day_of_week()
Gets the current day of the in-game week.
Parameters:
None
Returns:
int
– The current day of the week0
– Sunday1
– Monday2
– Tuesday3
– Wednesday4
– Thursday5
– Friday6
– Saturday
Example:
1iDayWeek = rage.clock.get_clock_day_of_week()
2system.log_debug(tostring(iDayWeek))
get_clock_day_of_month()
Gets the current day of the in-game month.
Parameters:
None
Returns:
int
– The current day of the month
Example:
1iDayMonth = rage.clock.get_clock_day_of_month()
2system.log_debug(tostring(iDayMonth))
get_clock_month()
Gets the current month.
Parameters:
None
Returns:
int
– The current month0
– January1
– February2
– March3
– April4
– May5
– June6
– July7
– August8
– September9
– October10
– November11
– December
Example:
1iMonth = rage.clock.get_clock_month()
2system.log_debug(tostring(iMonth))
get_clock_year()
Gets the current year.
Note
Surprisingly, GTA V takes place in 2009.
Parameters:
None
Returns:
int
– The current year
Example:
1iYear = rage.clock.get_clock_year()
2system.log_debug(tostring(iYear))
get_milliseconds_per_game_minute()
Gets how many real-world milliseconds there are in an in-game minute.
Parameters:
None
Returns:
int
Example:
1iMilliseconds = rage.clock.get_milliseconds_per_game_minute()
2system.log_debug(tostring(iMilliseconds))
get_posix_time()
Gets system time as year, month, day, hour, minute and second.
Parameters:
None
Returns:
lua_table
iYear
–int`
iMonth
–int
iDay
–int
iHour
–int
iMinute
–int
iSecond
–int
Example:
1tPosixTime = rage.clock.get_posix_time()
2iYear = tPosixTime.iYear
3iMonth = tPosixTime.iMonth
4iDay = tPosixTime.iDay
5iHour = tPosixTime.iHour
6iMinute = tPosixTime.iMinute
7iSecond = tPosixTime.iSecond
8system.log_debug(iYear .. "-" .. iMonth .. "-" .. iDay .. " " .. iHour .. ":" .. iMinute .. ":" .. iSecond)
get_utc_time()
Gets current UTC time
Parameters:
None
Returns:
lua_table
iYear
–int`
iMonth
–int
iDay
–int
iHour
–int
iMinute
–int
iSecond
–int
Example:
1tUtcTime = rage.clock.get_utc_time()
2iYear = tUtcTime.iYear
3iMonth = tUtcTime.iMonth
4iDay = tUtcTime.iDay
5iHour = tUtcTime.iHour
6iMinute = tUtcTime.iMinute
7iSecond = tUtcTime.iSecond
8system.log_debug(iYear .. "-" .. iMonth .. "-" .. iDay .. " " .. iHour .. ":" .. iMinute .. ":" .. iSecond)
get_local_time()
Gets local system time as year, month, day, hour, minute and second.
Parameters:
None
Returns:
lua_table
iYear
–int`
iMonth
–int
iDay
–int
iHour
–int
iMinute
–int
iSecond
–int
Example:
1tLocalTime = rage.clock.get_local_time()
2iYear = tLocalTime.iYear
3iMonth = tLocalTime.iMonth
4iDay = tLocalTime.iDay
5iHour = tLocalTime.iHour
6iMinute = tLocalTime.iMinute
7iSecond = tLocalTime.iSecond
8system.log_debug(iYear .. "-" .. iMonth .. "-" .. iDay .. " " .. iHour .. ":" .. iMinute .. ":" .. iSecond)
Cutscene namespace
Documentation for the cutscene namespace.
request_cutscene(cutsceneName
, flags
)
Request a cutscene to be loaded.
Parameters:
cutsceneName
(string
) – The name of the cutscene to playCutscene names can be found here: Cutscene Names
flags
(int
) – Usually 8, can also be 16
Returns:
None
request_cutscene_with_playback_list(cutsceneName
, playbackFlags
, flags
)
flags: Usually 8
playbackFlags: Which scenes should be played. Example: 0x105 (bit 0, 2 and 8 set) will enable scene 1, 3 and 9. Full list of cutscene names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/cutsceneNames.json
Parameters:
cutsceneName
(string
)playbackFlags
(int
)flags
(int
)
Returns:
None
remove_cutscene()
No documentation found for this native.
Parameters:
None
Returns:
None
has_cutscene_loaded()
Returns if any cutscene is loaded and ready.
Parameters:
None
Returns:
bool
has_this_cutscene_loaded(cutsceneName
)
Full list of cutscene names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/cutsceneNames.json
Parameters:
cutsceneName
(string
)
Returns:
bool
can_request_assets_for_cutscene_entity()
No documentation found for this native.
Parameters:
None
Returns:
bool
is_cutscene_playback_flag_set(flag
)
No documentation found for this native.
Parameters:
flag
(int
)
Returns:
bool
set_cutscene_entity_streaming_flags(cutsceneEntName
, p1
, p2
)
No documentation found for this native.
Parameters:
cutsceneEntName
(string
)p1
(int
)p2
(int
)
Returns:
None
request_cut_file(cutsceneName
)
Simply loads the cutscene and doesn’t do extra stuff that REQUEST_CUTSCENE does. Full list of cutscene names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/cutsceneNames.json
Parameters:
cutsceneName
(string
)
Returns:
None
has_cut_file_loaded(cutsceneName
)
Simply checks if the cutscene has loaded and doesn’t check via CutSceneManager as opposed to HAS_[THIS]_CUTSCENE_LOADED. Full list of cutscene names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/cutsceneNames.json
Parameters:
cutsceneName
(string
)
Returns:
bool
remove_cut_file(cutsceneName
)
Simply unloads the cutscene and doesn’t do extra stuff that REMOVE_CUTSCENE does. Full list of cutscene names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/cutsceneNames.json
Parameters:
cutsceneName
(string
)
Returns:
None
get_cut_file_num_sections(cutsceneName
)
No documentation found for this native.
Parameters:
cutsceneName
(string
)
Returns:
int
start_cutscene(flags
)
flags: Usually 0.
Parameters:
flags
(int
)
Returns:
None
start_cutscene_at_coords(x
, y
, z
, flags
)
flags: Usually 0.
Parameters:
x
(float
)y
(float
)z
(float
)flags
(int
)
Returns:
None
stop_cutscene(p0
)
No documentation found for this native.
Parameters:
p0
(bool
)
Returns:
None
stop_cutscene_immediately()
No documentation found for this native.
Parameters:
None
Returns:
None
set_cutscene_origin(x
, y
, z
, p3
, p4
)
p3 could be heading. Needs more research.
Parameters:
x
(float
)y
(float
)z
(float
)p3
(float
)p4
(int
)
Returns:
None
get_cutscene_time()
No documentation found for this native.
Parameters:
None
Returns:
int
get_cutscene_total_duration()
No documentation found for this native.
Parameters:
None
Returns:
int
was_cutscene_skipped()
No documentation found for this native.
Parameters:
None
Returns:
bool
has_cutscene_finished()
No documentation found for this native.
Parameters:
None
Returns:
bool
is_cutscene_active()
No documentation found for this native.
Parameters:
None
Returns:
bool
is_cutscene_playing()
No documentation found for this native.
Parameters:
None
Returns:
bool
get_cutscene_section_playing()
No documentation found for this native.
Parameters:
None
Returns:
int
get_entity_index_of_cutscene_entity(cutsceneEntName
, modelHash
)
No documentation found for this native.
Parameters:
cutsceneEntName
(string
)modelHash
(Hash
)
Returns:
Entity
register_entity_for_cutscene(cutscenePed
, cutsceneEntName
, p2
, modelHash
, p4
)
No documentation found for this native.
Parameters:
cutscenePed
(Ped
)cutsceneEntName
(string
)p2
(int
)modelHash
(Hash
)p4
(int
)
Returns:
None
get_entity_index_of_registered_entity(cutsceneEntName
, modelHash
)
No documentation found for this native.
Parameters:
cutsceneEntName
(string
)modelHash
(Hash
)
Returns:
Entity
set_cutscene_trigger_area(p0
, p1
, p2
, p3
, p4
, p5
)
Only used twice in R* scripts
Parameters:
p0
(float
)p1
(float
)p2
(float
)p3
(float
)p4
(float
)p5
(float
)
Returns:
None
can_set_enter_state_for_registered_entity(cutsceneEntName
, modelHash
)
modelHash (p1) was always 0 in R* scripts
Parameters:
cutsceneEntName
(string
)modelHash
(Hash
)
Returns:
bool
can_set_exit_state_for_registered_entity(cutsceneEntName
, modelHash
)
No documentation found for this native.
Parameters:
cutsceneEntName
(string
)modelHash
(Hash
)
Returns:
bool
can_set_exit_state_for_camera(p0
)
No documentation found for this native.
Parameters:
p0
(bool
)
Returns:
bool
set_cutscene_fade_values(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(bool
)p1
(bool
)p2
(bool
)p3
(bool
)
Returns:
None
set_cutscene_can_be_skipped(p0
)
No documentation found for this native.
Parameters:
p0
(bool
)
Returns:
None
register_synchronised_script_speech()
No documentation found for this native.
Parameters:
None
Returns:
None
set_cutscene_ped_component_variation(cutsceneEntName
, p1
, p2
, p3
, modelHash
)
Full list of ped components by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/pedComponentVariations.json
Parameters:
cutsceneEntName
(string
)p1
(int
)p2
(int
)p3
(int
)modelHash
(Hash
)
Returns:
None
set_cutscene_ped_component_variation_from_ped(cutsceneEntName
, ped
, modelHash
)
No documentation found for this native.
Parameters:
cutsceneEntName
(string
)ped
(Ped
)modelHash
(Hash
)
Returns:
None
does_cutscene_entity_exist(cutsceneEntName
, modelHash
)
No documentation found for this native.
Parameters:
cutsceneEntName
(string
)modelHash
(Hash
)
Returns:
bool
set_cutscene_ped_prop_variation(cutsceneEntName
, p1
, p2
, p3
, modelHash
)
Thanks R*! ;)
- if ((l_161 == 0) || (l_161 == 2)) {
sub_2ea27(“Trying to set Jimmy prop variation”); CUTSCENE::_0546524ADE2E9723(“Jimmy_Boston”, 1, 0, 0, 0);
}
Full list of ped components by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/pedComponentVariations.json
Parameters:
cutsceneEntName
(string
)p1
(int
)p2
(int
)p3
(int
)modelHash
(Hash
)
Returns:
None
has_cutscene_cut_this_frame()
No documentation found for this native.
Parameters:
None
Returns:
bool
Datafile namespace
Documentation for the datafile namespace.
datafile_watch_request_id(id
)
Adds the given request ID to the watch list.
Parameters:
id
(int
)
Returns:
None
datafile_clear_watch_list()
No documentation found for this native.
Parameters:
None
Returns:
None
datafile_is_valid_request_id(index
)
No documentation found for this native.
Parameters:
index
(int
)
Returns:
bool
datafile_has_loaded_file_data(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
bool
datafile_has_valid_file_data(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
bool
datafile_select_active_file(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
bool
datafile_delete_requested_file(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
bool
ugc_set_player_data(contentId
, rating
, contentTypeName
, p3
)
No documentation found for this native.
Parameters:
contentId
(string
)rating
(float
)contentTypeName
(string
)p3
(Any
)
Returns:
bool
datafile_select_ugc_data(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(int
)p1
(Any
)
Returns:
bool
datafile_select_ugc_stats(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(int
)p1
(bool
)p2
(Any
)
Returns:
bool
datafile_select_ugc_player_data(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(int
)p1
(Any
)
Returns:
bool
datafile_select_creator_stats(p0
, p1
)
- if ((NETWORK::_597F8DBA9B206FC7() > 0) && DATAFILE::_01095C95CD46B624(0)) {
v_10 = DATAFILE::_GET_ROOT_OBJECT(); v_11 = DATAFILE::_OBJECT_VALUE_GET_INTEGER(v_10, “pt”); sub_20202(2, v_11); a_0 += 1;
- } else {
a_0 += 1;
}
Parameters:
p0
(int
)p1
(Any
)
Returns:
bool
datafile_load_offline_ugc(filename
, p1
)
Loads a User-Generated Content (UGC) file. These files can be found in “[GTA5]dataugc” and “[GTA5]commonpatchugc”. They seem to follow a naming convention, most likely of “[name]_[part].ugc”. See example below for usage.
Returns whether or not the file was successfully loaded.
Example: DATAFILE::_LOAD_UGC_FILE(“RockstarPlaylists”) // loads “rockstarplaylists_00.ugc”
Parameters:
filename
(string
)p1
(Any
)
Returns:
bool
datafile_create(p0
)
No documentation found for this native.
Parameters:
p0
(int
)
Returns:
None
datafile_delete(p0
)
No documentation found for this native.
Parameters:
p0
(int
)
Returns:
None
datafile_store_mission_header(p0
)
No documentation found for this native.
Parameters:
p0
(int
)
Returns:
None
datafile_flush_mission_header()
No documentation found for this native.
Parameters:
None
Returns:
None
datafile_get_file_dict(p0
)
No documentation found for this native.
Parameters:
p0
(int
)
Returns:
string
datafile_start_save_to_cloud(filename
, p1
)
No documentation found for this native.
Parameters:
filename
(string
)p1
(Any
)
Returns:
bool
datafile_update_save_to_cloud()
No documentation found for this native.
Parameters:
None
Returns:
BOOL
datafile_is_save_pending()
Example: if (!DATAFILE::_BEDB96A7584AA8CF()) {
if (!g_109E3)
- {
if (((sub_d4f() == 2) == 0) && (!NETWORK::NETWORK_IS_GAME_IN_PROGRESS()))
- {
if (NETWORK::NETWORK_IS_CLOUD_AVAILABLE())
- {
g_17A8B = 0;
} if (!g_D52C)
- {
sub_730();
}
}
}
}
Parameters:
None
Returns:
bool
datadict_set_bool(objectData
, key
, value
)
No documentation found for this native.
Parameters:
objectData
(vector<Any>
)key
(string
)value
(bool
)
Returns:
None
datadict_set_int(objectData
, key
, value
)
No documentation found for this native.
Parameters:
objectData
(vector<Any>
)key
(string
)value
(int
)
Returns:
None
datadict_set_float(objectData
, key
, value
)
No documentation found for this native.
Parameters:
objectData
(vector<Any>
)key
(string
)value
(float
)
Returns:
None
datadict_set_string(objectData
, key
, value
)
No documentation found for this native.
Parameters:
objectData
(vector<Any>
)key
(string
)value
(string
)
Returns:
None
datadict_set_vector(objectData
, key
, valueX
, valueY
, valueZ
)
No documentation found for this native.
Parameters:
objectData
(vector<Any>
)key
(string
)valueX
(float
)valueY
(float
)valueZ
(float
)
Returns:
None
datadict_create_dict(objectData
, key
)
No documentation found for this native.
Parameters:
objectData
(vector<Any>
)key
(string
)
Returns:
Any*
datadict_create_array(objectData
, key
)
No documentation found for this native.
Parameters:
objectData
(vector<Any>
)key
(string
)
Returns:
Any*
datadict_get_bool(objectData
, key
)
No documentation found for this native.
Parameters:
objectData
(vector<Any>
)key
(string
)
Returns:
bool
datadict_get_int(objectData
, key
)
No documentation found for this native.
Parameters:
objectData
(vector<Any>
)key
(string
)
Returns:
int
datadict_get_float(objectData
, key
)
No documentation found for this native.
Parameters:
objectData
(vector<Any>
)key
(string
)
Returns:
float
datadict_get_string(objectData
, key
)
No documentation found for this native.
Parameters:
objectData
(vector<Any>
)key
(string
)
Returns:
string
datadict_get_vector(objectData
, key
)
No documentation found for this native.
Parameters:
objectData
(vector<Any>
)key
(string
)
Returns:
Vector3
datadict_get_dict(objectData
, key
)
No documentation found for this native.
Parameters:
objectData
(vector<Any>
)key
(string
)
Returns:
Any*
datadict_get_array(objectData
, key
)
No documentation found for this native.
Parameters:
objectData
(vector<Any>
)key
(string
)
Returns:
Any*
datadict_get_type(objectData
, key
)
Types: 1 = Boolean 2 = Integer 3 = Float 4 = String 5 = Vector3 6 = Object 7 = Array
Parameters:
objectData
(vector<Any>
)key
(string
)
Returns:
int
dataarray_add_bool(arrayData
, value
)
No documentation found for this native.
Parameters:
arrayData
(vector<Any>
)value
(bool
)
Returns:
None
dataarray_add_int(arrayData
, value
)
No documentation found for this native.
Parameters:
arrayData
(vector<Any>
)value
(int
)
Returns:
None
dataarray_add_float(arrayData
, value
)
No documentation found for this native.
Parameters:
arrayData
(vector<Any>
)value
(float
)
Returns:
None
dataarray_add_string(arrayData
, value
)
No documentation found for this native.
Parameters:
arrayData
(vector<Any>
)value
(string
)
Returns:
None
dataarray_add_vector(arrayData
, valueX
, valueY
, valueZ
)
No documentation found for this native.
Parameters:
arrayData
(vector<Any>
)valueX
(float
)valueY
(float
)valueZ
(float
)
Returns:
None
dataarray_add_dict(arrayData
)
No documentation found for this native.
Parameters:
arrayData
(vector<Any>
)
Returns:
Any*
dataarray_get_bool(arrayData
, arrayIndex
)
No documentation found for this native.
Parameters:
arrayData
(vector<Any>
)arrayIndex
(int
)
Returns:
bool
dataarray_get_int(arrayData
, arrayIndex
)
No documentation found for this native.
Parameters:
arrayData
(vector<Any>
)arrayIndex
(int
)
Returns:
int
dataarray_get_float(arrayData
, arrayIndex
)
No documentation found for this native.
Parameters:
arrayData
(vector<Any>
)arrayIndex
(int
)
Returns:
float
dataarray_get_string(arrayData
, arrayIndex
)
No documentation found for this native.
Parameters:
arrayData
(vector<Any>
)arrayIndex
(int
)
Returns:
string
dataarray_get_vector(arrayData
, arrayIndex
)
No documentation found for this native.
Parameters:
arrayData
(vector<Any>
)arrayIndex
(int
)
Returns:
Vector3
dataarray_get_dict(arrayData
, arrayIndex
)
No documentation found for this native.
Parameters:
arrayData
(vector<Any>
)arrayIndex
(int
)
Returns:
Any*
dataarray_get_count(arrayData
)
No documentation found for this native.
Parameters:
arrayData
(vector<Any>
)
Returns:
int
dataarray_get_type(arrayData
, arrayIndex
)
Types: 1 = Boolean 2 = Integer 3 = Float 4 = String 5 = Vector3 6 = Object 7 = Array
Parameters:
arrayData
(vector<Any>
)arrayIndex
(int
)
Returns:
int
Decorator namespace
Documentation for the decorator namespace.
decor_set_time(entity
, propertyName
, timestamp
)
No documentation found for this native.
Parameters:
entity
(Entity
)propertyName
(string
)timestamp
(int
)
Returns:
bool
decor_set_bool(entity
, propertyName
, value
)
This function sets metadata of type bool to specified entity.
Parameters:
entity
(Entity
)propertyName
(string
)value
(bool
)
Returns:
bool
decor_set_float(entity
, propertyName
, value
)
No documentation found for this native.
Parameters:
entity
(Entity
)propertyName
(string
)value
(float
)
Returns:
bool
decor_set_int(entity
, propertyName
, value
)
Sets property to int.
Parameters:
entity
(Entity
)propertyName
(string
)value
(int
)
Returns:
bool
decor_get_bool(entity
, propertyName
)
No documentation found for this native.
Parameters:
entity
(Entity
)propertyName
(string
)
Returns:
bool
decor_get_float(entity
, propertyName
)
No documentation found for this native.
Parameters:
entity
(Entity
)propertyName
(string
)
Returns:
float
decor_get_int(entity
, propertyName
)
No documentation found for this native.
Parameters:
entity
(Entity
)propertyName
(string
)
Returns:
int
decor_exist_on(entity
, propertyName
)
Returns whether or not the specified property is set for the entity.
Parameters:
entity
(Entity
)propertyName
(string
)
Returns:
bool
decor_remove(entity
, propertyName
)
No documentation found for this native.
Parameters:
entity
(Entity
)propertyName
(string
)
Returns:
bool
decor_register(propertyName
, type
)
https://alloc8or.re/gta5/doc/enums/eDecorType.txt
Parameters:
propertyName
(string
)type
(int
)
Returns:
None
decor_is_registered_as_type(propertyName
, type
)
type: see DECOR_REGISTER
Parameters:
propertyName
(string
)type
(int
)
Returns:
bool
decor_register_lock()
Called after all decorator type initializations.
Parameters:
None
Returns:
None
Dlc namespace
Documentation for the dlc namespace.
is_dlc_present(dlcHash
)
Checks whether the specified dlc is installed.
Parameters:
dlcHash
(Hash
)mpairraces
mpapartment
mpassault
mpbattle
mpbiker
mpbeach
mpbusiness
mpbusiness2
mpchristmas
mpchristmas2
mpchristmas2017
mpchristmas2018
mpexecutive
mpg9ec
mpgunrunning
mphalloween
mpheist
mpheist3
mpheist4
mphipster
mpimportexport
mpindependence
mpjanuary2016
mplowrider
mplowrider2
mpluxe
mpluxe2
mplts
mppatchesng
mppilot
mpreplay
mpsecurity
mpsmuggler
mpspecialraces
mpstunt
mpsum
mpsum2
mpsum2_g9ec
mptuner
mpvalentines2
mpvinewood
mpvalentines
mpxmas_604490
patchday1ng
patchday2bng
patchday2ng
patchday3ng
patchday4ng
patchday5ng
patchday6ng
patchday7ng
patchday8ng
patchday9ng
patchday10ng
patchday11ng
patchday12ng
patchday13ng
patchday14ng
patchday15ng
patchday16ng
patchday17ng
patchday18ng
patchday19ng
patchday20ng
patchday21ng
patchday22ng
patchday23ng
patchday24ng
patchday25ng
patchday26ng
patchday27g9ecng
patchday27ng
patchdayg9ecng
spupgrades
Returns:
bool
Example:
1bIsPresent = rage.dlc.is_dlc_present("mpgunrunning")
2if bIsPresent then
3 system.log_debug("DLC is present")
4end
get_extra_content_pack_has_been_installed()
Not sure what this does. Checks whether the starter pack is bought, maybe?
Parameters:
None
Returns:
bool
Example:
1bIsInstalled = rage.dlc.get_extra_content_pack_has_been_installed()
2if bIsPresent then
3 system.log_debug("Content pack is present")
4end
get_is_loading_screen_active()
Checks whether the loading screen is active.
Parameters:
None
Returns:
bool
Example:
1bIsActive = rage.dlc.get_is_loading_screen_active()
2if bIsActive then
3 system.log_debug("Loading screen is active")
4end
has_cloud_requests_finished(unused
)
Sets the value of the specified variable to 0. Always returns true.
Parameters:
unused
(Any
)
Returns:
BOOL
on_enter_sp()
Unloads GROUP_MAP (GTAO/MP) DLC data and loads GROUP_MAP_SP DLC. Neither are loaded by default, 0888C3502DBBEEF5 is a cognate to this function and loads MP DLC (and unloads SP DLC by extension).
The original (and wrong) definition is below:
This unload the GTA:O DLC map parts (like high end garages/apartments). Works in singleplayer.
Parameters:
None
Returns:
None
on_enter_mp()
This loads the GTA:O dlc map parts (high end garages, apartments). Works in singleplayer. In order to use GTA:O heist IPL’s you have to call this native with the following params: SET_INSTANCE_PRIORITY_MODE(1);
Parameters:
None
Returns:
None
Entity namespace
Documentation for the entity namespace.
does_entity_exist(entity
)
Checks whether an entity exists in the game world.
Parameters:
entity
(Entity
)
Returns:
bool
does_entity_belong_to_this_script(entity
, p1
)
No documentation found for this native.
Parameters:
entity
(Entity
)p1
(bool
)
Returns:
bool
does_entity_have_drawable(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
bool
does_entity_have_physics(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
bool
has_entity_anim_finished(entity
, animDict
, animName
, p3
)
P3 is always 3 as far as i cant tell
Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
Parameters:
entity
(Entity
)animDict
(string
)animName
(string
)p3
(int
)
Returns:
bool
has_entity_been_damaged_by_any_object(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
bool
has_entity_been_damaged_by_any_ped(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
bool
has_entity_been_damaged_by_any_vehicle(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
bool
has_entity_been_damaged_by_entity(entity1
, entity2
, p2
)
Entity 1 = Victim Entity 2 = Attacker
p2 seems to always be 1
Parameters:
entity1
(Entity
)entity2
(Entity
)p2
(bool
)
Returns:
bool
has_entity_clear_los_to_entity(entity1
, entity2
, traceType
)
traceType is always 17 in the scripts.
There is other codes used for traceType: 19 - in jewelry_prep1a 126 - in am_hunt_the_beast 256 & 287 - in fm_mission_controller
Parameters:
entity1
(Entity
)entity2
(Entity
)traceType
(int
)
Returns:
bool
has_entity_clear_los_to_entity_2(entity1
, entity2
, traceType
)
No documentation found for this native.
Parameters:
entity1
(Entity
)entity2
(Entity
)traceType
(int
)
Returns:
Any
has_entity_clear_los_to_entity_in_front(entity1
, entity2
)
Has the entity1 got a clear line of sight to the other entity2 from the direction entity1 is facing. This is one of the most CPU demanding BOOL natives in the game; avoid calling this in things like nested for-loops
Parameters:
entity1
(Entity
)entity2
(Entity
)
Returns:
bool
has_entity_collided_with_anything(entity
)
Called on tick. Tested with vehicles, returns true whenever the vehicle is touching any entity.
Note: for vehicles, the wheels can touch the ground and it will still return false, but if the body of the vehicle touches the ground, it will return true.
Parameters:
entity
(Entity
)
Returns:
bool
get_last_material_hit_by_entity(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
Hash
get_collision_normal_of_last_hit_for_entity(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
Vector3
force_entity_ai_and_animation_update(entity
)
Based on carmod_shop script decompile this takes a vehicle parameter. It is called when repair is done on initial enter.
Parameters:
entity
(Entity
)
Returns:
None
get_entity_anim_current_time(entity
, animDict
, animName
)
Returns a float value representing animation’s current playtime with respect to its total playtime. This value increasing in a range from [0 to 1] and wrap back to 0 when it reach 1.
Example: 0.000000 - mark the starting of animation. 0.500000 - mark the midpoint of the animation. 1.000000 - mark the end of animation.
Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
Parameters:
entity
(Entity
)animDict
(string
)animName
(string
)
Returns:
float
get_entity_anim_total_time(entity
, animDict
, animName
)
Returns a float value representing animation’s total playtime in milliseconds.
Example: GET_ENTITY_ANIM_TOTAL_TIME(PLAYER_ID(),”amb@world_human_yoga@female@base”,”base_b”) return 20800.000000
Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
Parameters:
entity
(Entity
)animDict
(string
)animName
(string
)
Returns:
float
get_anim_duration(animDict
, animName
)
Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
Parameters:
animDict
(string
)animName
(string
)
Returns:
float
get_entity_attached_to(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
Entity
get_entity_coords(entity
, alive
)
Gets the current coordinates for a specified entity. entity = The entity to get the coordinates from. alive = Unused by the game, potentially used by debug builds of GTA in order to assert whether or not an entity was alive.
Parameters:
entity
(Entity
)alive
(bool
)
Returns:
Vector3
get_entity_forward_vector(entity
)
Gets the entity’s forward vector.
Parameters:
entity
(Entity
)
Returns:
Vector3
get_entity_forward_x(entity
)
Gets the X-component of the entity’s forward vector.
Parameters:
entity
(Entity
)
Returns:
float
get_entity_forward_y(entity
)
Gets the Y-component of the entity’s forward vector.
Parameters:
entity
(Entity
)
Returns:
float
get_entity_heading(entity
)
Returns the heading of the entity in degrees. Also know as the “Yaw” of an entity.
Parameters:
entity
(Entity
)
Returns:
float
get_entity_physics_heading(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
float
get_entity_health(entity
)
Returns an integer value of entity’s current health.
Example of range for ped: - Player [0 to 200] - Ped [100 to 200] - Vehicle [0 to 1000] - Object [0 to 1000]
Health is actually a float value but this native casts it to int. In order to get the actual value, do: float health = *(float *)(entityAddress + 0x280);
Parameters:
entity
(Entity
)
Returns:
int
get_entity_max_health(entity
)
Return an integer value of entity’s maximum health.
Example: - Player = 200 - Ped = 150
Parameters:
entity
(Entity
)
Returns:
int
set_entity_max_health(entity
, value
)
For instance: ENTITY::SET_ENTITY_MAX_HEALTH(PLAYER::PLAYER_PED_ID(), 200); // director_mode.c4: 67849
Parameters:
entity
(Entity
)value
(int
)
Returns:
None
get_entity_height(entity
, X
, Y
, Z
, atTop
, inWorldCoords
)
No documentation found for this native.
Parameters:
entity
(Entity
)X
(float
)Y
(float
)Z
(float
)atTop
(bool
)inWorldCoords
(bool
)
Returns:
float
get_entity_height_above_ground(entity
)
Return height (z-dimension) above ground. Example: The pilot in a titan plane is 1.844176 above ground.
How can i convert it to meters? Everything seems to be in meters, probably this too.
Parameters:
entity
(Entity
)
Returns:
float
get_entity_matrix(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
lua_table
get_entity_model(entity
)
Returns the model hash from the entity
Parameters:
entity
(Entity
)
Returns:
Hash
get_offset_from_entity_given_world_coords(entity
, posX
, posY
, posZ
)
Converts world coords (posX - Z) to coords relative to the entity
Example: posX is given as 50 entity’s x coord is 40 the returned x coord will then be 10 or -10, not sure haven’t used this in a while (think it is 10 though).
Parameters:
entity
(Entity
)posX
(float
)posY
(float
)posZ
(float
)
Returns:
Vector3
get_offset_from_entity_in_world_coords(entity
, offsetX
, offsetY
, offsetZ
)
Offset values are relative to the entity.
x = left/right y = forward/backward z = up/down
Parameters:
entity
(Entity
)offsetX
(float
)offsetY
(float
)offsetZ
(float
)
Returns:
Vector3
get_entity_pitch(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
float
get_entity_quaternion(entity
)
w is the correct parameter name!
Parameters:
entity
(Entity
)
Returns:
lua_table
get_entity_roll(entity
)
Displays the current ROLL axis of the entity [-180.0000/180.0000+] (Sideways Roll) such as a vehicle tipped on its side
Parameters:
entity
(Entity
)
Returns:
float
get_entity_rotation(entity
, rotationOrder
)
rotationOrder is the order yaw, pitch and roll is applied. Usually 2. Returns a vector where the Z coordinate is the yaw.
rotationOrder refers to the order yaw pitch roll is applied; value ranges from 0 to 5 and is usually 2 in scripts. What you use for rotationOrder when getting must be the same as rotationOrder when setting the rotation.
What it returns is the yaw on the z part of the vector, which makes sense considering R* considers z as vertical. Here’s a picture for those of you who don’t understand pitch, yaw, and roll: www.allstar.fiu.edu/aero/images/pic5-1.gif
Rotation Orders: 0: ZYX - Rotate around the z-axis, then the y-axis and finally the x-axis. 1: YZX - Rotate around the y-axis, then the z-axis and finally the x-axis. 2: ZXY - Rotate around the z-axis, then the x-axis and finally the y-axis. 3: XZY - Rotate around the x-axis, then the z-axis and finally the y-axis. 4: YXZ - Rotate around the y-axis, then the x-axis and finally the z-axis. 5: XYZ - Rotate around the x-axis, then the y-axis and finally the z-axis.
Parameters:
entity
(Entity
)rotationOrder
(int
)
Returns:
Vector3
get_entity_rotation_velocity(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
Vector3
get_entity_script(entity
)
Returns the name of the script that owns/created the entity or nullptr. Second parameter is unused, can just be a nullptr.
Parameters:
entity
(Entity
)
Returns:
ScrHandle
get_entity_speed(entity
)
result is in meters per second
So would the conversion to mph and km/h, be along the lines of this.
float speed = GET_ENTITY_SPEED(veh); float kmh = (speed * 3.6); float mph = (speed * 2.236936);
Parameters:
entity
(Entity
)
Returns:
float
get_entity_speed_vector(entity
, relative
)
Relative can be used for getting speed relative to the frame of the vehicle, to determine for example, if you are going in reverse (-y speed) or not (+y speed).
Parameters:
entity
(Entity
)relative
(bool
)
Returns:
Vector3
get_entity_upright_value(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
float
get_entity_velocity(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
Vector3
get_object_index_from_entity_index(entity
)
Simply returns whatever is passed to it (Regardless of whether the handle is valid or not).
Parameters:
entity
(Entity
)
Returns:
Object
get_ped_index_from_entity_index(entity
)
Simply returns whatever is passed to it (Regardless of whether the handle is valid or not).
Parameters:
entity
(Entity
)
Returns:
Ped
get_vehicle_index_from_entity_index(entity
)
Simply returns whatever is passed to it (Regardless of whether the handle is valid or not).
Parameters:
entity
(Entity
)
Returns:
Vehicle
get_world_position_of_entity_bone(entity
, boneIndex
)
Returns the coordinates of an entity-bone.
Parameters:
entity
(Entity
)boneIndex
(int
)
Returns:
Vector3
get_nearest_player_to_entity(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
Player
get_nearest_player_to_entity_on_team(entity
, team
)
No documentation found for this native.
Parameters:
entity
(Entity
)team
(int
)
Returns:
Player
get_entity_type(entity
)
Returns: 0 = no entity 1 = ped 2 = vehicle 3 = object
Parameters:
entity
(Entity
)
Returns:
int
get_entity_population_type(entity
)
A population type, from the following enum: https://alloc8or.re/gta5/doc/enums/ePopulationType.txt
Parameters:
entity
(Entity
)
Returns:
int
is_an_entity(handle
)
No documentation found for this native.
Parameters:
handle
(ScrHandle
)
Returns:
bool
is_entity_a_ped(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
bool
is_entity_a_mission_entity(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
bool
is_entity_a_vehicle(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
bool
is_entity_an_object(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
bool
is_entity_at_coord(entity
, xPos
, yPos
, zPos
, xSize
, ySize
, zSize
, p7
, p8
, p9
)
Checks if entity is within x/y/zSize distance of x/y/z.
Last three are unknown ints, almost always p7 = 0, p8 = 1, p9 = 0
Parameters:
entity
(Entity
)xPos
(float
)yPos
(float
)zPos
(float
)xSize
(float
)ySize
(float
)zSize
(float
)p7
(bool
)p8
(bool
)p9
(int
)
Returns:
bool
is_entity_at_entity(entity1
, entity2
, xSize
, ySize
, zSize
, p5
, p6
, p7
)
Checks if entity1 is within the box defined by x/y/zSize of entity2.
Last three parameters are almost alwasy p5 = 0, p6 = 1, p7 = 0
Parameters:
entity1
(Entity
)entity2
(Entity
)xSize
(float
)ySize
(float
)zSize
(float
)p5
(bool
)p6
(bool
)p7
(int
)
Returns:
bool
is_entity_attached(entity
)
Whether the entity is attached to any other entity.
Parameters:
entity
(Entity
)
Returns:
bool
is_entity_attached_to_any_object(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
bool
is_entity_attached_to_any_ped(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
bool
is_entity_attached_to_any_vehicle(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
bool
is_entity_attached_to_entity(from
, to
)
No documentation found for this native.
Parameters:
from
(Entity
)to
(Entity
)
Returns:
bool
is_entity_dead(entity
, p1
)
No documentation found for this native.
Parameters:
entity
(Entity
)p1
(bool
)
Returns:
bool
is_entity_in_air(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
bool
is_entity_in_angled_area(entity
, x1
, y1
, z1
, x2
, y2
, z2
, width
, debug
, includeZ
, p10
)
p8 is a debug flag invoking functions in the same path as DRAW_MARKER
p10 is some entity flag check, also used in IS_ENTITY_AT_ENTITY, IS_ENTITY_IN_AREA, and IS_ENTITY_AT_COORD.
See IS_POINT_IN_ANGLED_AREA for the definition of an angled area.
Parameters:
entity
(Entity
)x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)width
(float
)debug
(bool
)includeZ
(bool
)p10
(Any
)
Returns:
bool
is_entity_in_area(entity
, x1
, y1
, z1
, x2
, y2
, z2
, p7
, p8
, p9
)
No documentation found for this native.
Parameters:
entity
(Entity
)x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)p7
(bool
)p8
(bool
)p9
(Any
)
Returns:
bool
is_entity_in_zone(entity
, zone
)
Full list of zones by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/zones.json
Parameters:
entity
(Entity
)zone
(string
)
Returns:
bool
is_entity_in_water(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
bool
get_entity_submerged_level(entity
)
Get how much of the entity is submerged. 1.0f is whole entity.
Parameters:
entity
(Entity
)
Returns:
float
is_entity_on_screen(entity
)
Returns true if the entity is in between the minimum and maximum values for the 2d screen coords. This means that it will return true even if the entity is behind a wall for example, as long as you’re looking at their location. Chipping
Parameters:
entity
(Entity
)
Returns:
bool
is_entity_playing_anim(entity
, animDict
, animName
, taskFlag
)
See also PED::IS_SCRIPTED_SCENARIO_PED_USING_CONDITIONAL_ANIM 0x6EC47A344923E1ED 0x3C30B447
Taken from ENTITY::IS_ENTITY_PLAYING_ANIM(PLAYER::PLAYER_PED_ID(), “creatures@shark@move”, “attack_player”, 3)
p4 is always 3 in the scripts.
Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
Parameters:
entity
(Entity
)animDict
(string
)animName
(string
)taskFlag
(int
)
Returns:
bool
is_entity_static(entity
)
a static ped will not react to natives like “APPLY_FORCE_TO_ENTITY” or “SET_ENTITY_VELOCITY” and oftentimes will not react to task-natives like “TASK::TASK_COMBAT_PED”. The only way I know of to make one of these peds react is to ragdoll them (or sometimes to use CLEAR_PED_TASKS_IMMEDIATELY(). Static peds include almost all far-away peds, beach-combers, peds in certain scenarios, peds crossing a crosswalk, peds walking to get back into their cars, and others. If anyone knows how to make a ped non-static without ragdolling them, please edit this with the solution.
how can I make an entity static???
Parameters:
entity
(Entity
)
Returns:
bool
is_entity_touching_entity(entity
, targetEntity
)
No documentation found for this native.
Parameters:
entity
(Entity
)targetEntity
(Entity
)
Returns:
bool
is_entity_touching_model(entity
, modelHash
)
No documentation found for this native.
Parameters:
entity
(Entity
)modelHash
(Hash
)
Returns:
bool
is_entity_upright(entity
, angle
)
No documentation found for this native.
Parameters:
entity
(Entity
)angle
(float
)
Returns:
bool
is_entity_upsidedown(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
bool
is_entity_visible(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
bool
is_entity_visible_to_script(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
bool
is_entity_occluded(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
bool
would_entity_be_occluded(entityModelHash
, x
, y
, z
, p4
)
No documentation found for this native.
Parameters:
entityModelHash
(Hash
)x
(float
)y
(float
)z
(float
)p4
(bool
)
Returns:
bool
is_entity_waiting_for_world_collision(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
bool
apply_force_to_entity_center_of_mass(entity
, forceType
, x
, y
, z
, p5
, isDirectionRel
, isForceRel
, p8
)
Applies a force to the specified entity.
List of force types (p1): public enum ForceType {
MinForce = 0, MaxForceRot = 1, MinForce2 = 2, MaxForceRot2 = 3, ForceNoRot = 4, ForceRotPlusForce = 5
} Research/documentation on the gtaforums can be found here https://gtaforums.com/topic/885669-precisely-define-object-physics/) and here https://gtaforums.com/topic/887362-apply-forces-and-momentums-to-entityobject/.
p6/relative - makes the xyz force not relative to world coords, but to something else p7/highForce - setting false will make the force really low
Parameters:
entity
(Entity
)forceType
(int
)x
(float
)y
(float
)z
(float
)p5
(bool
)isDirectionRel
(bool
)isForceRel
(bool
)p8
(bool
)
Returns:
None
apply_force_to_entity(entity
, forceFlags
, x
, y
, z
, offX
, offY
, offZ
, boneIndex
, isDirectionRel
, ignoreUpVec
, isForceRel
, p12
, p13
)
Documented here: gtaforums.com/topic/885669-precisely-define-object-physics/ gtaforums.com/topic/887362-apply-forces-and-momentums-to-entityobject/
forceFlags: First bit (lowest): Strong force flag, factor 100 Second bit: Unkown flag Third bit: Momentum flag=1 (vector (x,y,z) is a momentum, more research needed) If higher bits are unequal 0 the function doesn’t applay any forces at all. (As integer possible values are 0-7)
0: weak force 1: strong force 2: same as 0 (2nd bit?) 3: same as 1 4: weak momentum 5: strong momentum 6: same as 4 7: same as 5
isLocal: vector defined in local (body-fixed) coordinate frame isMassRel: if true the force gets multiplied with the objects mass (this is why it was known as highForce) and different objects will have the same acceleration.
p8 !!! Whenever I set this !=0, my script stopped.
Parameters:
entity
(Entity
)forceFlags
(int
)x
(float
)y
(float
)z
(float
)offX
(float
)offY
(float
)offZ
(float
)boneIndex
(int
)isDirectionRel
(bool
)ignoreUpVec
(bool
)isForceRel
(bool
)p12
(bool
)p13
(bool
)
Returns:
None
attach_entity_to_entity(entity1
, entity2
, boneIndex
, xPos
, yPos
, zPos
, xRot
, yRot
, zRot
, p9
, useSoftPinning
, collision
, isPed
, vertexIndex
, fixedRot
)
Attaches entity1 to bone (boneIndex) of entity2.
boneIndex - this is different to boneID, use GET_PED_BONE_INDEX to get the index from the ID. use the index for attaching to specific bones. entity1 will be attached to entity2’s centre if bone index given doesn’t correspond to bone indexes for that entity type.
useSoftPinning - if set to false attached entity will not detach when fixed collision - controls collision between the two entities (FALSE disables collision). isPed - pitch doesnt work when false and roll will only work on negative numbers (only peds) vertexIndex - position of vertex fixedRot - if false it ignores entity vector
Parameters:
entity1
(Entity
)entity2
(Entity
)boneIndex
(int
)xPos
(float
)yPos
(float
)zPos
(float
)xRot
(float
)yRot
(float
)zRot
(float
)p9
(bool
)useSoftPinning
(bool
)collision
(bool
)isPed
(bool
)vertexIndex
(int
)fixedRot
(bool
)
Returns:
None
attach_entity_bone_to_entity_bone(entity1
, entity2
, boneIndex1
, boneIndex2
, p4
, p5
)
No documentation found for this native.
Parameters:
entity1
(Entity
)entity2
(Entity
)boneIndex1
(int
)boneIndex2
(int
)p4
(bool
)p5
(bool
)
Returns:
None
attach_entity_bone_to_entity_bone_physically(entity1
, entity2
, boneIndex1
, boneIndex2
, p4
, p5
)
No documentation found for this native.
Parameters:
entity1
(Entity
)entity2
(Entity
)boneIndex1
(int
)boneIndex2
(int
)p4
(bool
)p5
(bool
)
Returns:
None
attach_entity_to_entity_physically(entity1
, entity2
, boneIndex1
, boneIndex2
, xPos1
, yPos1
, zPos1
, xPos2
, yPos2
, zPos2
, xRot
, yRot
, zRot
, breakForce
, fixedRot
, p15
, collision
, p17
, p18
)
breakForce is the amount of force required to break the bond. p14 - is always 1 in scripts p15 - is 1 or 0 in scripts - unknoun what it does p16 - controls collision between the two entities (FALSE disables collision). p17 - do not teleport entity to be attached to the position of the bone Index of the target entity (if 1, entity will not be teleported to target bone) p18 - is always 2 in scripts.
Parameters:
entity1
(Entity
)entity2
(Entity
)boneIndex1
(int
)boneIndex2
(int
)xPos1
(float
)yPos1
(float
)zPos1
(float
)xPos2
(float
)yPos2
(float
)zPos2
(float
)xRot
(float
)yRot
(float
)zRot
(float
)breakForce
(float
)fixedRot
(bool
)p15
(bool
)collision
(bool
)p17
(bool
)p18
(int
)
Returns:
None
process_entity_attachments(entity
)
Called to update entity attachments.
Parameters:
entity
(Entity
)
Returns:
None
get_entity_bone_index_by_name(entity
, boneName
)
Returns the index of the bone. If the bone was not found, -1 will be returned.
list: pastebin.com/D7JMnX1g
- BoneNames:
chassis, windscreen,
seat_pside_r,
seat_dside_r, bodyshell,
suspension_lm, suspension_lr, platelight,
- attach_female,
attach_male,
- bonnet,
boot,
chassis_dummy, //Center of the dummy chassis_Control, //Not found yet
- door_dside_f, //Door left, front
door_dside_r, //Door left, back
- door_pside_f, //Door right, front
- door_pside_r, //Door right, back
Gun_GripR, windscreen_f,
- platelight, //Position where the light above the numberplate is located
VFX_Emitter,
window_lf, //Window left, front window_lr, //Window left, back
window_rf, //Window right, front
- window_rr, //Window right, back
engine, //Position of the engine gun_ammo,
- ROPE_ATTATCH, //Not misspelled. In script “finale_heist2b.c4”.
wheel_lf, //Wheel left, front
- wheel_lr, //Wheel left, back
wheel_rf, //Wheel right, front
- wheel_rr, //Wheel right, back
exhaust, //Exhaust. shows only the position of the stock-exhaust overheat, //A position on the engine(not exactly sure, how to name it)
misc_e, //Not a car-bone.
seat_dside_f, //Driver-seat seat_pside_f, //Seat next to driver Gun_Nuzzle,
seat_r
I doubt that the function is case-sensitive, since I found a “Chassis” and a “chassis”. - Just tested: Definitely not case-sensitive.
Parameters:
entity
(Entity
)boneName
(string
)
Returns:
int
clear_entity_last_damage_entity(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
None
delete_entity(entity
)
Deletes the specified entity, then sets the handle pointed to by the pointer to NULL.
Parameters:
entity
(Entity
)
Returns:
None
detach_entity(entity
, dynamic
, collision
)
If collision is set to true, both entities won’t collide with the other until the distance between them is above 4 meters. Set dynamic to true to keep velocity after dettaching
Parameters:
entity
(Entity
)dynamic
(bool
)collision
(bool
)
Returns:
None
freeze_entity_position(entity
, toggle
)
Freezes or unfreezes an entity preventing its coordinates to change by the player if set to true. You can still change the entity position using SET_ENTITY_COORDS.
Parameters:
entity
(Entity
)toggle
(bool
)
Returns:
None
set_entity_cleanup_by_engine(entity
, toggle
)
No documentation found for this native.
Parameters:
entity
(Entity
)toggle
(bool
)
Returns:
None
play_entity_anim(entity
, animName
, animDict
, p3
, loop
, stayInAnim
, p6
, delta
, bitset
)
delta and bitset are guessed fields. They are based on the fact that most of the calls have 0 or nil field types passed in.
The only time bitset has a value is 0x4000 and the only time delta has a value is during stealth with usually <1.0f values.
Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
Parameters:
entity
(Entity
)animName
(string
)animDict
(string
)p3
(float
)loop
(bool
)stayInAnim
(bool
)p6
(bool
)delta
(float
)bitset
(Any
)
Returns:
bool
play_synchronized_entity_anim(entity
, syncedScene
, animation
, propName
, p4
, p5
, p6
, p7
)
p4 and p7 are usually 1000.0f.
Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
Parameters:
entity
(Entity
)syncedScene
(int
)animation
(string
)propName
(string
)p4
(float
)p5
(float
)p6
(Any
)p7
(float
)
Returns:
bool
play_synchronized_map_entity_anim(p0
, p1
, p2
, p3
, p4
, p5
, p6
, p7
, p8
, p9
, p10
, p11
)
Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
Parameters:
p0
(float
)p1
(float
)p2
(float
)p3
(float
)p4
(Any
)p5
(Any
)p6
(vector<Any>
)p7
(vector<Any>
)p8
(float
)p9
(float
)p10
(Any
)p11
(float
)
Returns:
bool
stop_synchronized_map_entity_anim(p0
, p1
, p2
, p3
, p4
, p5
)
No documentation found for this native.
Parameters:
p0
(float
)p1
(float
)p2
(float
)p3
(float
)p4
(Any
)p5
(float
)
Returns:
bool
stop_entity_anim(entity
, animation
, animGroup
, p3
)
Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
RAGEPluginHook list: docs.ragepluginhook.net/html/62951c37-a440-478c-b389-c471230ddfc5.htm
Parameters:
entity
(Entity
)animation
(string
)animGroup
(string
)p3
(float
)
Returns:
Any
stop_synchronized_entity_anim(entity
, p1
, p2
)
p1 sync task id?
Parameters:
entity
(Entity
)p1
(float
)p2
(bool
)
Returns:
bool
has_anim_event_fired(entity
, actionHash
)
if (ENTITY::HAS_ANIM_EVENT_FIRED(PLAYER::PLAYER_PED_ID(), MISC::GET_HASH_KEY(“CreateObject”)))
Parameters:
entity
(Entity
)actionHash
(Hash
)
Returns:
bool
find_anim_event_phase(animDictionary
, animName
, p2
, p3
, p4
)
In the script “player_scene_t_bbfight.c4”: “if (ENTITY::FIND_ANIM_EVENT_PHASE(&l_16E, &l_19F[v_4/16/], v_9, &v_A, &v_B))” – &l_16E (p0) is requested as an anim dictionary earlier in the script. – &l_19F[v_4/16/] (p1) is used in other natives in the script as the “animation” param. – v_9 (p2) is instantiated as “victim_fall”; I’m guessing that’s another anim –v_A and v_B (p3 & p4) are both set as -1.0, but v_A is used immediately after this native for: “if (v_A < ENTITY::GET_ENTITY_ANIM_CURRENT_TIME(…))” Both v_A and v_B are seemingly used to contain both Vector3’s and floats, so I can’t say what either really is other than that they are both output parameters. p4 looks more like a *Vector3 though -alphazolam
Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
Parameters:
animDictionary
(string
)animName
(string
)p2
(string
)p3
(vector<Any>
)p4
(vector<Any>
)
Returns:
bool
set_entity_anim_current_time(entity
, animDictionary
, animName
, time
)
Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
Parameters:
entity
(Entity
)animDictionary
(string
)animName
(string
)time
(float
)
Returns:
None
set_entity_anim_speed(entity
, animDictionary
, animName
, speedMultiplier
)
Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
Parameters:
entity
(Entity
)animDictionary
(string
)animName
(string
)speedMultiplier
(float
)
Returns:
None
set_entity_as_mission_entity(entity
, p1
, p2
)
Makes the specified entity (ped, vehicle or object) persistent. Persistent entities will not automatically be removed by the engine.
p1 has no effect when either its on or off maybe a quick disassembly will tell us what it does
p2 has no effect when either its on or off maybe a quick disassembly will tell us what it does
Parameters:
entity
(Entity
)p1
(bool
)p2
(bool
)
Returns:
None
set_entity_as_no_longer_needed(entity
)
Marks the specified entity (ped, vehicle or object) as no longer needed if its population type is set to the mission type. If the entity is ped, it will also clear their tasks immediately just like when CLEAR_PED_TASKS_IMMEDIATELY is called. Entities marked as no longer needed, will be deleted as the engine sees fit. Use this if you just want to just let the game delete the ped: void MarkPedAsAmbientPed(Ped ped) {
}
Parameters:
entity
(Entity
)
Returns:
None
set_ped_as_no_longer_needed(ped
)
This is an alias of SET_ENTITY_AS_NO_LONGER_NEEDED.
Parameters:
ped
(Ped
)
Returns:
None
set_vehicle_as_no_longer_needed(vehicle
)
This is an alias of SET_ENTITY_AS_NO_LONGER_NEEDED.
Parameters:
vehicle
(Vehicle
)
Returns:
None
set_object_as_no_longer_needed(object
)
This is an alias of SET_ENTITY_AS_NO_LONGER_NEEDED.
Parameters:
object
(Object
)
Returns:
None
set_entity_can_be_damaged(entity
, toggle
)
No documentation found for this native.
Parameters:
entity
(Entity
)toggle
(bool
)
Returns:
None
get_entity_can_be_damaged(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
bool
set_entity_can_be_damaged_by_relationship_group(entity
, bCanBeDamaged
, relGroup
)
No documentation found for this native.
Parameters:
entity
(Entity
)bCanBeDamaged
(bool
)relGroup
(int
)
Returns:
None
set_entity_can_be_targeted_without_los(entity
, toggle
)
Sets whether the entity can be targeted without being in line-of-sight.
Parameters:
entity
(Entity
)toggle
(bool
)
Returns:
None
set_entity_collision(entity
, toggle
, keepPhysics
)
No documentation found for this native.
Parameters:
entity
(Entity
)toggle
(bool
)keepPhysics
(bool
)
Returns:
None
get_entity_collision_disabled(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
bool
set_entity_completely_disable_collision(entity
, toggle
, keepPhysics
)
No documentation found for this native.
Parameters:
entity
(Entity
)toggle
(bool
)keepPhysics
(bool
)
Returns:
None
set_entity_coords(entity
, xPos
, yPos
, zPos
, xAxis
, yAxis
, zAxis
, clearArea
)
p7 is always 1 in the scripts. Set to 1, an area around the destination coords for the moved entity is cleared from other entities.
Often ends with 1, 0, 0, 1); in the scripts. It works.
Axis - Invert Axis Flags
Parameters:
entity
(Entity
)xPos
(float
)yPos
(float
)zPos
(float
)xAxis
(bool
)yAxis
(bool
)zAxis
(bool
)clearArea
(bool
)
Returns:
None
set_entity_coords_without_plants_reset(entity
, xPos
, yPos
, zPos
, alive
, deadFlag
, ragdollFlag
, clearArea
)
No documentation found for this native.
Parameters:
entity
(Entity
)xPos
(float
)yPos
(float
)zPos
(float
)alive
(bool
)deadFlag
(bool
)ragdollFlag
(bool
)clearArea
(bool
)
Returns:
None
set_entity_coords_no_offset(entity
, xPos
, yPos
, zPos
, xAxis
, yAxis
, zAxis
)
Axis - Invert Axis Flags
Parameters:
entity
(Entity
)xPos
(float
)yPos
(float
)zPos
(float
)xAxis
(bool
)yAxis
(bool
)zAxis
(bool
)
Returns:
None
set_entity_dynamic(entity
, toggle
)
No documentation found for this native.
Parameters:
entity
(Entity
)toggle
(bool
)
Returns:
None
set_entity_heading(entity
, heading
)
Set the heading of an entity in degrees also known as “Yaw”.
Parameters:
entity
(Entity
)heading
(float
)
Returns:
None
set_entity_health(entity
, health
, p2
)
health >= 0 male ped ~= 100 - 200 female ped ~= 0 - 100
Parameters:
entity
(Entity
)health
(int
)p2
(int
)
Returns:
None
set_entity_invincible(entity
, toggle
)
Sets a ped or an object totally invincible. It doesn’t take any kind of damage. Peds will not ragdoll on explosions and the tazer animation won’t apply either.
If you use this for a ped and you want Ragdoll to stay enabled, then do: *(DWORD *)(pedAddress + 0x188) |= (1 << 9);
- Use this if you want to get the invincibility status:
bool IsPedInvincible(Ped ped)
- {
auto addr = getScriptHandleBaseAddress(ped);
if (addr)
- {
}
return false;
}
Parameters:
entity
(Entity
)toggle
(bool
)
Returns:
None
set_entity_is_target_priority(entity
, p1
, p2
)
No documentation found for this native.
Parameters:
entity
(Entity
)p1
(bool
)p2
(float
)
Returns:
None
set_entity_lights(entity
, toggle
)
No documentation found for this native.
Parameters:
entity
(Entity
)toggle
(bool
)
Returns:
None
set_entity_load_collision_flag(entity
, toggle
, p2
)
Loads collision grid for an entity spawned outside of a player’s loaded area. This allows peds to execute tasks rather than sit dormant because of a lack of a physics grid. Certainly not the main usage of this native but when set to true for a Vehicle, it will prevent the vehicle to explode if it is spawned far away from the player.
Parameters:
entity
(Entity
)toggle
(bool
)p2
(Any
)
Returns:
None
has_collision_loaded_around_entity(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
bool
set_entity_max_speed(entity
, speed
)
No documentation found for this native.
Parameters:
entity
(Entity
)speed
(float
)
Returns:
None
set_entity_only_damaged_by_player(entity
, toggle
)
No documentation found for this native.
Parameters:
entity
(Entity
)toggle
(bool
)
Returns:
None
set_entity_only_damaged_by_relationship_group(entity
, p1
, p2
)
No documentation found for this native.
Parameters:
entity
(Entity
)p1
(bool
)p2
(Any
)
Returns:
None
set_entity_proofs(entity
, bulletProof
, fireProof
, explosionProof
, collisionProof
, meleeProof
, p6
, p7
, drownProof
)
Enable / disable each type of damage.
Can’t get drownProof to work. p7 is to to ‘1’ in am_mp_property_ext/int: entity::set_entity_proofs(uParam0->f_19, true, true, true, true, true, true, 1, true);
Parameters:
entity
(Entity
)bulletProof
(bool
)fireProof
(bool
)explosionProof
(bool
)collisionProof
(bool
)meleeProof
(bool
)p6
(bool
)p7
(bool
)drownProof
(bool
)
Returns:
None
get_entity_proofs(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
lua_table
set_entity_quaternion(entity
, x
, y
, z
, w
)
w is the correct parameter name!
Parameters:
entity
(Entity
)x
(float
)y
(float
)z
(float
)w
(float
)
Returns:
None
set_entity_records_collisions(entity
, toggle
)
No documentation found for this native.
Parameters:
entity
(Entity
)toggle
(bool
)
Returns:
None
set_entity_rotation(entity
, pitch
, roll
, yaw
, rotationOrder
, p5
)
rotationOrder refers to the order yaw pitch roll is applied value ranges from 0 to 5. What you use for rotationOrder when setting must be the same as rotationOrder when getting the rotation. Unsure what value corresponds to what rotation order, more testing will be needed for that. For the most part R* uses 1 or 2 as the order. p5 is usually set as true
Parameters:
entity
(Entity
)pitch
(float
)roll
(float
)yaw
(float
)rotationOrder
(int
)p5
(bool
)
Returns:
None
set_entity_visible(entity
, toggle
, unk
)
unk was always 0.
Parameters:
entity
(Entity
)toggle
(bool
)unk
(bool
)
Returns:
None
set_entity_velocity(entity
, x
, y
, z
)
Note that the third parameter(denoted as z) is “up and down” with positive numbers encouraging upwards movement.
Parameters:
entity
(Entity
)x
(float
)y
(float
)z
(float
)
Returns:
None
set_entity_angular_velocity(entity
, x
, y
, z
)
No documentation found for this native.
Parameters:
entity
(Entity
)x
(float
)y
(float
)z
(float
)
Returns:
None
set_entity_has_gravity(entity
, toggle
)
No documentation found for this native.
Parameters:
entity
(Entity
)toggle
(bool
)
Returns:
None
set_entity_lod_dist(entity
, value
)
LOD distance can be 0 to 0xFFFF (higher values will result in 0xFFFF) as it is actually stored as a 16-bit value (aka uint16_t).
Parameters:
entity
(Entity
)value
(int
)
Returns:
None
get_entity_lod_dist(entity
)
Returns the LOD distance of an entity.
Parameters:
entity
(Entity
)
Returns:
int
set_entity_alpha(entity
, alphaLevel
, skin
)
skin - everything alpha except skin Set entity alpha level. Ranging from 0 to 255 but chnages occur after every 20 percent (after every 51).
Parameters:
entity
(Entity
)alphaLevel
(int
)skin
(bool
)
Returns:
None
get_entity_alpha(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
int
reset_entity_alpha(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
None
set_entity_always_prerender(entity
, toggle
)
No documentation found for this native.
Parameters:
entity
(Entity
)toggle
(bool
)
Returns:
None
set_entity_render_scorched(entity
, toggle
)
No documentation found for this native.
Parameters:
entity
(Entity
)toggle
(bool
)
Returns:
None
set_entity_trafficlight_override(entity
, state
)
Example here: www.gtaforums.com/topic/830463-help-with-turning-lights-green-and-causing-peds-to-crash-into-each-other/#entry1068211340
0 = green 1 = red 2 = yellow 3 = reset changes changing lights may not change the behavior of vehicles
Parameters:
entity
(Entity
)state
(int
)
Returns:
None
create_model_swap(x
, y
, z
, radius
, originalModel
, newModel
, p6
)
Only works with objects! Network players do not see changes done with this. - Did ya try modifying p6 lol
Parameters:
x
(float
)y
(float
)z
(float
)radius
(float
)originalModel
(Hash
)newModel
(Hash
)p6
(bool
)
Returns:
None
remove_model_swap(x
, y
, z
, radius
, originalModel
, newModel
, p6
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)radius
(float
)originalModel
(Hash
)newModel
(Hash
)p6
(bool
)
Returns:
None
create_model_hide(x
, y
, z
, radius
, modelHash
, p5
)
p5 = sets as true in scripts Same as the comment for CREATE_MODEL_SWAP unless for some reason p5 affects it this only works with objects as well.
Network players do not see changes done with this.
Parameters:
x
(float
)y
(float
)z
(float
)radius
(float
)modelHash
(Hash
)p5
(bool
)
Returns:
None
create_model_hide_excluding_script_objects(x
, y
, z
, radius
, modelHash
, p5
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)radius
(float
)modelHash
(Hash
)p5
(bool
)
Returns:
None
remove_model_hide(x
, y
, z
, radius
, modelHash
, p5
)
This native makes entities visible that are hidden by the native CREATE_MODEL_HIDE. p5 should be false, true does nothing
Parameters:
x
(float
)y
(float
)z
(float
)radius
(float
)modelHash
(Hash
)p5
(bool
)
Returns:
None
create_forced_object(x
, y
, z
, p3
, modelHash
, p5
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)p3
(Any
)modelHash
(Hash
)p5
(bool
)
Returns:
None
remove_forced_object(p0
, p1
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)
Returns:
None
set_entity_no_collision_entity(entity1
, entity2
, thisFrameOnly
)
Calling this function disables collision between two entities. The importance of the order for entity1 and entity2 is unclear. The third parameter, thisFrame, decides whether the collision is to be disabled until it is turned back on, or if it’s just this frame.
Parameters:
entity1
(Entity
)entity2
(Entity
)thisFrameOnly
(bool
)
Returns:
None
set_entity_motion_blur(entity
, toggle
)
No documentation found for this native.
Parameters:
entity
(Entity
)toggle
(bool
)
Returns:
None
set_can_auto_vault_on_entity(entity
, toggle
)
p1 always false.
Parameters:
entity
(Entity
)toggle
(bool
)
Returns:
None
set_can_climb_on_entity(entity
, toggle
)
p1 always false.
Parameters:
entity
(Entity
)toggle
(bool
)
Returns:
None
set_entity_decals_disabled(entity
, p1
)
No documentation found for this native.
Parameters:
entity
(Entity
)p1
(bool
)
Returns:
None
get_entity_bone_rotation(entity
, boneIndex
)
No documentation found for this native.
Parameters:
entity
(Entity
)boneIndex
(int
)
Returns:
Vector3
get_entity_bone_position_2(entity
, boneIndex
)
No documentation found for this native.
Parameters:
entity
(Entity
)boneIndex
(int
)
Returns:
Vector3
get_entity_bone_rotation_local(entity
, boneIndex
)
No documentation found for this native.
Parameters:
entity
(Entity
)boneIndex
(int
)
Returns:
Vector3
get_entity_bone_count(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
int
enable_entity_unk(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
None
get_entity_pickup(entity
, modelHash
)
No documentation found for this native.
Parameters:
entity
(Entity
)modelHash
(Hash
)
Returns:
Entity
Event namespace
Documentation for the event namespace.
set_decision_maker(ped
, name
)
No documentation found for this native.
Parameters:
ped
(Ped
)name
(Hash
)
Returns:
None
clear_decision_maker_event_response(name
, eventType
)
eventType: https://alloc8or.re/gta5/doc/enums/eEventType.txt
Parameters:
name
(Hash
)eventType
(int
)
Returns:
None
block_decision_maker_event(name
, eventType
)
eventType: https://alloc8or.re/gta5/doc/enums/eEventType.txt
This is limited to 4 blocked events at a time.
Parameters:
name
(Hash
)eventType
(int
)
Returns:
None
unblock_decision_maker_event(name
, eventType
)
eventType: https://alloc8or.re/gta5/doc/enums/eEventType.txt
Parameters:
name
(Hash
)eventType
(int
)
Returns:
None
add_shocking_event_at_position(eventType
, x
, y
, z
, duration
)
eventType: https://alloc8or.re/gta5/doc/enums/eEventType.txt
Parameters:
eventType
(int
)x
(float
)y
(float
)z
(float
)duration
(float
)
Returns:
ScrHandle
add_shocking_event_for_entity(eventType
, entity
, duration
)
eventType: https://alloc8or.re/gta5/doc/enums/eEventType.txt
Parameters:
eventType
(int
)entity
(Entity
)duration
(float
)
Returns:
ScrHandle
is_shocking_event_in_sphere(eventType
, x
, y
, z
, radius
)
eventType: https://alloc8or.re/gta5/doc/enums/eEventType.txt
Parameters:
eventType
(int
)x
(float
)y
(float
)z
(float
)radius
(float
)
Returns:
bool
remove_shocking_event(event
)
No documentation found for this native.
Parameters:
event
(ScrHandle
)
Returns:
bool
remove_all_shocking_events(p0
)
No documentation found for this native.
Parameters:
p0
(bool
)
Returns:
None
remove_shocking_event_spawn_blocking_areas()
No documentation found for this native.
Parameters:
None
Returns:
None
suppress_shocking_events_next_frame()
No documentation found for this native.
Parameters:
None
Returns:
None
suppress_shocking_event_type_next_frame(eventType
)
eventType: https://alloc8or.re/gta5/doc/enums/eEventType.txt
Parameters:
eventType
(int
)
Returns:
None
suppress_agitation_events_next_frame()
No documentation found for this native.
Parameters:
None
Returns:
None
Files namespace
Documentation for the files namespace.
get_num_tattoo_shop_dlc_items(character
)
Character types: 0 = Michael, 1 = Franklin, 2 = Trevor, 3 = MPMale, 4 = MPFemale
Parameters:
character
(int
)
Returns:
int
get_tattoo_shop_dlc_item_data(characterType
, decorationIndex
)
Character types: 0 = Michael, 1 = Franklin, 2 = Trevor, 3 = MPMale, 4 = MPFemale
enum TattooZoneData {
ZONE_TORSO = 0, ZONE_HEAD = 1, ZONE_LEFT_ARM = 2, ZONE_RIGHT_ARM = 3, ZONE_LEFT_LEG = 4, ZONE_RIGHT_LEG = 5, ZONE_UNKNOWN = 6, ZONE_NONE = 7,
}; struct outComponent {
// these vars are suffixed with 4 bytes of padding each. uint unk; int unk2; uint tattooCollectionHash; uint tattooNameHash; int unk3; TattooZoneData zoneId; uint unk4; uint unk5; // maybe more, not sure exactly, decompiled scripts are very vague around this part.
}
Parameters:
characterType
(int
)decorationIndex
(int
)
Returns:
Any
init_shop_ped_component()
No documentation found for this native.
Parameters:
None
Returns:
Any
init_shop_ped_prop()
No documentation found for this native.
Parameters:
None
Returns:
Any
setup_shop_ped_apparel_query(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(int
)p1
(int
)p2
(int
)p3
(int
)
Returns:
int
setup_shop_ped_apparel_query_tu(character
, p1
, p2
, p3
, p4
, componentId
)
character is 0 for Michael, 1 for Franklin, 2 for Trevor, 3 for freemode male, and 4 for freemode female.
componentId is between 0 and 11 and corresponds to the usual component slots.
p1 could be the outfit number; unsure.
p2 is usually -1; unknown function.
p3 appears to be for selecting between clothes and props; false is used with components/clothes, true is used with props.
p4 is usually -1; unknown function.
componentId is -1 when p3 is true in decompiled scripts.
Parameters:
character
(int
)p1
(int
)p2
(int
)p3
(bool
)p4
(int
)componentId
(int
)
Returns:
int
get_shop_ped_query_component(componentId
)
See https://git.io/JtcRf for example and structs.
Parameters:
componentId
(int
)
Returns:
Any
get_shop_ped_component(componentHash
)
More info here: https://gist.github.com/root-cause/3b80234367b0c856d60bf5cb4b826f86
Parameters:
componentHash
(Hash
)
Returns:
Any
get_shop_ped_query_prop(componentId
)
See https://git.io/JtcRf for example and structs.
Parameters:
componentId
(int
)
Returns:
Any
get_shop_ped_prop(componentHash
)
More info here: https://gist.github.com/root-cause/3b80234367b0c856d60bf5cb4b826f86
Parameters:
componentHash
(Hash
)
Returns:
Any
get_hash_name_for_component(entity
, componentId
, drawableVariant
, textureVariant
)
No documentation found for this native.
Parameters:
entity
(Entity
)componentId
(int
)drawableVariant
(int
)textureVariant
(int
)
Returns:
Hash
get_hash_name_for_prop(entity
, componentId
, propIndex
, propTextureIndex
)
No documentation found for this native.
Parameters:
entity
(Entity
)componentId
(int
)propIndex
(int
)propTextureIndex
(int
)
Returns:
Hash
get_shop_ped_apparel_variant_component_count(componentHash
)
No documentation found for this native.
Parameters:
componentHash
(Hash
)
Returns:
int
get_shop_ped_apparel_variant_prop_count(propHash
)
No documentation found for this native.
Parameters:
propHash
(Hash
)
Returns:
int
get_variant_component(componentHash
, variantComponentIndex
)
No documentation found for this native.
Parameters:
componentHash
(Hash
)variantComponentIndex
(int
)
Returns:
lua_table
get_variant_prop(componentHash
, variantPropIndex
)
No documentation found for this native.
Parameters:
componentHash
(Hash
)variantPropIndex
(int
)
Returns:
lua_table
get_shop_ped_apparel_forced_component_count(componentHash
)
Returns number of possible values of the forcedComponentIndex argument of GET_FORCED_COMPONENT.
Parameters:
componentHash
(Hash
)
Returns:
int
get_shop_ped_apparel_forced_prop_count(componentHash
)
Returns number of possible values of the forcedPropIndex argument of GET_FORCED_PROP.
Parameters:
componentHash
(Hash
)
Returns:
int
get_forced_component(componentHash
, forcedComponentIndex
)
No documentation found for this native.
Parameters:
componentHash
(Hash
)forcedComponentIndex
(int
)
Returns:
lua_table
get_forced_prop(componentHash
, forcedPropIndex
)
No documentation found for this native.
Parameters:
componentHash
(Hash
)forcedPropIndex
(int
)
Returns:
lua_table
does_shop_ped_apparel_have_restriction_tag(componentHash
, restrictionTagHash
, componentId
)
Full list of restriction tags by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/pedApparelRestrictionTags.json
componentId/last parameter seems to be unused.
Parameters:
componentHash
(Hash
)restrictionTagHash
(Hash
)componentId
(int
)
Returns:
bool
setup_shop_ped_outfit_query(character
, p1
)
characters
0: Michael 1: Franklin 2: Trevor 3: MPMale 4: MPFemale
Parameters:
character
(int
)p1
(bool
)
Returns:
int
get_shop_ped_query_outfit(outfitIndex
)
outfitIndex: from 0 to _GET_NUM_SHOP_PED_OUTFITS(characterIndex, false) - 1. See https://git.io/JtcB8 for example and outfit struct.
Parameters:
outfitIndex
(int
)
Returns:
Any
get_shop_ped_outfit(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
Any
get_shop_ped_outfit_locate(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
int
get_shop_ped_outfit_prop_variant(outfitHash
, variantIndex
)
See https://git.io/JtcBH for example and structs.
Parameters:
outfitHash
(Hash
)variantIndex
(int
)
Returns:
Any
get_shop_ped_outfit_component_variant(outfitHash
, variantIndex
)
See https://git.io/JtcBH for example and structs.
Parameters:
outfitHash
(Hash
)variantIndex
(int
)
Returns:
Any
get_num_dlc_vehicles()
No documentation found for this native.
Parameters:
None
Returns:
int
get_dlc_vehicle_model(dlcVehicleIndex
)
dlcVehicleIndex is 0 to GET_NUM_DLC_VEHICLS() - 1
Parameters:
dlcVehicleIndex
(int
)
Returns:
Hash
get_dlc_vehicle_data(dlcVehicleIndex
)
dlcVehicleIndex takes a number from 0 - GET_NUM_DLC_VEHICLES() - 1. outData is a struct of 3 8-byte items. The Second item in the struct *(Hash *)(outData + 1) is the vehicle hash.
Parameters:
dlcVehicleIndex
(int
)
Returns:
Any
get_dlc_vehicle_flags(dlcVehicleIndex
)
No documentation found for this native.
Parameters:
dlcVehicleIndex
(int
)
Returns:
int
get_num_dlc_weapons()
Returns the total number of DLC weapons.
Parameters:
None
Returns:
int
get_num_dlc_weapons_sp()
No documentation found for this native.
Parameters:
None
Returns:
int
get_dlc_weapon_data(dlcWeaponIndex
)
dlcWeaponIndex takes a number from 0 - GET_NUM_DLC_WEAPONS() - 1. struct DlcWeaponData { int emptyCheck; //use DLC1::_IS_DLC_DATA_EMPTY on this int padding1; int weaponHash; int padding2; int unk; int padding3; int weaponCost; int padding4; int ammoCost; int padding5; int ammoType; int padding6; int defaultClipSize; int padding7; char nameLabel[64]; char descLabel[64]; char desc2Label[64]; // usually “the” + name char upperCaseNameLabel[64]; };
Parameters:
dlcWeaponIndex
(int
)
Returns:
Any
get_dlc_weapon_data_sp(dlcWeaponIndex
)
No documentation found for this native.
Parameters:
dlcWeaponIndex
(int
)
Returns:
Any
get_num_dlc_weapon_components(dlcWeaponIndex
)
Returns the total number of DLC weapon components.
Parameters:
dlcWeaponIndex
(int
)
Returns:
int
get_num_dlc_weapon_components_sp(dlcWeaponIndex
)
No documentation found for this native.
Parameters:
dlcWeaponIndex
(int
)
Returns:
int
get_dlc_weapon_component_data(dlcWeaponIndex
, dlcWeapCompIndex
, ComponentDataPtr
)
p0 seems to be the weapon index p1 seems to be the weapon component index struct DlcComponentData{ int attachBone; int padding1; int bActiveByDefault; int padding2; int unk; int padding3; int componentHash; int padding4; int unk2; int padding5; int componentCost; int padding6; char nameLabel[64]; char descLabel[64]; };
Parameters:
dlcWeaponIndex
(int
)dlcWeapCompIndex
(int
)ComponentDataPtr
(vector<Any>
)
Returns:
bool
get_dlc_weapon_component_data_sp(dlcWeaponIndex
, dlcWeapCompIndex
, ComponentDataPtr
)
No documentation found for this native.
Parameters:
dlcWeaponIndex
(int
)dlcWeapCompIndex
(int
)ComponentDataPtr
(vector<Any>
)
Returns:
bool
is_content_item_locked(itemHash
)
No documentation found for this native.
Parameters:
itemHash
(Hash
)
Returns:
bool
is_dlc_vehicle_mod(hash
)
No documentation found for this native.
Parameters:
hash
(Hash
)
Returns:
bool
get_dlc_vehicle_mod_lock_hash(hash
)
No documentation found for this native.
Parameters:
hash
(Hash
)
Returns:
Hash
load_content_change_set_group(hash
)
No documentation found for this native.
Parameters:
hash
(Hash
)
Returns:
None
unload_content_change_set_group(hash
)
No documentation found for this native.
Parameters:
hash
(Hash
)
Returns:
None
Fire namespace
Documentation for the fire namespace.
start_script_fire(X
, Y
, Z
, maxChildren
, isGasFire
)
Starts a fire:
xyz: Location of fire maxChildren: The max amount of times a fire can spread to other objects. Must be 25 or less, or the function will do nothing. isGasFire: Whether or not the fire is powered by gasoline.
Parameters:
X
(float
)Y
(float
)Z
(float
)maxChildren
(int
)isGasFire
(bool
)
Returns:
FireId
remove_script_fire(fireHandle
)
No documentation found for this native.
Parameters:
fireHandle
(FireId
)
Returns:
None
start_entity_fire(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
FireId
stop_entity_fire(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
None
is_entity_on_fire(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
bool
get_number_of_fires_in_range(x
, y
, z
, radius
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)radius
(float
)
Returns:
int
set_fire_spread_rate(p0
)
No documentation found for this native.
Parameters:
p0
(float
)
Returns:
None
stop_fire_in_range(x
, y
, z
, radius
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)radius
(float
)
Returns:
None
get_closest_fire_pos(x
, y
, z
)
Returns TRUE if it found something. FALSE if not.
Parameters:
x
(float
)y
(float
)z
(float
)
Returns:
Vector3
add_explosion(x
, y
, z
, explosionType
, damageScale
, isAudible
, isInvisible
, cameraShake
, noDamage
)
BOOL isAudible = If explosion makes a sound. BOOL isInvisible = If the explosion is invisible or not.
explosionType: https://alloc8or.re/gta5/doc/enums/eExplosionTag.txt
Parameters:
x
(float
)y
(float
)z
(float
)explosionType
(int
)damageScale
(float
)isAudible
(bool
)isInvisible
(bool
)cameraShake
(float
)noDamage
(bool
)
Returns:
None
add_owned_explosion(ped
, x
, y
, z
, explosionType
, damageScale
, isAudible
, isInvisible
, cameraShake
)
isAudible: If explosion makes a sound. isInvisible: If the explosion is invisible or not. explosionType: See ADD_EXPLOSION.
Parameters:
ped
(Ped
)x
(float
)y
(float
)z
(float
)explosionType
(int
)damageScale
(float
)isAudible
(bool
)isInvisible
(bool
)cameraShake
(float
)
Returns:
None
add_explosion_with_user_vfx(x
, y
, z
, explosionType
, explosionFx
, damageScale
, isAudible
, isInvisible
, cameraShake
)
isAudible: If explosion makes a sound. isInvisible: If the explosion is invisible or not. explosionType: See ADD_EXPLOSION.
Parameters:
x
(float
)y
(float
)z
(float
)explosionType
(int
)explosionFx
(Hash
)damageScale
(float
)isAudible
(bool
)isInvisible
(bool
)cameraShake
(float
)
Returns:
None
is_explosion_in_area(explosionType
, x1
, y1
, z1
, x2
, y2
, z2
)
explosionType: See ADD_EXPLOSION.
Parameters:
explosionType
(int
)x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)
Returns:
bool
is_explosion_active_in_area(explosionType
, x1
, y1
, z1
, x2
, y2
, z2
)
explosionType: See ADD_EXPLOSION.
Parameters:
explosionType
(int
)x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)
Returns:
bool
is_explosion_in_sphere(explosionType
, x
, y
, z
, radius
)
explosionType: See ADD_EXPLOSION.
Parameters:
explosionType
(int
)x
(float
)y
(float
)z
(float
)radius
(float
)
Returns:
bool
get_entity_inside_explosion_sphere(explosionType
, x
, y
, z
, radius
)
No documentation found for this native.
Parameters:
explosionType
(int
)x
(float
)y
(float
)z
(float
)radius
(float
)
Returns:
Entity
is_explosion_in_angled_area(explosionType
, x1
, y1
, z1
, x2
, y2
, z2
, width
)
explosionType: See ADD_EXPLOSION, -1 for any explosion type
Parameters:
explosionType
(int
)x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)width
(float
)
Returns:
bool
get_owner_of_explosion_in_angled_area(explosionType
, x1
, y1
, z1
, x2
, y2
, z2
, radius
)
Returns a handle to the first entity within the a circle spawned inside the 2 points from a radius.
explosionType: See ADD_EXPLOSION.
Parameters:
explosionType
(int
)x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)radius
(float
)
Returns:
Entity
Graphics namespace
Documentation for the graphics namespace.
set_debug_lines_and_spheres_drawing_active(enabled
)
NOTE: Debugging functions are not present in the retail version of the game.
Parameters:
enabled
(bool
)
Returns:
None
draw_debug_line(p0
, p1
, p2
, p3
, p4
, p5
, p6
, p7
, p8
, p9
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)p5
(Any
)p6
(Any
)p7
(Any
)p8
(Any
)p9
(Any
)
Returns:
None
draw_debug_line_with_two_colours(x1
, y1
, z1
, x2
, y2
, z2
, r1
, g1
, b1
, r2
, g2
, b2
, alpha1
, alpha2
)
NOTE: Debugging functions are not present in the retail version of the game.
Parameters:
x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)r1
(int
)g1
(int
)b1
(int
)r2
(int
)g2
(int
)b2
(int
)alpha1
(int
)alpha2
(int
)
Returns:
None
draw_debug_sphere(x
, y
, z
, radius
, red
, green
, blue
, alpha
)
NOTE: Debugging functions are not present in the retail version of the game.
Parameters:
x
(float
)y
(float
)z
(float
)radius
(float
)red
(int
)green
(int
)blue
(int
)alpha
(int
)
Returns:
None
draw_debug_box(p0
, p1
, p2
, p3
, p4
, p5
, p6
, p7
, p8
, p9
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)p5
(Any
)p6
(Any
)p7
(Any
)p8
(Any
)p9
(Any
)
Returns:
None
draw_debug_cross(x
, y
, z
, size
, red
, green
, blue
, alpha
)
NOTE: Debugging functions are not present in the retail version of the game.
Parameters:
x
(float
)y
(float
)z
(float
)size
(float
)red
(int
)green
(int
)blue
(int
)alpha
(int
)
Returns:
None
draw_debug_text(text
, x
, y
, z
, red
, green
, blue
, alpha
)
NOTE: Debugging functions are not present in the retail version of the game.
Parameters:
text
(string
)x
(float
)y
(float
)z
(float
)red
(int
)green
(int
)blue
(int
)alpha
(int
)
Returns:
None
draw_debug_text_2d(text
, x
, y
, z
, red
, green
, blue
, alpha
)
NOTE: Debugging functions are not present in the retail version of the game.
Parameters:
text
(string
)x
(float
)y
(float
)z
(float
)red
(int
)green
(int
)blue
(int
)alpha
(int
)
Returns:
None
draw_line(x1
, y1
, z1
, x2
, y2
, z2
, red
, green
, blue
, alpha
)
Draws a depth-tested line from one point to another.
x1, y1, z1 : Coordinates for the first point x2, y2, z2 : Coordinates for the second point r, g, b, alpha : Color with RGBA-Values I recommend using a predefined function to call this. [VB.NET] Public Sub DrawLine(from As Vector3, [to] As Vector3, col As Color)
[Function].Call(Hash.DRAW_LINE, from.X, from.Y, from.Z, [to].X, [to].Y, [to].Z, col.R, col.G, col.B, col.A)
End Sub
[C#] public void DrawLine(Vector3 from, Vector3 to, Color col) {
Function.Call(Hash.DRAW_LINE, from.X, from.Y, from.Z, to.X, to.Y, to.Z, col.R, col.G, col.B, col.A);
}
Parameters:
x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)red
(int
)green
(int
)blue
(int
)alpha
(int
)
Returns:
None
draw_poly(x1
, y1
, z1
, x2
, y2
, z2
, x3
, y3
, z3
, red
, green
, blue
, alpha
)
x/y/z - Location of a vertex (in world coords), presumably.
x1, y1, z1 : Coordinates for the first point x2, y2, z2 : Coordinates for the second point x3, y3, z3 : Coordinates for the third point r, g, b, alpha : Color with RGBA-Values
Keep in mind that only one side of the drawn triangle is visible: It’s the side, in which the vector-product of the vectors heads to: (b-a)x(c-a) Or (b-a)x(c-b). But be aware: The function seems to work somehow differently. I have trouble having them drawn in rotated orientation. Try it yourself and if you somehow succeed, please edit this and post your solution. I recommend using a predefined function to call this. [VB.NET] Public Sub DrawPoly(a As Vector3, b As Vector3, c As Vector3, col As Color)
[Function].Call(Hash.DRAW_POLY, a.X, a.Y, a.Z, b.X, b.Y, b.Z, c.X, c.Y, c.Z, col.R, col.G, col.B, col.A)
End Sub
[C#] public void DrawPoly(Vector3 a, Vector3 b, Vector3 c, Color col) {
Function.Call(Hash.DRAW_POLY, a.X, a.Y, a.Z, b.X, b.Y, b.Z, c.X, c.Y, c.Z, col.R, col.G, col.B, col.A);
} BTW: Intersecting triangles are not supported: They overlap in the order they were called.
Parameters:
x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)x3
(float
)y3
(float
)z3
(float
)red
(int
)green
(int
)blue
(int
)alpha
(int
)
Returns:
None
draw_sprite_poly(x1
, y1
, z1
, x2
, y2
, z2
, x3
, y3
, z3
, red
, green
, blue
, alpha
, textureDict
, textureName
, u1
, v1
, w1
, u2
, v2
, w2
, u3
, v3
, w3
)
No documentation found for this native.
Parameters:
x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)x3
(float
)y3
(float
)z3
(float
)red
(int
)green
(int
)blue
(int
)alpha
(int
)textureDict
(string
)textureName
(string
)u1
(float
)v1
(float
)w1
(float
)u2
(float
)v2
(float
)w2
(float
)u3
(float
)v3
(float
)w3
(float
)
Returns:
None
draw_sprite_poly_2(x1
, y1
, z1
, x2
, y2
, z2
, x3
, y3
, z3
, red1
, green1
, blue1
, alpha1
, red2
, green2
, blue2
, alpha2
, red3
, green3
, blue3
, alpha3
, textureDict
, textureName
, u1
, v1
, w1
, u2
, v2
, w2
, u3
, v3
, w3
)
No documentation found for this native.
Parameters:
x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)x3
(float
)y3
(float
)z3
(float
)red1
(float
)green1
(float
)blue1
(float
)alpha1
(int
)red2
(float
)green2
(float
)blue2
(float
)alpha2
(int
)red3
(float
)green3
(float
)blue3
(float
)alpha3
(int
)textureDict
(string
)textureName
(string
)u1
(float
)v1
(float
)w1
(float
)u2
(float
)v2
(float
)w2
(float
)u3
(float
)v3
(float
)w3
(float
)
Returns:
None
draw_box(x1
, y1
, z1
, x2
, y2
, z2
, red
, green
, blue
, alpha
)
x,y,z = start pos x2,y2,z2 = end pos
Draw’s a 3D Box between the two x,y,z coords.
Keep in mind that the edges of the box do only align to the worlds base-vectors. Therefore something like rotation cannot be applied. That means this function is pretty much useless, unless you want a static unicolor box somewhere. I recommend using a predefined function to call this. [VB.NET] Public Sub DrawBox(a As Vector3, b As Vector3, col As Color)
[Function].Call(Hash.DRAW_BOX,a.X, a.Y, a.Z,b.X, b.Y, b.Z,col.R, col.G, col.B, col.A)
End Sub
[C#] public void DrawBox(Vector3 a, Vector3 b, Color col) {
Function.Call(Hash.DRAW_BOX,a.X, a.Y, a.Z,b.X, b.Y, b.Z,col.R, col.G, col.B, col.A);
}
Parameters:
x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)red
(int
)green
(int
)blue
(int
)alpha
(int
)
Returns:
None
set_backfaceculling(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
begin_take_mission_creator_photo()
No documentation found for this native.
Parameters:
None
Returns:
Any
get_status_of_take_mission_creator_photo()
No documentation found for this native.
Parameters:
None
Returns:
Any
free_memory_for_mission_creator_photo()
No documentation found for this native.
Parameters:
None
Returns:
None
load_mission_creator_photo(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
bool
get_status_of_load_mission_creator_photo(p0
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)
Returns:
int
begin_take_high_quality_photo()
No documentation found for this native.
Parameters:
None
Returns:
bool
get_status_of_take_high_quality_photo()
No documentation found for this native.
Parameters:
None
Returns:
int
free_memory_for_high_quality_photo()
No documentation found for this native.
Parameters:
None
Returns:
None
save_high_quality_photo(unused
)
1 match in 1 script. cellphone_controller. p0 is -1 in scripts.
Parameters:
unused
(int
)
Returns:
bool
get_status_of_save_high_quality_photo()
No documentation found for this native.
Parameters:
None
Returns:
int
get_status_of_draw_low_quality_photo(p0
)
No documentation found for this native.
Parameters:
p0
(int
)
Returns:
int
free_memory_for_low_quality_photo()
No documentation found for this native.
Parameters:
None
Returns:
None
draw_low_quality_photo_to_phone(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(bool
)p1
(bool
)
Returns:
None
get_maximum_number_of_photos()
This function is hard-coded to always return 0.
Parameters:
None
Returns:
int
get_maximum_number_of_cloud_photos()
This function is hard-coded to always return 96.
Parameters:
None
Returns:
int
get_current_number_of_cloud_photos()
No documentation found for this native.
Parameters:
None
Returns:
int
get_status_of_sorted_list_operation(p0
)
3 matches across 3 scripts. First 2 were 0, 3rd was 1. Possibly a bool. appcamera, appmedia, and cellphone_controller.
Parameters:
p0
(Any
)
Returns:
Any
return_two(p0
)
No documentation found for this native.
Parameters:
p0
(int
)
Returns:
int
draw_light_with_range_and_shadow(x
, y
, z
, r
, g
, b
, range
, intensity
, shadow
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)r
(int
)g
(int
)b
(int
)range
(float
)intensity
(float
)shadow
(float
)
Returns:
None
draw_light_with_range(posX
, posY
, posZ
, colorR
, colorG
, colorB
, range
, intensity
)
No documentation found for this native.
Parameters:
posX
(float
)posY
(float
)posZ
(float
)colorR
(int
)colorG
(int
)colorB
(int
)range
(float
)intensity
(float
)
Returns:
None
draw_spot_light(posX
, posY
, posZ
, dirX
, dirY
, dirZ
, colorR
, colorG
, colorB
, distance
, brightness
, hardness
, radius
, falloff
)
Parameters: * pos - coordinate where the spotlight is located * dir - the direction vector the spotlight should aim at from its current position * r,g,b - color of the spotlight * distance - the maximum distance the light can reach * brightness - the brightness of the light * roundness - “smoothness” of the circle edge * radius - the radius size of the spotlight * falloff - the falloff size of the light’s edge (example: www.i.imgur.com/DemAWeO.jpg)
Example in C# (spotlight aims at the closest vehicle): Vector3 myPos = Game.Player.Character.Position; Vehicle nearest = World.GetClosestVehicle(myPos , 1000f); Vector3 destinationCoords = nearest.Position; Vector3 dirVector = destinationCoords - myPos; dirVector.Normalize(); Function.Call(Hash.DRAW_SPOT_LIGHT, pos.X, pos.Y, pos.Z, dirVector.X, dirVector.Y, dirVector.Z, 255, 255, 255, 100.0f, 1f, 0.0f, 13.0f, 1f);
Parameters:
posX
(float
)posY
(float
)posZ
(float
)dirX
(float
)dirY
(float
)dirZ
(float
)colorR
(int
)colorG
(int
)colorB
(int
)distance
(float
)brightness
(float
)hardness
(float
)radius
(float
)falloff
(float
)
Returns:
None
draw_shadowed_spot_light(posX
, posY
, posZ
, dirX
, dirY
, dirZ
, colorR
, colorG
, colorB
, distance
, brightness
, roundness
, radius
, falloff
, shadowId
)
No documentation found for this native.
Parameters:
posX
(float
)posY
(float
)posZ
(float
)dirX
(float
)dirY
(float
)dirZ
(float
)colorR
(int
)colorG
(int
)colorB
(int
)distance
(float
)brightness
(float
)roundness
(float
)radius
(float
)falloff
(float
)shadowId
(int
)
Returns:
None
fade_up_ped_light(p0
)
No documentation found for this native.
Parameters:
p0
(float
)
Returns:
None
update_lights_on_entity(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
None
draw_marker(type
, posX
, posY
, posZ
, dirX
, dirY
, dirZ
, rotX
, rotY
, rotZ
, scaleX
, scaleY
, scaleZ
, red
, green
, blue
, alpha
, bobUpAndDown
, faceCamera
, p19
, rotate
, textureDict
, textureName
, drawOnEnts
)
enum MarkerTypes {
MarkerTypeUpsideDownCone = 0,
- MarkerTypeVerticalCylinder = 1,
MarkerTypeThickChevronUp = 2,
- MarkerTypeThinChevronUp = 3,
MarkerTypeCheckeredFlagRect = 4, MarkerTypeCheckeredFlagCircle = 5,
MarkerTypeVerticleCircle = 6,
MarkerTypePlaneModel = 7, MarkerTypeLostMCDark = 8, MarkerTypeLostMCLight = 9,
MarkerTypeNumber0 = 10,
MarkerTypeNumber1 = 11, MarkerTypeNumber2 = 12, MarkerTypeNumber3 = 13, MarkerTypeNumber4 = 14, MarkerTypeNumber5 = 15, MarkerTypeNumber6 = 16, MarkerTypeNumber7 = 17, MarkerTypeNumber8 = 18, MarkerTypeNumber9 = 19, MarkerTypeChevronUpx1 = 20, MarkerTypeChevronUpx2 = 21, MarkerTypeChevronUpx3 = 22, MarkerTypeHorizontalCircleFat = 23, MarkerTypeReplayIcon = 24,
MarkerTypeHorizontalCircleSkinny = 25, MarkerTypeHorizontalCircleSkinny_Arrow = 26,
- MarkerTypeHorizontalSplitArrowCircle = 27,
MarkerTypeDebugSphere = 28,
- MarkerTypeDallorSign = 29,
MarkerTypeHorizontalBars = 30, MarkerTypeWolfHead = 31
};
dirX/Y/Z represent a heading on each axis in which the marker should face, alternatively you can rotate each axis independently with rotX/Y/Z (and set dirX/Y/Z all to 0).
faceCamera - Rotates only the y-axis (the heading) towards the camera
p19 - no effect, default value in script is 2
rotate - Rotates only on the y-axis (the heading)
textureDict - Name of texture dictionary to load texture from (e.g. “GolfPutting”)
textureName - Name of texture inside dictionary to load (e.g. “PuttingMarker”)
drawOnEnts - Draws the marker onto any entities that intersect it
basically what he said, except textureDict and textureName are totally not const char*, or if so, then they are always set to 0/NULL/nullptr in every script I checked, eg:
bj.c: graphics::draw_marker(6, vParam0, 0f, 0f, 1f, 0f, 0f, 0f, 4f, 4f, 4f, 240, 200, 80, iVar1, 0, 0, 2, 0, 0, 0, false);
his is what I used to draw an amber downward pointing chevron “V”, has to be redrawn every frame. The 180 is for 180 degrees rotation around the Y axis, the 50 is alpha, assuming max is 100, but it will accept 255.
GRAPHICS::DRAW_MARKER(2, v.x, v.y, v.z + 2, 0, 0, 0, 0, 180, 0, 2, 2, 2, 255, 128, 0, 50, 0, 1, 1, 0, 0, 0, 0);
Parameters:
type
(int
)posX
(float
)posY
(float
)posZ
(float
)dirX
(float
)dirY
(float
)dirZ
(float
)rotX
(float
)rotY
(float
)rotZ
(float
)scaleX
(float
)scaleY
(float
)scaleZ
(float
)red
(int
)green
(int
)blue
(int
)alpha
(int
)bobUpAndDown
(bool
)faceCamera
(bool
)p19
(int
)rotate
(bool
)textureDict
(string
)textureName
(string
)drawOnEnts
(bool
)
Returns:
None
draw_marker_2(type
, posX
, posY
, posZ
, dirX
, dirY
, dirZ
, rotX
, rotY
, rotZ
, scaleX
, scaleY
, scaleZ
, red
, green
, blue
, alpha
, bobUpAndDown
, faceCamera
, p19
, rotate
, textureDict
, textureName
, drawOnEnts
, p24
, p25
)
No documentation found for this native.
Parameters:
type
(int
)posX
(float
)posY
(float
)posZ
(float
)dirX
(float
)dirY
(float
)dirZ
(float
)rotX
(float
)rotY
(float
)rotZ
(float
)scaleX
(float
)scaleY
(float
)scaleZ
(float
)red
(int
)green
(int
)blue
(int
)alpha
(int
)bobUpAndDown
(bool
)faceCamera
(bool
)p19
(Any
)rotate
(bool
)textureDict
(string
)textureName
(string
)drawOnEnts
(bool
)p24
(bool
)p25
(bool
)
Returns:
None
draw_sphere(x
, y
, z
, radius
, red
, green
, blue
, alpha
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)radius
(float
)red
(int
)green
(int
)blue
(int
)alpha
(float
)
Returns:
None
create_checkpoint(type
, posX1
, posY1
, posZ1
, posX2
, posY2
, posZ2
, diameter
, red
, green
, blue
, alpha
, reserved
)
Creates a checkpoint. Returns the handle of the checkpoint.
20/03/17 : Attention, checkpoints are already handled by the game itself, so you must not loop it like markers.
Parameters: * type - The type of checkpoint to create. See below for a list of checkpoint types. * pos1 - The position of the checkpoint. * pos2 - The position of the next checkpoint to point to. * radius - The radius of the checkpoint. * color - The color of the checkpoint. * reserved - Special parameter, see below for details. Usually set to 0 in the scripts.
Checkpoint types: 0-4 – Cylinder: 1 arrow, 2 arrow, 3 arrows, CycleArrow, Checker 5-9 – Cylinder: 1 arrow, 2 arrow, 3 arrows, CycleArrow, Checker 10-14 – Ring: 1 arrow, 2 arrow, 3 arrows, CycleArrow, Checker 15-19 – 1 arrow, 2 arrow, 3 arrows, CycleArrow, Checker 20-24 – Cylinder: 1 arrow, 2 arrow, 3 arrows, CycleArrow, Checker 25-29 – Cylinder: 1 arrow, 2 arrow, 3 arrows, CycleArrow, Checker 30-34 – Cylinder: 1 arrow, 2 arrow, 3 arrows, CycleArrow, Checker 35-38 – Ring: Airplane Up, Left, Right, UpsideDown 39 – ? 40 – Ring: just a ring 41 – ? 42-44 – Cylinder w/ number (uses ‘reserved’ parameter) 45-47 – Cylinder no arrow or number
If using type 42-44, reserved sets number / number and shape to display
0-99 – Just numbers (0-99) 100-109 – Arrow (0-9) 110-119 – Two arrows (0-9) 120-129 – Three arrows (0-9) 130-139 – Circle (0-9) 140-149 – CycleArrow (0-9) 150-159 – Circle (0-9) 160-169 – Circle w/ pointer (0-9) 170-179 – Perforated ring (0-9) 180-189 – Sphere (0-9)
Parameters:
type
(int
)posX1
(float
)posY1
(float
)posZ1
(float
)posX2
(float
)posY2
(float
)posZ2
(float
)diameter
(float
)red
(int
)green
(int
)blue
(int
)alpha
(int
)reserved
(int
)
Returns:
int
set_checkpoint_inside_cylinder_height_scale(checkpoint
, p0
)
No documentation found for this native.
Parameters:
checkpoint
(int
)p0
(float
)
Returns:
None
set_checkpoint_icon_scale(checkpoint
, scale
)
No documentation found for this native.
Parameters:
checkpoint
(int
)scale
(float
)
Returns:
None
set_checkpoint_cylinder_height(checkpoint
, nearHeight
, farHeight
, radius
)
Sets the cylinder height of the checkpoint.
Parameters: * nearHeight - The height of the checkpoint when inside of the radius. * farHeight - The height of the checkpoint when outside of the radius. * radius - The radius of the checkpoint.
Parameters:
checkpoint
(int
)nearHeight
(float
)farHeight
(float
)radius
(float
)
Returns:
None
set_checkpoint_rgba(checkpoint
, red
, green
, blue
, alpha
)
Sets the checkpoint color.
Parameters:
checkpoint
(int
)red
(int
)green
(int
)blue
(int
)alpha
(int
)
Returns:
None
set_checkpoint_rgba2(checkpoint
, red
, green
, blue
, alpha
)
Sets the checkpoint icon color.
Parameters:
checkpoint
(int
)red
(int
)green
(int
)blue
(int
)alpha
(int
)
Returns:
None
delete_checkpoint(checkpoint
)
No documentation found for this native.
Parameters:
checkpoint
(int
)
Returns:
None
dont_render_in_game_ui(p0
)
No documentation found for this native.
Parameters:
p0
(bool
)
Returns:
None
force_render_in_game_ui(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
request_streamed_texture_dict(textureDict
, p1
)
This function can requests texture dictonaries from following RPFs: scaleform_generic.rpf scaleform_minigames.rpf scaleform_minimap.rpf scaleform_web.rpf
last param isnt a toggle
Parameters:
textureDict
(string
)p1
(bool
)
Returns:
None
has_streamed_texture_dict_loaded(textureDict
)
No documentation found for this native.
Parameters:
textureDict
(string
)
Returns:
bool
set_streamed_texture_dict_as_no_longer_needed(textureDict
)
No documentation found for this native.
Parameters:
textureDict
(string
)
Returns:
None
draw_rect(x
, y
, width
, height
, r
, g
, b
, a
, p8
)
Draws a rectangle on the screen.
-x: The relative X point of the center of the rectangle. (0.0-1.0, 0.0 is the left edge of the screen, 1.0 is the right edge of the screen)
-y: The relative Y point of the center of the rectangle. (0.0-1.0, 0.0 is the top edge of the screen, 1.0 is the bottom edge of the screen)
-width: The relative width of the rectangle. (0.0-1.0, 1.0 means the whole screen width)
-height: The relative height of the rectangle. (0.0-1.0, 1.0 means the whole screen height)
-R: Red part of the color. (0-255)
-G: Green part of the color. (0-255)
-B: Blue part of the color. (0-255)
-A: Alpha part of the color. (0-255, 0 means totally transparent, 255 means totally opaque)
The total number of rectangles to be drawn in one frame is apparently limited to 399.
Parameters:
x
(float
)y
(float
)width
(float
)height
(float
)r
(int
)g
(int
)b
(int
)a
(int
)p8
(bool
)
Returns:
None
set_script_gfx_draw_order(drawOrder
)
Sets the draw order for script draw commands.
Examples from decompiled scripts: GRAPHICS::SET_SCRIPT_GFX_DRAW_ORDER(7); GRAPHICS::DRAW_RECT(0.5, 0.5, 3.0, 3.0, v_4, v_5, v_6, a_0._f172, 0);
GRAPHICS::SET_SCRIPT_GFX_DRAW_ORDER(1); GRAPHICS::DRAW_RECT(0.5, 0.5, 1.5, 1.5, 0, 0, 0, 255, 0);
Parameters:
drawOrder
(int
)
Returns:
None
set_script_gfx_align(horizontalAlign
, verticalAlign
)
horizontalAlign: The horizontal alignment. This can be 67 (‘C’), 76 (‘L’), or 82 (‘R’). verticalAlign: The vertical alignment. This can be 67 (‘C’), 66 (‘B’), or 84 (‘T’).
This function anchors script draws to a side of the safe zone. This needs to be called to make the interface independent of the player’s safe zone configuration.
These values are equivalent to alignX and alignY in common:/data/ui/frontend.xml, which can be used as a baseline for default alignment.
Using any other value (including 0) will result in the safe zone not being taken into account for this draw. The canonical value for this is ‘I’ (73).
For example, you can use SET_SCRIPT_GFX_ALIGN(0, 84) to only scale on the Y axis (to the top), but not change the X axis.
To reset the value, use RESET_SCRIPT_GFX_ALIGN.
Parameters:
horizontalAlign
(int
)verticalAlign
(int
)
Returns:
None
reset_script_gfx_align()
This function resets the alignment set using SET_SCRIPT_GFX_ALIGN and SET_SCRIPT_GFX_ALIGN_PARAMS to the default values (‘I’, ‘I’; 0, 0, 0, 0). This should be used after having used the aforementioned functions in order to not affect any other scripts attempting to draw.
Parameters:
None
Returns:
None
set_script_gfx_align_params(x
, y
, w
, h
)
Sets the draw offset/calculated size for SET_SCRIPT_GFX_ALIGN. If using any alignment other than left/top, the game expects the width/height to be configured using this native in order to get a proper starting position for the draw command.
Parameters:
x
(float
)y
(float
)w
(float
)h
(float
)
Returns:
None
get_script_gfx_position(x
, y
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)
Returns:
lua_table
get_safe_zone_size()
Gets the scale of safe zone. if the safe zone size scale is max, it will return 1.0.
Parameters:
None
Returns:
float
draw_sprite(textureDict
, textureName
, screenX
, screenY
, width
, height
, heading
, red
, green
, blue
, alpha
, p11
, p12
)
Draws a 2D sprite on the screen.
Parameters: textureDict - Name of texture dictionary to load texture from (e.g. “CommonMenu”, “MPWeaponsCommon”, etc.)
textureName - Name of texture to load from texture dictionary (e.g. “last_team_standing_icon”, “tennis_icon”, etc.)
screenX/Y - Screen offset (0.5 = center) scaleX/Y - Texture scaling. Negative values can be used to flip the texture on that axis. (0.5 = half)
heading - Texture rotation in degrees (default = 0.0) positive is clockwise, measured in degrees
red,green,blue - Sprite color (default = 255/255/255)
alpha - opacity level
Parameters:
textureDict
(string
)textureName
(string
)screenX
(float
)screenY
(float
)width
(float
)height
(float
)heading
(float
)red
(int
)green
(int
)blue
(int
)alpha
(int
)p11
(bool
)p12
(Any
)
Returns:
None
draw_interactive_sprite(textureDict
, textureName
, screenX
, screenY
, width
, height
, heading
, red
, green
, blue
, alpha
, p11
)
No documentation found for this native.
Parameters:
textureDict
(string
)textureName
(string
)screenX
(float
)screenY
(float
)width
(float
)height
(float
)heading
(float
)red
(int
)green
(int
)blue
(int
)alpha
(int
)p11
(Any
)
Returns:
None
draw_sprite_uv(textureDict
, textureName
, x
, y
, width
, height
, u1
, v1
, u2
, v2
, heading
, red
, green
, blue
, alpha
, p15
)
No documentation found for this native.
Parameters:
textureDict
(string
)textureName
(string
)x
(float
)y
(float
)width
(float
)height
(float
)u1
(float
)v1
(float
)u2
(float
)v2
(float
)heading
(float
)red
(int
)green
(int
)blue
(int
)alpha
(int
)p15
(Any
)
Returns:
None
add_entity_icon(entity
, icon
)
Example: GRAPHICS::ADD_ENTITY_ICON(a_0, “MP_Arrow”);
I tried this and nothing happened…
Parameters:
entity
(Entity
)icon
(string
)
Returns:
Any
set_entity_icon_visibility(entity
, toggle
)
No documentation found for this native.
Parameters:
entity
(Entity
)toggle
(bool
)
Returns:
None
set_entity_icon_color(entity
, red
, green
, blue
, alpha
)
No documentation found for this native.
Parameters:
entity
(Entity
)red
(int
)green
(int
)blue
(int
)alpha
(int
)
Returns:
None
set_draw_origin(x
, y
, z
, p3
)
Sets the on-screen drawing origin for draw-functions (which is normally x=0,y=0 in the upper left corner of the screen) to a world coordinate. From now on, the screen coordinate which displays the given world coordinate on the screen is seen as x=0,y=0.
Example in C#: Vector3 boneCoord = somePed.GetBoneCoord(Bone.SKEL_Head); Function.Call(Hash.SET_DRAW_ORIGIN, boneCoord.X, boneCoord.Y, boneCoord.Z, 0); Function.Call(Hash.DRAW_SPRITE, “helicopterhud”, “hud_corner”, -0.01, -0.015, 0.013, 0.013, 0.0, 255, 0, 0, 200); Function.Call(Hash.DRAW_SPRITE, “helicopterhud”, “hud_corner”, 0.01, -0.015, 0.013, 0.013, 90.0, 255, 0, 0, 200); Function.Call(Hash.DRAW_SPRITE, “helicopterhud”, “hud_corner”, -0.01, 0.015, 0.013, 0.013, 270.0, 255, 0, 0, 200); Function.Call(Hash.DRAW_SPRITE, “helicopterhud”, “hud_corner”, 0.01, 0.015, 0.013, 0.013, 180.0, 255, 0, 0, 200); Function.Call(Hash.CLEAR_DRAW_ORIGIN);
Result: www11.pic-upload.de/19.06.15/bkqohvil2uao.jpg If the pedestrian starts walking around now, the sprites are always around her head, no matter where the head is displayed on the screen.
This function also effects the drawing of texts and other UI-elements. The effect can be reset by calling GRAPHICS::CLEAR_DRAW_ORIGIN().
Parameters:
x
(float
)y
(float
)z
(float
)p3
(Any
)
Returns:
None
clear_draw_origin()
Resets the screen’s draw-origin which was changed by the function GRAPHICS::SET_DRAW_ORIGIN(…) back to x=0,y=0.
See GRAPHICS::SET_DRAW_ORIGIN(…) for further information.
Parameters:
None
Returns:
None
set_bink_movie(name
)
No documentation found for this native.
Parameters:
name
(string
)
Returns:
int
play_bink_movie(binkMovie
)
No documentation found for this native.
Parameters:
binkMovie
(int
)
Returns:
None
stop_bink_movie(binkMovie
)
No documentation found for this native.
Parameters:
binkMovie
(int
)
Returns:
None
release_bink_movie(binkMovie
)
No documentation found for this native.
Parameters:
binkMovie
(int
)
Returns:
None
draw_bink_movie(binkMovie
, p1
, p2
, p3
, p4
, p5
, r
, g
, b
, a
)
No documentation found for this native.
Parameters:
binkMovie
(int
)p1
(float
)p2
(float
)p3
(float
)p4
(float
)p5
(float
)r
(int
)g
(int
)b
(int
)a
(int
)
Returns:
None
set_bink_movie_time(binkMovie
, progress
)
No documentation found for this native.
Parameters:
binkMovie
(int
)progress
(float
)
Returns:
None
get_bink_movie_time(binkMovie
)
No documentation found for this native.
Parameters:
binkMovie
(int
)
Returns:
float
set_bink_movie_volume(binkMovie
, value
)
No documentation found for this native.
Parameters:
binkMovie
(int
)value
(float
)
Returns:
None
attach_tv_audio_to_entity(entity
)
Might be more appropriate in AUDIO?
Parameters:
entity
(Entity
)
Returns:
None
set_bink_movie_unk_2(binkMovie
, p1
)
No documentation found for this native.
Parameters:
binkMovie
(int
)p1
(bool
)
Returns:
None
set_tv_audio_frontend(toggle
)
Probably changes tvs from being a 3d audio to being “global” audio
Parameters:
toggle
(bool
)
Returns:
None
set_bink_should_skip(binkMovie
, bShouldSkip
)
No documentation found for this native.
Parameters:
binkMovie
(int
)bShouldSkip
(bool
)
Returns:
None
load_movie_mesh_set(movieMeshSetName
)
No documentation found for this native.
Parameters:
movieMeshSetName
(string
)
Returns:
int
release_movie_mesh_set(movieMeshSet
)
No documentation found for this native.
Parameters:
movieMeshSet
(int
)
Returns:
None
query_movie_mesh_set_state(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
Any
get_screen_resolution()
int screenresx,screenresy; GET_SCREEN_RESOLUTION(&screenresx,&screenresy);
Parameters:
None
Returns:
lua_table
get_active_screen_resolution()
No documentation found for this native.
Parameters:
None
Returns:
lua_table
get_aspect_ratio(b
)
No documentation found for this native.
Parameters:
b
(bool
)
Returns:
float
get_is_widescreen()
Setting Aspect Ratio Manually in game will return:
false - for Narrow format Aspect Ratios (3:2, 4:3, 5:4, etc. ) true - for Wide format Aspect Ratios (5:3, 16:9, 16:10, etc. )
Setting Aspect Ratio to “Auto” in game will return “false” or “true” based on the actual set Resolution Ratio.
Parameters:
None
Returns:
bool
get_is_hidef()
false = Any resolution < 1280x720 true = Any resolution >= 1280x720
Parameters:
None
Returns:
bool
set_nightvision(toggle
)
Enables Night Vision.
Example: C#: Function.Call(Hash.SET_NIGHTVISION, true); C++: GRAPHICS::SET_NIGHTVISION(true);
BOOL toggle: true = turns night vision on for your player. false = turns night vision off for your player.
Parameters:
toggle
(bool
)
Returns:
None
get_requestingnightvision()
No documentation found for this native.
Parameters:
None
Returns:
bool
get_usingnightvision()
No documentation found for this native.
Parameters:
None
Returns:
bool
set_noiseoveride(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
set_noisinessoveride(value
)
No documentation found for this native.
Parameters:
value
(float
)
Returns:
None
get_screen_coord_from_world_coord(worldX
, worldY
, worldZ
)
Convert a world coordinate into its relative screen coordinate. (WorldToScreen)
Returns a boolean; whether or not the operation was successful. It will return false if the coordinates given are not visible to the rendering camera.
For .NET users…
VB: Public Shared Function World3DToScreen2d(pos as vector3) As Vector2
Dim x2dp, y2dp As New Native.OutputArgument
Native.Function.Call(Of Boolean)(Native.Hash.GET_SCREEN_COORD_FROM_WORLD_COORD , pos.x, pos.y, pos.z, x2dp, y2dp) Return New Vector2(x2dp.GetResult(Of Single), y2dp.GetResult(Of Single))
End Function
C#: Vector2 World3DToScreen2d(Vector3 pos)
- {
var x2dp = new OutputArgument(); var y2dp = new OutputArgument();
Function.Call<bool>(Hash.GET_SCREEN_COORD_FROM_WORLD_COORD , pos.X, pos.Y, pos.Z, x2dp, y2dp); return new Vector2(x2dp.GetResult<float>(), y2dp.GetResult<float>());
}
//USE VERY SMALL VALUES FOR THE SCALE OF RECTS/TEXT because it is dramatically larger on screen than in 3D, e.g ‘0.05’ small.
Used to be called _WORLD3D_TO_SCREEN2D
I thought we lost you from the scene forever. It does seem however that calling SET_DRAW_ORIGIN then your natives, then ending it. Seems to work better for certain things such as keeping boxes around people for a predator missile e.g.
Parameters:
worldX
(float
)worldY
(float
)worldZ
(float
)
Returns:
lua_table
get_texture_resolution(textureDict
, textureName
)
Returns the texture resolution of the passed texture dict+name.
Note: Most texture resolutions are doubled compared to the console version of the game.
Parameters:
textureDict
(string
)textureName
(string
)
Returns:
Vector3
override_ped_badge_texture(ped
, txd
, txn
)
No documentation found for this native.
Parameters:
ped
(Ped
)txd
(string
)txn
(string
)
Returns:
bool
set_flash(p0
, p1
, fadeIn
, duration
, fadeOut
)
Purpose of p0 and p1 unknown.
Parameters:
p0
(float
)p1
(float
)fadeIn
(float
)duration
(float
)fadeOut
(float
)
Returns:
None
disable_occlusion_this_frame()
No documentation found for this native.
Parameters:
None
Returns:
None
set_artificial_lights_state(state
)
Does not affect weapons, particles, fire/explosions, flashlights or the sun. When set to true, all emissive textures (including ped components that have light effects), street lights, building lights, vehicle lights, etc will all be turned off.
Used in Humane Labs Heist for EMP.
state: True turns off all artificial light sources in the map: buildings, street lights, car lights, etc. False turns them back on.
Parameters:
state
(bool
)
Returns:
None
set_artificial_lights_state_affects_vehicles(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
create_tracked_point()
Creates a tracked point, useful for checking the visibility of a 3D point on screen.
Parameters:
None
Returns:
int
set_tracked_point_info(point
, x
, y
, z
, radius
)
No documentation found for this native.
Parameters:
point
(int
)x
(float
)y
(float
)z
(float
)radius
(float
)
Returns:
None
is_tracked_point_visible(point
)
No documentation found for this native.
Parameters:
point
(int
)
Returns:
bool
destroy_tracked_point(point
)
No documentation found for this native.
Parameters:
point
(int
)
Returns:
None
grass_lod_shrink_script_areas(x
, y
, z
, radius
, p4
, p5
, p6
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)radius
(float
)p4
(float
)p5
(float
)p6
(float
)
Returns:
None
grass_lod_reset_script_areas()
No documentation found for this native.
Parameters:
None
Returns:
None
cascade_shadows_init_session()
No documentation found for this native.
Parameters:
None
Returns:
None
cascade_shadows_set_cascade_bounds(p0
, p1
, p2
, p3
, p4
, p5
, p6
, p7
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(bool
)p2
(float
)p3
(float
)p4
(float
)p5
(float
)p6
(bool
)p7
(float
)
Returns:
None
cascade_shadows_set_cascade_bounds_scale(p0
)
No documentation found for this native.
Parameters:
p0
(float
)
Returns:
None
cascade_shadows_set_entity_tracker_scale(p0
)
No documentation found for this native.
Parameters:
p0
(float
)
Returns:
None
cascade_shadows_enable_entity_tracker(toggle
)
When this is set to ON, shadows only draw as you get nearer.
When OFF, they draw from a further distance.
Parameters:
toggle
(bool
)
Returns:
None
cascade_shadows_set_shadow_sample_type(type
)
Possible values: “CSM_ST_POINT” “CSM_ST_LINEAR” “CSM_ST_TWOTAP” “CSM_ST_BOX3x3” “CSM_ST_BOX4x4” “CSM_ST_DITHER2_LINEAR” “CSM_ST_CUBIC” “CSM_ST_DITHER4” “CSM_ST_DITHER16” “CSM_ST_SOFT16” “CSM_ST_DITHER16_RPDB” “CSM_ST_POISSON16_RPDB_GNORM” “CSM_ST_HIGHRES_BOX4x4” “CSM_ST_CLOUDS_SIMPLE” “CSM_ST_CLOUDS_LINEAR” “CSM_ST_CLOUDS_TWOTAP” “CSM_ST_CLOUDS_BOX3x3” “CSM_ST_CLOUDS_BOX4x4” “CSM_ST_CLOUDS_DITHER2_LINEAR” “CSM_ST_CLOUDS_SOFT16” “CSM_ST_CLOUDS_DITHER16_RPDB” “CSM_ST_CLOUDS_POISSON16_RPDB_GNORM”
Parameters:
type
(string
)
Returns:
None
cascade_shadows_clear_shadow_sample_type()
No documentation found for this native.
Parameters:
None
Returns:
None
cascade_shadows_set_aircraft_mode(p0
)
No documentation found for this native.
Parameters:
p0
(bool
)
Returns:
None
cascade_shadows_set_dynamic_depth_mode(p0
)
No documentation found for this native.
Parameters:
p0
(bool
)
Returns:
None
cascade_shadows_set_dynamic_depth_value(p0
)
No documentation found for this native.
Parameters:
p0
(float
)
Returns:
None
golf_trail_set_enabled(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
golf_trail_set_path(p0
, p1
, p2
, p3
, p4
, p5
, p6
, p7
, p8
)
p8 seems to always be false.
Parameters:
p0
(float
)p1
(float
)p2
(float
)p3
(float
)p4
(float
)p5
(float
)p6
(float
)p7
(float
)p8
(bool
)
Returns:
None
golf_trail_set_radius(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(float
)p1
(float
)p2
(float
)
Returns:
None
golf_trail_set_colour(p0
, p1
, p2
, p3
, p4
, p5
, p6
, p7
, p8
, p9
, p10
, p11
)
No documentation found for this native.
Parameters:
p0
(int
)p1
(int
)p2
(int
)p3
(int
)p4
(int
)p5
(int
)p6
(int
)p7
(int
)p8
(int
)p9
(int
)p10
(int
)p11
(int
)
Returns:
None
golf_trail_set_tessellation(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(int
)p1
(int
)
Returns:
None
golf_trail_set_fixed_control_point(type
, xPos
, yPos
, zPos
, p4
, red
, green
, blue
, alpha
)
12 matches across 4 scripts. All 4 scripts were job creators.
type ranged from 0 - 2. p4 was always 0.2f. Likely scale. assuming p5 - p8 is RGBA, the graphic is always yellow (255, 255, 0, 255).
Tested but noticed nothing.
Parameters:
type
(int
)xPos
(float
)yPos
(float
)zPos
(float
)p4
(float
)red
(int
)green
(int
)blue
(int
)alpha
(int
)
Returns:
None
golf_trail_set_shader_params(p0
, p1
, p2
, p3
, p4
)
Only appeared in Golf & Golf_mp. Parameters were all ptrs
Parameters:
p0
(float
)p1
(float
)p2
(float
)p3
(float
)p4
(float
)
Returns:
None
golf_trail_set_facing(p0
)
No documentation found for this native.
Parameters:
p0
(bool
)
Returns:
None
golf_trail_get_max_height()
No documentation found for this native.
Parameters:
None
Returns:
float
golf_trail_get_visual_control_point(p0
)
No documentation found for this native.
Parameters:
p0
(int
)
Returns:
Vector3
set_seethrough(toggle
)
Toggles Heatvision on/off.
Parameters:
toggle
(bool
)
Returns:
None
get_usingseethrough()
No documentation found for this native.
Parameters:
None
Returns:
bool
seethrough_reset()
No documentation found for this native.
Parameters:
None
Returns:
None
seethrough_set_fade_start_distance(distance
)
No documentation found for this native.
Parameters:
distance
(float
)
Returns:
None
seethrough_set_fade_end_distance(distance
)
No documentation found for this native.
Parameters:
distance
(float
)
Returns:
None
seethrough_get_max_thickness()
No documentation found for this native.
Parameters:
None
Returns:
float
seethrough_set_max_thickness(thickness
)
No documentation found for this native.
Parameters:
thickness
(float
)
Returns:
None
seethrough_set_noise_amount_min(amount
)
No documentation found for this native.
Parameters:
amount
(float
)
Returns:
None
seethrough_set_noise_amount_max(amount
)
No documentation found for this native.
Parameters:
amount
(float
)
Returns:
None
seethrough_set_hi_light_intensity(intensity
)
No documentation found for this native.
Parameters:
intensity
(float
)
Returns:
None
seethrough_set_hi_light_noise(noise
)
No documentation found for this native.
Parameters:
noise
(float
)
Returns:
None
seethrough_set_heatscale(index
, heatScale
)
min: 0.0 max: 0.75
Parameters:
index
(int
)heatScale
(float
)
Returns:
None
seethrough_set_color_near(red
, green
, blue
)
No documentation found for this native.
Parameters:
red
(int
)green
(int
)blue
(int
)
Returns:
None
toggle_player_damage_overlay(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
trigger_screenblur_fade_in(transitionTime
)
time in ms to transition to fully blurred screen
Parameters:
transitionTime
(float
)
Returns:
bool
trigger_screenblur_fade_out(transitionTime
)
time in ms to transition from fully blurred to normal
Parameters:
transitionTime
(float
)
Returns:
bool
disable_screenblur_fade()
No documentation found for this native.
Parameters:
None
Returns:
None
get_screenblur_fade_current_time()
No documentation found for this native.
Parameters:
None
Returns:
float
is_screenblur_fade_running()
Returns whether screen transition to blur/from blur is running.
Parameters:
None
Returns:
bool
toggle_paused_renderphases(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
get_toggle_paused_renderphases_status()
No documentation found for this native.
Parameters:
None
Returns:
bool
reset_paused_renderphases()
No documentation found for this native.
Parameters:
None
Returns:
None
set_hidof_env_blur_params(p0
, p1
, nearplaneOut
, nearplaneIn
, farplaneOut
, farplaneIn
)
No documentation found for this native.
Parameters:
p0
(bool
)p1
(bool
)nearplaneOut
(float
)nearplaneIn
(float
)farplaneOut
(float
)farplaneIn
(float
)
Returns:
None
start_particle_fx_non_looped_at_coord(effectName
, xPos
, yPos
, zPos
, xRot
, yRot
, zRot
, scale
, xAxis
, yAxis
, zAxis
)
GRAPHICS::START_PARTICLE_FX_NON_LOOPED_AT_COORD(“scr_paleto_roof_impact”, -140.8576f, 6420.789f, 41.1391f, 0f, 0f, 267.3957f, 0x3F800000, 0, 0, 0);
Axis - Invert Axis Flags
Full list of particle effect dictionaries and effects by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/particleEffectsCompact.json
C#
Function.Call<int>(Hash.START_PARTICLE_FX_NON_LOOPED_AT_COORD, = you are calling this function.
char *effectname = This is an in-game effect name, for e.g. “scr_fbi4_trucks_crash” is used to give the effects when truck crashes etc
float x, y, z pos = this one is Simple, you just have to declare, where do you want this effect to take place at, so declare the ordinates
float xrot, yrot, zrot = Again simple? just mention the value in case if you want the effect to rotate.
float scale = is declare the scale of the effect, this may vary as per the effects for e.g 1.0f
bool xaxis, yaxis, zaxis = To bool the axis values.
example: Function.Call<int>(Hash.START_PARTICLE_FX_NON_LOOPED_AT_COORD, “scr_fbi4_trucks_crash”, GTA.Game.Player.Character.Position.X, GTA.Game.Player.Character.Position.Y, GTA.Game.Player.Character.Position.Z + 4f, 0, 0, 0, 5.5f, 0, 0, 0);
Parameters:
effectName
(string
)xPos
(float
)yPos
(float
)zPos
(float
)xRot
(float
)yRot
(float
)zRot
(float
)scale
(float
)xAxis
(bool
)yAxis
(bool
)zAxis
(bool
)
Returns:
int
start_networked_particle_fx_non_looped_at_coord(effectName
, xPos
, yPos
, zPos
, xRot
, yRot
, zRot
, scale
, xAxis
, yAxis
, zAxis
, p11
)
Full list of particle effect dictionaries and effects by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/particleEffectsCompact.json
Parameters:
effectName
(string
)xPos
(float
)yPos
(float
)zPos
(float
)xRot
(float
)yRot
(float
)zRot
(float
)scale
(float
)xAxis
(bool
)yAxis
(bool
)zAxis
(bool
)p11
(bool
)
Returns:
bool
start_particle_fx_non_looped_on_ped_bone(effectName
, ped
, offsetX
, offsetY
, offsetZ
, rotX
, rotY
, rotZ
, boneIndex
, scale
, axisX
, axisY
, axisZ
)
GRAPHICS::START_PARTICLE_FX_NON_LOOPED_ON_PED_BONE(“scr_sh_bong_smoke”, PLAYER::PLAYER_PED_ID(), -0.025f, 0.13f, 0f, 0f, 0f, 0f, 31086, 0x3F800000, 0, 0, 0);
Axis - Invert Axis Flags
Full list of particle effect dictionaries and effects by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/particleEffectsCompact.json
Parameters:
effectName
(string
)ped
(Ped
)offsetX
(float
)offsetY
(float
)offsetZ
(float
)rotX
(float
)rotY
(float
)rotZ
(float
)boneIndex
(int
)scale
(float
)axisX
(bool
)axisY
(bool
)axisZ
(bool
)
Returns:
bool
start_networked_particle_fx_non_looped_on_ped_bone(effectName
, ped
, offsetX
, offsetY
, offsetZ
, rotX
, rotY
, rotZ
, boneIndex
, scale
, axisX
, axisY
, axisZ
)
Full list of particle effect dictionaries and effects by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/particleEffectsCompact.json
Parameters:
effectName
(string
)ped
(Ped
)offsetX
(float
)offsetY
(float
)offsetZ
(float
)rotX
(float
)rotY
(float
)rotZ
(float
)boneIndex
(int
)scale
(float
)axisX
(bool
)axisY
(bool
)axisZ
(bool
)
Returns:
bool
start_particle_fx_non_looped_on_entity(effectName
, entity
, offsetX
, offsetY
, offsetZ
, rotX
, rotY
, rotZ
, scale
, axisX
, axisY
, axisZ
)
Starts a particle effect on an entity for example your player.
Full list of particle effect dictionaries and effects by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/particleEffectsCompact.json
Example: C#: Function.Call(Hash.REQUEST_NAMED_PTFX_ASSET, “scr_rcbarry2”); Function.Call(Hash._SET_PTFX_ASSET_NEXT_CALL, “scr_rcbarry2”); Function.Call(Hash.START_PARTICLE_FX_NON_LOOPED_ON_ENTITY, “scr_clown_appears”, Game.Player.Character, 0.0, 0.0, -0.5, 0.0, 0.0, 0.0, 1.0, false, false, false);
Internally this calls the same function as GRAPHICS::START_PARTICLE_FX_NON_LOOPED_ON_PED_BONE however it uses -1 for the specified bone index, so it should be possible to start a non looped fx on an entity bone using that native
-can confirm START_PARTICLE_FX_NON_LOOPED_ON_PED_BONE does NOT work on vehicle bones.
Parameters:
effectName
(string
)entity
(Entity
)offsetX
(float
)offsetY
(float
)offsetZ
(float
)rotX
(float
)rotY
(float
)rotZ
(float
)scale
(float
)axisX
(bool
)axisY
(bool
)axisZ
(bool
)
Returns:
bool
start_networked_particle_fx_non_looped_on_entity(effectName
, entity
, offsetX
, offsetY
, offsetZ
, rotX
, rotY
, rotZ
, scale
, axisX
, axisY
, axisZ
)
Full list of particle effect dictionaries and effects by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/particleEffectsCompact.json
Parameters:
effectName
(string
)entity
(Entity
)offsetX
(float
)offsetY
(float
)offsetZ
(float
)rotX
(float
)rotY
(float
)rotZ
(float
)scale
(float
)axisX
(bool
)axisY
(bool
)axisZ
(bool
)
Returns:
bool
start_networked_particle_fx_non_looped_on_entity_bone(effectName
, entity
, offsetX
, offsetY
, offsetZ
, rotX
, rotY
, rotZ
, boneIndex
, scale
, axisX
, axisY
, axisZ
)
No documentation found for this native.
Parameters:
effectName
(string
)entity
(Entity
)offsetX
(float
)offsetY
(float
)offsetZ
(float
)rotX
(float
)rotY
(float
)rotZ
(float
)boneIndex
(int
)scale
(float
)axisX
(bool
)axisY
(bool
)axisZ
(bool
)
Returns:
bool
set_particle_fx_non_looped_colour(r
, g
, b
)
only works on some fx’s, not networked
Parameters:
r
(float
)g
(float
)b
(float
)
Returns:
None
set_particle_fx_non_looped_alpha(alpha
)
Usage example for C#:
Function.Call(Hash.SET_PARTICLE_FX_NON_LOOPED_ALPHA, new InputArgument[] { 0.1f });
Note: the argument alpha ranges from 0.0f-1.0f !
Parameters:
alpha
(float
)
Returns:
None
start_particle_fx_looped_at_coord(effectName
, x
, y
, z
, xRot
, yRot
, zRot
, scale
, xAxis
, yAxis
, zAxis
, p11
)
GRAPHICS::START_PARTICLE_FX_LOOPED_AT_COORD(“scr_fbi_falling_debris”, 93.7743f, -749.4572f, 70.86904f, 0f, 0f, 0f, 0x3F800000, 0, 0, 0, 0)
p11 seems to be always 0
Full list of particle effect dictionaries and effects by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/particleEffectsCompact.json
Parameters:
effectName
(string
)x
(float
)y
(float
)z
(float
)xRot
(float
)yRot
(float
)zRot
(float
)scale
(float
)xAxis
(bool
)yAxis
(bool
)zAxis
(bool
)p11
(bool
)
Returns:
int
start_particle_fx_looped_on_ped_bone(effectName
, ped
, xOffset
, yOffset
, zOffset
, xRot
, yRot
, zRot
, boneIndex
, scale
, xAxis
, yAxis
, zAxis
)
Full list of particle effect dictionaries and effects by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/particleEffectsCompact.json
Parameters:
effectName
(string
)ped
(Ped
)xOffset
(float
)yOffset
(float
)zOffset
(float
)xRot
(float
)yRot
(float
)zRot
(float
)boneIndex
(int
)scale
(float
)xAxis
(bool
)yAxis
(bool
)zAxis
(bool
)
Returns:
int
start_particle_fx_looped_on_entity(effectName
, entity
, xOffset
, yOffset
, zOffset
, xRot
, yRot
, zRot
, scale
, xAxis
, yAxis
, zAxis
)
Full list of particle effect dictionaries and effects by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/particleEffectsCompact.json
Parameters:
effectName
(string
)entity
(Entity
)xOffset
(float
)yOffset
(float
)zOffset
(float
)xRot
(float
)yRot
(float
)zRot
(float
)scale
(float
)xAxis
(bool
)yAxis
(bool
)zAxis
(bool
)
Returns:
int
start_particle_fx_looped_on_entity_bone(effectName
, entity
, xOffset
, yOffset
, zOffset
, xRot
, yRot
, zRot
, boneIndex
, scale
, xAxis
, yAxis
, zAxis
)
Full list of particle effect dictionaries and effects by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/particleEffectsCompact.json
Parameters:
effectName
(string
)entity
(Entity
)xOffset
(float
)yOffset
(float
)zOffset
(float
)xRot
(float
)yRot
(float
)zRot
(float
)boneIndex
(int
)scale
(float
)xAxis
(bool
)yAxis
(bool
)zAxis
(bool
)
Returns:
int
start_networked_particle_fx_looped_on_entity(effectName
, entity
, xOffset
, yOffset
, zOffset
, xRot
, yRot
, zRot
, scale
, xAxis
, yAxis
, zAxis
, p12
, p13
, p14
, p15
)
Full list of particle effect dictionaries and effects by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/particleEffectsCompact.json
Parameters:
effectName
(string
)entity
(Entity
)xOffset
(float
)yOffset
(float
)zOffset
(float
)xRot
(float
)yRot
(float
)zRot
(float
)scale
(float
)xAxis
(bool
)yAxis
(bool
)zAxis
(bool
)p12
(Any
)p13
(Any
)p14
(Any
)p15
(Any
)
Returns:
int
start_networked_particle_fx_looped_on_entity_bone(effectName
, entity
, xOffset
, yOffset
, zOffset
, xRot
, yRot
, zRot
, boneIndex
, scale
, xAxis
, yAxis
, zAxis
, p13
, p14
, p15
, p16
)
Full list of particle effect dictionaries and effects by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/particleEffectsCompact.json
Parameters:
effectName
(string
)entity
(Entity
)xOffset
(float
)yOffset
(float
)zOffset
(float
)xRot
(float
)yRot
(float
)zRot
(float
)boneIndex
(int
)scale
(float
)xAxis
(bool
)yAxis
(bool
)zAxis
(bool
)p13
(Any
)p14
(Any
)p15
(Any
)p16
(Any
)
Returns:
int
stop_particle_fx_looped(ptfxHandle
, p1
)
p1 is always 0 in the native scripts
Parameters:
ptfxHandle
(int
)p1
(bool
)
Returns:
None
remove_particle_fx(ptfxHandle
, p1
)
No documentation found for this native.
Parameters:
ptfxHandle
(int
)p1
(bool
)
Returns:
None
remove_particle_fx_from_entity(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
None
remove_particle_fx_in_range(X
, Y
, Z
, radius
)
No documentation found for this native.
Parameters:
X
(float
)Y
(float
)Z
(float
)radius
(float
)
Returns:
None
does_particle_fx_looped_exist(ptfxHandle
)
No documentation found for this native.
Parameters:
ptfxHandle
(int
)
Returns:
bool
set_particle_fx_looped_offsets(ptfxHandle
, x
, y
, z
, rotX
, rotY
, rotZ
)
No documentation found for this native.
Parameters:
ptfxHandle
(int
)x
(float
)y
(float
)z
(float
)rotX
(float
)rotY
(float
)rotZ
(float
)
Returns:
None
set_particle_fx_looped_evolution(ptfxHandle
, propertyName
, amount
, noNetwork
)
No documentation found for this native.
Parameters:
ptfxHandle
(int
)propertyName
(string
)amount
(float
)noNetwork
(bool
)
Returns:
None
set_particle_fx_looped_colour(ptfxHandle
, r
, g
, b
, p4
)
only works on some fx’s
p4 = 0
Parameters:
ptfxHandle
(int
)r
(float
)g
(float
)b
(float
)p4
(bool
)
Returns:
None
set_particle_fx_looped_alpha(ptfxHandle
, alpha
)
No documentation found for this native.
Parameters:
ptfxHandle
(int
)alpha
(float
)
Returns:
None
set_particle_fx_looped_scale(ptfxHandle
, scale
)
No documentation found for this native.
Parameters:
ptfxHandle
(int
)scale
(float
)
Returns:
None
set_particle_fx_looped_far_clip_dist(ptfxHandle
, range
)
No documentation found for this native.
Parameters:
ptfxHandle
(int
)range
(float
)
Returns:
None
set_particle_fx_cam_inside_vehicle(p0
)
No documentation found for this native.
Parameters:
p0
(bool
)
Returns:
None
set_particle_fx_cam_inside_nonplayer_vehicle(vehicle
, p1
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)p1
(bool
)
Returns:
None
set_particle_fx_shootout_boat(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
enable_clown_blood_vfx(toggle
)
Creates cartoon effect when Michel smokes the weed
Parameters:
toggle
(bool
)
Returns:
None
enable_alien_blood_vfx(toggle
)
Creates a motion-blur sort of effect, this native does not seem to work, however by using the START_SCREEN_EFFECT native with DrugsMichaelAliensFight as the effect parameter, you should be able to get the effect.
Parameters:
toggle
(bool
)
Returns:
None
set_particle_fx_bullet_impact_scale(scale
)
No documentation found for this native.
Parameters:
scale
(float
)
Returns:
None
use_particle_fx_asset(name
)
From the b678d decompiled scripts:
GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL(“FM_Mission_Controler”); GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL(“scr_apartment_mp”); GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL(“scr_indep_fireworks”); GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL(“scr_mp_cig_plane”); GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL(“scr_mp_creator”); GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL(“scr_ornate_heist”); GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL(“scr_prison_break_heist_station”);
Full list of particle effect dictionaries and effects by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/particleEffectsCompact.json
Parameters:
name
(string
)
Returns:
None
set_particle_fx_override(oldAsset
, newAsset
)
Full list of particle effect dictionaries and effects by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/particleEffectsCompact.json
Parameters:
oldAsset
(string
)newAsset
(string
)
Returns:
None
reset_particle_fx_override(name
)
Resets the effect of SET_PARTICLE_FX_OVERRIDE
Full list of particle effect dictionaries and effects by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/particleEffectsCompact.json
Parameters:
name
(string
)
Returns:
None
wash_decals_in_range(p0
, p1
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)
Returns:
None
wash_decals_from_vehicle(vehicle
, p1
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)p1
(float
)
Returns:
None
fade_decals_in_range(p0
, p1
, p2
, p3
, p4
)
Fades nearby decals within the range specified
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)
Returns:
None
remove_decals_in_range(x
, y
, z
, range
)
Removes all decals in range from a position, it includes the bullet holes, blood pools, petrol…
Parameters:
x
(float
)y
(float
)z
(float
)range
(float
)
Returns:
None
remove_decals_from_object(obj
)
No documentation found for this native.
Parameters:
obj
(Object
)
Returns:
None
remove_decals_from_object_facing(obj
, x
, y
, z
)
No documentation found for this native.
Parameters:
obj
(Object
)x
(float
)y
(float
)z
(float
)
Returns:
None
remove_decals_from_vehicle(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
None
add_decal(decalType
, posX
, posY
, posZ
, p4
, p5
, p6
, p7
, p8
, p9
, width
, height
, rCoef
, gCoef
, bCoef
, opacity
, timeout
, p17
, p18
, p19
)
decal types:
public enum DecalTypes {
splatters_blood = 1010, splatters_blood_dir = 1015, splatters_blood_mist = 1017, splatters_mud = 1020, splatters_paint = 1030, splatters_water = 1040, splatters_water_hydrant = 1050, splatters_blood2 = 1110, weapImpact_metal = 4010, weapImpact_concrete = 4020, weapImpact_mattress = 4030, weapImpact_mud = 4032, weapImpact_wood = 4050, weapImpact_sand = 4053, weapImpact_cardboard = 4040, weapImpact_melee_glass = 4100, weapImpact_glass_blood = 4102, weapImpact_glass_blood2 = 4104, weapImpact_shotgun_paper = 4200, weapImpact_shotgun_mattress, weapImpact_shotgun_metal, weapImpact_shotgun_wood, weapImpact_shotgun_dirt, weapImpact_shotgun_tvscreen, weapImpact_shotgun_tvscreen2, weapImpact_shotgun_tvscreen3, weapImpact_melee_concrete = 4310, weapImpact_melee_wood = 4312, weapImpact_melee_metal = 4314, burn1 = 4421, burn2, burn3, burn4, burn5, bang_concrete_bang = 5000, bang_concrete_bang2, bang_bullet_bang, bang_bullet_bang2 = 5004, bang_glass = 5031, bang_glass2, solidPool_water = 9000, solidPool_blood, solidPool_oil, solidPool_petrol, solidPool_mud, porousPool_water, porousPool_blood, porousPool_oil, porousPool_petrol, porousPool_mud, porousPool_water_ped_drip, liquidTrail_water = 9050
}
Parameters:
decalType
(int
)posX
(float
)posY
(float
)posZ
(float
)p4
(float
)p5
(float
)p6
(float
)p7
(float
)p8
(float
)p9
(float
)width
(float
)height
(float
)rCoef
(float
)gCoef
(float
)bCoef
(float
)opacity
(float
)timeout
(float
)p17
(bool
)p18
(bool
)p19
(bool
)
Returns:
int
add_petrol_decal(x
, y
, z
, groundLvl
, width
, transparency
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)groundLvl
(float
)width
(float
)transparency
(float
)
Returns:
int
start_petrol_trail_decals(p0
)
No documentation found for this native.
Parameters:
p0
(float
)
Returns:
None
add_petrol_trail_decal_info(x
, y
, z
, p3
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)p3
(float
)
Returns:
None
end_petrol_trail_decals()
No documentation found for this native.
Parameters:
None
Returns:
None
remove_decal(decal
)
No documentation found for this native.
Parameters:
decal
(int
)
Returns:
None
is_decal_alive(decal
)
No documentation found for this native.
Parameters:
decal
(int
)
Returns:
bool
get_decal_wash_level(decal
)
No documentation found for this native.
Parameters:
decal
(int
)
Returns:
float
set_disable_decal_rendering_this_frame()
No documentation found for this native.
Parameters:
None
Returns:
None
get_is_petrol_decal_in_range(xCoord
, yCoord
, zCoord
, radius
)
No documentation found for this native.
Parameters:
xCoord
(float
)yCoord
(float
)zCoord
(float
)radius
(float
)
Returns:
bool
patch_decal_diffuse_map(decalType
, textureDict
, textureName
)
No documentation found for this native.
Parameters:
decalType
(int
)textureDict
(string
)textureName
(string
)
Returns:
None
unpatch_decal_diffuse_map(decalType
)
No documentation found for this native.
Parameters:
decalType
(int
)
Returns:
None
move_vehicle_decals(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
None
add_vehicle_crew_emblem(vehicle
, ped
, boneIndex
, x1
, x2
, x3
, y1
, y2
, y3
, z1
, z2
, z3
, scale
, p13
, alpha
)
boneIndex is always chassis_dummy in the scripts. The x/y/z params are location relative to the chassis bone.
Parameters:
vehicle
(Vehicle
)ped
(Ped
)boneIndex
(int
)x1
(float
)x2
(float
)x3
(float
)y1
(float
)y2
(float
)y3
(float
)z1
(float
)z2
(float
)z3
(float
)scale
(float
)p13
(Any
)alpha
(int
)
Returns:
bool
remove_vehicle_crew_emblem(vehicle
, p1
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)p1
(int
)
Returns:
None
get_vehicle_crew_emblem_request_state(vehicle
, p1
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)p1
(int
)
Returns:
int
does_vehicle_have_crew_emblem(vehicle
, p1
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)p1
(int
)
Returns:
bool
override_interior_smoke_name(name
)
No documentation found for this native.
Parameters:
name
(string
)
Returns:
None
override_interior_smoke_level(level
)
No documentation found for this native.
Parameters:
level
(float
)
Returns:
None
override_interior_smoke_end()
No documentation found for this native.
Parameters:
None
Returns:
None
register_noir_screen_effect_this_frame()
No documentation found for this native.
Parameters:
None
Returns:
None
disable_vehicle_distantlights(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
set_force_ped_footsteps_tracks(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
set_force_vehicle_trails(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
disable_script_ambient_effects(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
preset_interior_ambient_cache(timecycleModifierName
)
Only one match in the scripts:
GRAPHICS::PRESET_INTERIOR_AMBIENT_CACHE(“int_carrier_hanger”);
Parameters:
timecycleModifierName
(string
)
Returns:
None
set_timecycle_modifier(modifierName
)
Loads the specified timecycle modifier. Modifiers are defined separately in another file (e.g. “timecycle_mods_1.xml”)
Parameters: modifierName - The modifier to load (e.g. “V_FIB_IT3”, “scanline_cam”, etc.)
Full list of timecycle modifiers by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/timecycleModifiers.json
Parameters:
modifierName
(string
)
Returns:
None
set_timecycle_modifier_strength(strength
)
No documentation found for this native.
Parameters:
strength
(float
)
Returns:
None
set_transition_timecycle_modifier(modifierName
, transition
)
Full list of timecycle modifiers by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/timecycleModifiers.json
Parameters:
modifierName
(string
)transition
(float
)
Returns:
None
set_transition_out_of_timecycle_modifier(strength
)
No documentation found for this native.
Parameters:
strength
(float
)
Returns:
None
clear_timecycle_modifier()
No documentation found for this native.
Parameters:
None
Returns:
None
get_timecycle_modifier_index()
Only use for this in the PC scripts is:
if (GRAPHICS::GET_TIMECYCLE_MODIFIER_INDEX() != -1)
For a full list, see here: pastebin.com/cnk7FTF2
Parameters:
None
Returns:
int
get_timecycle_transition_modifier_index()
No documentation found for this native.
Parameters:
None
Returns:
int
push_timecycle_modifier()
No documentation found for this native.
Parameters:
None
Returns:
None
pop_timecycle_modifier()
No documentation found for this native.
Parameters:
None
Returns:
None
set_current_player_tcmodifier(modifierName
)
No documentation found for this native.
Parameters:
modifierName
(string
)
Returns:
None
set_player_tcmodifier_transition(value
)
No documentation found for this native.
Parameters:
value
(float
)
Returns:
None
set_next_player_tcmodifier(modifierName
)
No documentation found for this native.
Parameters:
modifierName
(string
)
Returns:
None
add_tcmodifier_override(modifierName1
, modifierName2
)
No documentation found for this native.
Parameters:
modifierName1
(string
)modifierName2
(string
)
Returns:
None
remove_tcmodifier_override(p0
)
No documentation found for this native.
Parameters:
p0
(string
)
Returns:
None
set_extra_timecycle_modifier(modifierName
)
No documentation found for this native.
Parameters:
modifierName
(string
)
Returns:
None
clear_extra_timecycle_modifier()
No documentation found for this native.
Parameters:
None
Returns:
None
get_extra_timecycle_modifier_index()
No documentation found for this native.
Parameters:
None
Returns:
int
enable_extra_timecycle_modifier_strength(strength
)
No documentation found for this native.
Parameters:
strength
(float
)
Returns:
None
reset_extra_timecycle_modifier_strength()
No documentation found for this native.
Parameters:
None
Returns:
None
request_scaleform_movie(scaleformName
)
No documentation found for this native.
Parameters:
scaleformName
(string
)
Returns:
int
request_scaleform_movie_2(scaleformName
)
No documentation found for this native.
Parameters:
scaleformName
(string
)
Returns:
int
request_scaleform_movie_instance(scaleformName
)
No documentation found for this native.
Parameters:
scaleformName
(string
)
Returns:
int
request_scaleform_movie_interactive(scaleformName
)
No documentation found for this native.
Parameters:
scaleformName
(string
)
Returns:
int
has_scaleform_movie_loaded(scaleformHandle
)
No documentation found for this native.
Parameters:
scaleformHandle
(int
)
Returns:
bool
has_scaleform_movie_filename_loaded(scaleformName
)
Only values used in the scripts are:
“heist_mp” “heistmap_mp” “instructional_buttons” “heist_pre”
Parameters:
scaleformName
(string
)
Returns:
bool
has_scaleform_container_movie_loaded_into_parent(scaleformHandle
)
No documentation found for this native.
Parameters:
scaleformHandle
(int
)
Returns:
bool
set_scaleform_movie_as_no_longer_needed(scaleformHandle
)
No documentation found for this native.
Parameters:
scaleformHandle
(vector<int>
)
Returns:
None
set_scaleform_movie_to_use_system_time(scaleform
, toggle
)
No documentation found for this native.
Parameters:
scaleform
(int
)toggle
(bool
)
Returns:
None
set_scaleform_fit_rendertarget(scaleformHandle
, toggle
)
No documentation found for this native.
Parameters:
scaleformHandle
(int
)toggle
(bool
)
Returns:
None
draw_scaleform_movie(scaleformHandle
, x
, y
, width
, height
, red
, green
, blue
, alpha
, unk
)
No documentation found for this native.
Parameters:
scaleformHandle
(int
)x
(float
)y
(float
)width
(float
)height
(float
)red
(int
)green
(int
)blue
(int
)alpha
(int
)unk
(int
)
Returns:
None
draw_scaleform_movie_fullscreen(scaleform
, red
, green
, blue
, alpha
, unk
)
unk is not used so no need
Parameters:
scaleform
(int
)red
(int
)green
(int
)blue
(int
)alpha
(int
)unk
(int
)
Returns:
None
draw_scaleform_movie_fullscreen_masked(scaleform1
, scaleform2
, red
, green
, blue
, alpha
)
No documentation found for this native.
Parameters:
scaleform1
(int
)scaleform2
(int
)red
(int
)green
(int
)blue
(int
)alpha
(int
)
Returns:
None
draw_scaleform_movie_3d(scaleform
, posX
, posY
, posZ
, rotX
, rotY
, rotZ
, p7
, p8
, p9
, scaleX
, scaleY
, scaleZ
, rotationOrder
)
No documentation found for this native.
Parameters:
scaleform
(int
)posX
(float
)posY
(float
)posZ
(float
)rotX
(float
)rotY
(float
)rotZ
(float
)p7
(float
)p8
(float
)p9
(float
)scaleX
(float
)scaleY
(float
)scaleZ
(float
)rotationOrder
(int
)
Returns:
None
draw_scaleform_movie_3d_solid(scaleform
, posX
, posY
, posZ
, rotX
, rotY
, rotZ
, p7
, p8
, p9
, scaleX
, scaleY
, scaleZ
, rotationOrder
)
No documentation found for this native.
Parameters:
scaleform
(int
)posX
(float
)posY
(float
)posZ
(float
)rotX
(float
)rotY
(float
)rotZ
(float
)p7
(float
)p8
(float
)p9
(float
)scaleX
(float
)scaleY
(float
)scaleZ
(float
)rotationOrder
(int
)
Returns:
None
call_scaleform_movie_method(scaleform
, method
)
Calls the Scaleform function.
Parameters:
scaleform
(int
)method
(string
)
Returns:
None
call_scaleform_movie_method_with_number(scaleform
, methodName
, param1
, param2
, param3
, param4
, param5
)
Calls the Scaleform function and passes the parameters as floats.
The number of parameters passed to the function varies, so the end of the parameter list is represented by -1.0.
Parameters:
scaleform
(int
)methodName
(string
)param1
(float
)param2
(float
)param3
(float
)param4
(float
)param5
(float
)
Returns:
None
call_scaleform_movie_method_with_string(scaleform
, methodName
, param1
, param2
, param3
, param4
, param5
)
Calls the Scaleform function and passes the parameters as strings.
The number of parameters passed to the function varies, so the end of the parameter list is represented by 0 (NULL).
Parameters:
scaleform
(int
)methodName
(string
)param1
(string
)param2
(string
)param3
(string
)param4
(string
)param5
(string
)
Returns:
None
call_scaleform_movie_method_with_number_and_string(scaleform
, methodName
, floatParam1
, floatParam2
, floatParam3
, floatParam4
, floatParam5
, stringParam1
, stringParam2
, stringParam3
, stringParam4
, stringParam5
)
Calls the Scaleform function and passes both float and string parameters (in their respective order).
The number of parameters passed to the function varies, so the end of the float parameters is represented by -1.0, and the end of the string parameters is represented by 0 (NULL).
NOTE: The order of parameters in the function prototype is important! All float parameters must come first, followed by the string parameters.
Examples: // function MY_FUNCTION(floatParam1, floatParam2, stringParam) GRAPHICS::_CALL_SCALEFORM_MOVIE_FUNCTION_MIXED_PARAMS(scaleform, “MY_FUNCTION”, 10.0, 20.0, -1.0, -1.0, -1.0, “String param”, 0, 0, 0, 0);
// function MY_FUNCTION_2(floatParam, stringParam1, stringParam2) GRAPHICS::_CALL_SCALEFORM_MOVIE_FUNCTION_MIXED_PARAMS(scaleform, “MY_FUNCTION_2”, 10.0, -1.0, -1.0, -1.0, -1.0, “String param #1”, “String param #2”, 0, 0, 0);
Parameters:
scaleform
(int
)methodName
(string
)floatParam1
(float
)floatParam2
(float
)floatParam3
(float
)floatParam4
(float
)floatParam5
(float
)stringParam1
(string
)stringParam2
(string
)stringParam3
(string
)stringParam4
(string
)stringParam5
(string
)
Returns:
None
begin_scaleform_script_hud_movie_method(hudComponent
, methodName
)
Pushes a function from the Hud component Scaleform onto the stack. Same behavior as GRAPHICS::BEGIN_SCALEFORM_MOVIE_METHOD, just a hud component id instead of a Scaleform.
Known components: 19 - MP_RANK_BAR 20 - HUD_DIRECTOR_MODE
This native requires more research - all information can be found inside of ‘hud.gfx’. Using a decompiler, the different components are located under “scripts__PackagescomrockstargamesgtavhudhudComponents” and “scripts__PackagescomrockstargamesgtavMultiplayer”.
Parameters:
hudComponent
(int
)methodName
(string
)
Returns:
bool
begin_scaleform_movie_method(scaleform
, methodName
)
Push a function from the Scaleform onto the stack
Parameters:
scaleform
(int
)methodName
(string
)
Returns:
bool
begin_scaleform_movie_method_on_frontend(methodName
)
Starts frontend (pause menu) scaleform movie methods. This can be used when you want to make custom frontend menus, and customize things like images or text in the menus etc. Use BEGIN_SCALEFORM_MOVIE_METHOD_ON_FRONTEND_HEADER for header scaleform functions.
Parameters:
methodName
(string
)
Returns:
bool
begin_scaleform_movie_method_on_frontend_header(methodName
)
Starts frontend (pause menu) scaleform movie methods for header options. Use BEGIN_SCALEFORM_MOVIE_METHOD_ON_FRONTEND to customize the content inside the frontend menus.
Parameters:
methodName
(string
)
Returns:
bool
end_scaleform_movie_method()
Pops and calls the Scaleform function on the stack
Parameters:
None
Returns:
None
end_scaleform_movie_method_return_value()
No documentation found for this native.
Parameters:
None
Returns:
Any
is_scaleform_movie_method_return_value_ready(methodReturn
)
methodReturn: The return value of this native: END_SCALEFORM_MOVIE_METHOD_RETURN_VALUE Returns true if the return value of a scaleform function is ready to be collected (using GET_SCALEFORM_MOVIE_METHOD_RETURN_VALUE_STRING or GET_SCALEFORM_MOVIE_METHOD_RETURN_VALUE_INT).
Parameters:
methodReturn
(int
)
Returns:
bool
get_scaleform_movie_method_return_value_int(methodReturn
)
methodReturn: The return value of this native: END_SCALEFORM_MOVIE_METHOD_RETURN_VALUE Used to get a return value from a scaleform function. Returns an int in the same way GET_SCALEFORM_MOVIE_METHOD_RETURN_VALUE_STRING returns a string.
Parameters:
methodReturn
(int
)
Returns:
int
get_scaleform_movie_method_return_value_bool(methodReturn
)
No documentation found for this native.
Parameters:
methodReturn
(int
)
Returns:
bool
get_scaleform_movie_method_return_value_string(methodReturn
)
methodReturn: The return value of this native: END_SCALEFORM_MOVIE_METHOD_RETURN_VALUE Used to get a return value from a scaleform function. Returns a string in the same way GET_SCALEFORM_MOVIE_METHOD_RETURN_VALUE_INT returns an int.
Parameters:
methodReturn
(int
)
Returns:
string
scaleform_movie_method_add_param_int(value
)
Pushes an integer for the Scaleform function onto the stack.
Parameters:
value
(int
)
Returns:
None
scaleform_movie_method_add_param_float(value
)
Pushes a float for the Scaleform function onto the stack.
Parameters:
value
(float
)
Returns:
None
scaleform_movie_method_add_param_bool(value
)
Pushes a boolean for the Scaleform function onto the stack.
Parameters:
value
(bool
)
Returns:
None
begin_text_command_scaleform_string(componentType
)
Called prior to adding a text component to the UI. After doing so, GRAPHICS::END_TEXT_COMMAND_SCALEFORM_STRING is called.
Examples: GRAPHICS::BEGIN_TEXT_COMMAND_SCALEFORM_STRING(“NUMBER”); HUD::ADD_TEXT_COMPONENT_INTEGER(MISC::ABSI(a_1)); GRAPHICS::END_TEXT_COMMAND_SCALEFORM_STRING();
GRAPHICS::BEGIN_TEXT_COMMAND_SCALEFORM_STRING(“STRING”); HUD::_ADD_TEXT_COMPONENT_STRING(a_2); GRAPHICS::END_TEXT_COMMAND_SCALEFORM_STRING();
GRAPHICS::BEGIN_TEXT_COMMAND_SCALEFORM_STRING(“STRTNM2”); HUD::_0x17299B63C7683A2B(v_3); HUD::_0x17299B63C7683A2B(v_4); GRAPHICS::END_TEXT_COMMAND_SCALEFORM_STRING();
GRAPHICS::BEGIN_TEXT_COMMAND_SCALEFORM_STRING(“STRTNM1”); HUD::_0x17299B63C7683A2B(v_3); GRAPHICS::END_TEXT_COMMAND_SCALEFORM_STRING();
Parameters:
componentType
(string
)
Returns:
None
end_text_command_scaleform_string()
No documentation found for this native.
Parameters:
None
Returns:
None
end_text_command_scaleform_string_2()
No documentation found for this native.
Parameters:
None
Returns:
None
scaleform_movie_method_add_param_texture_name_string_2(string
)
No documentation found for this native.
Parameters:
string
(string
)
Returns:
None
scaleform_movie_method_add_param_texture_name_string(string
)
No documentation found for this native.
Parameters:
string
(string
)
Returns:
None
scaleform_movie_method_add_param_player_name_string(string
)
No documentation found for this native.
Parameters:
string
(string
)
Returns:
None
does_latest_brief_string_exist(p0
)
No documentation found for this native.
Parameters:
p0
(int
)
Returns:
bool
scaleform_movie_method_add_param_latest_brief_string(value
)
No documentation found for this native.
Parameters:
value
(int
)
Returns:
None
request_scaleform_script_hud_movie(hudComponent
)
No documentation found for this native.
Parameters:
hudComponent
(int
)
Returns:
None
has_scaleform_script_hud_movie_loaded(hudComponent
)
No documentation found for this native.
Parameters:
hudComponent
(int
)
Returns:
bool
remove_scaleform_script_hud_movie(hudComponent
)
No documentation found for this native.
Parameters:
hudComponent
(int
)
Returns:
None
set_tv_channel(channel
)
No documentation found for this native.
Parameters:
channel
(int
)
Returns:
None
get_tv_channel()
No documentation found for this native.
Parameters:
None
Returns:
int
set_tv_volume(volume
)
No documentation found for this native.
Parameters:
volume
(float
)
Returns:
None
get_tv_volume()
No documentation found for this native.
Parameters:
None
Returns:
float
draw_tv_channel(xPos
, yPos
, xScale
, yScale
, rotation
, red
, green
, blue
, alpha
)
All calls to this native are preceded by calls to GRAPHICS::_0x61BB1D9B3A95D802 and GRAPHICS::_0xC6372ECD45D73BCD, respectively.
“act_cinema.ysc”, line 1483: HUD::SET_HUD_COMPONENT_POSITION(15, 0.0, -0.0375); HUD::SET_TEXT_RENDER_ID(l_AE); GRAPHICS::_0x61BB1D9B3A95D802(4); GRAPHICS::_0xC6372ECD45D73BCD(1); if (GRAPHICS::_0x0AD973CA1E077B60(${movie_arthouse})) {
GRAPHICS::DRAW_TV_CHANNEL(0.5, 0.5, 0.7375, 1.0, 0.0, 255, 255, 255, 255);
- } else {
GRAPHICS::DRAW_TV_CHANNEL(0.5, 0.5, 1.0, 1.0, 0.0, 255, 255, 255, 255);
}
“am_mp_property_int.ysc”, line 102545: if (ENTITY::DOES_ENTITY_EXIST(a_2._f3)) {
- if (HUD::IS_NAMED_RENDERTARGET_LINKED(ENTITY::GET_ENTITY_MODEL(a_2._f3))) {
HUD::SET_TEXT_RENDER_ID(a_2._f1); GRAPHICS::_0x61BB1D9B3A95D802(4); GRAPHICS::_0xC6372ECD45D73BCD(1); GRAPHICS::DRAW_TV_CHANNEL(0.5, 0.5, 1.0, 1.0, 0.0, 255, 255, 255, 255); if (GRAPHICS::GET_TV_CHANNEL() == -1) {
sub_a8fa5(a_2, 1);
- } else {
sub_a8fa5(a_2, 1); GRAPHICS::ATTACH_TV_AUDIO_TO_ENTITY(a_2._f3);
} HUD::SET_TEXT_RENDER_ID(HUD::GET_DEFAULT_SCRIPT_RENDERTARGET_RENDER_ID());
}
}
Parameters:
xPos
(float
)yPos
(float
)xScale
(float
)yScale
(float
)rotation
(float
)red
(int
)green
(int
)blue
(int
)alpha
(int
)
Returns:
None
set_tv_channel_playlist(tvChannel
, playlistName
, restart
)
Loads specified video sequence into the TV Channel TV_Channel ranges from 0-2 VideoSequence can be any of the following: “PL_STD_CNT” CNT Standard Channel “PL_STD_WZL” Weazel Standard Channel “PL_LO_CNT” “PL_LO_WZL” “PL_SP_WORKOUT” “PL_SP_INV” - Jay Norris Assassination Mission Fail “PL_SP_INV_EXP” - Jay Norris Assassination Mission Success “PL_LO_RS” - Righteous Slaughter Ad “PL_LO_RS_CUTSCENE” - Righteous Slaughter Cut-scene “PL_SP_PLSH1_INTRO” “PL_LES1_FAME_OR_SHAME” “PL_STD_WZL_FOS_EP2” “PL_MP_WEAZEL” - Weazel Logo on loop “PL_MP_CCTV” - Generic CCTV loop
Restart: 0=video sequence continues as normal 1=sequence restarts from beginning every time that channel is selected
The above playlists work as intended, and are commonly used, but there are many more playlists, as seen in tvplaylists.xml. A pastebin below outlines all playlists, they will be surronded by the name tag I.E. (<Name>PL_STD_CNT</Name> = PL_STD_CNT). https://pastebin.com/zUzGB6h7
Parameters:
tvChannel
(int
)playlistName
(string
)restart
(bool
)
Returns:
None
set_tv_channel_playlist_at_hour(tvChannel
, playlistName
, hour
)
No documentation found for this native.
Parameters:
tvChannel
(int
)playlistName
(string
)hour
(int
)
Returns:
None
clear_tv_channel_playlist(tvChannel
)
No documentation found for this native.
Parameters:
tvChannel
(int
)
Returns:
None
is_playlist_unk(tvChannel
, p1
)
No documentation found for this native.
Parameters:
tvChannel
(int
)p1
(Any
)
Returns:
bool
is_tv_playlist_item_playing(videoCliphash
)
No documentation found for this native.
Parameters:
videoCliphash
(Hash
)
Returns:
bool
enable_movie_keyframe_wait(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
enable_movie_subtitles(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
ui3dscene_is_available()
No documentation found for this native.
Parameters:
None
Returns:
bool
ui3dscene_push_preset(presetName
)
All presets can be found in commondatauiuiscenes.meta
Parameters:
presetName
(string
)
Returns:
bool
terraingrid_activate(toggle
)
This native enables/disables the gold putting grid display (https://i.imgur.com/TC6cku6.png). This requires these two natives to be called as well to configure the grid: 0x1c4fc5752bcd8e48 and 0x5ce62918f8d703c7.
Parameters:
toggle
(bool
)
Returns:
None
terraingrid_set_params(x
, y
, z
, forwardX
, forwardY
, forwardZ
, sizeX
, sizeY
, sizeZ
, gridScale
, glowIntensity
, normalHeight
, heightDiff
)
This native is used along with these two natives: 0xa356990e161c9e65 and 0x5ce62918f8d703c7. This native configures the location, size, rotation, normal height, and the difference ratio between min, normal and max.
All those natives combined they will output something like this: https://i.imgur.com/TC6cku6.png
This native renders a box at the given position, with a special shader that renders a grid on world geometry behind it. This box does not have backface culling. The forward args here are a direction vector, something similar to what’s returned by GET_ENTITY_FORWARD_VECTOR. normalHeight and heightDiff are used for positioning the color gradient of the grid, colors specified via TERRAINGRID_SET_COLOURS.
Example with box superimposed on the image to demonstrate: https://i.imgur.com/wdqskxd.jpg
Parameters:
x
(float
)y
(float
)z
(float
)forwardX
(float
)forwardY
(float
)forwardZ
(float
)sizeX
(float
)sizeY
(float
)sizeZ
(float
)gridScale
(float
)glowIntensity
(float
)normalHeight
(float
)heightDiff
(float
)
Returns:
None
terraingrid_set_colours(lowR
, lowG
, lowB
, lowAlpha
, r
, g
, b
, alpha
, highR
, highG
, highB
, highAlpha
)
This native is used along with these two natives: 0xa356990e161c9e65 and 0x1c4fc5752bcd8e48. This native sets the colors for the golf putting grid. the ‘min…’ values are for the lower areas that the grid covers, the ‘max…’ values are for the higher areas that the grid covers, all remaining values are for the ‘normal’ ground height. All those natives combined they will output something like this: https://i.imgur.com/TC6cku6.png
Parameters:
lowR
(int
)lowG
(int
)lowB
(int
)lowAlpha
(int
)r
(int
)g
(int
)b
(int
)alpha
(int
)highR
(int
)highG
(int
)highB
(int
)highAlpha
(int
)
Returns:
None
animpostfx_play(effectName
, duration
, looped
)
duration - is how long to play the effect for in milliseconds. If 0, it plays the default length if loop is true, the effect won’t stop until you call ANIMPOSTFX_STOP on it. (only loopable effects)
Full list of animpostFX / screen effects by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animPostFxNamesCompact.json
Parameters:
effectName
(string
)duration
(int
)looped
(bool
)
Returns:
None
animpostfx_stop(effectName
)
See ANIMPOSTFX_PLAY
Full list of animpostFX / screen effects by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animPostFxNamesCompact.json
Parameters:
effectName
(string
)
Returns:
None
animpostfx_get_unk(effectName
)
No documentation found for this native.
Parameters:
effectName
(string
)
Returns:
float
animpostfx_is_running(effectName
)
Returns whether the specified effect is active. See ANIMPOSTFX_PLAY
Full list of animpostFX / screen effects by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animPostFxNamesCompact.json
Parameters:
effectName
(string
)
Returns:
bool
animpostfx_stop_all()
Stops ALL currently playing effects.
Parameters:
None
Returns:
None
animpostfx_stop_and_do_unk(effectName
)
No documentation found for this native.
Parameters:
effectName
(string
)
Returns:
None
Hud namespace
Documentation for the hud namespace.
begin_text_command_busyspinner_on(string
)
Initializes the text entry for the the text next to a loading prompt. All natives for building UI texts can be used here
e.g void StartLoadingMessage(char *text, int spinnerType = 3)
- {
- _SET_LOADING_PROMPT_TEXT_ENTRY(“STRING”);
ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(text); _SHOW_LOADING_PROMPT(spinnerType);
}
- /OR/
- void ShowLoadingMessage(char *text, int spinnerType = 3, int timeMs = 10000)
- {
- _SET_LOADING_PROMPT_TEXT_ENTRY(“STRING”);
ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(text); _SHOW_LOADING_PROMPT(spinnerType);
WAIT(timeMs);
_REMOVE_LOADING_PROMPT();
}
These are some localized strings used in the loading spinner. “PM_WAIT” = Please Wait “CELEB_WPLYRS” = Waiting For Players. “CELL_SPINNER2” = Scanning storage. “ERROR_CHECKYACHTNAME” = Registering your yacht’s name. Please wait. “ERROR_CHECKPROFANITY” = Checking your text for profanity. Please wait. “FM_COR_AUTOD” = Just spinner no text “FM_IHELP_WAT2” = Waiting for other players “FM_JIP_WAITO” = Game options are being set “FMMC_DOWNLOAD” = Downloading “FMMC_PLYLOAD” = Loading “FMMC_STARTTRAN” = Launching session “HUD_QUITTING” = Quiting session “KILL_STRIP_IDM” = Waiting for to accept “MP_SPINLOADING” = Loading
Parameters:
string
(string
)
Returns:
None
end_text_command_busyspinner_on(busySpinnerType
)
enum eBusySpinnerType {
BUSY_SPINNER_LEFT, BUSY_SPINNER_LEFT_2, BUSY_SPINNER_LEFT_3, BUSY_SPINNER_SAVE, BUSY_SPINNER_RIGHT,
};
Parameters:
busySpinnerType
(int
)
Returns:
None
busyspinner_off()
Removes the loading prompt at the bottom right of the screen.
Parameters:
None
Returns:
None
preload_busyspinner()
No documentation found for this native.
Parameters:
None
Returns:
None
busyspinner_is_on()
No documentation found for this native.
Parameters:
None
Returns:
bool
busyspinner_is_displaying()
No documentation found for this native.
Parameters:
None
Returns:
bool
set_mouse_cursor_active_this_frame()
No documentation found for this native.
Parameters:
None
Returns:
None
set_mouse_cursor_sprite(spriteId
)
No documentation found for this native.
Parameters:
spriteId
(int
)
Returns:
None
thefeed_only_show_tooltips(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
thefeed_disable_loading_screen_tips()
No documentation found for this native.
Parameters:
None
Returns:
None
thefeed_hide_this_frame()
Once called each frame hides all above radar notifications.
Parameters:
None
Returns:
None
thefeed_display_loading_screen_tips()
No documentation found for this native.
Parameters:
None
Returns:
None
thefeed_flush_queue()
No documentation found for this native.
Parameters:
None
Returns:
None
thefeed_remove_item(notificationId
)
Removes a notification instantly instead of waiting for it to disappear
Parameters:
notificationId
(int
)
Returns:
None
thefeed_force_render_on()
No documentation found for this native.
Parameters:
None
Returns:
None
thefeed_force_render_off()
Enables loading screen tips to be be shown (_0x15CFA549788D35EF and _0x488043841BBE156F), blocks other kinds of notifications from being displayed (at least from current script). Call 0xADED7F5748ACAFE6 to display those again.
Parameters:
None
Returns:
None
thefeed_pause()
No documentation found for this native.
Parameters:
None
Returns:
None
thefeed_resume()
No documentation found for this native.
Parameters:
None
Returns:
None
thefeed_is_paused()
No documentation found for this native.
Parameters:
None
Returns:
bool
thefeed_sps_extend_widescreen_on()
No documentation found for this native.
Parameters:
None
Returns:
None
thefeed_sps_extend_widescreen_off()
No documentation found for this native.
Parameters:
None
Returns:
None
thefeed_get_first_visible_delete_remaining()
Returns the handle for the notification currently displayed on the screen. Name may be a hash collision, but describes the function accurately.
Parameters:
None
Returns:
int
thefeed_comment_teleport_pool_on()
Enables loading screen tips to be be shown (_0x15CFA549788D35EF and _0x488043841BBE156F), blocks other kinds of notifications from being displayed (at least from current script). Call 0xADED7F5748ACAFE6 to display those again.
Parameters:
None
Returns:
None
thefeed_comment_teleport_pool_off()
Displays “normal” notifications again after calling _0x56C8B608CFD49854 (those that were drawn before calling this native too), though those will have a weird offset and stay on screen forever (tested with notifications created from same script).
Parameters:
None
Returns:
None
thefeed_set_next_post_background_color(hudColorIndex
)
No documentation found for this native.
Parameters:
hudColorIndex
(int
)
Returns:
None
thefeed_set_animpostfx_color(red
, green
, blue
, alpha
)
No documentation found for this native.
Parameters:
red
(int
)green
(int
)blue
(int
)alpha
(int
)
Returns:
None
thefeed_set_animpostfx_count(count
)
No documentation found for this native.
Parameters:
count
(int
)
Returns:
None
thefeed_set_animpostfx_sound(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
thefeed_reset_all_parameters()
No documentation found for this native.
Parameters:
None
Returns:
None
thefeed_freeze_next_post()
Requires manual management of game stream handles (i.e., 0xBE4390CB40B3E627).
Parameters:
None
Returns:
None
thefeed_clear_frozen_post()
No documentation found for this native.
Parameters:
None
Returns:
None
thefeed_set_flush_animpostfx(p0
)
No documentation found for this native.
Parameters:
p0
(bool
)
Returns:
None
thefeed_update_item_texture(txdString1
, txnString1
, txdString2
, txnString2
)
Used in the native scripts to reference “GET_PEDHEADSHOT_TXD_STRING” and “CHAR_DEFAULT”.
Parameters:
txdString1
(string
)txnString1
(string
)txdString2
(string
)txnString2
(string
)
Returns:
None
begin_text_command_thefeed_post(text
)
Declares the entry type of a notification, for example “STRING”.
int ShowNotification(char *text) {
BEGIN_TEXT_COMMAND_THEFEED_POST(“STRING”); ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(text); return _DRAW_NOTIFICATION(1, 1);
}
Parameters:
text
(string
)
Returns:
None
end_text_command_thefeed_post_stats(statTitle
, iconEnum
, stepVal
, barValue
, isImportant
, pictureTextureDict
, pictureTextureName
)
List of picture names: https://pastebin.com/XdpJVbHz Example result: https://i.imgur.com/SdEZ22m.png
Parameters:
statTitle
(string
)iconEnum
(int
)stepVal
(bool
)barValue
(int
)isImportant
(bool
)pictureTextureDict
(string
)pictureTextureName
(string
)
Returns:
int
end_text_command_thefeed_post_messagetext(txdName
, textureName
, flash
, iconType
, sender
, subject
)
This function can show pictures of every texture that can be requested by REQUEST_STREAMED_TEXTURE_DICT.
List of picNames: pastebin.com/XdpJVbHz
flash is a bool for fading in. iconTypes: 1 : Chat Box 2 : Email 3 : Add Friend Request 4 : Nothing 5 : Nothing 6 : Nothing 7 : Right Jumping Arrow 8 : RP Icon 9 : $ Icon
“sender” is the very top header. This can be any old string. “subject” is the header under the sender.
Parameters:
txdName
(string
)textureName
(string
)flash
(bool
)iconType
(int
)sender
(string
)subject
(string
)
Returns:
int
end_text_command_thefeed_post_messagetext_gxt_entry(txdName
, textureName
, flash
, iconType
, sender
, subject
)
No documentation found for this native.
Parameters:
txdName
(string
)textureName
(string
)flash
(bool
)iconType
(int
)sender
(string
)subject
(string
)
Returns:
int
end_text_command_thefeed_post_messagetext_tu(txdName
, textureName
, flash
, iconType
, sender
, subject
, duration
)
This function can show pictures of every texture that can be requested by REQUEST_STREAMED_TEXTURE_DICT.
NOTE: ‘duration’ is a multiplier, so 1.0 is normal, 2.0 is twice as long (very slow), and 0.5 is half as long.
Example, only occurrence in the scripts: v_8 = HUD::_1E6611149DB3DB6B(“CHAR_SOCIAL_CLUB”, “CHAR_SOCIAL_CLUB”, 0, 0, &v_9, “”, a_5);
Parameters:
txdName
(string
)textureName
(string
)flash
(bool
)iconType
(int
)sender
(string
)subject
(string
)duration
(float
)
Returns:
int
end_text_command_thefeed_post_messagetext_with_crew_tag(txdName
, textureName
, flash
, iconType
, sender
, subject
, duration
, clanTag
)
This function can show pictures of every texture that can be requested by REQUEST_STREAMED_TEXTURE_DICT.
List of picNames pastebin.com/XdpJVbHz
flash is a bool for fading in. iconTypes: 1 : Chat Box 2 : Email 3 : Add Friend Request 4 : Nothing 5 : Nothing 6 : Nothing 7 : Right Jumping Arrow 8 : RP Icon 9 : $ Icon
“sender” is the very top header. This can be any old string. “subject” is the header under the sender. “duration” is a multiplier, so 1.0 is normal, 2.0 is twice as long (very slow), and 0.5 is half as long. “clanTag” shows a crew tag in the “sender” header, after the text. You need to use 3 underscores as padding. Maximum length of this field seems to be 7. (e.g. “MK” becomes “___MK”, “ACE” becomes “___ACE”, etc.)
Parameters:
txdName
(string
)textureName
(string
)flash
(bool
)iconType
(int
)sender
(string
)subject
(string
)duration
(float
)clanTag
(string
)
Returns:
int
end_text_command_thefeed_post_messagetext_with_crew_tag_and_additional_icon(txdName
, textureName
, flash
, iconType1
, sender
, subject
, duration
, clanTag
, iconType2
, p9
)
This function can show pictures of every texture that can be requested by REQUEST_STREAMED_TEXTURE_DICT.
List of picNames: pastebin.com/XdpJVbHz
flash is a bool for fading in. iconTypes: 1 : Chat Box 2 : Email 3 : Add Friend Request 4 : Nothing 5 : Nothing 6 : Nothing 7 : Right Jumping Arrow 8 : RP Icon 9 : $ Icon
“sender” is the very top header. This can be any old string. “subject” is the header under the sender. “duration” is a multiplier, so 1.0 is normal, 2.0 is twice as long (very slow), and 0.5 is half as long. “clanTag” shows a crew tag in the “sender” header, after the text. You need to use 3 underscores as padding. Maximum length of this field seems to be 7. (e.g. “MK” becomes “___MK”, “ACE” becomes “___ACE”, etc.) iconType2 is a mirror of iconType. It shows in the “subject” line, right under the original iconType.
int IconNotification(char *text, char *text2, char *Subject) {
_SET_NOTIFICATION_TEXT_ENTRY(“STRING”);
- ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(text);
_SET_NOTIFICATION_MESSAGE_CLAN_TAG_2(“CHAR_SOCIAL_CLUB”, “CHAR_SOCIAL_CLUB”, 1, 7, text2, Subject, 1.0f, “__EXAMPLE”, 7); return _DRAW_NOTIFICATION(1, 1);
}
Parameters:
txdName
(string
)textureName
(string
)flash
(bool
)iconType1
(int
)sender
(string
)subject
(string
)duration
(float
)clanTag
(string
)iconType2
(int
)p9
(int
)
Returns:
int
end_text_command_thefeed_post_ticker(blink
, p1
)
No documentation found for this native.
Parameters:
blink
(bool
)p1
(bool
)
Returns:
int
end_text_command_thefeed_post_ticker_forced(blink
, p1
)
No documentation found for this native.
Parameters:
blink
(bool
)p1
(bool
)
Returns:
int
end_text_command_thefeed_post_ticker_with_tokens(blink
, p1
)
No documentation found for this native.
Parameters:
blink
(bool
)p1
(bool
)
Returns:
int
end_text_command_thefeed_post_award(textureDict
, textureName
, rpBonus
, colorOverlay
, titleLabel
)
Shows an “award” notification above the minimap, example: https://i.imgur.com/e2DNaKX.png Example:
HUD::_SET_NOTIFICATION_TEXT_ENTRY(“HUNT”); HUD::_0xAA295B6F28BD587D(“Hunting”, “Hunting_Gold_128”, 0, 109, “HUD_MED_UNLKED”);
Parameters:
textureDict
(string
)textureName
(string
)rpBonus
(int
)colorOverlay
(int
)titleLabel
(string
)
Returns:
int
end_text_command_thefeed_post_crewtag(p0
, p1
, p2
, p3
, isLeader
, unk0
, clanDesc
, R
, G
, B
)
No documentation found for this native.
Parameters:
p0
(bool
)p1
(bool
)p2
(vector<int>
)p3
(int
)isLeader
(bool
)unk0
(bool
)clanDesc
(int
)R
(int
)G
(int
)B
(int
)
Returns:
None
end_text_command_thefeed_post_crewtag_with_game_name(p0
, p1
, p2
, p3
, isLeader
, unk0
, clanDesc
, playerName
, R
, G
, B
)
No documentation found for this native.
Parameters:
p0
(bool
)p1
(bool
)p2
(vector<int>
)p3
(int
)isLeader
(bool
)unk0
(bool
)clanDesc
(int
)playerName
(string
)R
(int
)G
(int
)B
(int
)
Returns:
None
end_text_command_thefeed_post_unlock(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)
Returns:
Any
end_text_command_thefeed_post_unlock_tu(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
Any
end_text_command_thefeed_post_unlock_tu_with_color(p0
, p1
, p2
, p3
, p4
, p5
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)p5
(Any
)
Returns:
Any
end_text_command_thefeed_post_mpticker(blink
, p1
)
No documentation found for this native.
Parameters:
blink
(bool
)p1
(bool
)
Returns:
int
end_text_command_thefeed_post_crew_rankup(p0
, p1
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
p0
(string
)p1
(string
)p2
(string
)p3
(bool
)p4
(bool
)
Returns:
int
end_text_command_thefeed_post_versus_tu(txdName1
, textureName1
, count1
, txdName2
, textureName2
, count2
, hudColor1
, hudColor2
)
This function can show pictures of every texture that can be requested by REQUEST_STREAMED_TEXTURE_DICT.
List of picNames: pastebin.com/XdpJVbHz HUD colors and their values: pastebin.com/d9aHPbXN
Shows a deathmatch score above the minimap, example: https://i.imgur.com/YmoMklG.png
Parameters:
txdName1
(string
)textureName1
(string
)count1
(int
)txdName2
(string
)textureName2
(string
)count2
(int
)hudColor1
(int
)hudColor2
(int
)
Returns:
int
end_text_command_thefeed_post_replay_icon(type
, image
, text
)
No documentation found for this native.
Parameters:
type
(int
)image
(int
)text
(string
)
Returns:
int
begin_text_command_print(GxtEntry
)
Used to be known as _SET_TEXT_ENTRY_2
void ShowSubtitle(char *text) {
BEGIN_TEXT_COMMAND_PRINT(“STRING”);
- ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(text);
END_TEXT_COMMAND_PRINT(2000, 1);
}
Parameters:
GxtEntry
(string
)
Returns:
None
end_text_command_print(duration
, drawImmediately
)
Draws the subtitle at middle center of the screen.
int duration = time in milliseconds to show text on screen before disappearing
drawImmediately = If true, the text will be drawn immediately, if false, the text will be drawn after the previous subtitle has finished
Used to be known as _DRAW_SUBTITLE_TIMED
Parameters:
duration
(int
)drawImmediately
(bool
)
Returns:
None
begin_text_command_is_message_displayed(text
)
nothin doin.
- BOOL Message(const char* text)
- {
- BEGIN_TEXT_COMMAND_IS_MESSAGE_DISPLAYED(“STRING”);
- ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(text);
return END_TEXT_COMMAND_IS_MESSAGE_DISPLAYED();
}
Parameters:
text
(string
)
Returns:
None
end_text_command_is_message_displayed()
No documentation found for this native.
Parameters:
None
Returns:
bool
begin_text_command_display_text(text
)
The following were found in the decompiled script files: STRING, TWOSTRINGS, NUMBER, PERCENTAGE, FO_TWO_NUM, ESMINDOLLA, ESDOLLA, MTPHPER_XPNO, AHD_DIST, CMOD_STAT_0, CMOD_STAT_1, CMOD_STAT_2, CMOD_STAT_3, DFLT_MNU_OPT, F3A_TRAFDEST, ES_HELP_SOC3
ESDOLLA - cash ESMINDOLLA - cash (negative)
Used to be known as _SET_TEXT_ENTRY
Parameters:
text
(string
)
Returns:
None
end_text_command_display_text(x
, y
, p2
)
After applying the properties to the text (See HUD::SET_TEXT_), this will draw the text in the applied position. Also 0.0f < x, y < 1.0f, percentage of the axis.
Used to be known as _DRAW_TEXT
Parameters:
x
(float
)y
(float
)p2
(int
)
Returns:
None
begin_text_command_get_width(text
)
No documentation found for this native.
Parameters:
text
(string
)
Returns:
None
end_text_command_get_width(p0
)
No documentation found for this native.
Parameters:
p0
(bool
)
Returns:
float
begin_text_command_line_count(entry
)
No documentation found for this native.
Parameters:
entry
(string
)
Returns:
None
end_text_command_line_count(x
, y
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)
Returns:
int
begin_text_command_display_help(inputType
)
Used to be known as _SET_TEXT_COMPONENT_FORMAT
Parameters:
inputType
(string
)
Returns:
None
end_text_command_display_help(p0
, loop
, beep
, shape
)
shape goes from -1 to 50 (may be more). p0 is always 0.
Example: void FloatingHelpText(const char* text) {
BEGIN_TEXT_COMMAND_DISPLAY_HELP(“STRING”);
- ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(text);
END_TEXT_COMMAND_DISPLAY_HELP (0, 0, 1, -1);
}
Image: - imgbin.org/images/26209.jpg
more inputs/icons: - pastebin.com/nqNYWMSB
Used to be known as _DISPLAY_HELP_TEXT_FROM_STRING_LABEL
Parameters:
p0
(int
)loop
(bool
)beep
(bool
)shape
(int
)
Returns:
None
begin_text_command_is_this_help_message_being_displayed(labelName
)
- BOOL IsContextActive(char *ctx)
- {
BEGIN_TEXT_COMMAND_IS_THIS_HELP_MESSAGE_BEING_DISPLAYED(ctx); return END_TEXT_COMMAND_IS_THIS_HELP_MESSAGE_BEING_DISPLAYED(0);
}
Parameters:
labelName
(string
)
Returns:
None
end_text_command_is_this_help_message_being_displayed(p0
)
No documentation found for this native.
Parameters:
p0
(int
)
Returns:
bool
begin_text_command_set_blip_name(textLabel
)
Starts a text command to change the name of a blip displayed in the pause menu. This should be paired with END_TEXT_COMMAND_SET_BLIP_NAME, once adding all required text components. Example:
HUD::BEGIN_TEXT_COMMAND_SET_BLIP_NAME(“STRING”); HUD::_ADD_TEXT_COMPONENT_STRING(“Name”); HUD::END_TEXT_COMMAND_SET_BLIP_NAME(blip);
Parameters:
textLabel
(string
)
Returns:
None
end_text_command_set_blip_name(blip
)
Finalizes a text command started with BEGIN_TEXT_COMMAND_SET_BLIP_NAME, setting the name of the specified blip.
Parameters:
blip
(Blip
)
Returns:
None
begin_text_command_objective(p0
)
No documentation found for this native.
Parameters:
p0
(string
)
Returns:
None
end_text_command_objective(p0
)
No documentation found for this native.
Parameters:
p0
(bool
)
Returns:
None
begin_text_command_clear_print(text
)
clears a print text command with this text
Parameters:
text
(string
)
Returns:
None
end_text_command_clear_print()
No documentation found for this native.
Parameters:
None
Returns:
None
add_text_component_integer(value
)
No documentation found for this native.
Parameters:
value
(int
)
Returns:
None
add_text_component_float(value
, decimalPlaces
)
No documentation found for this native.
Parameters:
value
(float
)decimalPlaces
(int
)
Returns:
None
add_text_component_substring_text_label(labelName
)
No documentation found for this native.
Parameters:
labelName
(string
)
Returns:
None
add_text_component_substring_text_label_hash_key(gxtEntryHash
)
It adds the localized text of the specified GXT entry name. Eg. if the argument is GET_HASH_KEY(“ES_HELP”), adds “Continue”. Just uses a text labels hash key
Parameters:
gxtEntryHash
(Hash
)
Returns:
None
add_text_component_substring_blip_name(blip
)
No documentation found for this native.
Parameters:
blip
(Blip
)
Returns:
None
add_text_component_substring_player_name(text
)
No documentation found for this native.
Parameters:
text
(string
)
Returns:
None
add_text_component_substring_time(timestamp
, flags
)
Adds a timer (e.g. “00:00:00:000”). The appearance of the timer depends on the flags, which needs more research.
Parameters:
timestamp
(int
)flags
(int
)
Returns:
None
add_text_component_formatted_integer(value
, commaSeparated
)
No documentation found for this native.
Parameters:
value
(int
)commaSeparated
(bool
)
Returns:
None
add_text_component_substring_phone_number(p0
, p1
)
p1 was always -1
Parameters:
p0
(string
)p1
(int
)
Returns:
None
add_text_component_substring_website(website
)
This native (along with 0x5F68520888E69014 and 0x6C188BE134E074AA) do not actually filter anything. They simply add the provided text (as of 944)
Parameters:
website
(string
)
Returns:
None
add_text_component_substring_keyboard_display(string
)
No documentation found for this native.
Parameters:
string
(string
)
Returns:
None
set_colour_of_next_text_component(hudColor
)
No documentation found for this native.
Parameters:
hudColor
(int
)
Returns:
None
get_text_substring(text
, position
, length
)
No documentation found for this native.
Parameters:
text
(string
)position
(int
)length
(int
)
Returns:
string
get_text_substring_safe(text
, position
, length
, maxLength
)
No documentation found for this native.
Parameters:
text
(string
)position
(int
)length
(int
)maxLength
(int
)
Returns:
string
get_text_substring_slice(text
, startPosition
, endPosition
)
No documentation found for this native.
Parameters:
text
(string
)startPosition
(int
)endPosition
(int
)
Returns:
string
get_label_text(labelName
)
No documentation found for this native.
Parameters:
labelName
(string
)
Returns:
string
clear_prints()
No documentation found for this native.
Parameters:
None
Returns:
None
clear_brief()
No documentation found for this native.
Parameters:
None
Returns:
None
clear_all_help_messages()
No documentation found for this native.
Parameters:
None
Returns:
None
clear_this_print(p0
)
p0: found arguments in the b617d scripts: pastebin.com/X5akCN7z
Parameters:
p0
(string
)
Returns:
None
clear_small_prints()
No documentation found for this native.
Parameters:
None
Returns:
None
does_text_block_exist(gxt
)
No documentation found for this native.
Parameters:
gxt
(string
)
Returns:
bool
request_additional_text(gxt
, slot
)
Request a gxt into the passed slot.
Parameters:
gxt
(string
)slot
(int
)
Returns:
None
request_additional_text_for_dlc(gxt
, slot
)
No documentation found for this native.
Parameters:
gxt
(string
)slot
(int
)
Returns:
None
has_additional_text_loaded(slot
)
No documentation found for this native.
Parameters:
slot
(int
)
Returns:
bool
clear_additional_text(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(int
)p1
(bool
)
Returns:
None
is_streaming_additional_text(p0
)
No documentation found for this native.
Parameters:
p0
(int
)
Returns:
bool
has_this_additional_text_loaded(gxt
, slot
)
Checks if the specified gxt has loaded into the passed slot.
Parameters:
gxt
(string
)slot
(int
)
Returns:
bool
is_message_being_displayed()
No documentation found for this native.
Parameters:
None
Returns:
bool
does_text_label_exist(gxt
)
Checks if the passed gxt name exists in the game files.
Parameters:
gxt
(string
)
Returns:
bool
get_length_of_string_with_this_text_label(gxt
)
Returns the string length of the string from the gxt string .
Parameters:
gxt
(string
)
Returns:
int
get_length_of_literal_string(string
)
Returns the length of the string passed (much like strlen).
Parameters:
string
(string
)
Returns:
int
get_length_of_literal_string_in_bytes(string
)
No documentation found for this native.
Parameters:
string
(string
)
Returns:
int
get_street_name_from_hash_key(hash
)
This functions converts the hash of a street name into a readable string.
For how to get the hashes, see PATHFIND::GET_STREET_NAME_AT_COORD.
Parameters:
hash
(Hash
)
Returns:
string
is_hud_preference_switched_on()
No documentation found for this native.
Parameters:
None
Returns:
bool
is_radar_preference_switched_on()
No documentation found for this native.
Parameters:
None
Returns:
bool
is_subtitle_preference_switched_on()
No documentation found for this native.
Parameters:
None
Returns:
bool
display_hud(toggle
)
If Hud should be displayed
Parameters:
toggle
(bool
)
Returns:
None
display_hud_when_dead_this_frame()
No documentation found for this native.
Parameters:
None
Returns:
None
display_hud_when_paused_this_frame()
No documentation found for this native.
Parameters:
None
Returns:
None
display_radar(toggle
)
If Minimap / Radar should be displayed.
Parameters:
toggle
(bool
)
Returns:
None
is_minimap_rendering()
No documentation found for this native.
Parameters:
None
Returns:
bool
set_blip_route(blip
, enabled
)
Enable / disable showing route for the Blip-object.
Parameters:
blip
(Blip
)enabled
(bool
)
Returns:
None
clear_all_blip_routes()
No documentation found for this native.
Parameters:
None
Returns:
None
set_blip_route_colour(blip
, colour
)
No documentation found for this native.
Parameters:
blip
(Blip
)colour
(int
)
Returns:
None
set_force_blip_routes_on_foot(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
set_use_waypoint_as_destination(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
add_next_message_to_previous_briefs(p0
)
No documentation found for this native.
Parameters:
p0
(bool
)
Returns:
None
set_radar_zoom_precise(zoom
)
zoom ranges from 0 to 90f in R* Scripts
Parameters:
zoom
(float
)
Returns:
None
set_radar_zoom(zoomLevel
)
zoomLevel ranges from 0 to 1400 in R* Scripts
Parameters:
zoomLevel
(int
)
Returns:
None
set_radar_zoom_to_blip(blip
, zoom
)
No documentation found for this native.
Parameters:
blip
(Blip
)zoom
(float
)
Returns:
None
set_radar_zoom_to_distance(zoom
)
No documentation found for this native.
Parameters:
zoom
(float
)
Returns:
None
get_hud_colour(hudColorIndex
)
HUD colors and their values: pastebin.com/d9aHPbXN
Parameters:
hudColorIndex
(int
)
Returns:
lua_table
set_script_variable_hud_colour(r
, g
, b
, a
)
Sets the color of HUD_COLOUR_SCRIPT_VARIABLE
Parameters:
r
(int
)g
(int
)b
(int
)a
(int
)
Returns:
None
set_script_variable_2_hud_colour(r
, g
, b
, a
)
No documentation found for this native.
Parameters:
r
(int
)g
(int
)b
(int
)a
(int
)
Returns:
None
replace_hud_colour(hudColorIndex
, hudColorIndex2
)
HUD colors and their values: pastebin.com/d9aHPbXN
makes hudColorIndex2 color into hudColorIndex color
Parameters:
hudColorIndex
(int
)hudColorIndex2
(int
)
Returns:
None
replace_hud_colour_with_rgba(hudColorIndex
, r
, g
, b
, a
)
HUD colors and their values: pastebin.com/d9aHPbXN
Parameters:
hudColorIndex
(int
)r
(int
)g
(int
)b
(int
)a
(int
)
Returns:
None
set_ability_bar_visibility_in_multiplayer(visible
)
No documentation found for this native.
Parameters:
visible
(bool
)
Returns:
None
set_allow_ability_bar_in_multiplayer(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
flash_ability_bar(millisecondsToFlash
)
No documentation found for this native.
Parameters:
millisecondsToFlash
(int
)
Returns:
None
set_ability_bar_value(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(float
)p1
(float
)
Returns:
None
flash_wanted_display(p0
)
No documentation found for this native.
Parameters:
p0
(bool
)
Returns:
None
set_current_character_hud_color(hudColorId
)
No documentation found for this native.
Parameters:
hudColorId
(int
)
Returns:
None
get_rendered_character_height(size
, font
)
This gets the height of the FONT and not the total text. You need to get the number of lines your text uses, and get the height of a newline (I’m using a smaller value) to get the total text height.
Parameters:
size
(float
)font
(int
)
Returns:
float
set_text_scale(scale
, size
)
Size range : 0F to 1.0F p0 is unknown and doesn’t seem to have an effect, yet in the game scripts it changes to 1.0F sometimes.
Parameters:
scale
(float
)size
(float
)
Returns:
None
set_text_colour(red
, green
, blue
, alpha
)
colors you input not same as you think? A: for some reason its R B G A
Parameters:
red
(int
)green
(int
)blue
(int
)alpha
(int
)
Returns:
None
set_text_centre(align
)
No documentation found for this native.
Parameters:
align
(bool
)
Returns:
None
set_text_right_justify(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
set_text_justification(justifyType
)
Types - 0: Center-Justify 1: Left-Justify 2: Right-Justify
Right-Justify requires SET_TEXT_WRAP, otherwise it will draw to the far right of the screen
Parameters:
justifyType
(int
)
Returns:
None
set_text_wrap(start
, end
)
It sets the text in a specified box and wraps the text if it exceeds the boundries. Both values are for X axis. Useful when positioning text set to center or aligned to the right.
start - left boundry on screen position (0.0 - 1.0) end - right boundry on screen position (0.0 - 1.0)
Parameters:
start
(float
)end
(float
)
Returns:
None
set_text_leading(p0
)
No documentation found for this native.
Parameters:
p0
(int
)
Returns:
None
set_text_proportional(p0
)
This native does absolutely nothing, just a nullsub
Parameters:
p0
(bool
)
Returns:
None
set_text_font(fontType
)
fonts that mess up your text where made for number values/misc stuff
Parameters:
fontType
(int
)
Returns:
None
set_text_drop_shadow()
No documentation found for this native.
Parameters:
None
Returns:
None
set_text_dropshadow(distance
, r
, g
, b
, a
)
distance - shadow distance in pixels, both horizontal and vertical r, g, b, a - color
Parameters:
distance
(int
)r
(int
)g
(int
)b
(int
)a
(int
)
Returns:
None
set_text_outline()
No documentation found for this native.
Parameters:
None
Returns:
None
set_text_edge(p0
, r
, g
, b
, a
)
This native does absolutely nothing, just a nullsub
Parameters:
p0
(int
)r
(int
)g
(int
)b
(int
)a
(int
)
Returns:
None
set_text_render_id(renderId
)
No documentation found for this native.
Parameters:
renderId
(int
)
Returns:
None
get_default_script_rendertarget_render_id()
This function is hard-coded to always return 1.
Parameters:
None
Returns:
int
register_named_rendertarget(name
, p1
)
No documentation found for this native.
Parameters:
name
(string
)p1
(bool
)
Returns:
bool
is_named_rendertarget_registered(name
)
No documentation found for this native.
Parameters:
name
(string
)
Returns:
bool
release_named_rendertarget(name
)
No documentation found for this native.
Parameters:
name
(string
)
Returns:
bool
link_named_rendertarget(modelHash
)
No documentation found for this native.
Parameters:
modelHash
(Hash
)
Returns:
None
get_named_rendertarget_render_id(name
)
No documentation found for this native.
Parameters:
name
(string
)
Returns:
int
is_named_rendertarget_linked(modelHash
)
No documentation found for this native.
Parameters:
modelHash
(Hash
)
Returns:
bool
clear_help(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
is_help_message_on_screen()
No documentation found for this native.
Parameters:
None
Returns:
bool
is_help_message_being_displayed()
No documentation found for this native.
Parameters:
None
Returns:
bool
is_help_message_fading_out()
No documentation found for this native.
Parameters:
None
Returns:
bool
set_help_message_text_style(style
, hudColor
, alpha
, p3
, p4
)
No documentation found for this native.
Parameters:
style
(int
)hudColor
(int
)alpha
(int
)p3
(int
)p4
(int
)
Returns:
None
get_standard_blip_enum_id()
No documentation found for this native.
Parameters:
None
Returns:
int
get_waypoint_blip_enum_id()
No documentation found for this native.
Parameters:
None
Returns:
int
get_number_of_active_blips()
No documentation found for this native.
Parameters:
None
Returns:
int
get_next_blip_info_id(blipSprite
)
No documentation found for this native.
Parameters:
blipSprite
(int
)
Returns:
Blip
get_first_blip_info_id(blipSprite
)
No documentation found for this native.
Parameters:
blipSprite
(int
)
Returns:
Blip
get_closest_blip_of_type(blipSprite
)
No documentation found for this native.
Parameters:
blipSprite
(int
)
Returns:
Blip
get_blip_info_id_coord(blip
)
No documentation found for this native.
Parameters:
blip
(Blip
)
Returns:
Vector3
get_blip_info_id_display(blip
)
No documentation found for this native.
Parameters:
blip
(Blip
)
Returns:
int
get_blip_info_id_type(blip
)
Returns a value based on what the blip is attached to 1 - Vehicle 2 - Ped 3 - Object 4 - Coord 5 - unk 6 - Pickup 7 - Radius
Parameters:
blip
(Blip
)
Returns:
int
get_blip_info_id_entity_index(blip
)
No documentation found for this native.
Parameters:
blip
(Blip
)
Returns:
Entity
get_blip_info_id_pickup_index(blip
)
This function is hard-coded to always return 0.
Parameters:
blip
(Blip
)
Returns:
Pickup
get_blip_from_entity(entity
)
Returns the Blip handle of given Entity.
Parameters:
entity
(Entity
)
Returns:
Blip
add_blip_for_radius(posX
, posY
, posZ
, radius
)
No documentation found for this native.
Parameters:
posX
(float
)posY
(float
)posZ
(float
)radius
(float
)
Returns:
Blip
add_blip_for_area(x
, y
, z
, width
, height
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)width
(float
)height
(float
)
Returns:
Blip
add_blip_for_entity(entity
)
Returns red ( default ) blip attached to entity.
Example: Blip blip; //Put this outside your case or option blip = HUD::ADD_BLIP_FOR_ENTITY(YourPedOrBodyguardName); HUD::SET_BLIP_AS_FRIENDLY(blip, true);
Parameters:
entity
(Entity
)
Returns:
Blip
add_blip_for_pickup(pickup
)
No documentation found for this native.
Parameters:
pickup
(Pickup
)
Returns:
Blip
add_blip_for_coord(x
, y
, z
)
Creates an orange ( default ) Blip-object. Returns a Blip-object which can then be modified.
Parameters:
x
(float
)y
(float
)z
(float
)
Returns:
Blip
trigger_sonar_blip(posX
, posY
, posZ
, radius
, p4
)
No documentation found for this native.
Parameters:
posX
(float
)posY
(float
)posZ
(float
)radius
(float
)p4
(int
)
Returns:
None
allow_sonar_blips(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
set_blip_coords(blip
, posX
, posY
, posZ
)
No documentation found for this native.
Parameters:
blip
(Blip
)posX
(float
)posY
(float
)posZ
(float
)
Returns:
None
get_blip_coords(blip
)
No documentation found for this native.
Parameters:
blip
(Blip
)
Returns:
Vector3
set_blip_sprite(blip
, spriteId
)
Sets the displayed sprite for a specific blip..
You may have your own list, but since dev-c didn’t show it I was bored and started looking through scripts and functions to get a presumable almost positive list of a majority of blip IDs h t t p://pastebin.com/Bpj9Sfft
Blips Images + IDs: gtaxscripting.blogspot.com/2016/05/gta-v-blips-id-and-image.html
Parameters:
blip
(Blip
)spriteId
(int
)
Returns:
None
get_blip_sprite(blip
)
Blips Images + IDs: gtaxscripting.blogspot.com/2016/05/gta-v-blips-id-and-image.html
Parameters:
blip
(Blip
)
Returns:
int
set_blip_name_from_text_file(blip
, gxtEntry
)
Doesn’t work if the label text of gxtEntry is >= 80.
Parameters:
blip
(Blip
)gxtEntry
(string
)
Returns:
None
set_blip_name_to_player_name(blip
, player
)
No documentation found for this native.
Parameters:
blip
(Blip
)player
(Player
)
Returns:
None
set_blip_alpha(blip
, alpha
)
Sets alpha-channel for blip color.
Example:
Blip blip = HUD::ADD_BLIP_FOR_ENTITY(entity); HUD::SET_BLIP_COLOUR(blip , 3); HUD::SET_BLIP_ALPHA(blip , 64);
Parameters:
blip
(Blip
)alpha
(int
)
Returns:
None
get_blip_alpha(blip
)
No documentation found for this native.
Parameters:
blip
(Blip
)
Returns:
int
set_blip_fade(blip
, opacity
, duration
)
No documentation found for this native.
Parameters:
blip
(Blip
)opacity
(int
)duration
(int
)
Returns:
None
get_blip_fade_status(blip
)
No documentation found for this native.
Parameters:
blip
(Blip
)
Returns:
int
set_blip_rotation(blip
, rotation
)
After some testing, looks like you need to use CEIL() on the rotation (vehicle/ped heading) before using it there.
Parameters:
blip
(Blip
)rotation
(int
)
Returns:
None
set_blip_squared_rotation(blip
, heading
)
No documentation found for this native.
Parameters:
blip
(Blip
)heading
(float
)
Returns:
None
get_blip_rotation(blip
)
No documentation found for this native.
Parameters:
blip
(Blip
)
Returns:
int
set_blip_flash_timer(blip
, duration
)
Adds up after viewing multiple R* scripts. I believe that the duration is in miliseconds.
Parameters:
blip
(Blip
)duration
(int
)
Returns:
None
set_blip_flash_interval(blip
, p1
)
No documentation found for this native.
Parameters:
blip
(Blip
)p1
(Any
)
Returns:
None
set_blip_colour(blip
, color
)
https://gtaforums.com/topic/864881-all-blip-color-ids-pictured/
Parameters:
blip
(Blip
)color
(int
)
Returns:
None
set_blip_secondary_colour(blip
, r
, g
, b
)
No documentation found for this native.
Parameters:
blip
(Blip
)r
(int
)g
(int
)b
(int
)
Returns:
None
get_blip_colour(blip
)
No documentation found for this native.
Parameters:
blip
(Blip
)
Returns:
int
get_blip_hud_colour(blip
)
No documentation found for this native.
Parameters:
blip
(Blip
)
Returns:
int
is_blip_short_range(blip
)
No documentation found for this native.
Parameters:
blip
(Blip
)
Returns:
bool
is_blip_on_minimap(blip
)
No documentation found for this native.
Parameters:
blip
(Blip
)
Returns:
bool
does_blip_have_gps_route(blip
)
No documentation found for this native.
Parameters:
blip
(Blip
)
Returns:
bool
set_blip_high_detail(blip
, toggle
)
No documentation found for this native.
Parameters:
blip
(Blip
)toggle
(bool
)
Returns:
None
set_blip_as_mission_creator_blip(blip
, toggle
)
No documentation found for this native.
Parameters:
blip
(Blip
)toggle
(bool
)
Returns:
None
is_mission_creator_blip(blip
)
No documentation found for this native.
Parameters:
blip
(Blip
)
Returns:
bool
get_new_selected_mission_creator_blip()
No documentation found for this native.
Parameters:
None
Returns:
Blip
is_hovering_over_mission_creator_blip()
No documentation found for this native.
Parameters:
None
Returns:
bool
set_blip_flashes(blip
, toggle
)
No documentation found for this native.
Parameters:
blip
(Blip
)toggle
(bool
)
Returns:
None
set_blip_flashes_alternate(blip
, toggle
)
No documentation found for this native.
Parameters:
blip
(Blip
)toggle
(bool
)
Returns:
None
is_blip_flashing(blip
)
No documentation found for this native.
Parameters:
blip
(Blip
)
Returns:
bool
set_blip_as_short_range(blip
, toggle
)
Sets whether or not the specified blip should only be displayed when nearby, or on the minimap.
Parameters:
blip
(Blip
)toggle
(bool
)
Returns:
None
set_blip_scale(blip
, scale
)
No documentation found for this native.
Parameters:
blip
(Blip
)scale
(float
)
Returns:
None
set_blip_scale_transformation(blip
, xScale
, yScale
)
No documentation found for this native.
Parameters:
blip
(Blip
)xScale
(float
)yScale
(float
)
Returns:
None
set_blip_priority(blip
, priority
)
See this topic for more details : gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page-35?p=1069477935
Parameters:
blip
(Blip
)priority
(int
)
Returns:
None
set_blip_display(blip
, displayId
)
Display Id behaviours: 0 = Doesn’t show up, ever, anywhere. 1 = Doesn’t show up, ever, anywhere. 2 = Shows on both main map and minimap. (Selectable on map) 3 = Shows on main map only. (Selectable on map) 4 = Shows on main map only. (Selectable on map) 5 = Shows on minimap only. 6 = Shows on both main map and minimap. (Selectable on map) 7 = Doesn’t show up, ever, anywhere. 8 = Shows on both main map and minimap. (Not selectable on map) 9 = Shows on minimap only. 10 = Shows on both main map and minimap. (Not selectable on map)
Anything higher than 10 seems to be exactly the same as 10.
Parameters:
blip
(Blip
)displayId
(int
)
Returns:
None
set_blip_category(blip
, index
)
Example: https://i.imgur.com/skY6vAJ.png
Index: 1 = No distance shown in legend 2 = Distance shown in legend 7 = “Other Players” category, also shows distance in legend 10 = “Property” category 11 = “Owned Property” category
Any other value behaves like index = 1, index wraps around after 255 Blips with categories 7, 10 or 11 will all show under the specific categories listing in the map legend, regardless of sprite or name. Legend entries: 7 = Other Players (BLIP_OTHPLYR) 10 = Property (BLIP_PROPCAT) 11 = Owned Property (BLIP_APARTCAT)
Category needs to be 7 in order for blip names to show on the expanded minimap when using DISPLAY_PLAYER_NAME_TAGS_ON_BLIPS.
Parameters:
blip
(Blip
)index
(int
)
Returns:
None
remove_blip(blip
)
In the C++ SDK, this seems not to work– the blip isn’t removed immediately. I use it for saving cars.
E.g.:
Ped pped = PLAYER::PLAYER_PED_ID(); Vehicle v = PED::GET_VEHICLE_PED_IS_USING(pped); Blip b = HUD::ADD_BLIP_FOR_ENTITY(v);
works fine. But later attempting to delete it with:
Blip b = HUD::GET_BLIP_FROM_ENTITY(v); if (HUD::DOES_BLIP_EXIST(b)) HUD::REMOVE_BLIP(&b);
doesn’t work. And yes, doesn’t work without the DOES_BLIP_EXIST check either. Also, if you attach multiple blips to the same thing (say, a vehicle), and that thing disappears, the blips randomly attach to other things (in my case, a vehicle).
Thus for me, HUD::REMOVE_BLIP(&b) only works if there’s one blip, (in my case) the vehicle is marked as no longer needed, you drive away from it and it eventually despawns, AND there is only one blip attached to it. I never intentionally attach multiple blips but if the user saves the car, this adds a blip. Then if they delete it, it is supposed to remove the blip, but it doesn’t. Then they can immediately save it again, causing another blip to re-appear.
Passing the address of the variable instead of the value works for me. e.g. int blip = HUD::ADD_BLIP_FOR_ENTITY(ped); HUD::REMOVE_BLIP(&blip);
Remove blip will currently crash your game, just artificially remove the blip by setting the sprite to a id that is ‘invisible’.
– It crashes my game.
Parameters:
blip
(Blip
)
Returns:
None
set_blip_as_friendly(blip
, toggle
)
false for enemy true for friendly
Parameters:
blip
(Blip
)toggle
(bool
)
Returns:
None
pulse_blip(blip
)
No documentation found for this native.
Parameters:
blip
(Blip
)
Returns:
None
show_number_on_blip(blip
, number
)
No documentation found for this native.
Parameters:
blip
(Blip
)number
(int
)
Returns:
None
hide_number_on_blip(blip
)
No documentation found for this native.
Parameters:
blip
(Blip
)
Returns:
None
show_height_on_blip(blip
, toggle
)
No documentation found for this native.
Parameters:
blip
(Blip
)toggle
(bool
)
Returns:
None
show_tick_on_blip(blip
, toggle
)
Adds a green checkmark on top of a blip.
Parameters:
blip
(Blip
)toggle
(bool
)
Returns:
None
show_heading_indicator_on_blip(blip
, toggle
)
Adds the GTA: Online player heading indicator to a blip.
Parameters:
blip
(Blip
)toggle
(bool
)
Returns:
None
show_outline_indicator_on_blip(blip
, toggle
)
Highlights a blip by a cyan color circle.
Color can be changed with SET_BLIP_SECONDARY_COLOUR
Parameters:
blip
(Blip
)toggle
(bool
)
Returns:
None
show_friend_indicator_on_blip(blip
, toggle
)
Highlights a blip by a half cyan circle on the right side of the blip. https://i.imgur.com/FrV9M4e.png .Indicating that that player is a friend (in GTA:O). This color can not be changed. To toggle the left side (crew member indicator) of the half circle around the blip, use: SHOW_CREW_INDICATOR_ON_BLIP
Parameters:
blip
(Blip
)toggle
(bool
)
Returns:
None
show_crew_indicator_on_blip(blip
, toggle
)
Enables or disables the blue half circle https://i.imgur.com/iZes9Ec.png around the specified blip on the left side of the blip. This is used to indicate that the player is in your crew in GTA:O. Color is changeable by using SET_BLIP_SECONDARY_COLOUR.
Parameters:
blip
(Blip
)toggle
(bool
)
Returns:
None
set_blip_extended_height_threshold(blip
, toggle
)
Must be toggled before being queued for animation
Parameters:
blip
(Blip
)toggle
(bool
)
Returns:
None
set_blip_as_minimal_on_edge(blip
, toggle
)
Makes a blip go small when off the minimap.
Parameters:
blip
(Blip
)toggle
(bool
)
Returns:
None
set_radius_blip_edge(blip
, toggle
)
Enabling this on a radius blip will make it outline only. See https://cdn.discordapp.com/attachments/553235301632573459/575132227935928330/unknown.png
Parameters:
blip
(Blip
)toggle
(bool
)
Returns:
None
does_blip_exist(blip
)
No documentation found for this native.
Parameters:
blip
(Blip
)
Returns:
bool
set_waypoint_off()
This native removes the current waypoint from the map.
Example: C#: Function.Call(Hash.SET_WAYPOINT_OFF);
C++: HUD::SET_WAYPOINT_OFF();
Parameters:
None
Returns:
None
delete_waypoint()
No documentation found for this native.
Parameters:
None
Returns:
None
refresh_waypoint()
No documentation found for this native.
Parameters:
None
Returns:
None
is_waypoint_active()
No documentation found for this native.
Parameters:
None
Returns:
bool
set_new_waypoint(x
, y
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)
Returns:
None
set_blip_bright(blip
, toggle
)
No documentation found for this native.
Parameters:
blip
(Blip
)toggle
(bool
)
Returns:
None
set_blip_show_cone(blip
, toggle
, hudColorIndex
)
As of b2189, the third parameter sets the color of the cone (before b2189 it was ignored). Note that it uses HUD colors, not blip colors.
Parameters:
blip
(Blip
)toggle
(bool
)hudColorIndex
(int
)
Returns:
None
set_minimap_component(componentId
, toggle
, overrideColor
)
This native is used to colorize certain map components like the army base at the top of the map. p2 appears to be always -1. If p2 is -1 then native wouldn’t change the color. See https://gfycat.com/SkinnyPinkChupacabra
Parameters:
componentId
(int
)toggle
(bool
)overrideColor
(int
)
Returns:
Any
set_minimap_sonar_enabled(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
show_signin_ui()
No documentation found for this native.
Parameters:
None
Returns:
None
get_main_player_blip_id()
No documentation found for this native.
Parameters:
None
Returns:
Blip
hide_loading_on_fade_this_frame()
No documentation found for this native.
Parameters:
None
Returns:
None
set_radar_as_interior_this_frame(interior
, x
, y
, z
, zoom
)
List of interior hashes: pastebin.com/1FUyXNqY Not for every interior zoom > 0 available.
Parameters:
interior
(Hash
)x
(float
)y
(float
)z
(int
)zoom
(int
)
Returns:
None
set_interior_zoom_level_increased(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
set_interior_zoom_level_decreased(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
set_radar_as_exterior_this_frame()
No documentation found for this native.
Parameters:
None
Returns:
None
set_player_blip_position_this_frame(x
, y
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)
Returns:
None
is_minimap_in_interior()
No documentation found for this native.
Parameters:
None
Returns:
bool
hide_minimap_exterior_map_this_frame()
No documentation found for this native.
Parameters:
None
Returns:
None
hide_minimap_interior_map_this_frame()
No documentation found for this native.
Parameters:
None
Returns:
None
set_toggle_minimap_heist_island(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
dont_tilt_minimap_this_frame()
When calling this, the current frame will have the players “arrow icon” be focused on the dead center of the radar.
Parameters:
None
Returns:
None
set_widescreen_format(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
display_area_name(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
display_cash(toggle
)
“DISPLAY_CASH(false);” makes the cash amount render on the screen when appropriate “DISPLAY_CASH(true);” disables cash amount rendering
Parameters:
toggle
(bool
)
Returns:
None
use_fake_mp_cash(toggle
)
Related to displaying cash on the HUD Always called before HUD::_SET_SINGLEPLAYER_HUD_CASH in decompiled scripts
Parameters:
toggle
(bool
)
Returns:
None
change_fake_mp_cash(cash
, bank
)
Displays cash change notifications on HUD.
Parameters:
cash
(int
)bank
(int
)
Returns:
None
display_ammo_this_frame(display
)
No documentation found for this native.
Parameters:
display
(bool
)
Returns:
None
display_sniper_scope_this_frame()
Displays the crosshair for this frame.
Parameters:
None
Returns:
None
hide_hud_and_radar_this_frame()
I think this works, but seems to prohibit switching to other weapons (or accessing the weapon wheel)
Parameters:
None
Returns:
None
set_multiplayer_wallet_cash()
No documentation found for this native.
Parameters:
None
Returns:
None
remove_multiplayer_wallet_cash()
No documentation found for this native.
Parameters:
None
Returns:
None
set_multiplayer_bank_cash()
No documentation found for this native.
Parameters:
None
Returns:
None
remove_multiplayer_bank_cash()
No documentation found for this native.
Parameters:
None
Returns:
None
set_multiplayer_hud_cash(p0
, p1
)
This native does absolutely nothing, just a nullsub
Parameters:
p0
(int
)p1
(int
)
Returns:
None
remove_multiplayer_hud_cash()
Removes multiplayer cash hud each frame
Parameters:
None
Returns:
None
hide_help_text_this_frame()
No documentation found for this native.
Parameters:
None
Returns:
None
display_help_text_this_frame(message
, p1
)
The messages are localized strings. Examples: “No_bus_money” “Enter_bus” “Tour_help” “LETTERS_HELP2” “Dummy”
The bool appears to always be false (if it even is a bool, as it’s represented by a zero)
p1 doesn’t seem to make a difference, regardless of the state it’s in.
picture of where on the screen this is displayed?
Parameters:
message
(string
)p1
(bool
)
Returns:
None
hud_force_weapon_wheel(show
)
Forces the weapon wheel to show/hide.
Parameters:
show
(bool
)
Returns:
None
hud_display_loading_screen_tips()
No documentation found for this native.
Parameters:
None
Returns:
None
hud_weapon_wheel_ignore_selection()
No documentation found for this native.
Parameters:
None
Returns:
None
hud_weapon_wheel_get_selected_hash()
No documentation found for this native.
Parameters:
None
Returns:
Hash
hud_set_weapon_wheel_top_slot(weaponHash
)
Set the active slotIndex in the wheel weapon to the slot associated with the provided Weapon hash
Parameters:
weaponHash
(Hash
)
Returns:
None
hud_weapon_wheel_get_slot_hash(weaponTypeIndex
)
No documentation found for this native.
Parameters:
weaponTypeIndex
(int
)
Returns:
Hash
hud_weapon_wheel_ignore_control_input(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
set_gps_flags(p0
, p1
)
Only the script that originally called SET_GPS_FLAGS can set them again. Another script cannot set the flags, until the first script that called it has called CLEAR_GPS_FLAGS.
Doesn’t seem like the flags are actually read by the game at all.
Parameters:
p0
(int
)p1
(float
)
Returns:
None
clear_gps_flags()
Clears the GPS flags. Only the script that originally called SET_GPS_FLAGS can clear them.
Doesn’t seem like the flags are actually read by the game at all.
Parameters:
None
Returns:
None
set_race_track_render(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
clear_gps_race_track()
Does the same as SET_RACE_TRACK_RENDER(false);
Parameters:
None
Returns:
None
start_gps_custom_route(hudColor
, displayOnFoot
, followPlayer
)
Starts a new GPS custom-route, allowing you to plot lines on the map. Lines are drawn directly between points. The GPS custom route works like the GPS multi route, except it does not follow roads. Example result: https://i.imgur.com/BDm5pzt.png hudColor: The HUD color of the GPS path. displayOnFoot: Draws the path regardless if the player is in a vehicle or not. followPlayer: Draw the path partially between the previous and next point based on the players position between them. When false, the GPS appears to not disappear after the last leg is completed.
Parameters:
hudColor
(int
)displayOnFoot
(bool
)followPlayer
(bool
)
Returns:
None
add_point_to_gps_custom_route(x
, y
, z
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)
Returns:
None
set_gps_custom_route_render(toggle
, radarThickness
, mapThickness
)
radarThickness: The width of the GPS route on the radar mapThickness: The width of the GPS route on the map
Parameters:
toggle
(bool
)radarThickness
(int
)mapThickness
(int
)
Returns:
None
clear_gps_custom_route()
No documentation found for this native.
Parameters:
None
Returns:
None
start_gps_multi_route(hudColor
, routeFromPlayer
, displayOnFoot
)
Starts a new GPS multi-route, allowing you to create custom GPS paths. GPS functions like the waypoint, except it can contain multiple points it’s forced to go through. Once the player has passed a point, the GPS will no longer force its path through it.
Works independently from the player-placed waypoint and blip routes. Example result: https://i.imgur.com/ZZHQatX.png hudColor: The HUD color of the GPS path. routeFromPlayer: Makes the GPS draw a path from the player to the next point, rather than the original path from the previous point. displayOnFoot: Draws the GPS path regardless if the player is in a vehicle or not.
Parameters:
hudColor
(int
)routeFromPlayer
(bool
)displayOnFoot
(bool
)
Returns:
None
add_point_to_gps_multi_route(x
, y
, z
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)
Returns:
None
set_gps_multi_route_render(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
clear_gps_multi_route()
Does the same as SET_GPS_MULTI_ROUTE_RENDER(false);
Parameters:
None
Returns:
None
clear_gps_player_waypoint()
No documentation found for this native.
Parameters:
None
Returns:
None
set_gps_flashes(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
set_main_player_blip_colour(color
)
No documentation found for this native.
Parameters:
color
(int
)
Returns:
None
flash_minimap_display()
adds a short flash to the Radar/Minimap Usage: UI.FLASH_MINIMAP_DISPLAY
Parameters:
None
Returns:
None
flash_minimap_display_with_color(hudColorIndex
)
No documentation found for this native.
Parameters:
hudColorIndex
(int
)
Returns:
None
toggle_stealth_radar(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
set_minimap_in_spectator_mode(toggle
, ped
)
No documentation found for this native.
Parameters:
toggle
(bool
)ped
(Ped
)
Returns:
None
set_mission_name(p0
, name
)
No documentation found for this native.
Parameters:
p0
(bool
)name
(string
)
Returns:
None
set_mission_name_for_ugc_mission(p0
, name
)
No documentation found for this native.
Parameters:
p0
(bool
)name
(string
)
Returns:
None
set_minimap_block_waypoint(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
set_minimap_in_prologue(toggle
)
Toggles the North Yankton map
Parameters:
toggle
(bool
)
Returns:
None
set_minimap_hide_fow(toggle
)
If true, the entire map will be revealed.
FOW = Fog of War
Parameters:
toggle
(bool
)
Returns:
None
get_minimap_fow_discovery_ratio()
No documentation found for this native.
Parameters:
None
Returns:
float
get_minimap_fow_coordinate_is_revealed(x
, y
, z
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)
Returns:
bool
set_minimap_fow_reveal_coordinate(x
, y
, z
)
Up to eight coordinates may be revealed per frame
Parameters:
x
(float
)y
(float
)z
(float
)
Returns:
None
set_minimap_golf_course(hole
)
Not much is known so far on what it does _exactly_. All I know for sure is that it draws the specified hole ID on the pause menu map as well as on the mini-map/radar. This native also seems to change some other things related to the pause menu map’s behaviour, for example: you can no longer set waypoints, the pause menu map starts up in a ‘zoomed in’ state. This native does not need to be executed every tick. You need to center the minimap manually as well as change/lock it’s zoom and angle in order for it to appear correctly on the minimap. You’ll also need to use the GOLF scaleform in order to get the correct minmap border to show up. Use 0x35edd5b2e3ff01c0 to reset the map when you no longer want to display any golf holes (you still need to unlock zoom, position and angle of the radar manually after calling this).
Parameters:
hole
(int
)
Returns:
None
set_minimap_golf_course_off()
No documentation found for this native.
Parameters:
None
Returns:
None
lock_minimap_angle(angle
)
Locks the minimap to the specified angle in integer degrees.
angle: The angle in whole degrees. If less than 0 or greater than 360, unlocks the angle.
Parameters:
angle
(int
)
Returns:
None
unlock_minimap_angle()
No documentation found for this native.
Parameters:
None
Returns:
None
lock_minimap_position(x
, y
)
Locks the minimap to the specified world position.
Parameters:
x
(float
)y
(float
)
Returns:
None
unlock_minimap_position()
No documentation found for this native.
Parameters:
None
Returns:
None
set_minimap_altitude_indicator_level(altitude
, p1
, p2
)
No documentation found for this native.
Parameters:
altitude
(float
)p1
(bool
)p2
(Any
)
Returns:
None
set_health_hud_display_values(health
, capacity
, wasAdded
)
No documentation found for this native.
Parameters:
health
(int
)capacity
(int
)wasAdded
(bool
)
Returns:
None
set_max_health_hud_display(maximumValue
)
No documentation found for this native.
Parameters:
maximumValue
(int
)
Returns:
None
set_max_armour_hud_display(maximumValue
)
No documentation found for this native.
Parameters:
maximumValue
(int
)
Returns:
None
set_bigmap_active(toggleBigMap
, showFullMap
)
Toggles the big minimap state like in GTA:Online.
Parameters:
toggleBigMap
(bool
)showFullMap
(bool
)
Returns:
None
is_hud_component_active(id
)
Full list of components below
HUD = 0; HUD_WANTED_STARS = 1; HUD_WEAPON_ICON = 2; HUD_CASH = 3; HUD_MP_CASH = 4; HUD_MP_MESSAGE = 5; HUD_VEHICLE_NAME = 6; HUD_AREA_NAME = 7; HUD_VEHICLE_CLASS = 8; HUD_STREET_NAME = 9; HUD_HELP_TEXT = 10; HUD_FLOATING_HELP_TEXT_1 = 11; HUD_FLOATING_HELP_TEXT_2 = 12; HUD_CASH_CHANGE = 13; HUD_RETICLE = 14; HUD_SUBTITLE_TEXT = 15; HUD_RADIO_STATIONS = 16; HUD_SAVING_GAME = 17; HUD_GAME_STREAM = 18; HUD_WEAPON_WHEEL = 19; HUD_WEAPON_WHEEL_STATS = 20; MAX_HUD_COMPONENTS = 21; MAX_HUD_WEAPONS = 22; MAX_SCRIPTED_HUD_COMPONENTS = 141;
Parameters:
id
(int
)
Returns:
bool
is_scripted_hud_component_active(id
)
No documentation found for this native.
Parameters:
id
(int
)
Returns:
bool
hide_scripted_hud_component_this_frame(id
)
No documentation found for this native.
Parameters:
id
(int
)
Returns:
None
show_scripted_hud_component_this_frame(id
)
No documentation found for this native.
Parameters:
id
(int
)
Returns:
None
hide_hud_component_this_frame(id
)
This function hides various HUD (Heads-up Display) components. Listed below are the integers and the corresponding HUD component. - 1 : WANTED_STARS - 2 : WEAPON_ICON - 3 : CASH - 4 : MP_CASH - 5 : MP_MESSAGE - 6 : VEHICLE_NAME - 7 : AREA_NAME - 8 : VEHICLE_CLASS - 9 : STREET_NAME - 10 : HELP_TEXT - 11 : FLOATING_HELP_TEXT_1 - 12 : FLOATING_HELP_TEXT_2 - 13 : CASH_CHANGE - 14 : RETICLE - 15 : SUBTITLE_TEXT - 16 : RADIO_STATIONS - 17 : SAVING_GAME - 18 : GAME_STREAM - 19 : WEAPON_WHEEL - 20 : WEAPON_WHEEL_STATS - 21 : HUD_COMPONENTS - 22 : HUD_WEAPONS
These integers also work for the SHOW_HUD_COMPONENT_THIS_FRAME native, but instead shows the HUD Component.
Parameters:
id
(int
)
Returns:
None
show_hud_component_this_frame(id
)
This function hides various HUD (Heads-up Display) components. Listed below are the integers and the corresponding HUD component. - 1 : WANTED_STARS - 2 : WEAPON_ICON - 3 : CASH - 4 : MP_CASH - 5 : MP_MESSAGE - 6 : VEHICLE_NAME - 7 : AREA_NAME - 8 : VEHICLE_CLASS - 9 : STREET_NAME - 10 : HELP_TEXT - 11 : FLOATING_HELP_TEXT_1 - 12 : FLOATING_HELP_TEXT_2 - 13 : CASH_CHANGE - 14 : RETICLE - 15 : SUBTITLE_TEXT - 16 : RADIO_STATIONS - 17 : SAVING_GAME - 18 : GAME_STREAM - 19 : WEAPON_WHEEL - 20 : WEAPON_WHEEL_STATS - 21 : HUD_COMPONENTS - 22 : HUD_WEAPONS
These integers also work for the HIDE_HUD_COMPONENT_THIS_FRAME native, but instead hides the HUD Component.
Parameters:
id
(int
)
Returns:
None
hide_area_and_vehicle_name_this_frame()
No documentation found for this native.
Parameters:
None
Returns:
None
reset_reticule_values()
No documentation found for this native.
Parameters:
None
Returns:
None
reset_hud_component_values(id
)
No documentation found for this native.
Parameters:
id
(int
)
Returns:
None
set_hud_component_position(id
, x
, y
)
No documentation found for this native.
Parameters:
id
(int
)x
(float
)y
(float
)
Returns:
None
get_hud_component_position(id
)
No documentation found for this native.
Parameters:
id
(int
)
Returns:
Vector3
clear_reminder_message()
This native does absolutely nothing, just a nullsub
Parameters:
None
Returns:
None
get_hud_screen_position_from_world_position(worldX
, worldY
, worldZ
)
World to relative screen coords, this world to screen will keep the text on screen. Was named _GET_SCREEN_COORD_FROM_WORLD_COORD, but this conflicts with 0x34E82F05DF2974F5. As that hash actually matches GET_SCREEN_COORD_FROM_WORLD_COORD that one supercedes and this one was renamed to _GET_2D_COORD_FROM_3D_COORD
Parameters:
worldX
(float
)worldY
(float
)worldZ
(float
)
Returns:
lua_table
is_floating_help_text_on_screen(hudIndex
)
No documentation found for this native.
Parameters:
hudIndex
(int
)
Returns:
bool
set_floating_help_text_screen_position(hudIndex
, x
, y
)
No documentation found for this native.
Parameters:
hudIndex
(int
)x
(float
)y
(float
)
Returns:
None
set_floating_help_text_world_position(hudIndex
, x
, y
, z
)
No documentation found for this native.
Parameters:
hudIndex
(int
)x
(float
)y
(float
)z
(float
)
Returns:
None
set_floating_help_text_to_entity(hudIndex
, entity
, offsetX
, offsetY
)
No documentation found for this native.
Parameters:
hudIndex
(int
)entity
(Entity
)offsetX
(float
)offsetY
(float
)
Returns:
None
set_floating_help_text_style(hudIndex
, p1
, p2
, p3
, p4
, p5
)
No documentation found for this native.
Parameters:
hudIndex
(int
)p1
(int
)p2
(int
)p3
(int
)p4
(int
)p5
(int
)
Returns:
None
clear_floating_help(hudIndex
, p1
)
No documentation found for this native.
Parameters:
hudIndex
(int
)p1
(bool
)
Returns:
None
create_mp_gamer_tag_with_crew_color(player
, username
, pointedClanTag
, isRockstarClan
, clanTag
, clanFlag
, r
, g
, b
)
clanFlag: takes a number 0-5
Parameters:
player
(Player
)username
(string
)pointedClanTag
(bool
)isRockstarClan
(bool
)clanTag
(string
)clanFlag
(int
)r
(int
)g
(int
)b
(int
)
Returns:
None
is_mp_gamer_tag_movie_active()
No documentation found for this native.
Parameters:
None
Returns:
bool
create_fake_mp_gamer_tag(ped
, username
, pointedClanTag
, isRockstarClan
, clanTag
, clanFlag
)
clanFlag: takes a number 0-5
Parameters:
ped
(Ped
)username
(string
)pointedClanTag
(bool
)isRockstarClan
(bool
)clanTag
(string
)clanFlag
(int
)
Returns:
int
remove_mp_gamer_tag(gamerTagId
)
No documentation found for this native.
Parameters:
gamerTagId
(int
)
Returns:
None
is_mp_gamer_tag_active(gamerTagId
)
No documentation found for this native.
Parameters:
gamerTagId
(int
)
Returns:
bool
is_mp_gamer_tag_free(gamerTagId
)
No documentation found for this native.
Parameters:
gamerTagId
(int
)
Returns:
bool
set_mp_gamer_tag_visibility(gamerTagId
, component
, toggle
, p3
)
enum eMpGamerTagComponent {
MP_TAG_GAMER_NAME, MP_TAG_CREW_TAG, MP_TAG_HEALTH_ARMOUR, MP_TAG_BIG_TEXT, MP_TAG_AUDIO_ICON, MP_TAG_USING_MENU, MP_TAG_PASSIVE_MODE, MP_TAG_WANTED_STARS, MP_TAG_DRIVER, MP_TAG_CO_DRIVER, MP_TAG_TAGGED, MP_TAG_GAMER_NAME_NEARBY, MP_TAG_ARROW, MP_TAG_PACKAGES, MP_TAG_INV_IF_PED_FOLLOWING, MP_TAG_RANK_TEXT, MP_TAG_TYPING, MP_TAG_BAG_LARGE, MP_TAG_ARROW, MP_TAG_GANG_CEO, MP_TAG_GANG_BIKER, MP_TAG_BIKER_ARROW, MP_TAG_MC_ROLE_PRESIDENT, MP_TAG_MC_ROLE_VICE_PRESIDENT, MP_TAG_MC_ROLE_ROAD_CAPTAIN, MP_TAG_MC_ROLE_SARGEANT, MP_TAG_MC_ROLE_ENFORCER, MP_TAG_MC_ROLE_PROSPECT, MP_TAG_TRANSMITTER, MP_TAG_BOMB
};
Parameters:
gamerTagId
(int
)component
(int
)toggle
(bool
)p3
(Any
)
Returns:
None
set_mp_gamer_tag_enabled(gamerTagId
, toggle
)
No documentation found for this native.
Parameters:
gamerTagId
(int
)toggle
(bool
)
Returns:
None
set_mp_gamer_tag_icons(gamerTagId
, toggle
)
No documentation found for this native.
Parameters:
gamerTagId
(int
)toggle
(bool
)
Returns:
None
set_mp_gamer_health_bar_display(gamerTagId
, toggle
)
No documentation found for this native.
Parameters:
gamerTagId
(int
)toggle
(bool
)
Returns:
None
set_mp_gamer_health_bar_max(gamerTagId
, value
, maximumValue
)
No documentation found for this native.
Parameters:
gamerTagId
(int
)value
(int
)maximumValue
(int
)
Returns:
None
set_mp_gamer_tag_colour(gamerTagId
, component
, hudColorIndex
)
Sets a gamer tag’s component colour
gamerTagId is obtained using for example CREATE_FAKE_MP_GAMER_TAG Ranges from 0 to 255. 0 is grey health bar, ~50 yellow, 200 purple.
Parameters:
gamerTagId
(int
)component
(int
)hudColorIndex
(int
)
Returns:
None
set_mp_gamer_tag_health_bar_colour(gamerTagId
, hudColorIndex
)
Ranges from 0 to 255. 0 is grey health bar, ~50 yellow, 200 purple. Should be enabled as flag (2). Has 0 opacity by default.
This was _SET_MP_GAMER_TAG_HEALTH_BAR_COLOR,
-> Rockstar use the EU spelling of ‘color’ so I hashed the same name with COLOUR and it came back as the correct hash, so it has been corrected above.
Parameters:
gamerTagId
(int
)hudColorIndex
(int
)
Returns:
None
set_mp_gamer_tag_alpha(gamerTagId
, component
, alpha
)
Sets flag’s sprite transparency. 0-255.
Parameters:
gamerTagId
(int
)component
(int
)alpha
(int
)
Returns:
None
set_mp_gamer_tag_wanted_level(gamerTagId
, wantedlvl
)
displays wanted star above head
Parameters:
gamerTagId
(int
)wantedlvl
(int
)
Returns:
None
set_mp_gamer_tag_unk(gamerTagId
, p1
)
No documentation found for this native.
Parameters:
gamerTagId
(int
)p1
(int
)
Returns:
None
set_mp_gamer_tag_name(gamerTagId
, string
)
No documentation found for this native.
Parameters:
gamerTagId
(int
)string
(string
)
Returns:
None
is_valid_mp_gamer_tag_movie(gamerTagId
)
No documentation found for this native.
Parameters:
gamerTagId
(int
)
Returns:
bool
set_mp_gamer_tag_big_text(gamerTagId
, string
)
No documentation found for this native.
Parameters:
gamerTagId
(int
)string
(string
)
Returns:
None
get_current_webpage_id()
No documentation found for this native.
Parameters:
None
Returns:
int
get_current_website_id()
No documentation found for this native.
Parameters:
None
Returns:
int
get_global_actionscript_flag(flagIndex
)
Returns the ActionScript flagValue. ActionScript flags are global flags that scaleforms use Flags found during testing 0: Returns 1 if the web_browser keyboard is open, otherwise 0 1: Returns 1 if the player has clicked back twice on the opening page, otherwise 0 (web_browser) 2: Returns how many links the player has clicked in the web_browser scaleform, returns 0 when the browser gets closed 9: Returns the current selection on the mobile phone scaleform
There are 20 flags in total.
Parameters:
flagIndex
(int
)
Returns:
int
reset_global_actionscript_flag(flagIndex
)
No documentation found for this native.
Parameters:
flagIndex
(int
)
Returns:
None
is_warning_message_active_2()
No documentation found for this native.
Parameters:
None
Returns:
bool
set_warning_message(titleMsg
, flags
, promptMsg
, p3
, p4
, p5
, p6
, showBackground
, errorCode
)
You can only use text entries. No custom text.
Example: SET_WARNING_MESSAGE(“t20”, 3, “adder”, false, -1, 0, 0, true); errorCode: shows an error code at the bottom left if nonzero
Parameters:
titleMsg
(string
)flags
(int
)promptMsg
(string
)p3
(bool
)p4
(int
)p5
(string
)p6
(string
)showBackground
(bool
)errorCode
(int
)
Returns:
None
set_warning_message_with_header(entryHeader
, entryLine1
, instructionalKey
, entryLine2
, p4
, p5
, showBackground
, p7
, p8
, p9
)
Shows a warning message on screen with a header. Note: You can only use text entries. No custom text. You can recreate this easily with scaleforms. Example: https://i.imgur.com/ITJt8bJ.png
Parameters:
entryHeader
(string
)entryLine1
(string
)instructionalKey
(int
)entryLine2
(string
)p4
(bool
)p5
(Any
)showBackground
(vector<Any>
)p7
(vector<Any>
)p8
(bool
)p9
(Any
)
Returns:
None
set_warning_message_with_header_and_substring_flags(entryHeader
, entryLine1
, instructionalKey
, entryLine2
, p4
, p5
, additionalIntInfo
, additionalTextInfoLine1
, additionalTextInfoLine2
, showBackground
, errorCode
)
You can use this native for custom input, without having to use any scaleform-related natives. The native must be called on tick. The entryHeader must be a valid label. For Single lines use JL_INVITE_N as entryLine1, JL_INVITE_ND for multiple. Notes: - additionalIntInfo: replaces first occurrence of ~1~ in provided label with an integer - additionalTextInfoLine1: replaces first occurrence of ~a~ in provided label, with your custom text - additionalTextInfoLine2: replaces second occurrence of ~a~ in provided label, with your custom text - showBackground: shows black background of the warning screen - errorCode: shows an error code at the bottom left if nonzero Example of usage: SET_WARNING_MESSAGE_WITH_HEADER_AND_SUBSTRING_FLAGS(“ALERT”, “JL_INVITE_ND”, 66, “”, true, -1, -1, “Testing line 1”, “Testing line 2”, true, 0); Screenshot: https://imgur.com/a/IYA7vJ8
Parameters:
entryHeader
(string
)entryLine1
(string
)instructionalKey
(int
)entryLine2
(string
)p4
(bool
)p5
(Any
)additionalIntInfo
(Any
)additionalTextInfoLine1
(string
)additionalTextInfoLine2
(string
)showBackground
(bool
)errorCode
(int
)
Returns:
None
set_warning_message_with_header_unk(entryHeader
, entryLine1
, flags
, entryLine2
, p4
, p5
, p6
, p7
, showBg
, p9
, p10
)
No documentation found for this native.
Parameters:
entryHeader
(string
)entryLine1
(string
)flags
(int
)entryLine2
(string
)p4
(bool
)p5
(Any
)p6
(vector<Any>
)p7
(vector<Any>
)showBg
(bool
)p9
(Any
)p10
(Any
)
Returns:
None
set_warning_message_with_alert(labelTitle
, labelMessage
, p2
, p3
, labelMessage2
, p5
, p6
, p7
, p8
, p9
, background
, errorCode
)
No documentation found for this native.
Parameters:
labelTitle
(string
)labelMessage
(string
)p2
(int
)p3
(int
)labelMessage2
(string
)p5
(bool
)p6
(int
)p7
(int
)p8
(string
)p9
(string
)background
(bool
)errorCode
(int
)
Returns:
None
get_warning_message_title_hash()
No documentation found for this native.
Parameters:
None
Returns:
Hash
set_warning_message_list_row(index
, name
, cash
, rp
, lvl
, colour
)
No documentation found for this native.
Parameters:
index
(int
)name
(string
)cash
(int
)rp
(int
)lvl
(int
)colour
(int
)
Returns:
bool
remove_warning_message_list_items()
No documentation found for this native.
Parameters:
None
Returns:
None
is_warning_message_active()
No documentation found for this native.
Parameters:
None
Returns:
bool
custom_minimap_set_active(toggle
)
If toggle is true, the map is shown in full screen If toggle is false, the map is shown in normal mode
Parameters:
toggle
(bool
)
Returns:
None
custom_minimap_set_blip_object(spriteId
)
Sets the sprite of the next BLIP_GALLERY blip, values used in the native scripts: 143 (ObjectiveBlue), 144 (ObjectiveGreen), 145 (ObjectiveRed), 146 (ObjectiveYellow).
Parameters:
spriteId
(int
)
Returns:
None
custom_minimap_create_blip(x
, y
, z
)
Add a BLIP_GALLERY at the specific coordinate. Used in fm_maintain_transition_players to display race track points.
Parameters:
x
(float
)y
(float
)z
(float
)
Returns:
Any
custom_minimap_clear_blips()
No documentation found for this native.
Parameters:
None
Returns:
None
force_sonar_blips_this_frame()
Doesn’t actually return anything.
Parameters:
None
Returns:
Any
get_north_radar_blip()
No documentation found for this native.
Parameters:
None
Returns:
Blip
draw_hud_over_fade_this_frame()
No documentation found for this native.
Parameters:
None
Returns:
None
disable_frontend_this_frame()
No documentation found for this native.
Parameters:
None
Returns:
None
suppress_frontend_rendering_this_frame()
No documentation found for this native.
Parameters:
None
Returns:
None
set_frontend_active(active
)
No documentation found for this native.
Parameters:
active
(bool
)
Returns:
None
log_debug_info(p0
)
No documentation found for this native.
Parameters:
p0
(string
)
Returns:
None
is_frontend_ready_for_control()
No documentation found for this native.
Parameters:
None
Returns:
bool
take_control_of_frontend()
Disables frontend (works in custom frontends, not sure about regular pause menu) navigation keys on keyboard. Not sure about controller. Does not disable mouse controls. No need to call this every tick.
To enable the keys again, use 0x14621BB1DF14E2B2.
Parameters:
None
Returns:
None
release_control_of_frontend()
Enables frontend (works in custom frontends, not sure about regular pause menu) navigation keys on keyboard if they were disabled using the native below. To disable the keys, use 0xEC9264727EEC0F28
Parameters:
None
Returns:
None
force_close_text_input_box()
No documentation found for this native.
Parameters:
None
Returns:
None
override_multiplayer_chat_prefix(gxtEntryHash
)
No documentation found for this native.
Parameters:
gxtEntryHash
(Hash
)
Returns:
None
is_multiplayer_chat_active()
No documentation found for this native.
Parameters:
None
Returns:
bool
close_multiplayer_chat()
No documentation found for this native.
Parameters:
None
Returns:
None
override_multiplayer_chat_colour(p0
, hudColor
)
No documentation found for this native.
Parameters:
p0
(int
)hudColor
(int
)
Returns:
None
multiplayer_chat_set_disabled(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
flag_player_context_in_tournament(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
set_ped_has_ai_blip(ped
, hasCone
)
This native turns on the AI blip on the specified ped. It also disappears automatically when the ped is too far or if the ped is dead. You don’t need to control it with other natives.
See gtaforums.com/topic/884370-native-research-ai-blips for further information.
Parameters:
ped
(Ped
)hasCone
(bool
)
Returns:
None
set_ped_has_ai_blip_with_color(ped
, hasCone
, color
)
No documentation found for this native.
Parameters:
ped
(Ped
)hasCone
(bool
)color
(int
)
Returns:
None
does_ped_have_ai_blip(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
set_ped_ai_blip_gang_id(ped
, gangId
)
No documentation found for this native.
Parameters:
ped
(Ped
)gangId
(int
)
Returns:
None
set_ped_ai_blip_has_cone(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
set_ped_ai_blip_forced_on(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
set_ped_ai_blip_notice_range(ped
, range
)
No documentation found for this native.
Parameters:
ped
(Ped
)range
(float
)
Returns:
None
set_ped_ai_blip_sprite(ped
, spriteId
)
No documentation found for this native.
Parameters:
ped
(Ped
)spriteId
(int
)
Returns:
None
get_ai_blip_2(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
Blip
get_ai_blip(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
Blip
has_director_mode_been_triggered()
No documentation found for this native.
Parameters:
None
Returns:
bool
set_director_mode_clear_triggered_flag()
No documentation found for this native.
Parameters:
None
Returns:
None
set_player_is_in_director_mode(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
Interior namespace
Documentation for the interior namespace.
get_interior_heading(interior
)
No documentation found for this native.
Parameters:
interior
(Interior
)
Returns:
float
get_interior_location_and_namehash(interior
)
No documentation found for this native.
Parameters:
interior
(Interior
)
Returns:
lua_table
get_interior_group_id(interior
)
Returns the group ID of the specified interior. For example, regular interiors have group 0, subway interiors have group 1. There are a few other groups too.
Parameters:
interior
(Interior
)
Returns:
int
get_offset_from_interior_in_world_coords(interior
, x
, y
, z
)
No documentation found for this native.
Parameters:
interior
(Interior
)x
(float
)y
(float
)z
(float
)
Returns:
Vector3
is_interior_scene()
No documentation found for this native.
Parameters:
None
Returns:
bool
is_valid_interior(interior
)
No documentation found for this native.
Parameters:
interior
(Interior
)
Returns:
bool
clear_room_for_entity(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
None
force_room_for_entity(entity
, interior
, roomHashKey
)
Does anyone know what this does? I know online modding isn’t generally supported especially by the owner of this db, but I first thought this could be used to force ourselves into someones apartment, but I see now that isn’t possible.
Parameters:
entity
(Entity
)interior
(Interior
)roomHashKey
(Hash
)
Returns:
None
get_room_key_from_entity(entity
)
Gets the room hash key from the room that the specified entity is in. Each room in every interior has a unique key. Returns 0 if the entity is outside.
Parameters:
entity
(Entity
)
Returns:
Hash
get_key_for_entity_in_room(entity
)
Seems to do the exact same as INTERIOR::GET_ROOM_KEY_FROM_ENTITY
Parameters:
entity
(Entity
)
Returns:
Hash
get_interior_from_entity(entity
)
Returns the handle of the interior that the entity is in. Returns 0 if outside.
Parameters:
entity
(Entity
)
Returns:
Interior
retain_entity_in_interior(entity
, interior
)
No documentation found for this native.
Parameters:
entity
(Entity
)interior
(Interior
)
Returns:
None
clear_interior_for_entity(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
None
force_room_for_game_viewport(interiorID
, roomHashKey
)
No documentation found for this native.
Parameters:
interiorID
(int
)roomHashKey
(Hash
)
Returns:
None
get_room_key_for_game_viewport()
No documentation found for this native.
Parameters:
None
Returns:
Hash
clear_room_for_game_viewport()
No documentation found for this native.
Parameters:
None
Returns:
None
get_interior_from_primary_view()
Returns the current interior id from gameplay camera
Parameters:
None
Returns:
Interior
get_interior_at_coords(x
, y
, z
)
Returns interior ID from specified coordinates. If coordinates are outside, then it returns 0.
Example for VB.NET Dim interiorID As Integer = Native.Function.Call(Of Integer)(Hash.GET_INTERIOR_AT_COORDS, X, Y, Z)
Parameters:
x
(float
)y
(float
)z
(float
)
Returns:
Interior
add_pickup_to_interior_room_by_name(pickup
, roomName
)
No documentation found for this native.
Parameters:
pickup
(Pickup
)roomName
(string
)
Returns:
None
pin_interior_in_memory(interior
)
No documentation found for this native.
Parameters:
interior
(Interior
)
Returns:
None
unpin_interior(interior
)
Does something similar to INTERIOR::DISABLE_INTERIOR.
You don’t fall through the floor but everything is invisible inside and looks the same as when INTERIOR::DISABLE_INTERIOR is used. Peds behaves normally inside.
Parameters:
interior
(Interior
)
Returns:
None
is_interior_ready(interior
)
No documentation found for this native.
Parameters:
interior
(Interior
)
Returns:
bool
get_interior_at_coords_with_type(x
, y
, z
, interiorType
)
Returns the interior ID representing the requested interior at that location (if found?). The supplied interior string is not the same as the one used to load the interior.
Use: INTERIOR::UNPIN_INTERIOR(INTERIOR::GET_INTERIOR_AT_COORDS_WITH_TYPE(x, y, z, interior))
Interior types include: “V_Michael”, “V_Franklins”, “V_Franklinshouse”, etc.. you can find them in the scripts.
Not a very useful native as you could just use GET_INTERIOR_AT_COORDS instead and get the same result, without even having to specify the interior type.
Parameters:
x
(float
)y
(float
)z
(float
)interiorType
(string
)
Returns:
Interior
get_interior_at_coords_with_typehash(x
, y
, z
, typeHash
)
Hashed version of GET_INTERIOR_AT_COORDS_WITH_TYPE
Parameters:
x
(float
)y
(float
)z
(float
)typeHash
(Hash
)
Returns:
Interior
is_collision_marked_outside(x
, y
, z
)
Returns true if the collision at the specified coords is marked as being outside (false if there’s an interior)
Parameters:
x
(float
)y
(float
)z
(float
)
Returns:
bool
get_interior_from_collision(x
, y
, z
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)
Returns:
int
activate_interior_entity_set(interior
, entitySetName
)
More info: http://gtaforums.com/topic/836367-adding-props-to-interiors/
Full list of IPLs and interior entity sets by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/ipls.json
Parameters:
interior
(Interior
)entitySetName
(string
)
Returns:
None
deactivate_interior_entity_set(interior
, entitySetName
)
Full list of IPLs and interior entity sets by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/ipls.json
Parameters:
interior
(Interior
)entitySetName
(string
)
Returns:
None
is_interior_entity_set_active(interior
, entitySetName
)
Full list of IPLs and interior entity sets by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/ipls.json
Parameters:
interior
(Interior
)entitySetName
(string
)
Returns:
bool
set_interior_entity_set_color(interior
, entitySetName
, color
)
No documentation found for this native.
Parameters:
interior
(Interior
)entitySetName
(string
)color
(int
)
Returns:
None
refresh_interior(interior
)
No documentation found for this native.
Parameters:
interior
(Interior
)
Returns:
None
enable_exterior_cull_model_this_frame(mapObjectHash
)
This is the native that is used to hide the exterior of GTA Online apartment buildings when you are inside an apartment.
More info: http://gtaforums.com/topic/836301-hiding-gta-online-apartment-exteriors/
Parameters:
mapObjectHash
(Hash
)
Returns:
None
enable_script_cull_model_this_frame(mapObjectHash
)
No documentation found for this native.
Parameters:
mapObjectHash
(Hash
)
Returns:
None
disable_interior(interior
, toggle
)
Example: This removes the interior from the strip club and when trying to walk inside the player just falls:
INTERIOR::DISABLE_INTERIOR(118018, true);
Parameters:
interior
(Interior
)toggle
(bool
)
Returns:
None
is_interior_disabled(interior
)
No documentation found for this native.
Parameters:
interior
(Interior
)
Returns:
bool
cap_interior(interior
, toggle
)
Does something similar to INTERIOR::DISABLE_INTERIOR
Parameters:
interior
(Interior
)toggle
(bool
)
Returns:
None
is_interior_capped(interior
)
No documentation found for this native.
Parameters:
interior
(Interior
)
Returns:
bool
Itemset namespace
Documentation for the itemset namespace.
create_itemset(p0
)
No documentation found for this native.
Parameters:
p0
(bool
)
Returns:
ScrHandle
destroy_itemset(itemset
)
No documentation found for this native.
Parameters:
itemset
(ScrHandle
)
Returns:
None
is_itemset_valid(itemset
)
No documentation found for this native.
Parameters:
itemset
(ScrHandle
)
Returns:
bool
add_to_itemset(item
, itemset
)
No documentation found for this native.
Parameters:
item
(ScrHandle
)itemset
(ScrHandle
)
Returns:
bool
remove_from_itemset(item
, itemset
)
No documentation found for this native.
Parameters:
item
(ScrHandle
)itemset
(ScrHandle
)
Returns:
None
get_itemset_size(itemset
)
No documentation found for this native.
Parameters:
itemset
(ScrHandle
)
Returns:
int
get_indexed_item_in_itemset(index
, itemset
)
No documentation found for this native.
Parameters:
index
(int
)itemset
(ScrHandle
)
Returns:
ScrHandle
is_in_itemset(item
, itemset
)
No documentation found for this native.
Parameters:
item
(ScrHandle
)itemset
(ScrHandle
)
Returns:
bool
clean_itemset(itemset
)
No documentation found for this native.
Parameters:
itemset
(ScrHandle
)
Returns:
None
Loadingscreen namespace
Documentation for the loadingscreen namespace.
loadingscreen_get_load_freemode()
No documentation found for this native.
Parameters:
None
Returns:
bool
loadingscreen_set_load_freemode(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
loadingscreen_get_load_freemode_with_event_name()
No documentation found for this native.
Parameters:
None
Returns:
bool
loadingscreen_set_load_freemode_with_event_name(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
loadingscreen_is_loading_freemode()
No documentation found for this native.
Parameters:
None
Returns:
bool
loadingscreen_set_is_loading_freemode(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
Localization namespace
Documentation for the localization namespace.
localization_get_system_language()
No documentation found for this native.
Parameters:
None
Returns:
int
get_current_language()
0 = american (en-US) 1 = french (fr-FR) 2 = german (de-DE) 3 = italian (it-IT) 4 = spanish (es-ES) 5 = brazilian (pt-BR) 6 = polish (pl-PL) 7 = russian (ru-RU) 8 = korean (ko-KR) 9 = chinesetrad (zh-TW) 10 = japanese (ja-JP) 11 = mexican (es-MX) 12 = chinesesimp (zh-CN)
Parameters:
None
Returns:
int
localization_get_system_date_format()
No documentation found for this native.
Parameters:
None
Returns:
int
Gameplay namespace
Documentation for the gameplay namespace.
get_allocated_stack_size()
No documentation found for this native.
Parameters:
None
Returns:
int
get_number_of_free_stacks_of_this_size(stackSize
)
No documentation found for this native.
Parameters:
stackSize
(int
)
Returns:
int
set_random_seed(seed
)
No documentation found for this native.
Parameters:
seed
(int
)
Returns:
None
set_time_scale(timeScale
)
No documentation found for this native.
Parameters:
timeScale
(float
)
Returns:
None
set_mission_flag(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
get_mission_flag()
No documentation found for this native.
Parameters:
None
Returns:
bool
set_random_event_flag(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
get_random_event_flag()
No documentation found for this native.
Parameters:
None
Returns:
bool
get_global_char_buffer()
No documentation found for this native.
Parameters:
None
Returns:
string
has_resumed_from_suspend()
No documentation found for this native.
Parameters:
None
Returns:
bool
get_base_element_metadata(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)p1
(vector<Any>
)p2
(Any
)p3
(bool
)
Returns:
bool
get_prev_weather_type_hash_name()
No documentation found for this native.
Parameters:
None
Returns:
Hash
get_next_weather_type_hash_name()
No documentation found for this native.
Parameters:
None
Returns:
Hash
is_prev_weather_type(weatherType
)
No documentation found for this native.
Parameters:
weatherType
(string
)
Returns:
bool
is_next_weather_type(weatherType
)
No documentation found for this native.
Parameters:
weatherType
(string
)
Returns:
bool
set_weather_type_persist(weatherType
)
No documentation found for this native.
Parameters:
weatherType
(string
)
Returns:
None
set_weather_type_now_persist(weatherType
)
No documentation found for this native.
Parameters:
weatherType
(string
)
Returns:
None
set_weather_type_now(weatherType
)
No documentation found for this native.
Parameters:
weatherType
(string
)
Returns:
None
set_weather_type_overtime_persist(weatherType
, time
)
No documentation found for this native.
Parameters:
weatherType
(string
)time
(float
)
Returns:
None
set_random_weather_type()
No documentation found for this native.
Parameters:
None
Returns:
None
clear_weather_type_persist()
No documentation found for this native.
Parameters:
None
Returns:
None
clear_weather_type_overtime_persist(milliseconds
)
No documentation found for this native.
Parameters:
milliseconds
(int
)
Returns:
None
get_weather_type_transition()
No documentation found for this native.
Parameters:
None
Returns:
lua_table
set_weather_type_transition(weatherType1
, weatherType2
, percentWeather2
)
No documentation found for this native.
Parameters:
weatherType1
(Hash
)weatherType2
(Hash
)percentWeather2
(float
)
Returns:
None
set_override_weather(weatherType
)
No documentation found for this native.
Parameters:
weatherType
(string
)
Returns:
None
clear_override_weather()
No documentation found for this native.
Parameters:
None
Returns:
None
water_override_set_shorewaveamplitude(amplitude
)
No documentation found for this native.
Parameters:
amplitude
(float
)
Returns:
None
water_override_set_shorewaveminamplitude(minAmplitude
)
No documentation found for this native.
Parameters:
minAmplitude
(float
)
Returns:
None
water_override_set_shorewavemaxamplitude(maxAmplitude
)
No documentation found for this native.
Parameters:
maxAmplitude
(float
)
Returns:
None
water_override_set_oceannoiseminamplitude(minAmplitude
)
No documentation found for this native.
Parameters:
minAmplitude
(float
)
Returns:
None
water_override_set_oceanwaveamplitude(amplitude
)
No documentation found for this native.
Parameters:
amplitude
(float
)
Returns:
None
water_override_set_oceanwaveminamplitude(minAmplitude
)
No documentation found for this native.
Parameters:
minAmplitude
(float
)
Returns:
None
water_override_set_oceanwavemaxamplitude(maxAmplitude
)
No documentation found for this native.
Parameters:
maxAmplitude
(float
)
Returns:
None
water_override_set_ripplebumpiness(bumpiness
)
No documentation found for this native.
Parameters:
bumpiness
(float
)
Returns:
None
water_override_set_rippleminbumpiness(minBumpiness
)
No documentation found for this native.
Parameters:
minBumpiness
(float
)
Returns:
None
water_override_set_ripplemaxbumpiness(maxBumpiness
)
No documentation found for this native.
Parameters:
maxBumpiness
(float
)
Returns:
None
water_override_set_rippledisturb(disturb
)
No documentation found for this native.
Parameters:
disturb
(float
)
Returns:
None
water_override_set_strength(strength
)
No documentation found for this native.
Parameters:
strength
(float
)
Returns:
None
water_override_fade_in(p0
)
No documentation found for this native.
Parameters:
p0
(float
)
Returns:
None
water_override_fade_out(p0
)
No documentation found for this native.
Parameters:
p0
(float
)
Returns:
None
set_wind(speed
)
No documentation found for this native.
Parameters:
speed
(float
)
Returns:
None
set_wind_speed(speed
)
No documentation found for this native.
Parameters:
speed
(float
)
Returns:
None
get_wind_speed()
No documentation found for this native.
Parameters:
None
Returns:
float
set_wind_direction(direction
)
No documentation found for this native.
Parameters:
direction
(float
)
Returns:
None
get_wind_direction()
No documentation found for this native.
Parameters:
None
Returns:
Vector3
set_rain_level(intensity
)
No documentation found for this native.
Parameters:
intensity
(float
)
Returns:
None
get_rain_level()
No documentation found for this native.
Parameters:
None
Returns:
float
set_snow_level(level
)
No documentation found for this native.
Parameters:
level
(float
)
Returns:
None
get_snow_level()
No documentation found for this native.
Parameters:
None
Returns:
float
force_lightning_flash()
No documentation found for this native.
Parameters:
None
Returns:
None
preload_cloud_hat(name
)
No documentation found for this native.
Parameters:
name
(string
)
Returns:
None
load_cloud_hat(name
, transitionTime
)
No documentation found for this native.
Parameters:
name
(string
)transitionTime
(float
)
Returns:
None
unload_cloud_hat(name
, p1
)
No documentation found for this native.
Parameters:
name
(string
)p1
(float
)
Returns:
None
unload_all_cloud_hats()
No documentation found for this native.
Parameters:
None
Returns:
None
set_cloud_hat_opacity(opacity
)
No documentation found for this native.
Parameters:
opacity
(float
)
Returns:
None
get_cloud_hat_opacity()
No documentation found for this native.
Parameters:
None
Returns:
float
get_game_timer()
No documentation found for this native.
Parameters:
None
Returns:
int
get_frame_time()
No documentation found for this native.
Parameters:
None
Returns:
float
get_benchmark_time()
No documentation found for this native.
Parameters:
None
Returns:
float
get_frame_count()
No documentation found for this native.
Parameters:
None
Returns:
int
get_random_float_in_range(startRange
, endRange
)
No documentation found for this native.
Parameters:
startRange
(float
)endRange
(float
)
Returns:
float
get_random_int_in_range(startRange
, endRange
)
No documentation found for this native.
Parameters:
startRange
(int
)endRange
(int
)
Returns:
int
get_random_int_in_range_2(startRange
, endRange
)
No documentation found for this native.
Parameters:
startRange
(int
)endRange
(int
)
Returns:
int
get_ground_z_for_3d_coord(x
, y
, z
, ignoreWater
, p5
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)ignoreWater
(BOOL
)p5
(BOOL
)
Returns:
float
get_ground_z_and_normal_for_3d_coord(x
, y
, z
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)
Returns:
lua_table
get_ground_z_for_3d_coord_2(x
, y
, z
, p4
, p5
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)p4
(BOOL
)p5
(BOOL
)
Returns:
float
asin(p0
)
No documentation found for this native.
Parameters:
p0
(float
)
Returns:
float
acos(p0
)
No documentation found for this native.
Parameters:
p0
(float
)
Returns:
float
tan(p0
)
No documentation found for this native.
Parameters:
p0
(float
)
Returns:
float
atan(p0
)
No documentation found for this native.
Parameters:
p0
(float
)
Returns:
float
atan2(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(float
)p1
(float
)
Returns:
float
get_distance_between_coords(x1
, y1
, z1
, x2
, y2
, z2
, useZ
)
No documentation found for this native.
Parameters:
x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)useZ
(bool
)
Returns:
float
get_angle_between_2d_vectors(x1
, y1
, x2
, y2
)
No documentation found for this native.
Parameters:
x1
(float
)y1
(float
)x2
(float
)y2
(float
)
Returns:
float
get_heading_from_vector_2d(dx
, dy
)
No documentation found for this native.
Parameters:
dx
(float
)dy
(float
)
Returns:
float
get_progress_along_line_between_coords(x1
, y1
, z1
, x2
, y2
, z2
, x3
, y3
, z3
, clamp
)
No documentation found for this native.
Parameters:
x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)x3
(float
)y3
(float
)z3
(float
)clamp
(bool
)
Returns:
float
get_closest_point_on_line(x1
, y1
, z1
, x2
, y2
, z2
, x3
, y3
, z3
, clamp
)
No documentation found for this native.
Parameters:
x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)x3
(float
)y3
(float
)z3
(float
)clamp
(bool
)
Returns:
Vector3
set_bit(address
, offset
)
No documentation found for this native.
Parameters:
address
(vector<int>
)offset
(int
)
Returns:
None
clear_bit(address
, offset
)
No documentation found for this native.
Parameters:
address
(vector<int>
)offset
(int
)
Returns:
None
get_hash_key(string
)
No documentation found for this native.
Parameters:
string
(string
)
Returns:
Hash
slerp_near_quaternion(t
, x
, y
, z
, w
, x1
, y1
, z1
, w1
)
No documentation found for this native.
Parameters:
t
(float
)x
(float
)y
(float
)z
(float
)w
(float
)x1
(float
)y1
(float
)z1
(float
)w1
(float
)
Returns:
lua_table
is_area_occupied(p0
, p1
, p2
, p3
, p4
, p5
, p6
, p7
, p8
, p9
, p10
, p11
, p12
)
No documentation found for this native.
Parameters:
p0
(float
)p1
(float
)p2
(float
)p3
(float
)p4
(float
)p5
(float
)p6
(bool
)p7
(bool
)p8
(bool
)p9
(bool
)p10
(bool
)p11
(Any
)p12
(bool
)
Returns:
bool
is_position_occupied(x
, y
, z
, range
, p4
, checkVehicles
, checkPeds
, p7
, p8
, ignoreEntity
, p10
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)range
(float
)p4
(bool
)checkVehicles
(bool
)checkPeds
(bool
)p7
(bool
)p8
(bool
)ignoreEntity
(Entity
)p10
(bool
)
Returns:
bool
is_point_obscured_by_a_mission_entity(p0
, p1
, p2
, p3
, p4
, p5
, p6
)
No documentation found for this native.
Parameters:
p0
(float
)p1
(float
)p2
(float
)p3
(float
)p4
(float
)p5
(float
)p6
(Any
)
Returns:
bool
clear_area(X
, Y
, Z
, radius
, p4
, ignoreCopCars
, ignoreObjects
, p7
)
No documentation found for this native.
Parameters:
X
(float
)Y
(float
)Z
(float
)radius
(float
)p4
(bool
)ignoreCopCars
(bool
)ignoreObjects
(bool
)p7
(bool
)
Returns:
None
clear_area_leave_vehicle_health(x
, y
, z
, radius
, p4
, p5
, p6
, p7
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)radius
(float
)p4
(bool
)p5
(bool
)p6
(bool
)p7
(bool
)
Returns:
None
clear_area_of_vehicles(x
, y
, z
, radius
, p4
, p5
, p6
, p7
, p8
, p9
, p10
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)radius
(float
)p4
(bool
)p5
(bool
)p6
(bool
)p7
(bool
)p8
(bool
)p9
(bool
)p10
(Any
)
Returns:
None
clear_angled_area_of_vehicles(x1
, y1
, z1
, x2
, y2
, z2
, width
, p7
, p8
, p9
, p10
, p11
, p12
, p13
)
No documentation found for this native.
Parameters:
x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)width
(float
)p7
(bool
)p8
(bool
)p9
(bool
)p10
(bool
)p11
(bool
)p12
(Any
)p13
(Any
)
Returns:
None
clear_area_of_objects(x
, y
, z
, radius
, flags
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)radius
(float
)flags
(int
)
Returns:
None
clear_area_of_peds(x
, y
, z
, radius
, flags
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)radius
(float
)flags
(int
)
Returns:
None
clear_area_of_cops(x
, y
, z
, radius
, flags
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)radius
(float
)flags
(int
)
Returns:
None
clear_area_of_projectiles(x
, y
, z
, radius
, flags
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)radius
(float
)flags
(int
)
Returns:
None
set_credits_active(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
have_credits_reached_end()
No documentation found for this native.
Parameters:
None
Returns:
bool
terminate_all_scripts_with_this_name(scriptName
)
No documentation found for this native.
Parameters:
scriptName
(string
)
Returns:
None
network_set_script_is_safe_for_network_game()
No documentation found for this native.
Parameters:
None
Returns:
None
add_hospital_restart(x
, y
, z
, p3
, p4
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)p3
(float
)p4
(Any
)
Returns:
int
disable_hospital_restart(hospitalIndex
, toggle
)
No documentation found for this native.
Parameters:
hospitalIndex
(int
)toggle
(bool
)
Returns:
None
add_police_restart(p0
, p1
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
p0
(float
)p1
(float
)p2
(float
)p3
(float
)p4
(Any
)
Returns:
Any
disable_police_restart(policeIndex
, toggle
)
No documentation found for this native.
Parameters:
policeIndex
(int
)toggle
(bool
)
Returns:
None
set_restart_custom_position(x
, y
, z
, heading
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)heading
(float
)
Returns:
None
clear_restart_custom_position()
No documentation found for this native.
Parameters:
None
Returns:
None
pause_death_arrest_restart(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
ignore_next_restart(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
set_fade_out_after_death(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
set_fade_out_after_arrest(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
set_fade_in_after_death_arrest(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
set_fade_in_after_load(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
register_save_house(p0
, p1
, p2
, p3
, p4
, p5
, p6
)
No documentation found for this native.
Parameters:
p0
(float
)p1
(float
)p2
(float
)p3
(float
)p4
(vector<Any>
)p5
(Any
)p6
(Any
)
Returns:
Any
set_save_house(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(bool
)p2
(bool
)
Returns:
None
override_save_house(p0
, p1
, p2
, p3
, p4
, p5
, p6
, p7
)
No documentation found for this native.
Parameters:
p0
(bool
)p1
(float
)p2
(float
)p3
(float
)p4
(float
)p5
(bool
)p6
(float
)p7
(float
)
Returns:
bool
do_auto_save()
No documentation found for this native.
Parameters:
None
Returns:
None
get_is_auto_save_off()
No documentation found for this native.
Parameters:
None
Returns:
bool
is_auto_save_in_progress()
No documentation found for this native.
Parameters:
None
Returns:
bool
has_code_requested_autosave()
No documentation found for this native.
Parameters:
None
Returns:
bool
clear_code_requested_autosave()
No documentation found for this native.
Parameters:
None
Returns:
None
begin_replay_stats(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
None
add_replay_stat_value(value
)
No documentation found for this native.
Parameters:
value
(Any
)
Returns:
None
end_replay_stats()
No documentation found for this native.
Parameters:
None
Returns:
None
have_replay_stats_been_stored()
No documentation found for this native.
Parameters:
None
Returns:
Any
get_replay_stat_mission_id()
No documentation found for this native.
Parameters:
None
Returns:
Any
get_replay_stat_mission_type()
No documentation found for this native.
Parameters:
None
Returns:
int
get_replay_stat_count()
No documentation found for this native.
Parameters:
None
Returns:
int
get_replay_stat_at_index(index
)
No documentation found for this native.
Parameters:
index
(int
)
Returns:
int
clear_replay_stats()
No documentation found for this native.
Parameters:
None
Returns:
None
queue_mission_repeat_load()
No documentation found for this native.
Parameters:
None
Returns:
bool
queue_mission_repeat_save()
No documentation found for this native.
Parameters:
None
Returns:
bool
get_status_of_mission_repeat_save()
No documentation found for this native.
Parameters:
None
Returns:
int
is_memory_card_in_use()
No documentation found for this native.
Parameters:
None
Returns:
bool
shoot_single_bullet_between_coords(x1
, y1
, z1
, x2
, y2
, z2
, damage
, p7
, weaponHash
, ownerPed
, isAudible
, isInvisible
, speed
)
No documentation found for this native.
Parameters:
x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)damage
(int
)p7
(bool
)weaponHash
(Hash
)ownerPed
(Ped
)isAudible
(bool
)isInvisible
(bool
)speed
(float
)
Returns:
None
shoot_single_bullet_between_coords_ignore_entity(x1
, y1
, z1
, x2
, y2
, z2
, damage
, p7
, weaponHash
, ownerPed
, isAudible
, isInvisible
, speed
, entity
, p14
)
No documentation found for this native.
Parameters:
x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)damage
(int
)p7
(bool
)weaponHash
(Hash
)ownerPed
(Ped
)isAudible
(bool
)isInvisible
(bool
)speed
(float
)entity
(Entity
)p14
(Any
)
Returns:
None
shoot_single_bullet_between_coords_ignore_entity_new(x1
, y1
, z1
, x2
, y2
, z2
, damage
, p7
, weaponHash
, ownerPed
, isAudible
, isInvisible
, speed
, entity
, p14
, p15
, targetEntity
, p17
, p18
, p19
, p20
)
No documentation found for this native.
Parameters:
x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)damage
(int
)p7
(bool
)weaponHash
(Hash
)ownerPed
(Ped
)isAudible
(bool
)isInvisible
(bool
)speed
(float
)entity
(Entity
)p14
(bool
)p15
(bool
)targetEntity
(Entity
)p17
(bool
)p18
(Any
)p19
(Any
)p20
(Any
)
Returns:
None
get_model_dimensions(modelHash
)
No documentation found for this native.
Parameters:
modelHash
(Hash
)
Returns:
lua_table
set_fake_wanted_level(fakeWantedLevel
)
No documentation found for this native.
Parameters:
fakeWantedLevel
(int
)
Returns:
None
get_fake_wanted_level()
No documentation found for this native.
Parameters:
None
Returns:
int
using_mission_creator(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
allow_mission_creator_warp(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
set_minigame_in_progress(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
is_minigame_in_progress()
No documentation found for this native.
Parameters:
None
Returns:
bool
is_this_a_minigame_script()
No documentation found for this native.
Parameters:
None
Returns:
bool
is_sniper_inverted()
No documentation found for this native.
Parameters:
None
Returns:
bool
should_use_metric_measurements()
No documentation found for this native.
Parameters:
None
Returns:
bool
get_profile_setting(profileSetting
)
No documentation found for this native.
Parameters:
profileSetting
(int
)
Returns:
int
are_strings_equal(string1
, string2
)
No documentation found for this native.
Parameters:
string1
(string
)string2
(string
)
Returns:
bool
compare_strings(str1
, str2
, matchCase
, maxLength
)
No documentation found for this native.
Parameters:
str1
(string
)str2
(string
)matchCase
(bool
)maxLength
(int
)
Returns:
int
absi(value
)
No documentation found for this native.
Parameters:
value
(int
)
Returns:
int
absf(value
)
No documentation found for this native.
Parameters:
value
(float
)
Returns:
float
is_sniper_bullet_in_area(x1
, y1
, z1
, x2
, y2
, z2
)
No documentation found for this native.
Parameters:
x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)
Returns:
bool
is_projectile_in_area(x1
, y1
, z1
, x2
, y2
, z2
, ownedByPlayer
)
No documentation found for this native.
Parameters:
x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)ownedByPlayer
(bool
)
Returns:
bool
is_projectile_type_in_area(x1
, y1
, z1
, x2
, y2
, z2
, type
, ownedByPlayer
)
No documentation found for this native.
Parameters:
x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)type
(int
)ownedByPlayer
(bool
)
Returns:
bool
is_projectile_type_in_angled_area(x1
, y1
, z1
, x2
, y2
, z2
, width
, p7
, ownedByPlayer
)
No documentation found for this native.
Parameters:
x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)width
(float
)p7
(Any
)ownedByPlayer
(bool
)
Returns:
bool
is_projectile_type_within_distance(x
, y
, z
, projectileHash
, radius
, ownedByPlayer
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)projectileHash
(Hash
)radius
(float
)ownedByPlayer
(bool
)
Returns:
bool
get_coords_of_projectile_type_in_area(x1
, y1
, z1
, x2
, y2
, z2
, projectileHash
, ownedByPlayer
)
No documentation found for this native.
Parameters:
x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)projectileHash
(Hash
)ownedByPlayer
(BOOL
)
Returns:
Vector3
get_coords_of_projectile_type_within_distance(ped
, weaponHash
, distance
, p4
)
No documentation found for this native.
Parameters:
ped
(Ped
)weaponHash
(Hash
)distance
(float
)p4
(BOOL
)
Returns:
Vector3
get_projectile_of_projectile_type_within_distance(ped
, weaponHash
, distance
, p5
)
No documentation found for this native.
Parameters:
ped
(Ped
)weaponHash
(Hash
)distance
(float
)p5
(BOOL
)
Returns:
lua_table
is_bullet_in_angled_area(x1
, y1
, z1
, x2
, y2
, z2
, width
, ownedByPlayer
)
No documentation found for this native.
Parameters:
x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)width
(float
)ownedByPlayer
(bool
)
Returns:
bool
is_bullet_in_area(x
, y
, z
, radius
, ownedByPlayer
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)radius
(float
)ownedByPlayer
(bool
)
Returns:
bool
is_bullet_in_box(x1
, y1
, z1
, x2
, y2
, z2
, ownedByPlayer
)
No documentation found for this native.
Parameters:
x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)ownedByPlayer
(bool
)
Returns:
bool
has_bullet_impacted_in_area(x
, y
, z
, p3
, p4
, p5
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)p3
(float
)p4
(bool
)p5
(bool
)
Returns:
bool
has_bullet_impacted_in_box(p0
, p1
, p2
, p3
, p4
, p5
, p6
, p7
)
No documentation found for this native.
Parameters:
p0
(float
)p1
(float
)p2
(float
)p3
(float
)p4
(float
)p5
(float
)p6
(bool
)p7
(bool
)
Returns:
bool
is_orbis_version()
No documentation found for this native.
Parameters:
None
Returns:
bool
is_durango_version()
No documentation found for this native.
Parameters:
None
Returns:
bool
is_xbox360_version()
No documentation found for this native.
Parameters:
None
Returns:
bool
is_ps3_version()
No documentation found for this native.
Parameters:
None
Returns:
bool
is_pc_version()
No documentation found for this native.
Parameters:
None
Returns:
bool
is_aussie_version()
No documentation found for this native.
Parameters:
None
Returns:
bool
is_japanese_version()
No documentation found for this native.
Parameters:
None
Returns:
bool
is_string_null(string
)
No documentation found for this native.
Parameters:
string
(string
)
Returns:
bool
is_string_null_or_empty(string
)
No documentation found for this native.
Parameters:
string
(string
)
Returns:
bool
string_to_int(string
)
No documentation found for this native.
Parameters:
string
(string
)
Returns:
int
set_bits_in_range(var
, rangeStart
, rangeEnd
, p3
)
No documentation found for this native.
Parameters:
var
(vector<int>
)rangeStart
(int
)rangeEnd
(int
)p3
(int
)
Returns:
None
get_bits_in_range(var
, rangeStart
, rangeEnd
)
No documentation found for this native.
Parameters:
var
(int
)rangeStart
(int
)rangeEnd
(int
)
Returns:
int
add_stunt_jump(x1
, y1
, z1
, x2
, y2
, z2
, x3
, y3
, z3
, x4
, y4
, z4
, camX
, camY
, camZ
, p15
, p16
, p17
)
No documentation found for this native.
Parameters:
x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)x3
(float
)y3
(float
)z3
(float
)x4
(float
)y4
(float
)z4
(float
)camX
(float
)camY
(float
)camZ
(float
)p15
(int
)p16
(int
)p17
(int
)
Returns:
int
add_stunt_jump_angled(x1
, y1
, z1
, x2
, y2
, z2
, radius1
, x3
, y3
, z3
, x4
, y4
, z4
, radius2
, camX
, camY
, camZ
, p17
, p18
, p19
)
No documentation found for this native.
Parameters:
x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)radius1
(float
)x3
(float
)y3
(float
)z3
(float
)x4
(float
)y4
(float
)z4
(float
)radius2
(float
)camX
(float
)camY
(float
)camZ
(float
)p17
(int
)p18
(int
)p19
(int
)
Returns:
int
delete_stunt_jump(p0
)
No documentation found for this native.
Parameters:
p0
(int
)
Returns:
None
enable_stunt_jump_set(p0
)
No documentation found for this native.
Parameters:
p0
(int
)
Returns:
None
disable_stunt_jump_set(p0
)
No documentation found for this native.
Parameters:
p0
(int
)
Returns:
None
set_stunt_jumps_can_trigger(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
is_stunt_jump_in_progress()
No documentation found for this native.
Parameters:
None
Returns:
bool
is_stunt_jump_message_showing()
No documentation found for this native.
Parameters:
None
Returns:
bool
get_num_successful_stunt_jumps()
No documentation found for this native.
Parameters:
None
Returns:
int
get_total_successful_stunt_jumps()
No documentation found for this native.
Parameters:
None
Returns:
int
cancel_stunt_jump()
No documentation found for this native.
Parameters:
None
Returns:
None
set_game_paused(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
set_this_script_can_be_paused(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
set_this_script_can_remove_blips_created_by_any_script(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
has_cheat_string_just_been_entered(hash
)
No documentation found for this native.
Parameters:
hash
(Hash
)
Returns:
bool
set_instance_priority_mode(p0
)
No documentation found for this native.
Parameters:
p0
(int
)
Returns:
None
set_instance_priority_hint(flag
)
No documentation found for this native.
Parameters:
flag
(int
)
Returns:
None
is_frontend_fading()
No documentation found for this native.
Parameters:
None
Returns:
bool
populate_now()
No documentation found for this native.
Parameters:
None
Returns:
None
get_index_of_current_level()
No documentation found for this native.
Parameters:
None
Returns:
int
set_gravity_level(level
)
No documentation found for this native.
Parameters:
level
(int
)
Returns:
None
start_save_data(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)p1
(Any
)p2
(bool
)
Returns:
None
stop_save_data()
No documentation found for this native.
Parameters:
None
Returns:
None
get_size_of_save_data(p0
)
No documentation found for this native.
Parameters:
p0
(bool
)
Returns:
int
register_int_to_save(p0
, name
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)name
(string
)
Returns:
None
register_int64_to_save(p0
, name
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)name
(string
)
Returns:
None
register_enum_to_save(p0
, name
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)name
(string
)
Returns:
None
register_float_to_save(p0
, name
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)name
(string
)
Returns:
None
register_bool_to_save(p0
, name
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)name
(string
)
Returns:
None
register_text_label_to_save(p0
, name
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)name
(string
)
Returns:
None
register_text_label_to_save_2(p0
, name
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)name
(string
)
Returns:
None
start_save_struct_with_size(p0
, size
, structName
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)size
(int
)structName
(string
)
Returns:
None
stop_save_struct()
No documentation found for this native.
Parameters:
None
Returns:
None
start_save_array_with_size(p0
, size
, arrayName
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)size
(int
)arrayName
(string
)
Returns:
None
stop_save_array()
No documentation found for this native.
Parameters:
None
Returns:
None
copy_memory(dst
, src
, size
)
No documentation found for this native.
Parameters:
dst
(vector<Any>
)src
(vector<Any>
)size
(int
)
Returns:
None
enable_dispatch_service(dispatchService
, toggle
)
No documentation found for this native.
Parameters:
dispatchService
(int
)toggle
(bool
)
Returns:
None
block_dispatch_service_resource_creation(dispatchService
, toggle
)
No documentation found for this native.
Parameters:
dispatchService
(int
)toggle
(bool
)
Returns:
None
get_num_dispatched_units_for_player(dispatchService
)
No documentation found for this native.
Parameters:
dispatchService
(int
)
Returns:
int
create_incident(dispatchService
, x
, y
, z
, numUnits
, radius
, p7
, p8
)
No documentation found for this native.
Parameters:
dispatchService
(int
)x
(float
)y
(float
)z
(float
)numUnits
(int
)radius
(float
)p7
(Any
)p8
(Any
)
Returns:
int
create_incident_with_entity(dispatchService
, ped
, numUnits
, radius
, p5
, p6
)
No documentation found for this native.
Parameters:
dispatchService
(int
)ped
(Ped
)numUnits
(int
)radius
(float
)p5
(Any
)p6
(Any
)
Returns:
int
delete_incident(incidentId
)
No documentation found for this native.
Parameters:
incidentId
(int
)
Returns:
None
is_incident_valid(incidentId
)
No documentation found for this native.
Parameters:
incidentId
(int
)
Returns:
bool
set_incident_requested_units(incidentId
, dispatchService
, numUnits
)
No documentation found for this native.
Parameters:
incidentId
(int
)dispatchService
(int
)numUnits
(int
)
Returns:
None
set_incident_unk(incidentId
, p1
)
No documentation found for this native.
Parameters:
incidentId
(int
)p1
(float
)
Returns:
None
find_spawn_point_in_direction(posX
, posY
, posZ
, fwdVecX
, fwdVecY
, fwdVecZ
, distance
, spawnPoint
)
No documentation found for this native.
Parameters:
posX
(float
)posY
(float
)posZ
(float
)fwdVecX
(float
)fwdVecY
(float
)fwdVecZ
(float
)distance
(float
)spawnPoint
(vector<Vector3>
)
Returns:
None
add_pop_multiplier_area(x1
, y1
, z1
, x2
, y2
, z2
, p6
, p7
, p8
, p9
)
No documentation found for this native.
Parameters:
x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)p6
(float
)p7
(float
)p8
(bool
)p9
(bool
)
Returns:
int
does_pop_multiplier_area_exist(id
)
No documentation found for this native.
Parameters:
id
(int
)
Returns:
bool
remove_pop_multiplier_area(id
, p1
)
No documentation found for this native.
Parameters:
id
(int
)p1
(bool
)
Returns:
None
is_pop_multiplier_area_unk(id
)
No documentation found for this native.
Parameters:
id
(int
)
Returns:
bool
add_pop_multiplier_sphere(x
, y
, z
, radius
, pedMultiplier
, vehicleMultiplier
, p6
, p7
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)radius
(float
)pedMultiplier
(float
)vehicleMultiplier
(float
)p6
(bool
)p7
(bool
)
Returns:
int
does_pop_multiplier_sphere_exist(id
)
No documentation found for this native.
Parameters:
id
(int
)
Returns:
bool
remove_pop_multiplier_sphere(id
, p1
)
No documentation found for this native.
Parameters:
id
(int
)p1
(bool
)
Returns:
None
enable_tennis_mode(ped
, toggle
, p2
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)p2
(bool
)
Returns:
None
is_tennis_mode(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
play_tennis_swing_anim(ped
, animDict
, animName
, p3
, p4
, p5
)
No documentation found for this native.
Parameters:
ped
(Ped
)animDict
(string
)animName
(string
)p3
(float
)p4
(float
)p5
(bool
)
Returns:
None
get_tennis_swing_anim_complete(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
play_tennis_dive_anim(ped
, p1
, p2
, p3
, p4
, p5
)
No documentation found for this native.
Parameters:
ped
(Ped
)p1
(int
)p2
(float
)p3
(float
)p4
(float
)p5
(bool
)
Returns:
None
reset_dispatch_spawn_location()
No documentation found for this native.
Parameters:
None
Returns:
None
set_dispatch_spawn_location(x
, y
, z
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)
Returns:
None
reset_dispatch_ideal_spawn_distance()
No documentation found for this native.
Parameters:
None
Returns:
None
set_dispatch_ideal_spawn_distance(p0
)
No documentation found for this native.
Parameters:
p0
(float
)
Returns:
None
reset_dispatch_time_between_spawn_attempts(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
set_dispatch_time_between_spawn_attempts(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(float
)
Returns:
None
set_dispatch_time_between_spawn_attempts_multiplier(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(float
)
Returns:
None
add_dispatch_spawn_angled_blocking_area(x1
, y1
, z1
, x2
, y2
, z2
, width
)
No documentation found for this native.
Parameters:
x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)width
(float
)
Returns:
Any
add_dispatch_spawn_blocking_area(x1
, y1
, x2
, y2
)
No documentation found for this native.
Parameters:
x1
(float
)y1
(float
)x2
(float
)y2
(float
)
Returns:
Any
remove_dispatch_spawn_blocking_area(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
reset_dispatch_spawn_blocking_areas()
No documentation found for this native.
Parameters:
None
Returns:
None
set_riot_mode_enabled(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
display_onscreen_keyboard_with_longer_initial_string(p0
, windowTitle
, p2
, defaultText
, defaultConcat1
, defaultConcat2
, defaultConcat3
, defaultConcat4
, defaultConcat5
, defaultConcat6
, defaultConcat7
, maxInputLength
)
No documentation found for this native.
Parameters:
p0
(int
)windowTitle
(string
)p2
(vector<Any>
)defaultText
(string
)defaultConcat1
(string
)defaultConcat2
(string
)defaultConcat3
(string
)defaultConcat4
(string
)defaultConcat5
(string
)defaultConcat6
(string
)defaultConcat7
(string
)maxInputLength
(int
)
Returns:
None
display_onscreen_keyboard(p0
, windowTitle
, p2
, defaultText
, defaultConcat1
, defaultConcat2
, defaultConcat3
, maxInputLength
)
No documentation found for this native.
Parameters:
p0
(int
)windowTitle
(string
)p2
(string
)defaultText
(string
)defaultConcat1
(string
)defaultConcat2
(string
)defaultConcat3
(string
)maxInputLength
(int
)
Returns:
None
update_onscreen_keyboard()
No documentation found for this native.
Parameters:
None
Returns:
int
get_onscreen_keyboard_result()
No documentation found for this native.
Parameters:
None
Returns:
string
cancel_onscreen_keyboard()
No documentation found for this native.
Parameters:
None
Returns:
None
next_onscreen_keyboard_result_will_display_using_these_fonts(p0
)
No documentation found for this native.
Parameters:
p0
(int
)
Returns:
None
action_manager_enable_action(hash
, enable
)
No documentation found for this native.
Parameters:
hash
(Hash
)enable
(bool
)
Returns:
None
set_explosive_ammo_this_frame(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
None
set_fire_ammo_this_frame(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
None
set_explosive_melee_this_frame(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
None
set_super_jump_this_frame(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
None
set_beast_mode_active(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
None
set_force_player_to_jump(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
None
has_game_installed_this_session()
No documentation found for this native.
Parameters:
None
Returns:
bool
are_profile_settings_valid()
No documentation found for this native.
Parameters:
None
Returns:
bool
force_game_state_playing()
No documentation found for this native.
Parameters:
None
Returns:
None
script_race_init(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
script_race_shutdown()
No documentation found for this native.
Parameters:
None
Returns:
None
script_race_get_player_split_time(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
lua_table
start_benchmark_recording()
No documentation found for this native.
Parameters:
None
Returns:
None
stop_benchmark_recording()
No documentation found for this native.
Parameters:
None
Returns:
None
reset_benchmark_recording()
No documentation found for this native.
Parameters:
None
Returns:
None
save_benchmark_recording()
No documentation found for this native.
Parameters:
None
Returns:
None
is_command_line_benchmark_value_set()
No documentation found for this native.
Parameters:
None
Returns:
bool
get_benchmark_iterations_from_command_line()
No documentation found for this native.
Parameters:
None
Returns:
int
get_benchmark_pass_from_command_line()
No documentation found for this native.
Parameters:
None
Returns:
int
restart_game()
No documentation found for this native.
Parameters:
None
Returns:
None
has_async_install_finished()
No documentation found for this native.
Parameters:
None
Returns:
bool
cleanup_async_install()
No documentation found for this native.
Parameters:
None
Returns:
None
is_in_power_saving_mode()
No documentation found for this native.
Parameters:
None
Returns:
bool
get_power_saving_mode_duration()
No documentation found for this native.
Parameters:
None
Returns:
int
set_player_is_in_animal_form(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
get_is_player_in_animal_form()
No documentation found for this native.
Parameters:
None
Returns:
bool
set_player_rockstar_editor_disabled(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
Mobile namespace
Documentation for the mobile namespace.
create_mobile_phone(phoneType
)
Creates a mobile phone of the specified type.
Possible phone types:
0 - Default phone / Michael’s phone 1 - Trevor’s phone 2 - Franklin’s phone 3 - Unused police phone 4 - Prologue phone
Higher values may crash your game.
Parameters:
phoneType
(int
)
Returns:
None
destroy_mobile_phone()
Destroys the currently active mobile phone.
Parameters:
None
Returns:
None
set_mobile_phone_scale(scale
)
The minimum/default is 500.0f. If you plan to make it bigger set it’s position as well. Also this seems to need to be called in a loop as when you close the phone the scale is reset. If not in a loop you’d need to call it everytime before you re-open the phone.
Parameters:
scale
(float
)
Returns:
None
set_mobile_phone_rotation(rotX
, rotY
, rotZ
, p3
)
Last parameter is unknown and always zero.
Parameters:
rotX
(float
)rotY
(float
)rotZ
(float
)p3
(Any
)
Returns:
None
get_mobile_phone_rotation(p1
)
No documentation found for this native.
Parameters:
p1
(Vehicle
)
Returns:
Vector3
set_mobile_phone_position(posX
, posY
, posZ
)
No documentation found for this native.
Parameters:
posX
(float
)posY
(float
)posZ
(float
)
Returns:
None
get_mobile_phone_position()
No documentation found for this native.
Parameters:
None
Returns:
Vector3
script_is_moving_mobile_phone_offscreen(toggle
)
If bool Toggle = true so the mobile is hide to screen. If bool Toggle = false so the mobile is show to screen.
Parameters:
toggle
(bool
)
Returns:
None
can_phone_be_seen_on_screen()
This one is weird and seems to return a TRUE state regardless of whether the phone is visible on screen or tucked away.
I can confirm the above. This function is hard-coded to always return 1.
Parameters:
None
Returns:
bool
set_mobile_phone_unk(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
cell_cam_move_finger(direction
)
No documentation found for this native.
Parameters:
direction
(int
)
Returns:
None
cell_cam_set_lean(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
cell_cam_activate(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(bool
)p1
(bool
)
Returns:
None
cell_cam_disable_this_frame(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
cell_cam_is_char_visible_no_face_check(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
bool
get_mobile_phone_render_id()
No documentation found for this native.
Parameters:
None
Returns:
int
Money namespace
Documentation for the money namespace.
network_initialize_cash(wallet
, bank
)
No documentation found for this native.
Parameters:
wallet
(int
)bank
(int
)
Returns:
None
network_delete_character(characterSlot
, p1
, p2
)
Note the 2nd parameters are always 1, 0. I have a feeling it deals with your money, wallet, bank. So when you delete the character it of course wipes the wallet cash at that time. So if that was the case, it would be eg, NETWORK_DELETE_CHARACTER(characterIndex, deleteWalletCash, deleteBankCash);
Parameters:
characterSlot
(int
)p1
(bool
)p2
(bool
)
Returns:
None
network_manual_delete_character(characterSlot
)
No documentation found for this native.
Parameters:
characterSlot
(int
)
Returns:
None
network_get_is_high_earner()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_clear_character_wallet(characterSlot
)
No documentation found for this native.
Parameters:
characterSlot
(int
)
Returns:
None
network_refund_cash(index
, context
, reason
, unk
)
index
See function sub_1005 in am_boat_taxi.ysc
context
“BACKUP_VAGOS” “BACKUP_LOST” “BACKUP_FAMILIES” “HIRE_MUGGER” “HIRE_MERCENARY” “BUY_CARDROPOFF” “HELI_PICKUP” “BOAT_PICKUP” “CLEAR_WANTED” “HEAD_2_HEAD” “CHALLENGE” “SHARE_LAST_JOB” “DEFAULT”
reason
“NOTREACHTARGET” “TARGET_ESCAPE” “DELIVERY_FAIL” “NOT_USED” “TEAM_QUIT” “SERVER_ERROR” “RECEIVE_LJ_L” “CHALLENGE_PLAYER_LEFT” “DEFAULT”
Parameters:
index
(int
)context
(string
)reason
(string
)unk
(bool
)
Returns:
None
network_deduct_cash(amount
, p1
, p2
, p3
, p4
, p5
)
No documentation found for this native.
Parameters:
amount
(int
)p1
(string
)p2
(string
)p3
(bool
)p4
(bool
)p5
(bool
)
Returns:
None
network_money_can_bet(amount
, p1
, p2
)
No documentation found for this native.
Parameters:
amount
(int
)p1
(bool
)p2
(bool
)
Returns:
bool
network_can_bet(amount
)
No documentation found for this native.
Parameters:
amount
(int
)
Returns:
bool
network_casino_can_use_gambling_type(hash
)
No documentation found for this native.
Parameters:
hash
(Hash
)
Returns:
bool
network_casino_can_purchase_chips_with_pvc()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_casino_can_gamble(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
bool
network_casino_can_purchase_chips_with_pvc_2()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_casino_purchase_chips(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(int
)p1
(int
)
Returns:
bool
network_casino_sell_chips(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(int
)p1
(int
)
Returns:
bool
can_pay_goon(p0
, p1
, amount
, p3
)
No documentation found for this native.
Parameters:
p0
(int
)p1
(int
)amount
(int
)p3
(vector<int>
)
Returns:
None
network_earn_from_pickup(amount
)
No documentation found for this native.
Parameters:
amount
(int
)
Returns:
None
network_earn_from_cashing_out(amount
)
No documentation found for this native.
Parameters:
amount
(int
)
Returns:
None
network_earn_from_gangattack_pickup(amount
)
No documentation found for this native.
Parameters:
amount
(int
)
Returns:
None
network_earn_from_assassinate_target_killed(amount
)
No documentation found for this native.
Parameters:
amount
(int
)
Returns:
None
network_earn_from_armour_truck(amount
)
No documentation found for this native.
Parameters:
amount
(int
)
Returns:
None
network_earn_from_crate_drop(amount
)
No documentation found for this native.
Parameters:
amount
(int
)
Returns:
None
network_earn_from_betting(amount
, p1
)
No documentation found for this native.
Parameters:
amount
(int
)p1
(string
)
Returns:
None
network_earn_from_job(amount
, p1
)
No documentation found for this native.
Parameters:
amount
(int
)p1
(string
)
Returns:
None
network_earn_from_job_x2(amount
, p1
)
No documentation found for this native.
Parameters:
amount
(int
)p1
(string
)
Returns:
None
network_earn_from_bend_job(amount
, heistHash
)
No documentation found for this native.
Parameters:
amount
(int
)heistHash
(string
)
Returns:
None
network_earn_from_challenge_win(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(vector<Any>
)p2
(bool
)
Returns:
None
network_earn_from_bounty(amount
, gamerHandle
, p2
, p3
)
No documentation found for this native.
Parameters:
amount
(int
)gamerHandle
(vector<Any>
)p2
(vector<Any>
)p3
(Any
)
Returns:
None
network_earn_from_import_export(amount
, modelHash
)
No documentation found for this native.
Parameters:
amount
(int
)modelHash
(Hash
)
Returns:
None
network_earn_from_holdups(amount
)
No documentation found for this native.
Parameters:
amount
(int
)
Returns:
None
network_earn_from_property(amount
, propertyName
)
No documentation found for this native.
Parameters:
amount
(int
)propertyName
(Hash
)
Returns:
None
network_earn_from_ai_target_kill(p0
, p1
)
DSPORT
Parameters:
p0
(Any
)p1
(Any
)
Returns:
None
network_earn_from_not_badsport(amount
)
No documentation found for this native.
Parameters:
amount
(int
)
Returns:
None
network_earn_from_rockstar(amount
)
No documentation found for this native.
Parameters:
amount
(int
)
Returns:
None
network_earn_from_vehicle(p0
, p1
, p2
, p3
, p4
, p5
, p6
, p7
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)p5
(Any
)p6
(Any
)p7
(Any
)
Returns:
None
network_earn_from_personal_vehicle(p0
, p1
, p2
, p3
, p4
, p5
, p6
, p7
, p8
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)p5
(Any
)p6
(Any
)p7
(Any
)p8
(Any
)
Returns:
None
network_earn_from_daily_objectives(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(int
)p1
(string
)p2
(int
)
Returns:
None
network_earn_from_ambient_job(p0
, p1
, p2
)
Example for p1: “AM_DISTRACT_COPS”
Parameters:
p0
(int
)p1
(string
)p2
(vector<Any>
)
Returns:
None
network_earn_from_job_bonus(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(vector<Any>
)p2
(vector<Any>
)
Returns:
None
network_earn_from_criminal_mastermind_bonus(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)
Returns:
None
network_earn_job_bonus_heist_award(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)
Returns:
None
network_earn_job_bonus_first_time_bonus(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)
Returns:
None
network_earn_goon(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)
Returns:
None
network_earn_boss(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)
Returns:
None
network_earn_boss_agency(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
network_earn_from_warehouse(amount
, id
)
No documentation found for this native.
Parameters:
amount
(int
)id
(int
)
Returns:
None
network_earn_from_contraband(amount
, p1
)
No documentation found for this native.
Parameters:
amount
(int
)p1
(Any
)
Returns:
None
network_earn_from_destroying_contraband(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
network_earn_from_business_product(amount
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
amount
(int
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
network_earn_from_vehicle_export(amount
, p1
, p2
)
No documentation found for this native.
Parameters:
amount
(int
)p1
(Any
)p2
(Any
)
Returns:
None
network_earn_from_smuggling(amount
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
amount
(int
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
network_earn_bounty_hunter_reward(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
network_earn_from_business_battle(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
network_earn_from_club_management_participation(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
network_earn_from_fmbb_phonecall_mission(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
network_earn_from_business_hub_sell(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)
Returns:
None
network_earn_from_fmbb_boss_work(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
network_earn_fmbb_wage_bonus(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
network_can_spend_money(p0
, p1
, p2
, p3
, p4
, p5
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(bool
)p2
(bool
)p3
(bool
)p4
(Any
)p5
(Any
)
Returns:
bool
network_can_spend_money_2(p0
, p1
, p2
, p3
, p4
, p5
, p6
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(bool
)p2
(bool
)p3
(bool
)p4
(vector<Any>
)p5
(Any
)p6
(Any
)
Returns:
bool
network_buy_item(amount
, item
, p2
, p3
, p4
, item_name
, p6
, p7
, p8
, p9
)
No documentation found for this native.
Parameters:
amount
(int
)item
(Hash
)p2
(Any
)p3
(Any
)p4
(bool
)item_name
(string
)p6
(Any
)p7
(Any
)p8
(Any
)p9
(bool
)
Returns:
None
network_spent_taxi(amount
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
amount
(int
)p1
(bool
)p2
(bool
)p3
(Any
)
Returns:
None
network_pay_employee_wage(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(bool
)p2
(bool
)
Returns:
None
network_pay_match_entry_fee(amount
, matchId
, p2
, p3
)
No documentation found for this native.
Parameters:
amount
(int
)matchId
(string
)p2
(bool
)p3
(bool
)
Returns:
None
network_spent_betting(amount
, p1
, matchId
, p3
, p4
)
No documentation found for this native.
Parameters:
amount
(int
)p1
(int
)matchId
(string
)p3
(bool
)p4
(bool
)
Returns:
None
network_spent_wager(p0
, p1
, amount
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)amount
(int
)
Returns:
None
network_spent_in_stripclub(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(bool
)p2
(Any
)p3
(bool
)
Returns:
None
network_buy_healthcare(cost
, p1
, p2
)
No documentation found for this native.
Parameters:
cost
(int
)p1
(bool
)p2
(bool
)
Returns:
None
network_buy_airstrike(cost
, p1
, p2
, p3
)
p1 = 0 (always) p2 = 1 (always)
Parameters:
cost
(int
)p1
(bool
)p2
(bool
)p3
(Any
)
Returns:
None
network_buy_backup_gang(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(int
)p1
(int
)p2
(bool
)p3
(bool
)
Returns:
None
network_buy_heli_strike(cost
, p1
, p2
, p3
)
p1 = 0 (always) p2 = 1 (always)
Parameters:
cost
(int
)p1
(bool
)p2
(bool
)p3
(Any
)
Returns:
None
network_spent_ammo_drop(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(bool
)p2
(bool
)p3
(Any
)
Returns:
None
network_buy_bounty(amount
, victim
, p2
, p3
, p4
)
p1 is just an assumption. p2 was false and p3 was true.
Parameters:
amount
(int
)victim
(Player
)p2
(bool
)p3
(bool
)p4
(Any
)
Returns:
None
network_buy_property(cost
, propertyName
, p2
, p3
)
No documentation found for this native.
Parameters:
cost
(int
)propertyName
(Hash
)p2
(bool
)p3
(bool
)
Returns:
None
network_buy_smokes(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(int
)p1
(bool
)p2
(bool
)
Returns:
None
network_spent_heli_pickup(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(bool
)p2
(bool
)p3
(Any
)
Returns:
None
network_spent_boat_pickup(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(bool
)p2
(bool
)p3
(Any
)
Returns:
None
network_spent_bull_shark(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(bool
)p2
(bool
)p3
(Any
)
Returns:
None
network_spent_cash_drop(amount
, p1
, p2
)
No documentation found for this native.
Parameters:
amount
(int
)p1
(bool
)p2
(bool
)
Returns:
None
network_spent_hire_mugger(p0
, p1
, p2
, p3
)
Only used once in a script (am_contact_requests) p1 = 0 p2 = 1
Parameters:
p0
(Any
)p1
(bool
)p2
(bool
)p3
(Any
)
Returns:
None
network_spent_robbed_by_mugger(amount
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
amount
(int
)p1
(bool
)p2
(bool
)p3
(Any
)
Returns:
None
network_spent_hire_mercenary(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(bool
)p2
(bool
)p3
(Any
)
Returns:
None
network_spent_buy_wantedlevel(p0
, p1
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(vector<Any>
)p2
(bool
)p3
(bool
)p4
(Any
)
Returns:
None
network_spent_buy_offtheradar(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(bool
)p2
(bool
)p3
(Any
)
Returns:
None
network_spent_buy_reveal_players(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(bool
)p2
(bool
)p3
(Any
)
Returns:
None
network_spent_carwash(p0
, p1
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(bool
)p4
(bool
)
Returns:
None
network_spent_cinema(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(bool
)p3
(bool
)
Returns:
None
network_spent_telescope(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(bool
)p2
(bool
)
Returns:
None
network_spent_holdups(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(bool
)p2
(bool
)
Returns:
None
network_spent_buy_passive_mode(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(bool
)p2
(bool
)p3
(Any
)
Returns:
None
network_spent_bank_interest(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(int
)p1
(bool
)p2
(bool
)
Returns:
None
network_spent_prostitutes(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(bool
)p2
(bool
)
Returns:
None
network_spent_arrest_bail(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(bool
)p2
(bool
)
Returns:
None
network_spent_call_player(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(vector<Any>
)p2
(bool
)p3
(bool
)
Returns:
None
network_spent_bounty(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(bool
)p2
(bool
)
Returns:
None
network_spent_from_rockstar(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(int
)p1
(bool
)p2
(bool
)
Returns:
None
process_cash_gift(p2
)
This isn’t a hash collision.
Parameters:
p2
(string
)
Returns:
lua_table
network_spent_player_healthcare(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(int
)p1
(int
)p2
(bool
)p3
(bool
)
Returns:
None
network_spent_no_cops(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(bool
)p2
(bool
)p3
(Any
)
Returns:
None
network_spent_request_job(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(bool
)p2
(bool
)p3
(Any
)
Returns:
None
network_spent_request_heist(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(bool
)p2
(bool
)p3
(Any
)
Returns:
None
network_buy_fairground_ride(amount
, p1
, p2
, p3
, p4
)
The first parameter is the amount spent which is store in a global when this native is called. The global returns 10. Which is the price for both rides.
The last 3 parameters are, 2,0,1 in the am_ferriswheel.c 1,0,1 in the am_rollercoaster.c
Parameters:
amount
(int
)p1
(Any
)p2
(bool
)p3
(bool
)p4
(Any
)
Returns:
None
network_spent_job_skip(amount
, matchId
, p2
, p3
)
No documentation found for this native.
Parameters:
amount
(int
)matchId
(string
)p2
(bool
)p3
(bool
)
Returns:
None
network_spent_boss(amount
, p1
, p2
)
No documentation found for this native.
Parameters:
amount
(int
)p1
(bool
)p2
(bool
)
Returns:
bool
network_spent_pay_goon(p0
, p1
, amount
)
No documentation found for this native.
Parameters:
p0
(int
)p1
(int
)amount
(int
)
Returns:
None
network_spent_pay_boss(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)
Returns:
None
network_spent_move_yacht(amount
, p1
, p2
)
No documentation found for this native.
Parameters:
amount
(int
)p1
(bool
)p2
(bool
)
Returns:
None
network_spent_rename_organization(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)
Returns:
None
network_buy_contraband(p0
, p1
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
p0
(int
)p1
(int
)p2
(Hash
)p3
(bool
)p4
(bool
)
Returns:
None
network_spent_pa_service_dancer(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
network_spent_pa_service_heli_pickup(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
network_spent_purchase_warehouse(amount
, data
, p2
, p3
)
No documentation found for this native.
Parameters:
amount
(int
)data
(vector<Any>
)p2
(bool
)p3
(bool
)
Returns:
None
network_spent_order_warehouse_vehicle(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
network_spent_order_bodyguard_vehicle(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
network_spent_jukebox(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
network_spent_ba_service(p0
, p1
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)
Returns:
None
network_spent_business(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
network_spent_vehicle_export_mods(p0
, p1
, p2
, p3
, p4
, p5
, p6
, p7
, p8
, p9
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)p5
(Any
)p6
(Any
)p7
(Any
)p8
(Any
)p9
(Any
)
Returns:
None
network_spent_import_export_repair(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)
Returns:
None
network_spent_purchase_hangar(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
network_spent_upgrade_hangar(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
network_spent_hangar_utility_charges(amount
, p1
, p2
)
No documentation found for this native.
Parameters:
amount
(int
)p1
(bool
)p2
(bool
)
Returns:
None
network_spent_hangar_staff_charges(amount
, p1
, p2
)
No documentation found for this native.
Parameters:
amount
(int
)p1
(bool
)p2
(bool
)
Returns:
None
network_spent_buy_truck(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
network_spent_upgrade_truck(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
network_spent_buy_bunker(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
network_spent_upgrade_bunker(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
network_earn_from_sell_bunker(amount
, bunkerHash
)
No documentation found for this native.
Parameters:
amount
(int
)bunkerHash
(Hash
)
Returns:
None
network_spent_ballistic_equipment(amount
, p1
, p2
)
No documentation found for this native.
Parameters:
amount
(int
)p1
(bool
)p2
(bool
)
Returns:
None
network_earn_from_rdr_bonus(amount
, p1
)
No documentation found for this native.
Parameters:
amount
(int
)p1
(Any
)
Returns:
None
network_earn_from_wage_payment(amount
, p1
)
No documentation found for this native.
Parameters:
amount
(int
)p1
(Any
)
Returns:
None
network_earn_from_wage_payment_bonus(amount
)
No documentation found for this native.
Parameters:
amount
(int
)
Returns:
None
network_spent_buy_base(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
network_spent_upgrade_base(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
network_spent_buy_tiltrotor(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
network_spent_upgrade_tiltrotor(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
network_spent_employ_assassins(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
network_spent_gangops_cannon(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
network_spent_gangops_start_mission(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
network_spent_casino_heist_skip_mission(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
network_earn_from_sell_base(amount
, baseNameHash
)
No documentation found for this native.
Parameters:
amount
(int
)baseNameHash
(Hash
)
Returns:
None
network_earn_from_target_refund(amount
, p1
)
No documentation found for this native.
Parameters:
amount
(int
)p1
(int
)
Returns:
None
network_earn_from_gangops_wages(amount
, p1
)
No documentation found for this native.
Parameters:
amount
(int
)p1
(int
)
Returns:
None
network_earn_from_gangops_wages_bonus(amount
, p1
)
No documentation found for this native.
Parameters:
amount
(int
)p1
(int
)
Returns:
None
network_earn_from_dar_challenge(amount
, p1
)
No documentation found for this native.
Parameters:
amount
(int
)p1
(Any
)
Returns:
None
network_earn_from_doomsday_finale_bonus(amount
, vehicleHash
)
No documentation found for this native.
Parameters:
amount
(int
)vehicleHash
(Hash
)
Returns:
None
network_earn_from_gangops_awards(amount
, unk
, p2
)
No documentation found for this native.
Parameters:
amount
(int
)unk
(string
)p2
(Any
)
Returns:
None
network_earn_from_gangops_elite(amount
, unk
, actIndex
)
No documentation found for this native.
Parameters:
amount
(int
)unk
(string
)actIndex
(int
)
Returns:
None
network_rival_delivery_completed(earnedMoney
)
No documentation found for this native.
Parameters:
earnedMoney
(int
)
Returns:
None
network_spent_gangops_start_strand(type
, amount
, p2
, p3
)
No documentation found for this native.
Parameters:
type
(int
)amount
(int
)p2
(bool
)p3
(bool
)
Returns:
None
network_spent_gangops_trip_skip(amount
, p1
, p2
)
No documentation found for this native.
Parameters:
amount
(int
)p1
(bool
)p2
(bool
)
Returns:
None
network_earn_from_gangops_jobs_prep_participation(amount
)
No documentation found for this native.
Parameters:
amount
(int
)
Returns:
None
network_earn_from_gangops_jobs_setup(amount
, unk
)
No documentation found for this native.
Parameters:
amount
(int
)unk
(string
)
Returns:
None
network_earn_from_gangops_jobs_finale(amount
, unk
)
No documentation found for this native.
Parameters:
amount
(int
)unk
(string
)
Returns:
None
network_earn_from_bb_event_bonus(amount
)
No documentation found for this native.
Parameters:
amount
(int
)
Returns:
None
network_earn_from_hacker_truck_mission(p0
, amount
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)amount
(int
)p2
(Any
)p3
(Any
)
Returns:
None
network_spent_rdrhatchet_bonus(amount
, p1
, p2
)
No documentation found for this native.
Parameters:
amount
(int
)p1
(bool
)p2
(bool
)
Returns:
None
network_spent_nightclub_entry_fee(player
, amount
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
player
(Player
)amount
(int
)p1
(Any
)p2
(bool
)p3
(bool
)
Returns:
None
network_spent_nightclub_bar_drink(amount
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
amount
(int
)p1
(Any
)p2
(bool
)p3
(bool
)
Returns:
None
network_spent_bounty_hunter_mission(amount
, p1
, p2
)
No documentation found for this native.
Parameters:
amount
(int
)p1
(bool
)p2
(bool
)
Returns:
None
network_spent_rehire_dj(amount
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
amount
(int
)p1
(Any
)p2
(bool
)p3
(bool
)
Returns:
None
network_spent_arena_join_spectator(amount
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
amount
(int
)p1
(Any
)p2
(bool
)p3
(bool
)
Returns:
None
network_earn_from_arena_skill_level_progression(amount
, p1
)
No documentation found for this native.
Parameters:
amount
(int
)p1
(Any
)
Returns:
None
network_earn_from_arena_career_progression(amount
, p1
)
No documentation found for this native.
Parameters:
amount
(int
)p1
(Any
)
Returns:
None
network_spent_make_it_rain(amount
, p1
, p2
)
No documentation found for this native.
Parameters:
amount
(int
)p1
(bool
)p2
(bool
)
Returns:
None
network_spent_buy_arena(amount
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
amount
(int
)p1
(bool
)p2
(bool
)p3
(string
)
Returns:
None
network_spent_upgrade_arena(amount
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
amount
(int
)p1
(bool
)p2
(bool
)p3
(string
)
Returns:
None
network_spent_arena_spectator_box(amount
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
amount
(int
)p1
(Any
)p2
(bool
)p3
(bool
)
Returns:
None
network_spent_spin_the_wheel_payment(amount
, p1
, p2
)
No documentation found for this native.
Parameters:
amount
(int
)p1
(Any
)p2
(bool
)
Returns:
None
network_earn_from_spin_the_wheel_cash(amount
)
No documentation found for this native.
Parameters:
amount
(int
)
Returns:
None
network_earn_from_arena_war(amount
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
amount
(int
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
network_earn_from_assassinate_target_killed_2(amount
)
No documentation found for this native.
Parameters:
amount
(int
)
Returns:
None
network_earn_from_bb_event_cargo(amount
)
No documentation found for this native.
Parameters:
amount
(int
)
Returns:
None
network_earn_from_rc_time_trial(amount
)
No documentation found for this native.
Parameters:
amount
(int
)
Returns:
None
network_earn_from_daily_objective_event(amount
)
No documentation found for this native.
Parameters:
amount
(int
)
Returns:
None
network_spent_casino_membership(amount
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
amount
(int
)p1
(bool
)p2
(bool
)p3
(int
)
Returns:
None
network_spent_buy_casino(amount
, p1
, p2
, data
)
No documentation found for this native.
Parameters:
amount
(int
)p1
(bool
)p2
(bool
)data
(vector<Any>
)
Returns:
None
network_spent_upgrade_casino(amount
, p1
, p2
, data
)
No documentation found for this native.
Parameters:
amount
(int
)p1
(bool
)p2
(bool
)data
(vector<Any>
)
Returns:
None
network_spent_casino_generic(amount
, p1
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
amount
(int
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)
Returns:
None
network_earn_from_time_trial_win(amount
)
No documentation found for this native.
Parameters:
amount
(int
)
Returns:
None
network_earn_from_collectables_action_figures(amount
)
No documentation found for this native.
Parameters:
amount
(int
)
Returns:
None
network_earn_from_complete_collection(amount
)
No documentation found for this native.
Parameters:
amount
(int
)
Returns:
None
network_earn_from_selling_vehicle(amount
, p1
, p2
)
No documentation found for this native.
Parameters:
amount
(int
)p1
(Any
)p2
(Any
)
Returns:
None
network_earn_from_casino_mission_reward(amount
)
No documentation found for this native.
Parameters:
amount
(int
)
Returns:
None
network_earn_from_casino_story_mission_reward(amount
)
No documentation found for this native.
Parameters:
amount
(int
)
Returns:
None
network_earn_from_casino_mission_participation(amount
)
No documentation found for this native.
Parameters:
amount
(int
)
Returns:
None
network_earn_from_casino_award(amount
, hash
)
No documentation found for this native.
Parameters:
amount
(int
)hash
(Hash
)
Returns:
None
network_spent_casino_heist(p0
, p1
, p2
, p3
, p4
, p5
, p6
, p7
, p8
, p9
, p10
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)p5
(Any
)p6
(Any
)p7
(Any
)p8
(Any
)p9
(Any
)p10
(Any
)
Returns:
None
network_spent_arcade_game(p0
, p1
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)
Returns:
None
network_spent_arcade_generic(p0
, p1
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)
Returns:
None
network_earn_casino_heist(p0
, p1
, p2
, p3
, p4
, p5
, p6
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)p5
(Any
)p6
(Any
)
Returns:
None
network_earn_casino_heist_bonus(p0
, p1
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)
Returns:
None
network_earn_from_collection_item(amount
, p1
)
No documentation found for this native.
Parameters:
amount
(int
)p1
(Any
)
Returns:
None
network_earn_collectable_completed_collection(amount
, p1
)
No documentation found for this native.
Parameters:
amount
(int
)p1
(Any
)
Returns:
None
network_spent_beach_party_generic(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
network_spent_submarine(p0
, p1
, p2
, p3
, p4
, p5
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)p5
(Any
)
Returns:
None
network_spent_casino_club_generic(p0
, p1
, p2
, p3
, p4
, p5
, p6
, p7
, p8
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)p5
(Any
)p6
(Any
)p7
(Any
)p8
(Any
)
Returns:
None
network_spent_upgrade_sub(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
network_spent_island_heist(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
network_earn_island_heist(p0
, p1
, p2
, p3
, p4
, p5
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)p5
(Any
)
Returns:
None
network_spent_carclub_membership(p0
, p1
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)
Returns:
None
network_spent_carclub(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(bool
)p2
(bool
)p3
(Any
)
Returns:
None
network_spent_autoshop_modifications(p0
, p1
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)
Returns:
None
network_spent_carclub_takeover(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
network_spent_buy_autoshop(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
network_spent_upgrade_autoshop(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
network_earn_from_autoshop_business(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
None
network_earn_from_autoshop_income(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
network_earn_from_carclub_membership(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
network_earn_from_vehicle_autoshop(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
None
network_earn_from_vehicle_autoshop_bonus(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
network_earn_from_tuner_award(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)
Returns:
None
network_earn_from_tuner_finale(p0
, p1
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)
Returns:
None
network_earn_from_upgrade_autoshop_location(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
None
network_spent_from_bank(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(bool
)
Returns:
None
network_spent_buy_agency(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
network_spent_upgrade_agency(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
network_spent_agency_concierge(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
network_spent_source_bike_contact_service(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
network_spent_company_suv_contact_service(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
network_spent_suv_fast_travel(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(int
)p1
(bool
)p2
(bool
)p3
(Any
)
Returns:
None
network_spent_supply_contact_service(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
network_earn_from_agency_income(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
network_earn_from_award_security_contract(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
None
network_earn_from_agency_security_contract(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
None
network_earn_from_award_phone_hit(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
None
network_earn_from_agency_phone_hit(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)
Returns:
None
network_earn_from_award_agency_story(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
None
network_earn_from_agency_story_prep(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
None
network_earn_from_agency_story_finale(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
None
network_earn_from_agency_short_trip(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
None
network_earn_from_award_short_trip(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
None
network_earn_rival_delivery_security_contract(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
None
network_earn_from_upgrade_agency_location(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
None
network_spent_aggregated_utility_bills(amount
, p1
, p2
, data
)
No documentation found for this native.
Parameters:
amount
(int
)p1
(bool
)p2
(bool
)data
(vector<Any>
)
Returns:
None
network_spent_business_expenses(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
network_get_vc_bank_balance()
No documentation found for this native.
Parameters:
None
Returns:
int
network_get_vc_wallet_balance(characterSlot
)
No documentation found for this native.
Parameters:
characterSlot
(int
)
Returns:
int
network_get_vc_balance()
No documentation found for this native.
Parameters:
None
Returns:
int
network_get_evc_balance()
No documentation found for this native.
Parameters:
None
Returns:
int
network_get_pvc_balance()
No documentation found for this native.
Parameters:
None
Returns:
int
network_get_string_wallet_balance(characterSlot
)
No documentation found for this native.
Parameters:
characterSlot
(int
)
Returns:
string
network_get_string_bank_balance()
No documentation found for this native.
Parameters:
None
Returns:
string
network_get_string_bank_wallet_balance()
No documentation found for this native.
Parameters:
None
Returns:
string
network_get_can_spend_from_wallet(amount
, characterSlot
)
Returns true if wallet balance >= amount.
Parameters:
amount
(int
)characterSlot
(int
)
Returns:
bool
network_get_can_spend_from_bank(amount
)
Returns true if bank balance >= amount.
Parameters:
amount
(int
)
Returns:
bool
network_get_can_spend_from_bank_and_wallet(amount
, characterSlot
)
Returns true if bank balance + wallet balance >= amount.
Parameters:
amount
(int
)characterSlot
(int
)
Returns:
bool
network_get_pvc_transfer_balance()
Retturns the same value as NETWORK_GET_REMAINING_TRANSFER_BALANCE.
Parameters:
None
Returns:
int
network_get_can_transfer_cash(amount
)
Returns false if amount > wallet balance or daily transfer limit has been hit.
Parameters:
amount
(int
)
Returns:
bool
network_can_receive_player_cash(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
bool
network_get_remaining_transfer_balance()
Returns the same value as NETWORK_GET_PVC_TRANSFER_BALANCE.
Parameters:
None
Returns:
int
withdraw_vc(amount
)
Does nothing and always returns 0.
Parameters:
amount
(int
)
Returns:
int
deposit_vc(amount
)
Does nothing and always returns false.
Parameters:
amount
(int
)
Returns:
bool
Netshopping namespace
Documentation for the netshopping namespace.
net_gameserver_use_server_transactions()
No documentation found for this native.
Parameters:
None
Returns:
bool
net_gameserver_catalog_item_exists(name
)
No documentation found for this native.
Parameters:
name
(string
)
Returns:
bool
net_gameserver_catalog_item_exists_hash(hash
)
No documentation found for this native.
Parameters:
hash
(Hash
)
Returns:
bool
net_gameserver_get_price(itemHash
, categoryHash
, p2
)
bool is always true in game scripts
Parameters:
itemHash
(Hash
)categoryHash
(Hash
)p2
(bool
)
Returns:
int
net_gameserver_catalog_is_ready()
No documentation found for this native.
Parameters:
None
Returns:
bool
net_gameserver_is_catalog_valid()
No documentation found for this native.
Parameters:
None
Returns:
bool
net_gameserver_get_catalog_crc()
No documentation found for this native.
Parameters:
None
Returns:
Hash
net_gameserver_get_catalog_state()
No documentation found for this native.
Parameters:
None
Returns:
int
net_gameserver_start_session(charSlot
)
No documentation found for this native.
Parameters:
charSlot
(int
)
Returns:
bool
net_gameserver_is_session_valid(charSlot
)
No documentation found for this native.
Parameters:
charSlot
(int
)
Returns:
bool
net_gameserver_session_apply_received_data(charSlot
)
No documentation found for this native.
Parameters:
charSlot
(int
)
Returns:
bool
net_gameserver_is_session_refresh_pending()
No documentation found for this native.
Parameters:
None
Returns:
bool
net_gameserver_update_balance(inventory
, playerbalance
)
No documentation found for this native.
Parameters:
inventory
(bool
)playerbalance
(bool
)
Returns:
bool
net_gameserver_get_transaction_manager_data()
No documentation found for this native.
Parameters:
None
Returns:
lua_table
net_gameserver_basket_start(transactionId
, categoryHash
, actionHash
, flags
)
No documentation found for this native.
Parameters:
transactionId
(int
)categoryHash
(Hash
)actionHash
(Hash
)flags
(int
)
Returns:
bool
net_gameserver_basket_delete()
No documentation found for this native.
Parameters:
None
Returns:
bool
net_gameserver_basket_end()
No documentation found for this native.
Parameters:
None
Returns:
bool
net_gameserver_basket_add_item(itemData
, quantity
)
No documentation found for this native.
Parameters:
itemData
(vector<Any>
)quantity
(int
)
Returns:
bool
net_gameserver_basket_is_full()
No documentation found for this native.
Parameters:
None
Returns:
bool
net_gameserver_basket_apply_server_data(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(vector<Any>
)
Returns:
bool
net_gameserver_checkout_start(transactionId
)
No documentation found for this native.
Parameters:
transactionId
(int
)
Returns:
bool
net_gameserver_begin_service(transactionId
, categoryHash
, itemHash
, actionTypeHash
, value
, flags
)
No documentation found for this native.
Parameters:
transactionId
(int
)categoryHash
(Hash
)itemHash
(Hash
)actionTypeHash
(Hash
)value
(int
)flags
(int
)
Returns:
bool
net_gameserver_end_service(transactionId
)
No documentation found for this native.
Parameters:
transactionId
(int
)
Returns:
bool
net_gameserver_delete_character_slot(slot
, transfer
, reason
)
No documentation found for this native.
Parameters:
slot
(int
)transfer
(bool
)reason
(Hash
)
Returns:
bool
net_gameserver_delete_character_slot_get_status()
No documentation found for this native.
Parameters:
None
Returns:
int
net_gameserver_delete_set_telemetry_nonce_seed()
No documentation found for this native.
Parameters:
None
Returns:
bool
net_gameserver_transfer_bank_to_wallet(charSlot
, amount
)
No documentation found for this native.
Parameters:
charSlot
(int
)amount
(int
)
Returns:
bool
net_gameserver_transfer_wallet_to_bank(charSlot
, amount
)
No documentation found for this native.
Parameters:
charSlot
(int
)amount
(int
)
Returns:
bool
net_gameserver_transfer_cash_get_status()
No documentation found for this native.
Parameters:
None
Returns:
int
net_gameserver_transfer_cash_get_status_2()
No documentation found for this native.
Parameters:
None
Returns:
int
net_gameserver_transfer_cash_set_telemetry_nonce_seed()
No documentation found for this native.
Parameters:
None
Returns:
bool
net_gameserver_set_telemetry_nonce_seed(p0
)
No documentation found for this native.
Parameters:
p0
(int
)
Returns:
bool
Network namespace
Documentation for the network namespace.
get_online_version()
No documentation found for this native.
Parameters:
None
Returns:
string
network_is_signed_in()
Returns whether the player is signed into Social Club.
Parameters:
None
Returns:
bool
network_is_signed_online()
Returns whether the game is not in offline mode.
seemed not to work for some ppl
Parameters:
None
Returns:
bool
network_has_valid_ros_credentials()
Returns whether the signed-in user has valid Rockstar Online Services (ROS) credentials.
Parameters:
None
Returns:
bool
network_is_cloud_available()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_is_host()
If you are host, returns true else returns false.
Parameters:
None
Returns:
bool
network_have_online_privileges()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_has_age_restricted_profile()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_have_user_content_privileges(p0
)
No documentation found for this native.
Parameters:
p0
(int
)
Returns:
bool
network_have_communication_privileges(p0
, player
)
No documentation found for this native.
Parameters:
p0
(int
)player
(Player
)
Returns:
bool
network_check_user_content_privileges(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(int
)p1
(int
)p2
(bool
)
Returns:
bool
network_check_communication_privileges(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(int
)p1
(int
)p2
(bool
)
Returns:
bool
network_get_age_group()
No documentation found for this native.
Parameters:
None
Returns:
int
network_have_online_privilege_2()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_can_bail()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_bail(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(int
)p1
(int
)p2
(int
)
Returns:
None
network_transition_track(hash
, p1
, p2
, state
, p4
)
No documentation found for this native.
Parameters:
hash
(Hash
)p1
(int
)p2
(int
)state
(int
)p4
(int
)
Returns:
None
network_can_access_multiplayer(loadingState
)
11 - Need to download tunables. 12 - Need to download background script.
Returns 1 if the multiplayer is loaded, otherwhise 0.
Parameters:
loadingState
(vector<int>
)
Returns:
None
network_is_multiplayer_disabled()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_can_enter_multiplayer()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_session_enter(p0
, p1
, p2
, maxPlayers
, p4
, p5
)
unknown params
p0 = 0, 2, or 999 (The global is 999 by default.) p1 = 0 (Always in every script it’s found in atleast.) p2 = 0, 3, or 4 (Based on a var that is determined by a function.) p3 = maxPlayers (It’s obvious in x360 scripts it’s always 18) p4 = 0 (Always in every script it’s found in atleast.) p5 = 0 or 1. (1 if network_can_enter_multiplayer, but set to 0 if other checks after that are passed.) p5 is reset to 0 if, Global_1315318 = 0 or Global_1315323 = 9 or 12 or (Global_1312629 = 0 && Global_1312631 = true/1) those are passed.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)maxPlayers
(int
)p4
(Any
)p5
(Any
)
Returns:
Any
network_session_friend_matchmaking(p0
, p1
, maxPlayers
, p3
)
No documentation found for this native.
Parameters:
p0
(int
)p1
(int
)maxPlayers
(int
)p3
(bool
)
Returns:
bool
network_session_crew_matchmaking(p0
, p1
, p2
, maxPlayers
, p4
)
p4 seems to be unused in 1.60/build 2628
Parameters:
p0
(int
)p1
(int
)p2
(int
)maxPlayers
(int
)p4
(bool
)
Returns:
bool
network_session_activity_quickmatch(p0
, p1
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)
Returns:
bool
network_session_host(p0
, maxPlayers
, p2
)
Does nothing in online but in offline it will cause the screen to fade to black. Nothing happens past then, the screen will sit at black until you restart GTA. Other stuff must be needed to actually host a session.
Parameters:
p0
(int
)maxPlayers
(int
)p2
(bool
)
Returns:
bool
network_session_host_closed(p0
, maxPlayers
)
No documentation found for this native.
Parameters:
p0
(int
)maxPlayers
(int
)
Returns:
bool
network_session_host_friends_only(p0
, maxPlayers
)
Does nothing in online but in offline it will cause the screen to fade to black. Nothing happens past then, the screen will sit at black until you restart GTA. Other stuff must be needed to actually host a session.
Parameters:
p0
(int
)maxPlayers
(int
)
Returns:
bool
network_session_is_closed_friends()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_session_is_closed_crew()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_session_is_solo()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_session_is_private()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_session_end(p0
, p1
)
p0 is always false and p1 varies. NETWORK_SESSION_END(0, 1) NETWORK_SESSION_END(0, 0) Results in: “Connection to session lost due to an unknown network error. Please return to Grand Theft Auto V and try again later.”
Parameters:
p0
(bool
)p1
(bool
)
Returns:
bool
network_session_kick_player(player
)
Only works as host.
Parameters:
player
(Player
)
Returns:
None
network_session_get_kick_vote(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
bool
network_join_previously_failed_session()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_join_previously_failed_transition()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_session_set_matchmaking_group(matchmakingGroup
)
No documentation found for this native.
Parameters:
matchmakingGroup
(int
)
Returns:
None
network_session_set_matchmaking_group_max(playerType
, playerCount
)
playerType is an unsigned int from 0 to 4 0 = regular joiner 4 = spectator
Parameters:
playerType
(int
)playerCount
(int
)
Returns:
None
network_session_get_matchmaking_group_free(p0
)
No documentation found for this native.
Parameters:
p0
(int
)
Returns:
int
network_session_add_active_matchmaking_group(groupId
)
groupId range: [0, 4]
Parameters:
groupId
(int
)
Returns:
None
network_session_set_matchmaking_property_id(p0
)
No documentation found for this native.
Parameters:
p0
(bool
)
Returns:
None
network_session_set_matchmaking_mental_state(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
network_session_validate_join(p0
)
No documentation found for this native.
Parameters:
p0
(bool
)
Returns:
None
network_add_followers(p0
, p1
)
Parameters:
p0
(vector<int>
)p1
(int
)
Returns:
None
network_clear_followers()
No documentation found for this native.
Parameters:
None
Returns:
None
network_get_global_multiplayer_clock()
No documentation found for this native.
Parameters:
None
Returns:
lua_table
network_get_targeting_mode()
No documentation found for this native.
Parameters:
None
Returns:
int
network_find_gamers_in_crew(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
bool
network_find_matched_gamers(p0
, p1
, p2
, p3
)
Uses attributes to find players with similar stats. Upper/Lower limit must be above zero or the fallback limit +/-0.1 is used. There can be up to 15 attributes, they are as follows:
0 = Races 1 = Parachuting 2 = Horde 3 = Darts 4 = Arm Wrestling 5 = Tennis 6 = Golf 7 = Shooting Range 8 = Deathmatch 9 = MPPLY_MCMWIN/MPPLY_CRMISSION
Parameters:
p0
(Any
)p1
(float
)p2
(float
)p3
(float
)
Returns:
bool
network_is_finding_gamers()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_did_find_gamers_succeed()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_get_num_found_gamers()
No documentation found for this native.
Parameters:
None
Returns:
int
network_get_found_gamer(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)p1
(Any
)
Returns:
bool
network_clear_found_gamers()
No documentation found for this native.
Parameters:
None
Returns:
None
network_queue_gamer_for_status(p0
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)
Returns:
bool
network_get_gamer_status_from_queue()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_is_getting_gamer_status()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_did_get_gamer_status_succeed()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_get_gamer_status_result(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)p1
(Any
)
Returns:
bool
network_clear_get_gamer_status()
No documentation found for this native.
Parameters:
None
Returns:
None
network_session_join_invite()
No documentation found for this native.
Parameters:
None
Returns:
None
network_session_cancel_invite()
No documentation found for this native.
Parameters:
None
Returns:
None
network_session_force_cancel_invite()
No documentation found for this native.
Parameters:
None
Returns:
None
network_has_pending_invite()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_has_confirmed_invite()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_accept_invite()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_session_was_invited()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_session_get_inviter(gamerHandle
)
No documentation found for this native.
Parameters:
gamerHandle
(vector<Any>
)
Returns:
None
network_session_is_awaiting_invite_response()
Seems to be true while “Getting GTA Online session details” shows up.
Parameters:
None
Returns:
bool
network_suppress_invite(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
network_block_invites(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
network_block_join_queue_invites(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
network_block_kicked_players(p0
)
No documentation found for this native.
Parameters:
p0
(bool
)
Returns:
None
network_set_script_ready_for_events(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
network_is_offline_invite_pending()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_clear_offline_invite_pending()
No documentation found for this native.
Parameters:
None
Returns:
None
network_session_host_single_player(p0
)
Loads up the map that is loaded when beeing in mission creator Player gets placed in a mix between online/offline mode p0 is always 2 in R* scripts.
Appears to be patched in gtav b757 (game gets terminated) alonside with most other network natives to prevent online modding ~ghost30812
Parameters:
p0
(int
)
Returns:
None
network_session_leave_single_player()
No documentation found for this native.
Parameters:
None
Returns:
None
network_is_game_in_progress()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_is_session_active()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_is_in_session()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_is_session_started()
This checks if player is playing on gta online or not. Please add an if and block your mod if this is “true”.
Parameters:
None
Returns:
bool
network_is_session_busy()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_can_session_end()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_session_mark_visible(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
network_session_is_visible()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_session_block_join_requests(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
network_session_change_slots(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(int
)p1
(bool
)
Returns:
None
network_session_get_private_slots()
No documentation found for this native.
Parameters:
None
Returns:
int
network_session_voice_host()
No documentation found for this native.
Parameters:
None
Returns:
None
network_session_voice_leave()
No documentation found for this native.
Parameters:
None
Returns:
None
network_session_voice_connect_to_player(p0
)
Only one occurence in the scripts:
- auto sub_cb43(auto a_0, auto a_1) {
- if (g_2594CB._f1) {
- if (NETWORK::_855BC38818F6F684()) {
NETWORK::_ABD5E88B8A2D3DB2(&a_0._fB93); g_2594CB._f14/{13}/ = a_0._fB93; g_2594CB._f4/”64”/ = a_1; return 1;
}
} return 0;
}
other: looks like it passes a player in the paramater
Contains string “NETWORK_VOICE_CONNECT_TO_PLAYER” in ida
Parameters:
p0
(vector<Any>
)
Returns:
None
network_session_voice_respond_to_request(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(bool
)p1
(int
)
Returns:
None
network_session_voice_set_timeout(timeout
)
No documentation found for this native.
Parameters:
timeout
(int
)
Returns:
None
network_session_is_in_voice_session()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_session_is_voice_session_busy()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_send_text_message(message
, gamerHandle
)
Message is limited to 64 characters.
Parameters:
message
(string
)gamerHandle
(vector<Any>
)
Returns:
bool
network_set_activity_spectator(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
network_is_activity_spectator()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_set_activity_player_max(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
network_set_activity_spectator_max(maxSpectators
)
No documentation found for this native.
Parameters:
maxSpectators
(int
)
Returns:
None
network_get_activity_player_num(p0
)
No documentation found for this native.
Parameters:
p0
(bool
)
Returns:
int
network_is_activity_spectator_from_handle(gamerHandle
)
No documentation found for this native.
Parameters:
gamerHandle
(vector<Any>
)
Returns:
bool
network_host_transition(p0
, p1
, p2
, p3
, p4
, p5
, p6
, p7
, p8
, p9
)
p0: Unknown int p1: Unknown int p2: Unknown int p3: Unknown int p4: Unknown always 0 in decompiled scripts p5: BOOL purpose unknown, both 0 and 1 are used in decompiled scripts. p6: BOOL purpose unknown, both 0 and 1 are used in decompiled scripts. p7: Unknown int, it’s an int according to decompiled scripts, however the value is always 0 or 1. p8: Unknown int, it’s an int according to decompiled scripts, however the value is always 0 or 1. p9: Unknown int, sometimes 0, but also 32768 or 16384 appear in decompiled scripst, maybe a flag of some sort?
From what I can tell it looks like it does the following: Creates/hosts a new transition to another online session, using this in FiveM will result in other players being disconencted from the server/preventing them from joining. This is most likely because I entered the wrong session parameters since they’re pretty much all unknown right now. You also need to use NetworkJoinTransition(Player player) and NetworkLaunchTransition().
Parameters:
p0
(int
)p1
(int
)p2
(int
)p3
(int
)p4
(Any
)p5
(bool
)p6
(bool
)p7
(int
)p8
(Any
)p9
(int
)
Returns:
bool
network_do_transition_quickmatch(p0
, p1
, p2
, p3
, p4
, p5
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)p5
(Any
)
Returns:
bool
network_do_transition_quickmatch_async(p0
, p1
, p2
, p3
, p4
, p5
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)p5
(Any
)
Returns:
bool
network_do_transition_quickmatch_with_group(p0
, p1
, p2
, p3
, p4
, p5
, p6
, p7
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(vector<Any>
)p5
(Any
)p6
(Any
)p7
(Any
)
Returns:
bool
network_join_group_activity()
No documentation found for this native.
Parameters:
None
Returns:
Any
network_clear_group_activity()
No documentation found for this native.
Parameters:
None
Returns:
None
network_retain_activity_group()
No documentation found for this native.
Parameters:
None
Returns:
None
network_is_transition_closed_friends()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_is_transition_closed_crew()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_is_transition_solo()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_is_transition_private()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_set_transition_creator_handle(p0
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)
Returns:
None
network_clear_transition_creator_handle()
No documentation found for this native.
Parameters:
None
Returns:
None
network_invite_gamers_to_transition(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)p1
(Any
)
Returns:
bool
network_set_gamer_invited_to_transition(gamerHandle
)
No documentation found for this native.
Parameters:
gamerHandle
(vector<Any>
)
Returns:
None
network_leave_transition()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_launch_transition()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_bail_transition(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(int
)p1
(int
)p2
(int
)
Returns:
None
network_do_transition_to_game(p0
, maxPlayers
)
No documentation found for this native.
Parameters:
p0
(bool
)maxPlayers
(int
)
Returns:
bool
network_do_transition_to_new_game(p0
, maxPlayers
, p2
)
No documentation found for this native.
Parameters:
p0
(bool
)maxPlayers
(int
)p2
(bool
)
Returns:
bool
network_do_transition_to_freemode(p0
, p1
, p2
, players
, p4
)
p2 is true 3/4 of the occurrences I found. ‘players’ is the number of players for a session. On PS3/360 it’s always 18. On PC it’s 32.
Parameters:
p0
(vector<Any>
)p1
(Any
)p2
(bool
)players
(int
)p4
(bool
)
Returns:
bool
network_do_transition_to_new_freemode(p0
, p1
, players
, p3
, p4
, p5
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)p1
(Any
)players
(int
)p3
(bool
)p4
(bool
)p5
(bool
)
Returns:
bool
network_is_transition_to_game()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_get_transition_members(data
, dataCount
)
Returns count.
Parameters:
data
(vector<Any>
)dataCount
(int
)
Returns:
int
network_apply_transition_parameter(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(int
)p1
(int
)
Returns:
None
network_apply_transition_parameter_string(p0
, string
, p2
)
No documentation found for this native.
Parameters:
p0
(int
)string
(string
)p2
(bool
)
Returns:
None
network_send_transition_gamer_instruction(gamerHandle
, p1
, p2
, p3
, p4
)
the first arg seems to be the network player handle (&handle) and the second var is pretty much always “” and the third seems to be a number between 0 and ~10 and the 4th is is something like 0 to 5 and I guess the 5th is a bool cuz it is always 0 or 1
does this send an invite to a player?
Parameters:
gamerHandle
(vector<Any>
)p1
(string
)p2
(int
)p3
(int
)p4
(bool
)
Returns:
bool
network_mark_transition_gamer_as_fully_joined(p0
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)
Returns:
bool
network_is_transition_host()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_is_transition_host_from_handle(gamerHandle
)
No documentation found for this native.
Parameters:
gamerHandle
(vector<Any>
)
Returns:
bool
network_get_transition_host(gamerHandle
)
No documentation found for this native.
Parameters:
gamerHandle
(vector<Any>
)
Returns:
bool
network_is_in_transition()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_is_transition_started()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_is_transition_busy()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_is_transition_matchmaking()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_open_transition_matchmaking()
No documentation found for this native.
Parameters:
None
Returns:
None
network_close_transition_matchmaking()
No documentation found for this native.
Parameters:
None
Returns:
None
network_is_transition_open_to_matchmaking()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_set_transition_visibility_lock(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(bool
)p1
(bool
)
Returns:
None
network_is_transition_visibility_locked()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_set_transition_activity_id(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
network_change_transition_slots(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
None
network_transition_block_join_requests(p0
)
No documentation found for this native.
Parameters:
p0
(bool
)
Returns:
None
network_has_player_started_transition(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
bool
network_are_transition_details_valid(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
bool
network_join_transition(player
)
- int handle[76];
NETWORK_HANDLE_FROM_FRIEND(iSelectedPlayer, &handle[0], 13); Player uVar2 = NETWORK_GET_PLAYER_FROM_GAMER_HANDLE(&handle[0]); NETWORK_JOIN_TRANSITION(uVar2);
nothing doin.
Parameters:
player
(Player
)
Returns:
bool
network_has_invited_gamer_to_transition(p0
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)
Returns:
bool
network_has_transition_invite_been_acked(p0
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)
Returns:
bool
network_is_activity_session()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_set_presence_session_invites_blocked(toggle
)
Does nothing. It’s just a nullsub.
Parameters:
toggle
(bool
)
Returns:
None
network_send_invite_via_presence(gamerHandle
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
gamerHandle
(vector<Any>
)p1
(string
)p2
(Any
)p3
(Any
)
Returns:
bool
network_send_transition_invite_via_presence(gamerHandle
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
gamerHandle
(vector<Any>
)p1
(string
)p2
(Any
)p3
(Any
)
Returns:
bool
network_send_presence_transition_invite(gamerHandle
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
gamerHandle
(vector<Any>
)p1
(string
)p2
(Any
)p3
(Any
)
Returns:
bool
network_get_presence_invite_index_by_id(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
Any
network_get_num_presence_invites()
No documentation found for this native.
Parameters:
None
Returns:
int
network_accept_presence_invite(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
bool
network_remove_presence_invite(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
bool
network_get_presence_invite_id(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
Any
network_get_presence_invite_inviter(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
Any
network_get_presence_invite_handle(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(vector<Any>
)
Returns:
bool
network_get_presence_invite_session_id(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
Any
network_get_presence_invite_content_id(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
Any
network_get_presence_invite_playlist_length(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
Any
network_get_presence_invite_playlist_current(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
Any
network_get_presence_invite_from_admin(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
bool
network_get_presence_invite_is_tournament(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
bool
network_has_follow_invite()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_action_follow_invite()
No documentation found for this native.
Parameters:
None
Returns:
Any
network_clear_follow_invite()
No documentation found for this native.
Parameters:
None
Returns:
Any
network_remove_transition_invite(p0
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)
Returns:
None
network_remove_all_transition_invite()
No documentation found for this native.
Parameters:
None
Returns:
None
network_invite_gamers(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)p1
(Any
)p2
(vector<Any>
)p3
(vector<Any>
)
Returns:
bool
network_has_invited_gamer(p0
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)
Returns:
bool
network_has_invite_been_acked(gamerHandle
)
No documentation found for this native.
Parameters:
gamerHandle
(vector<Any>
)
Returns:
bool
network_check_data_manager_succeeded_for_handle(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(vector<Any>
)
Returns:
bool
fillout_pm_player_list(gamerHandle
, p1
, p2
)
No documentation found for this native.
Parameters:
gamerHandle
(vector<Any>
)p1
(Any
)p2
(Any
)
Returns:
bool
fillout_pm_player_list_with_names(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)p1
(vector<Any>
)p2
(Any
)p3
(Any
)
Returns:
bool
refresh_player_list_stats(p0
)
No documentation found for this native.
Parameters:
p0
(int
)
Returns:
bool
network_set_current_data_manager_handle(p0
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)
Returns:
bool
network_is_in_platform_party()
Hardcoded to return false.
Parameters:
None
Returns:
bool
network_get_platform_party_unk()
No documentation found for this native.
Parameters:
None
Returns:
int
network_get_platform_party_members(data
, dataSize
)
No documentation found for this native.
Parameters:
data
(vector<Any>
)dataSize
(int
)
Returns:
int
network_is_in_platform_party_chat()
Hardcoded to return false.
Parameters:
None
Returns:
bool
network_is_chatting_in_platform_party(gamerHandle
)
This would be nice to see if someone is in party chat, but 2 sad notes. 1) It only becomes true if said person is speaking in that party at the time. 2) It will never, become true unless you are in that party with said person.
Parameters:
gamerHandle
(vector<Any>
)
Returns:
bool
network_send_queued_join_request()
No documentation found for this native.
Parameters:
None
Returns:
None
network_seed_random_number_generator(seed
)
No documentation found for this native.
Parameters:
seed
(int
)
Returns:
None
network_get_random_int()
No documentation found for this native.
Parameters:
None
Returns:
int
network_get_random_int_ranged(rangeStart
, rangeEnd
)
Same as GET_RANDOM_INT_IN_RANGE
Parameters:
rangeStart
(int
)rangeEnd
(int
)
Returns:
int
network_player_is_cheater()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_player_get_cheater_reason()
No documentation found for this native.
Parameters:
None
Returns:
int
network_player_is_badsport()
No documentation found for this native.
Parameters:
None
Returns:
bool
trigger_script_crc_check_on_player(player
, p1
, scriptHash
)
No documentation found for this native.
Parameters:
player
(Player
)p1
(int
)scriptHash
(Hash
)
Returns:
bool
remote_cheat_detected(player
, a
, b
)
No documentation found for this native.
Parameters:
player
(Player
)a
(int
)b
(int
)
Returns:
bool
bad_sport_player_left_detected(gamerHandle
, event
, amountReceived
)
No documentation found for this native.
Parameters:
gamerHandle
(vector<Any>
)event
(int
)amountReceived
(int
)
Returns:
bool
network_add_invalid_model(modelHash
)
No documentation found for this native.
Parameters:
modelHash
(Hash
)
Returns:
None
network_remove_invalid_model(modelHash
)
No documentation found for this native.
Parameters:
modelHash
(Hash
)
Returns:
None
network_clear_invalid_models()
No documentation found for this native.
Parameters:
None
Returns:
None
network_apply_ped_scar_data(ped
, p1
)
No documentation found for this native.
Parameters:
ped
(Ped
)p1
(int
)
Returns:
None
network_set_this_script_is_network_script(maxNumMissionParticipants
, p1
, instanceId
)
No documentation found for this native.
Parameters:
maxNumMissionParticipants
(int
)p1
(bool
)instanceId
(int
)
Returns:
None
network_is_this_script_marked(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(bool
)p2
(Any
)
Returns:
bool
network_get_this_script_is_network_script()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_get_max_num_participants()
Seems to always return 0, but it’s used in quite a few loops.
- for (num3 = 0; num3 < NETWORK::0xCCD8C02D(); num3++)
- {
if (NETWORK::NETWORK_IS_PARTICIPANT_ACTIVE(PLAYER::0x98F3B274(num3)) != 0) {
var num5 = NETWORK::NETWORK_GET_PLAYER_INDEX(PLAYER::0x98F3B274(num3));
Parameters:
None
Returns:
int
network_get_num_participants()
No documentation found for this native.
Parameters:
None
Returns:
int
network_get_script_status()
No documentation found for this native.
Parameters:
None
Returns:
int
network_register_host_broadcast_variables(vars
, numVars
, debugName
)
No documentation found for this native.
Parameters:
vars
(vector<int>
)numVars
(int
)debugName
(string
)
Returns:
None
network_register_player_broadcast_variables(vars
, numVars
, debugName
)
No documentation found for this native.
Parameters:
vars
(vector<int>
)numVars
(int
)debugName
(string
)
Returns:
None
network_finish_broadcasting_data()
No documentation found for this native.
Parameters:
None
Returns:
None
network_has_received_host_broadcast_data()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_get_player_index(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
int
network_get_participant_index(index
)
No documentation found for this native.
Parameters:
index
(int
)
Returns:
int
network_get_player_index_from_ped(ped
)
Returns the Player associated to a given Ped when in an online session.
Parameters:
ped
(Ped
)
Returns:
Player
network_get_num_connected_players()
Returns the amount of players connected in the current session. Only works when connected to a session/server.
Parameters:
None
Returns:
int
network_is_player_connected(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
bool
network_get_total_num_players()
No documentation found for this native.
Parameters:
None
Returns:
int
network_is_participant_active(p0
)
No documentation found for this native.
Parameters:
p0
(int
)
Returns:
bool
network_is_player_active(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
bool
network_is_player_a_participant(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
bool
network_is_host_of_this_script()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_get_host_of_this_script()
No documentation found for this native.
Parameters:
None
Returns:
Player
network_get_host_of_script(scriptName
, instance_id
, position_hash
)
scriptName examples: “freemode”, “AM_CR_SecurityVan”, …
Most of the time, these values are used: instance_id = -1 position_hash = 0
Parameters:
scriptName
(string
)instance_id
(int
)position_hash
(int
)
Returns:
Player
network_set_mission_finished()
No documentation found for this native.
Parameters:
None
Returns:
None
network_is_script_active(scriptName
, instance_id
, p2
, position_hash
)
No documentation found for this native.
Parameters:
scriptName
(string
)instance_id
(int
)p2
(bool
)position_hash
(int
)
Returns:
bool
network_is_script_active_by_hash(scriptHash
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
scriptHash
(Hash
)p1
(int
)p2
(bool
)p3
(int
)
Returns:
bool
network_is_thread_active(threadId
)
No documentation found for this native.
Parameters:
threadId
(int
)
Returns:
bool
network_get_num_script_participants(scriptName
, instance_id
, position_hash
)
No documentation found for this native.
Parameters:
scriptName
(string
)instance_id
(int
)position_hash
(int
)
Returns:
int
network_get_instance_id_of_this_script()
No documentation found for this native.
Parameters:
None
Returns:
int
network_get_position_hash_of_this_script()
No documentation found for this native.
Parameters:
None
Returns:
Hash
network_is_player_a_participant_on_script(player
, script
, instance_id
)
No documentation found for this native.
Parameters:
player
(Player
)script
(string
)instance_id
(int
)
Returns:
bool
network_prevent_script_host_migration()
No documentation found for this native.
Parameters:
None
Returns:
None
network_request_to_be_host_of_this_script()
No documentation found for this native.
Parameters:
None
Returns:
None
participant_id()
Return the local Participant ID
Parameters:
None
Returns:
Player
participant_id_to_int()
Return the local Participant ID.
This native is exactly the same as ‘PARTICIPANT_ID’ native.
Parameters:
None
Returns:
int
network_get_player_killer_of_player(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
Hash
network_get_destroyer_of_network_id(netId
)
No documentation found for this native.
Parameters:
netId
(int
)
Returns:
Hash
network_get_destroyer_of_entity(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
Hash
network_get_assisted_damage_of_dead_entity(player
, entity
)
No documentation found for this native.
Parameters:
player
(Player
)entity
(Entity
)
Returns:
int
network_get_assisted_damage_of_entity(player
, entity
)
No documentation found for this native.
Parameters:
player
(Player
)entity
(Entity
)
Returns:
int
network_get_entity_killer_of_player(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
Hash
network_resurrect_local_player(x
, y
, z
, heading
, unk
, changetime
, p6
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)heading
(float
)unk
(bool
)changetime
(bool
)p6
(Any
)
Returns:
None
network_set_local_player_invincible_time(time
)
No documentation found for this native.
Parameters:
time
(int
)
Returns:
None
network_is_local_player_invincible()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_disable_invincible_flashing(player
, toggle
)
No documentation found for this native.
Parameters:
player
(Player
)toggle
(bool
)
Returns:
None
network_ped_force_game_state_update(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
network_set_local_player_sync_look_at(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
network_has_entity_been_registered_with_this_thread(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
bool
network_get_network_id_from_entity(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
int
network_get_entity_from_network_id(netId
)
No documentation found for this native.
Parameters:
netId
(int
)
Returns:
Entity
network_get_entity_is_networked(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
bool
network_get_entity_is_local(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
bool
network_register_entity_as_networked(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
None
network_unregister_networked_entity(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
None
network_does_network_id_exist(netId
)
No documentation found for this native.
Parameters:
netId
(int
)
Returns:
bool
network_does_entity_exist_with_network_id(netId
)
No documentation found for this native.
Parameters:
netId
(int
)
Returns:
bool
network_request_control_of_network_id(netId
)
No documentation found for this native.
Parameters:
netId
(int
)
Returns:
bool
network_has_control_of_network_id(netId
)
No documentation found for this native.
Parameters:
netId
(int
)
Returns:
bool
network_is_network_id_a_clone(netId
)
No documentation found for this native.
Parameters:
netId
(int
)
Returns:
bool
network_request_control_of_entity(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
bool
network_request_control_of_door(doorID
)
No documentation found for this native.
Parameters:
doorID
(int
)
Returns:
bool
network_has_control_of_entity(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
bool
network_has_control_of_pickup(pickup
)
No documentation found for this native.
Parameters:
pickup
(Pickup
)
Returns:
bool
network_has_control_of_door(doorHash
)
No documentation found for this native.
Parameters:
doorHash
(Hash
)
Returns:
bool
network_is_door_networked(doorHash
)
No documentation found for this native.
Parameters:
doorHash
(Hash
)
Returns:
bool
veh_to_net(vehicle
)
calls from vehicle to net.
Parameters:
vehicle
(Vehicle
)
Returns:
int
ped_to_net(ped
)
gets the network id of a ped
Parameters:
ped
(Ped
)
Returns:
int
obj_to_net(object
)
Lets objects spawn online simply do it like this:
int createdObject = OBJ_TO_NET(CREATE_OBJECT_NO_OFFSET(oball, pCoords.x, pCoords.y, pCoords.z, 1, 0, 0));
Parameters:
object
(Object
)
Returns:
int
net_to_veh(netHandle
)
No documentation found for this native.
Parameters:
netHandle
(int
)
Returns:
Vehicle
net_to_ped(netHandle
)
gets the ped id of a network id
Parameters:
netHandle
(int
)
Returns:
Ped
net_to_obj(netHandle
)
gets the object id of a network id
Parameters:
netHandle
(int
)
Returns:
Object
net_to_ent(netHandle
)
gets the entity id of a network id
Parameters:
netHandle
(int
)
Returns:
Entity
network_get_local_handle(gamerHandle
, gamerHandleSize
)
No documentation found for this native.
Parameters:
gamerHandle
(vector<Any>
)gamerHandleSize
(int
)
Returns:
None
network_handle_from_user_id(userId
, gamerHandle
, gamerHandleSize
)
No documentation found for this native.
Parameters:
userId
(string
)gamerHandle
(vector<Any>
)gamerHandleSize
(int
)
Returns:
None
network_handle_from_member_id(memberId
, gamerHandle
, gamerHandleSize
)
No documentation found for this native.
Parameters:
memberId
(string
)gamerHandle
(vector<Any>
)gamerHandleSize
(int
)
Returns:
None
network_handle_from_player(player
, gamerHandle
, gamerHandleSize
)
No documentation found for this native.
Parameters:
player
(Player
)gamerHandle
(vector<Any>
)gamerHandleSize
(int
)
Returns:
None
network_hash_from_player_handle(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
Hash
network_hash_from_gamer_handle(gamerHandle
)
No documentation found for this native.
Parameters:
gamerHandle
(vector<Any>
)
Returns:
Hash
network_handle_from_friend(friendIndex
, gamerHandle
, gamerHandleSize
)
No documentation found for this native.
Parameters:
friendIndex
(int
)gamerHandle
(vector<Any>
)gamerHandleSize
(int
)
Returns:
None
network_gamertag_from_handle_start(gamerHandle
)
No documentation found for this native.
Parameters:
gamerHandle
(vector<Any>
)
Returns:
bool
network_gamertag_from_handle_pending()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_gamertag_from_handle_succeeded()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_get_gamertag_from_handle(gamerHandle
)
No documentation found for this native.
Parameters:
gamerHandle
(vector<Any>
)
Returns:
string
network_displaynames_from_handles_start(p0
, p1
)
Hardcoded to return -1.
Parameters:
p0
(vector<Any>
)p1
(Any
)
Returns:
int
network_get_displaynames_from_handles(p0
, p1
, p2
)
MulleDK19: This function is hard-coded to always return 0.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)
Returns:
int
network_are_handles_the_same(gamerHandle1
, gamerHandle2
)
No documentation found for this native.
Parameters:
gamerHandle1
(vector<Any>
)gamerHandle2
(vector<Any>
)
Returns:
bool
network_is_handle_valid(gamerHandle
, gamerHandleSize
)
No documentation found for this native.
Parameters:
gamerHandle
(vector<Any>
)gamerHandleSize
(int
)
Returns:
bool
network_get_player_from_gamer_handle(gamerHandle
)
No documentation found for this native.
Parameters:
gamerHandle
(vector<Any>
)
Returns:
Player
network_member_id_from_gamer_handle(gamerHandle
)
No documentation found for this native.
Parameters:
gamerHandle
(vector<Any>
)
Returns:
string
network_is_gamer_in_my_session(gamerHandle
)
No documentation found for this native.
Parameters:
gamerHandle
(vector<Any>
)
Returns:
bool
network_show_profile_ui(gamerHandle
)
No documentation found for this native.
Parameters:
gamerHandle
(vector<Any>
)
Returns:
None
network_player_get_name(player
)
Returns the name of a given player. Returns “Invalid” if rlGamerInfo of the given player cannot be retrieved or the player doesn’t exist.
Parameters:
player
(Player
)
Returns:
string
network_player_get_userid(player
)
Returns a string of the player’s Rockstar Id. Takes a 24 char buffer. Returns the buffer or “Invalid” if rlGamerInfo of the given player cannot be retrieved or the player doesn’t exist.
Parameters:
player
(Player
)
Returns:
int
network_player_is_rockstar_dev(player
)
Checks if a specific value (BYTE) in CNetGamePlayer is nonzero. Returns always false in Singleplayer.
No longer used for dev checks since first mods were released on PS3 & 360. R* now checks with the IS_DLC_PRESENT native for the dlc hash 2532323046, if that is present it will unlock dev stuff.
Parameters:
player
(Player
)
Returns:
bool
network_player_index_is_cheater(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
bool
network_get_entity_net_script_id(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
int
network_is_inactive_profile(p0
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)
Returns:
bool
network_get_max_friends()
No documentation found for this native.
Parameters:
None
Returns:
int
network_get_friend_count()
No documentation found for this native.
Parameters:
None
Returns:
int
network_get_friend_name(friendIndex
)
No documentation found for this native.
Parameters:
friendIndex
(int
)
Returns:
string
network_get_friend_name_from_index(friendIndex
)
No documentation found for this native.
Parameters:
friendIndex
(int
)
Returns:
string
network_is_friend_online(name
)
No documentation found for this native.
Parameters:
name
(string
)
Returns:
bool
network_is_friend_handle_online(gamerHandle
)
No documentation found for this native.
Parameters:
gamerHandle
(vector<Any>
)
Returns:
bool
network_is_friend_in_same_title(friendName
)
In scripts R* calls ‘NETWORK_GET_FRIEND_NAME’ in this param.
Parameters:
friendName
(string
)
Returns:
bool
network_is_friend_in_multiplayer(friendName
)
No documentation found for this native.
Parameters:
friendName
(string
)
Returns:
bool
network_is_friend(gamerHandle
)
No documentation found for this native.
Parameters:
gamerHandle
(vector<Any>
)
Returns:
bool
network_is_pending_friend(p0
)
This function is hard-coded to always return 0.
Parameters:
p0
(Any
)
Returns:
Any
network_is_adding_friend()
No documentation found for this native.
Parameters:
None
Returns:
Any
network_add_friend(gamerHandle
, message
)
No documentation found for this native.
Parameters:
gamerHandle
(vector<Any>
)message
(string
)
Returns:
bool
network_is_friend_index_online(friendIndex
)
No documentation found for this native.
Parameters:
friendIndex
(int
)
Returns:
bool
network_set_player_is_passive(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
network_get_player_owns_waypoint(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
bool
network_can_set_waypoint()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_set_script_automuted(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
Any
network_has_automute_override()
No documentation found for this native.
Parameters:
None
Returns:
Any
network_has_headset()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_is_local_talking()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_gamer_has_headset(gamerHandle
)
No documentation found for this native.
Parameters:
gamerHandle
(vector<Any>
)
Returns:
bool
network_is_gamer_talking(gamerHandle
)
No documentation found for this native.
Parameters:
gamerHandle
(vector<Any>
)
Returns:
bool
network_can_communicate_with_gamer_2(gamerHandle
)
No documentation found for this native.
Parameters:
gamerHandle
(vector<Any>
)
Returns:
bool
network_can_communicate_with_gamer(gamerHandle
)
No documentation found for this native.
Parameters:
gamerHandle
(vector<Any>
)
Returns:
bool
network_is_gamer_muted_by_me(gamerHandle
)
No documentation found for this native.
Parameters:
gamerHandle
(vector<Any>
)
Returns:
bool
network_am_i_muted_by_gamer(gamerHandle
)
No documentation found for this native.
Parameters:
gamerHandle
(vector<Any>
)
Returns:
bool
network_is_gamer_blocked_by_me(gamerHandle
)
No documentation found for this native.
Parameters:
gamerHandle
(vector<Any>
)
Returns:
bool
network_am_i_blocked_by_gamer(gamerHandle
)
No documentation found for this native.
Parameters:
gamerHandle
(vector<Any>
)
Returns:
bool
network_can_view_gamer_user_content(gamerHandle
)
No documentation found for this native.
Parameters:
gamerHandle
(vector<Any>
)
Returns:
bool
network_has_view_gamer_user_content_result(gamerHandle
)
No documentation found for this native.
Parameters:
gamerHandle
(vector<Any>
)
Returns:
bool
network_can_play_multiplayer_with_gamer(gamerHandle
)
No documentation found for this native.
Parameters:
gamerHandle
(vector<Any>
)
Returns:
bool
network_can_gamer_play_multiplayer_with_me(gamerHandle
)
No documentation found for this native.
Parameters:
gamerHandle
(vector<Any>
)
Returns:
bool
network_is_player_talking(player
)
returns true if someone is screaming or talking in a microphone
Parameters:
player
(Player
)
Returns:
bool
network_player_has_headset(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
bool
network_is_player_muted_by_me(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
bool
network_am_i_muted_by_player(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
bool
network_is_player_blocked_by_me(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
bool
network_am_i_blocked_by_player(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
bool
network_get_player_loudness(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
float
network_set_talker_proximity(value
)
No documentation found for this native.
Parameters:
value
(float
)
Returns:
None
network_get_talker_proximity()
No documentation found for this native.
Parameters:
None
Returns:
float
network_set_voice_active(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
network_override_transition_chat(p0
)
No documentation found for this native.
Parameters:
p0
(bool
)
Returns:
None
network_set_team_only_chat(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
network_override_team_restrictions(team
, toggle
)
No documentation found for this native.
Parameters:
team
(int
)toggle
(bool
)
Returns:
None
network_set_override_spectator_mode(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
network_set_override_tutorial_session_chat(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
network_set_no_spectator_chat(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
network_override_chat_restrictions(player
, toggle
)
Could possibly bypass being muted or automatically muted
Parameters:
player
(Player
)toggle
(bool
)
Returns:
None
network_override_send_restrictions(player
, toggle
)
This is used alongside the native, ‘NETWORK_OVERRIDE_RECEIVE_RESTRICTIONS’. Read its description for more info.
Parameters:
player
(Player
)toggle
(bool
)
Returns:
None
network_override_send_restrictions_all(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
network_override_receive_restrictions(player
, toggle
)
R* uses this to hear all player when spectating. It allows you to hear other online players when their chat is on none, crew and or friends
Parameters:
player
(Player
)toggle
(bool
)
Returns:
None
network_override_receive_restrictions_all(toggle
)
p0 is always false in scripts.
Parameters:
toggle
(bool
)
Returns:
None
network_set_voice_channel(channel
)
No documentation found for this native.
Parameters:
channel
(int
)
Returns:
None
network_clear_voice_channel()
No documentation found for this native.
Parameters:
None
Returns:
None
network_apply_voice_proximity_override(x
, y
, z
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)
Returns:
None
network_clear_voice_proximity_override()
No documentation found for this native.
Parameters:
None
Returns:
None
network_enable_voice_bandwidth_restriction(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
None
network_disable_voice_bandwidth_restriction(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
None
network_is_text_chat_active()
No documentation found for this native.
Parameters:
None
Returns:
bool
shutdown_and_launch_single_player_game()
Starts a new singleplayer game (at the prologue).
Parameters:
None
Returns:
None
shutdown_and_load_most_recent_save()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_set_friendly_fire_option(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
network_set_rich_presence(p0
, p1
, p2
, p3
)
This native does absolutely nothing, just a nullsub
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
network_set_rich_presence_string(p0
, textLabel
)
This native does absolutely nothing, just a nullsub
Parameters:
p0
(int
)textLabel
(string
)
Returns:
None
network_get_timeout_time()
No documentation found for this native.
Parameters:
None
Returns:
int
network_leave_ped_behind_before_warp(player
, x
, y
, z
, p4
, p5
)
p4 and p5 are always 0 in scripts
Parameters:
player
(Player
)x
(float
)y
(float
)z
(float
)p4
(bool
)p5
(bool
)
Returns:
None
network_leave_ped_behind_before_cutscene(player
, p1
)
No documentation found for this native.
Parameters:
player
(Player
)p1
(bool
)
Returns:
None
remove_all_sticky_bombs_from_entity(entity
, ped
)
entity must be a valid entity; ped can be NULL
Parameters:
entity
(Entity
)ped
(Ped
)
Returns:
None
network_clan_service_is_valid()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_clan_player_is_active(gamerHandle
)
No documentation found for this native.
Parameters:
gamerHandle
(vector<Any>
)
Returns:
bool
network_clan_player_get_desc(clanDesc
, bufferSize
, gamerHandle
)
bufferSize is 35 in the scripts.
bufferSize is the elementCount of p0(desc), sizeof(p0) == 280 == p1*8 == 35 * 8, p2(netHandle) is obtained from NETWORK::NETWORK_HANDLE_FROM_PLAYER. And no, I can’t explain why 35 * sizeof(int) == 280 and not 140, but I’ll get back to you on that.
the answer is: because p0 an int64_t* / int64_t[35]. and FYI p2 is an int64_t[13]
pastebin.com/cSZniHak
Parameters:
clanDesc
(vector<Any>
)bufferSize
(int
)gamerHandle
(vector<Any>
)
Returns:
bool
network_clan_is_rockstar_clan(clanDesc
, bufferSize
)
bufferSize is 35 in the scripts.
Parameters:
clanDesc
(vector<Any>
)bufferSize
(int
)
Returns:
bool
network_clan_get_ui_formatted_tag(bufferSize
, formattedTag
)
bufferSize is 35 in the scripts.
Parameters:
bufferSize
(int
)formattedTag
(char*
)
Returns:
Any
network_clan_get_local_memberships_count()
No documentation found for this native.
Parameters:
None
Returns:
int
network_clan_get_membership_desc(memberDesc
, p1
)
No documentation found for this native.
Parameters:
memberDesc
(vector<Any>
)p1
(int
)
Returns:
bool
network_clan_download_membership(gamerHandle
)
No documentation found for this native.
Parameters:
gamerHandle
(vector<Any>
)
Returns:
bool
network_clan_download_membership_pending(p0
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)
Returns:
bool
network_clan_any_download_membership_pending()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_clan_remote_memberships_are_in_cache(p0
)
No documentation found for this native.
Parameters:
p0
(vector<int>
)
Returns:
None
network_clan_get_membership_count()
No documentation found for this native.
Parameters:
None
Returns:
int
network_clan_get_membership_valid(p1
)
No documentation found for this native.
Parameters:
p1
(Any
)
Returns:
int
network_clan_get_membership(p0
, clanMembership
, p2
)
No documentation found for this native.
Parameters:
p0
(vector<int>
)clanMembership
(vector<Any>
)p2
(int
)
Returns:
bool
network_clan_join(clanDesc
)
No documentation found for this native.
Parameters:
clanDesc
(int
)
Returns:
bool
network_clan_animation(animDict
, animName
)
No documentation found for this native.
Parameters:
animDict
(string
)animName
(string
)
Returns:
bool
network_clan_get_emblem_txd_name(netHandle
, txdName
)
No documentation found for this native.
Parameters:
netHandle
(vector<Any>
)txdName
(char*
)
Returns:
bool
network_clan_request_emblem(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
bool
network_clan_is_emblem_ready(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(vector<Any>
)
Returns:
bool
network_clan_release_emblem(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
network_get_primary_clan_data_clear()
No documentation found for this native.
Parameters:
None
Returns:
Any
network_get_primary_clan_data_cancel()
No documentation found for this native.
Parameters:
None
Returns:
None
network_get_primary_clan_data_start(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)p1
(Any
)
Returns:
bool
network_get_primary_clan_data_pending()
No documentation found for this native.
Parameters:
None
Returns:
Any
network_get_primary_clan_data_success()
No documentation found for this native.
Parameters:
None
Returns:
Any
network_get_primary_clan_data_new(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)p1
(vector<Any>
)
Returns:
bool
set_network_id_can_migrate(netId
, toggle
)
Whether or not another player is allowed to take control of the entity
Parameters:
netId
(int
)toggle
(bool
)
Returns:
None
set_network_id_exists_on_all_machines(netId
, toggle
)
No documentation found for this native.
Parameters:
netId
(int
)toggle
(bool
)
Returns:
None
set_network_id_always_exists_for_player(netId
, player
, toggle
)
No documentation found for this native.
Parameters:
netId
(int
)player
(Player
)toggle
(bool
)
Returns:
None
set_network_id_can_be_reassigned(netId
, toggle
)
No documentation found for this native.
Parameters:
netId
(int
)toggle
(bool
)
Returns:
None
network_set_entity_can_blend(entity
, toggle
)
No documentation found for this native.
Parameters:
entity
(Entity
)toggle
(bool
)
Returns:
None
network_set_object_force_static_blend(object
, toggle
)
No documentation found for this native.
Parameters:
object
(Object
)toggle
(bool
)
Returns:
None
network_set_entity_invisible_to_network(entity
, toggle
)
No documentation found for this native.
Parameters:
entity
(Entity
)toggle
(bool
)
Returns:
None
set_network_id_visible_in_cutscene(netId
, p1
, p2
)
No documentation found for this native.
Parameters:
netId
(int
)p1
(bool
)p2
(bool
)
Returns:
None
set_network_id_visible_in_cutscene_no_collision(netId
, p1
, p2
)
No documentation found for this native.
Parameters:
netId
(int
)p1
(bool
)p2
(bool
)
Returns:
None
set_network_cutscene_entities(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
set_network_id_pass_control_in_tutorial(netId
, state
)
No documentation found for this native.
Parameters:
netId
(int
)state
(bool
)
Returns:
None
is_network_id_owned_by_participant(netId
)
No documentation found for this native.
Parameters:
netId
(int
)
Returns:
bool
set_local_player_visible_in_cutscene(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(bool
)p1
(bool
)
Returns:
None
set_local_player_invisible_locally(p0
)
No documentation found for this native.
Parameters:
p0
(bool
)
Returns:
None
set_local_player_visible_locally(p0
)
No documentation found for this native.
Parameters:
p0
(bool
)
Returns:
None
set_player_invisible_locally(player
, toggle
)
No documentation found for this native.
Parameters:
player
(Player
)toggle
(bool
)
Returns:
None
set_player_visible_locally(player
, toggle
)
No documentation found for this native.
Parameters:
player
(Player
)toggle
(bool
)
Returns:
None
fade_out_local_player(p0
)
Hardcoded to not work in SP.
Parameters:
p0
(bool
)
Returns:
None
network_fade_out_entity(entity
, normal
, slow
)
normal - transition like when your coming out of LSC slow - transition like when you walk into a mission
Parameters:
entity
(Entity
)normal
(bool
)slow
(bool
)
Returns:
None
network_fade_in_entity(entity
, state
, p2
)
state - 0 does 5 fades state - 1 does 6 fades
p3: setting to 1 made vehicle fade in slower, probably “slow” as per NETWORK_FADE_OUT_ENTITY
Parameters:
entity
(Entity
)state
(bool
)p2
(Any
)
Returns:
None
network_is_player_fading(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
bool
network_is_entity_fading(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
bool
is_player_in_cutscene(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
bool
set_entity_visible_in_cutscene(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(bool
)p2
(bool
)
Returns:
None
set_entity_locally_invisible(entity
)
Makes the provided entity visible for yourself for the current frame.
Parameters:
entity
(Entity
)
Returns:
None
set_entity_locally_visible(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
None
is_damage_tracker_active_on_network_id(netID
)
No documentation found for this native.
Parameters:
netID
(int
)
Returns:
bool
activate_damage_tracker_on_network_id(netID
, toggle
)
No documentation found for this native.
Parameters:
netID
(int
)toggle
(bool
)
Returns:
None
is_damage_tracker_active_on_player(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
bool
activate_damage_tracker_on_player(player
, toggle
)
No documentation found for this native.
Parameters:
player
(Player
)toggle
(bool
)
Returns:
None
is_sphere_visible_to_another_machine(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(float
)p1
(float
)p2
(float
)p3
(float
)
Returns:
bool
is_sphere_visible_to_player(p0
, p1
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(float
)p2
(float
)p3
(float
)p4
(float
)
Returns:
bool
reserve_network_mission_objects(amount
)
No documentation found for this native.
Parameters:
amount
(int
)
Returns:
None
reserve_network_mission_peds(amount
)
No documentation found for this native.
Parameters:
amount
(int
)
Returns:
None
reserve_network_mission_vehicles(amount
)
No documentation found for this native.
Parameters:
amount
(int
)
Returns:
None
reserve_network_local_objects(amount
)
No documentation found for this native.
Parameters:
amount
(int
)
Returns:
None
reserve_network_local_peds(amount
)
No documentation found for this native.
Parameters:
amount
(int
)
Returns:
None
reserve_network_local_vehicles(amount
)
No documentation found for this native.
Parameters:
amount
(int
)
Returns:
None
can_register_mission_objects(amount
)
No documentation found for this native.
Parameters:
amount
(int
)
Returns:
bool
can_register_mission_peds(amount
)
No documentation found for this native.
Parameters:
amount
(int
)
Returns:
bool
can_register_mission_vehicles(amount
)
No documentation found for this native.
Parameters:
amount
(int
)
Returns:
bool
can_register_mission_pickups(amount
)
No documentation found for this native.
Parameters:
amount
(int
)
Returns:
bool
can_register_mission_entities(ped_amt
, vehicle_amt
, object_amt
, pickup_amt
)
No documentation found for this native.
Parameters:
ped_amt
(int
)vehicle_amt
(int
)object_amt
(int
)pickup_amt
(int
)
Returns:
bool
get_num_reserved_mission_objects(p0
, p1
)
p0 appears to be for MP
Parameters:
p0
(bool
)p1
(Any
)
Returns:
int
get_num_reserved_mission_peds(p0
, p1
)
p0 appears to be for MP
Parameters:
p0
(bool
)p1
(Any
)
Returns:
int
get_num_reserved_mission_vehicles(p0
, p1
)
p0 appears to be for MP
Parameters:
p0
(bool
)p1
(Any
)
Returns:
int
get_num_created_mission_objects(p0
)
No documentation found for this native.
Parameters:
p0
(bool
)
Returns:
int
get_num_created_mission_peds(p0
)
No documentation found for this native.
Parameters:
p0
(bool
)
Returns:
int
get_num_created_mission_vehicles(p0
)
No documentation found for this native.
Parameters:
p0
(bool
)
Returns:
int
get_reservations_for_slot_world_position(p0
, p1
, p2
, p3
, p4
, p5
, p6
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)p5
(Any
)p6
(Any
)
Returns:
None
get_max_num_network_objects()
No documentation found for this native.
Parameters:
None
Returns:
int
get_max_num_network_peds()
No documentation found for this native.
Parameters:
None
Returns:
int
get_max_num_network_vehicles()
No documentation found for this native.
Parameters:
None
Returns:
int
get_max_num_network_pickups()
No documentation found for this native.
Parameters:
None
Returns:
int
network_set_object_interest_range(object
, range
)
No documentation found for this native.
Parameters:
object
(Object
)range
(float
)
Returns:
None
get_network_time()
No documentation found for this native.
Parameters:
None
Returns:
int
get_network_time_accurate()
Returns the same value as GET_NETWORK_TIME in freemode, but as opposed to GET_NETWORK_TIME it always gets the most recent time, instead of once per tick. Could be used for benchmarking since it can return times in ticks.
Parameters:
None
Returns:
int
has_network_time_started()
No documentation found for this native.
Parameters:
None
Returns:
bool
get_time_offset(timeA
, timeB
)
Adds the first argument to the second.
Parameters:
timeA
(int
)timeB
(int
)
Returns:
int
is_time_less_than(timeA
, timeB
)
Subtracts the second argument from the first, then returns whether the result is negative.
Parameters:
timeA
(int
)timeB
(int
)
Returns:
bool
is_time_more_than(timeA
, timeB
)
Subtracts the first argument from the second, then returns whether the result is negative.
Parameters:
timeA
(int
)timeB
(int
)
Returns:
bool
is_time_equal_to(timeA
, timeB
)
Returns true if the two times are equal; otherwise returns false.
Parameters:
timeA
(int
)timeB
(int
)
Returns:
bool
get_time_difference(timeA
, timeB
)
Subtracts the second argument from the first.
Parameters:
timeA
(int
)timeB
(int
)
Returns:
int
get_time_as_string(time
)
No documentation found for this native.
Parameters:
time
(int
)
Returns:
string
get_cloud_time_as_string()
No documentation found for this native.
Parameters:
None
Returns:
string
get_cloud_time_as_int()
Returns POSIX timestamp, an int representing the cloud time.
Parameters:
None
Returns:
int
convert_posix_time(posixTime
, timeStructure
)
Takes the specified time and writes it to the structure specified in the second argument.
struct date_time {
int year; int PADDING1; int month; int PADDING2; int day; int PADDING3; int hour; int PADDING4; int minute; int PADDING5; int second; int PADDING6;
};
Parameters:
posixTime
(int
)timeStructure
(vector<Any>
)
Returns:
None
network_set_in_spectator_mode(toggle
, playerPed
)
No documentation found for this native.
Parameters:
toggle
(bool
)playerPed
(Ped
)
Returns:
None
network_set_in_spectator_mode_extended(toggle
, playerPed
, p2
)
No documentation found for this native.
Parameters:
toggle
(bool
)playerPed
(Ped
)p2
(bool
)
Returns:
None
network_set_in_free_cam_mode(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
network_set_choice_migrate_options(toggle
, player
)
No documentation found for this native.
Parameters:
toggle
(bool
)player
(Player
)
Returns:
None
network_is_in_spectator_mode()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_set_in_mp_cutscene(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(bool
)p1
(bool
)
Returns:
None
network_is_in_mp_cutscene()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_is_player_in_mp_cutscene(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
bool
set_network_vehicle_respot_timer(netId
, time
, p2
, p3
)
No documentation found for this native.
Parameters:
netId
(int
)time
(int
)p2
(Any
)p3
(Any
)
Returns:
None
set_network_vehicle_as_ghost(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_network_vehicle_position_update_multiplier(vehicle
, multiplier
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)multiplier
(float
)
Returns:
None
set_network_enable_vehicle_position_correction(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_local_player_as_ghost(toggle
, p1
)
No documentation found for this native.
Parameters:
toggle
(bool
)p1
(bool
)
Returns:
None
is_entity_ghosted_to_local_player(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
bool
set_relationship_to_player(player
, p1
)
No documentation found for this native.
Parameters:
player
(Player
)p1
(bool
)
Returns:
None
set_ghosted_entity_alpha(alpha
)
No documentation found for this native.
Parameters:
alpha
(int
)
Returns:
None
reset_ghosted_entity_alpha()
No documentation found for this native.
Parameters:
None
Returns:
None
network_set_entity_ghosted_with_owner(entity
, p1
)
No documentation found for this native.
Parameters:
entity
(Entity
)p1
(bool
)
Returns:
None
use_player_colour_instead_of_team_colour(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
network_create_synchronised_scene(x
, y
, z
, xRot
, yRot
, zRot
, rotationOrder
, useOcclusionPortal
, looped
, p9
, animTime
, p11
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)xRot
(float
)yRot
(float
)zRot
(float
)rotationOrder
(int
)useOcclusionPortal
(bool
)looped
(bool
)p9
(float
)animTime
(float
)p11
(float
)
Returns:
int
network_add_ped_to_synchronised_scene(ped
, netScene
, animDict
, animnName
, speed
, speedMultiplier
, duration
, flag
, playbackRate
, p9
)
No documentation found for this native.
Parameters:
ped
(Ped
)netScene
(int
)animDict
(string
)animnName
(string
)speed
(float
)speedMultiplier
(float
)duration
(int
)flag
(int
)playbackRate
(float
)p9
(Any
)
Returns:
None
network_add_entity_to_synchronised_scene(entity
, netScene
, animDict
, animName
, speed
, speedMulitiplier
, flag
)
No documentation found for this native.
Parameters:
entity
(Entity
)netScene
(int
)animDict
(string
)animName
(string
)speed
(float
)speedMulitiplier
(float
)flag
(int
)
Returns:
None
network_add_synchronised_scene_camera(netScene
, animDict
, animName
)
No documentation found for this native.
Parameters:
netScene
(int
)animDict
(string
)animName
(string
)
Returns:
None
network_attach_synchronised_scene_to_entity(netScene
, entity
, bone
)
No documentation found for this native.
Parameters:
netScene
(int
)entity
(Entity
)bone
(int
)
Returns:
None
network_start_synchronised_scene(netScene
)
No documentation found for this native.
Parameters:
netScene
(int
)
Returns:
None
network_stop_synchronised_scene(netScene
)
No documentation found for this native.
Parameters:
netScene
(int
)
Returns:
None
network_get_local_scene_from_network_id(netId
)
No documentation found for this native.
Parameters:
netId
(int
)
Returns:
int
network_force_local_use_of_synced_scene_camera(netScene
)
No documentation found for this native.
Parameters:
netScene
(int
)
Returns:
None
network_start_respawn_search_for_player(player
, x
, y
, z
, radius
, p5
, p6
, p7
, flags
)
One of the first things it does is get the players ped. Then it calls a function that is used in some tasks and ped based functions. p5, p6, p7 is another coordinate (or zero), often related to `GET_BLIP_COORDS, in the decompiled scripts.
Parameters:
player
(Player
)x
(float
)y
(float
)z
(float
)radius
(float
)p5
(float
)p6
(float
)p7
(float
)flags
(int
)
Returns:
bool
network_start_respawn_search_in_angled_area_for_player(player
, x1
, y1
, z1
, x2
, y2
, z2
, width
, p8
, p9
, p10
, flags
)
p8, p9, p10 is another coordinate, or zero, often related to `GET_BLIP_COORDS in the decompiled scripts.
Parameters:
player
(Player
)x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)width
(float
)p8
(float
)p9
(float
)p10
(float
)flags
(int
)
Returns:
bool
network_query_respawn_results(p0
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)
Returns:
Any
network_cancel_respawn_search()
No documentation found for this native.
Parameters:
None
Returns:
None
network_get_respawn_result(randomInt
)
Based on scripts such as in freemode.c how they call their vars vVar and fVar the 2nd and 3rd param it a Vector3 and Float, but the first is based on get_random_int_in_range..
Parameters:
randomInt
(int
)
Returns:
lua_table
network_get_respawn_result_flags(p0
)
No documentation found for this native.
Parameters:
p0
(int
)
Returns:
int
network_start_solo_tutorial_session()
Parameters:
None
Returns:
None
network_end_tutorial_session()
No documentation found for this native.
Parameters:
None
Returns:
None
network_is_in_tutorial_session()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_is_tutorial_session_change_pending()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_get_player_tutorial_session_instance(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
int
network_is_player_equal_to_index(player
, index
)
No documentation found for this native.
Parameters:
player
(Player
)index
(int
)
Returns:
bool
network_conceal_player(player
, toggle
, p2
)
No documentation found for this native.
Parameters:
player
(Player
)toggle
(bool
)p2
(bool
)
Returns:
None
network_is_player_concealed(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
bool
network_conceal_entity(entity
, toggle
)
No documentation found for this native.
Parameters:
entity
(Entity
)toggle
(bool
)
Returns:
None
network_is_entity_concealed(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
bool
network_override_clock_time(hours
, minutes
, seconds
)
Works in Singleplayer too. Passing wrong data (e.g. hours above 23) will cause the game to crash.
Parameters:
hours
(int
)minutes
(int
)seconds
(int
)
Returns:
None
network_override_clock_milliseconds_per_game_minute(ms
)
No documentation found for this native.
Parameters:
ms
(int
)
Returns:
None
network_clear_clock_time_override()
No documentation found for this native.
Parameters:
None
Returns:
None
network_is_clock_time_overridden()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_add_entity_area(p0
, p1
, p2
, p3
, p4
, p5
)
No documentation found for this native.
Parameters:
p0
(float
)p1
(float
)p2
(float
)p3
(float
)p4
(float
)p5
(float
)
Returns:
Any
network_add_entity_angled_area(x1
, y1
, z1
, x2
, y2
, z2
, width
)
To remove, see: NETWORK_REMOVE_ENTITY_AREA See IS_POINT_IN_ANGLED_AREA for the definition of an angled area.
Parameters:
x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)width
(float
)
Returns:
Any
network_add_entity_displayed_boundaries(p0
, p1
, p2
, p3
, p4
, p5
)
No documentation found for this native.
Parameters:
p0
(float
)p1
(float
)p2
(float
)p3
(float
)p4
(float
)p5
(float
)
Returns:
Any
network_remove_entity_area(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
bool
network_entity_area_does_exist(areaHandle
)
No documentation found for this native.
Parameters:
areaHandle
(int
)
Returns:
bool
network_entity_area_have_all_replied(areaHandle
)
No documentation found for this native.
Parameters:
areaHandle
(int
)
Returns:
bool
network_entity_area_is_occupied(areaHandle
)
No documentation found for this native.
Parameters:
areaHandle
(int
)
Returns:
bool
network_use_high_precision_blending(netID
, toggle
)
No documentation found for this native.
Parameters:
netID
(int
)toggle
(bool
)
Returns:
None
network_request_cloud_background_scripts()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_is_cloud_background_script_request_pending()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_request_cloud_tunables()
No documentation found for this native.
Parameters:
None
Returns:
None
network_is_tunable_cloud_request_pending()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_get_tunable_cloud_crc()
Actually returns the version (TUNABLE_VERSION)
Parameters:
None
Returns:
int
network_does_tunable_exist(tunableContext
, tunableName
)
No documentation found for this native.
Parameters:
tunableContext
(string
)tunableName
(string
)
Returns:
bool
network_access_tunable_int(tunableContext
, tunableName
, value
)
No documentation found for this native.
Parameters:
tunableContext
(string
)tunableName
(string
)value
(vector<int>
)
Returns:
None
network_access_tunable_float(tunableContext
, tunableName
, value
)
No documentation found for this native.
Parameters:
tunableContext
(string
)tunableName
(string
)value
(vector<float>
)
Returns:
None
network_access_tunable_bool(tunableContext
, tunableName
)
No documentation found for this native.
Parameters:
tunableContext
(string
)tunableName
(string
)
Returns:
bool
network_does_tunable_exist_hash(tunableContext
, tunableName
)
No documentation found for this native.
Parameters:
tunableContext
(Hash
)tunableName
(Hash
)
Returns:
bool
network_access_tunable_int_hash(tunableContext
, tunableName
, value
)
No documentation found for this native.
Parameters:
tunableContext
(Hash
)tunableName
(Hash
)value
(vector<int>
)
Returns:
None
network_register_tunable_int_hash(contextHash
, nameHash
, value
)
No documentation found for this native.
Parameters:
contextHash
(Hash
)nameHash
(Hash
)value
(vector<int>
)
Returns:
None
network_access_tunable_float_hash(tunableContext
, tunableName
, value
)
No documentation found for this native.
Parameters:
tunableContext
(Hash
)tunableName
(Hash
)value
(vector<float>
)
Returns:
None
network_register_tunable_float_hash(contextHash
, nameHash
, value
)
No documentation found for this native.
Parameters:
contextHash
(Hash
)nameHash
(Hash
)value
(vector<float>
)
Returns:
None
network_access_tunable_bool_hash(tunableContext
, tunableName
)
No documentation found for this native.
Parameters:
tunableContext
(Hash
)tunableName
(Hash
)
Returns:
bool
network_register_tunable_bool_hash(contextHash
, nameHash
)
No documentation found for this native.
Parameters:
contextHash
(Hash
)nameHash
(Hash
)
Returns:
BOOL
network_try_access_tunable_bool_hash(tunableContext
, tunableName
, defaultValue
)
Returns defaultValue if the tunable doesn’t exist.
Parameters:
tunableContext
(Hash
)tunableName
(Hash
)defaultValue
(bool
)
Returns:
bool
network_get_content_modifier_list_id(contentHash
)
Return the content modifier id (the tunables context if you want) of a specific content.
It takes the content hash (which is the mission id hash), and return the content modifier id, used as the tunables context.
The mission id can be found on the Social club, for example, ‘socialclub.rockstargames.com/games/gtav/jobs/job/A8M6Bz8MLEC5xngvDCzGwA’
‘A8M6Bz8MLEC5xngvDCzGwA’ is the mission id, so the game hash this and use it as the parameter for this native.
Parameters:
contentHash
(Hash
)
Returns:
int
network_reset_body_tracker()
No documentation found for this native.
Parameters:
None
Returns:
None
network_get_num_body_trackers()
No documentation found for this native.
Parameters:
None
Returns:
int
network_set_vehicle_wheels_destructible(entity
, toggle
)
No documentation found for this native.
Parameters:
entity
(Entity
)toggle
(bool
)
Returns:
None
network_explode_vehicle(vehicle
, isAudible
, isInvisible
, netId
)
In the console script dumps, this is only referenced once. NETWORK::NETWORK_EXPLODE_VEHICLE(vehicle, 1, 0, 0);
^^^^^ That must be PC script dumps? In X360 Script Dumps it is reference a few times with 2 differences in the parameters. Which as you see below is 1, 0, 0 + 1, 1, 0 + 1, 0, and a *param?
am_plane_takedown.c network_explode_vehicle(net_to_veh(Local_40.imm_2), 1, 1, 0);
armenian2.c network_explode_vehicle(Local_80[6 <2>], 1, 0, 0);
fm_horde_controler.c network_explode_vehicle(net_to_veh(*uParam0), 1, 0, *uParam0);
fm_mission_controller.c, has 6 hits so not going to list them.
Side note, setting the first parameter to 0 seems to mute sound or so?
Seems it’s like ADD_EXPLOSION, etc. the first 2 params. The 3rd atm no need to worry since it always seems to be 0.
Parameters:
vehicle
(Vehicle
)isAudible
(bool
)isInvisible
(bool
)netId
(int
)
Returns:
None
network_explode_heli(vehicle
, isAudible
, isInvisible
, netId
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)isAudible
(bool
)isInvisible
(bool
)netId
(int
)
Returns:
None
network_use_logarithmic_blending_this_frame(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
None
network_override_coords_and_heading(entity
, x
, y
, z
, heading
)
No documentation found for this native.
Parameters:
entity
(Entity
)x
(float
)y
(float
)z
(float
)heading
(float
)
Returns:
None
network_disable_proximity_migration(netID
)
No documentation found for this native.
Parameters:
netID
(int
)
Returns:
None
network_set_property_id(id
)
value must be < 255
Parameters:
id
(int
)
Returns:
None
network_clear_property_id()
No documentation found for this native.
Parameters:
None
Returns:
None
network_set_player_mental_state(p0
)
No documentation found for this native.
Parameters:
p0
(int
)
Returns:
None
network_cache_local_player_head_blend_data()
No documentation found for this native.
Parameters:
None
Returns:
None
network_has_cached_player_head_blend_data(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
bool
network_apply_cached_player_head_blend_data(ped
, player
)
No documentation found for this native.
Parameters:
ped
(Ped
)player
(Player
)
Returns:
bool
get_num_commerce_items()
No documentation found for this native.
Parameters:
None
Returns:
int
is_commerce_data_valid()
No documentation found for this native.
Parameters:
None
Returns:
bool
get_commerce_item_id(index
)
No documentation found for this native.
Parameters:
index
(int
)
Returns:
string
get_commerce_item_name(index
)
No documentation found for this native.
Parameters:
index
(int
)
Returns:
string
get_commerce_product_price(index
)
No documentation found for this native.
Parameters:
index
(int
)
Returns:
string
get_commerce_item_num_cats(index
)
No documentation found for this native.
Parameters:
index
(int
)
Returns:
int
get_commerce_item_cat(index
, index2
)
index2 is unused
Parameters:
index
(int
)index2
(int
)
Returns:
string
open_commerce_store(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(string
)p1
(string
)p2
(int
)
Returns:
None
is_commerce_store_open()
No documentation found for this native.
Parameters:
None
Returns:
bool
set_store_enabled(toggle
)
Access to the store for shark cards etc…
Parameters:
toggle
(bool
)
Returns:
None
request_commerce_item_image(index
)
No documentation found for this native.
Parameters:
index
(int
)
Returns:
bool
release_all_commerce_item_images()
No documentation found for this native.
Parameters:
None
Returns:
None
get_commerce_item_texturename(index
)
No documentation found for this native.
Parameters:
index
(int
)
Returns:
string
is_store_available_to_user()
No documentation found for this native.
Parameters:
None
Returns:
bool
reset_store_network_game_tracking()
No documentation found for this native.
Parameters:
None
Returns:
None
cloud_delete_member_file(p0
)
No documentation found for this native.
Parameters:
p0
(string
)
Returns:
int
cloud_has_request_completed(handle
)
No documentation found for this native.
Parameters:
handle
(int
)
Returns:
bool
cloud_did_request_succeed(handle
)
No documentation found for this native.
Parameters:
handle
(int
)
Returns:
bool
cloud_check_availability()
Downloads prod.cloud.rockstargames.com/titles/gta5/[platform]/check.json
Parameters:
None
Returns:
None
cloud_is_checking_availability()
No documentation found for this native.
Parameters:
None
Returns:
bool
cloud_get_availability_check_result()
No documentation found for this native.
Parameters:
None
Returns:
bool
clear_launch_params()
No documentation found for this native.
Parameters:
None
Returns:
None
ugc_copy_content(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)p1
(vector<Any>
)
Returns:
bool
ugc_is_creating()
No documentation found for this native.
Parameters:
None
Returns:
bool
ugc_has_create_finished()
No documentation found for this native.
Parameters:
None
Returns:
bool
ugc_did_create_succeed()
No documentation found for this native.
Parameters:
None
Returns:
Any
ugc_get_create_result()
No documentation found for this native.
Parameters:
None
Returns:
Any
ugc_get_create_content_id()
No documentation found for this native.
Parameters:
None
Returns:
Any
ugc_clear_create_result()
No documentation found for this native.
Parameters:
None
Returns:
None
ugc_query_my_content(p0
, p1
, p2
, p3
, p4
, p5
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(vector<Any>
)p3
(Any
)p4
(Any
)p5
(Any
)
Returns:
bool
ugc_query_by_content_id(contentId
, latestVersion
, contentTypeName
)
No documentation found for this native.
Parameters:
contentId
(string
)latestVersion
(bool
)contentTypeName
(string
)
Returns:
bool
ugc_query_by_content_ids(data
, count
, latestVersion
, contentTypeName
)
No documentation found for this native.
Parameters:
data
(vector<Any>
)count
(int
)latestVersion
(bool
)contentTypeName
(string
)
Returns:
bool
ugc_query_most_recently_created_content(offset
, count
, contentTypeName
, p3
)
No documentation found for this native.
Parameters:
offset
(int
)count
(int
)contentTypeName
(string
)p3
(int
)
Returns:
bool
ugc_get_bookmarked_content(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(string
)p3
(vector<Any>
)
Returns:
bool
ugc_get_my_content(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(string
)p3
(vector<Any>
)
Returns:
bool
ugc_get_friend_content(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(string
)p3
(vector<Any>
)
Returns:
bool
ugc_get_crew_content(p0
, p1
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(string
)p4
(vector<Any>
)
Returns:
bool
ugc_get_get_by_category(p0
, p1
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(string
)p4
(vector<Any>
)
Returns:
bool
set_balance_add_machine(contentId
, contentTypeName
)
No documentation found for this native.
Parameters:
contentId
(string
)contentTypeName
(string
)
Returns:
bool
set_balance_add_machines(data
, dataCount
, contentTypeName
)
No documentation found for this native.
Parameters:
data
(vector<Any>
)dataCount
(int
)contentTypeName
(string
)
Returns:
bool
ugc_get_most_recently_created_content(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(vector<Any>
)p3
(vector<Any>
)
Returns:
bool
ugc_get_most_recently_played_content(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(vector<Any>
)p3
(vector<Any>
)
Returns:
bool
ugc_get_top_rated_content(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(vector<Any>
)p3
(vector<Any>
)
Returns:
bool
ugc_cancel_query()
No documentation found for this native.
Parameters:
None
Returns:
None
ugc_is_getting()
No documentation found for this native.
Parameters:
None
Returns:
bool
ugc_has_get_finished()
No documentation found for this native.
Parameters:
None
Returns:
bool
ugc_did_get_succeed()
No documentation found for this native.
Parameters:
None
Returns:
Any
ugc_get_query_result()
No documentation found for this native.
Parameters:
None
Returns:
Any
ugc_get_content_num()
No documentation found for this native.
Parameters:
None
Returns:
Any
ugc_get_content_total()
No documentation found for this native.
Parameters:
None
Returns:
Any
ugc_get_content_hash()
No documentation found for this native.
Parameters:
None
Returns:
Hash
ugc_clear_query_results()
No documentation found for this native.
Parameters:
None
Returns:
None
ugc_get_content_user_id(p0
)
No documentation found for this native.
Parameters:
p0
(int
)
Returns:
string
ugc_get_content_user_name(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
Any
ugc_get_content_category(p0
)
No documentation found for this native.
Parameters:
p0
(int
)
Returns:
int
ugc_get_content_id(p0
)
Return the mission id of a job.
Parameters:
p0
(int
)
Returns:
string
ugc_get_root_content_id(p0
)
Return the root content id of a job.
Parameters:
p0
(int
)
Returns:
string
ugc_get_content_name(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
Any
ugc_get_content_description_hash(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
int
ugc_get_content_path(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(int
)p1
(int
)
Returns:
string
ugc_get_content_updated_date(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
Any
ugc_get_content_file_version(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
Any
ugc_get_content_language(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
Any
ugc_get_content_is_published(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
bool
ugc_get_content_is_verified(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
bool
ugc_get_content_rating(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
Any
ugc_get_content_rating_count(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
Any
ugc_get_content_rating_positive_count(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
Any
ugc_get_content_rating_negative_count(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
Any
ugc_get_content_has_player_record(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
bool
ugc_get_content_has_player_bookmarked(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
bool
ugc_request_content_data_from_index(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(int
)p1
(int
)
Returns:
int
ugc_request_content_data_from_params(contentTypeName
, contentId
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
contentTypeName
(string
)contentId
(string
)p2
(int
)p3
(int
)p4
(int
)
Returns:
int
ugc_request_cached_description(p0
)
No documentation found for this native.
Parameters:
p0
(int
)
Returns:
int
ugc_is_description_request_in_progress(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
bool
ugc_has_description_request_finished(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
bool
ugc_did_description_request_succeed(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
bool
ugc_get_cached_description(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
Any
ugc_release_cached_description(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
bool
ugc_publish(contentId
, baseContentId
, contentTypeName
)
No documentation found for this native.
Parameters:
contentId
(string
)baseContentId
(string
)contentTypeName
(string
)
Returns:
bool
ugc_set_bookmarked(contentId
, bookmarked
, contentTypeName
)
No documentation found for this native.
Parameters:
contentId
(string
)bookmarked
(bool
)contentTypeName
(string
)
Returns:
bool
ugc_set_deleted(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)p1
(bool
)p2
(string
)
Returns:
bool
ugc_is_modifying()
No documentation found for this native.
Parameters:
None
Returns:
bool
ugc_has_modify_finished()
No documentation found for this native.
Parameters:
None
Returns:
bool
ugc_did_modify_succeed()
No documentation found for this native.
Parameters:
None
Returns:
bool
ugc_get_modify_result()
No documentation found for this native.
Parameters:
None
Returns:
Any
ugc_clear_modify_result()
No documentation found for this native.
Parameters:
None
Returns:
None
ugc_has_query_creators_finished()
No documentation found for this native.
Parameters:
None
Returns:
Any
ugc_did_query_creators_succeed()
No documentation found for this native.
Parameters:
None
Returns:
Any
ugc_get_creator_num()
No documentation found for this native.
Parameters:
None
Returns:
Any
ugc_policies_make_private(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
bool
ugc_clear_offline_query()
No documentation found for this native.
Parameters:
None
Returns:
None
ugc_set_query_data_from_offline(p0
)
No documentation found for this native.
Parameters:
p0
(bool
)
Returns:
None
ugc_set_using_offline_content(p0
)
No documentation found for this native.
Parameters:
p0
(bool
)
Returns:
None
ugc_is_language_supported(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
bool
facebook_post_completed_heist(heistName
, cashEarned
, xpEarned
)
No documentation found for this native.
Parameters:
heistName
(string
)cashEarned
(int
)xpEarned
(int
)
Returns:
bool
facebook_post_create_character()
No documentation found for this native.
Parameters:
None
Returns:
bool
facebook_post_completed_milestone(milestoneId
)
No documentation found for this native.
Parameters:
milestoneId
(int
)
Returns:
bool
facebook_is_sending_data()
No documentation found for this native.
Parameters:
None
Returns:
bool
facebook_do_unk_check()
No documentation found for this native.
Parameters:
None
Returns:
bool
facebook_is_available()
No documentation found for this native.
Parameters:
None
Returns:
bool
texture_download_request(gamerHandle
, filePath
, name
, p3
)
No documentation found for this native.
Parameters:
gamerHandle
(vector<Any>
)filePath
(string
)name
(string
)p3
(bool
)
Returns:
int
title_texture_download_request(filePath
, name
, p2
)
No documentation found for this native.
Parameters:
filePath
(string
)name
(string
)p2
(bool
)
Returns:
int
ugc_texture_download_request(p0
, p1
, p2
, p3
, p4
, p5
)
No documentation found for this native.
Parameters:
p0
(string
)p1
(int
)p2
(int
)p3
(int
)p4
(string
)p5
(bool
)
Returns:
Any
texture_download_release(p0
)
No documentation found for this native.
Parameters:
p0
(int
)
Returns:
None
texture_download_has_failed(p0
)
No documentation found for this native.
Parameters:
p0
(int
)
Returns:
bool
texture_download_get_name(p0
)
No documentation found for this native.
Parameters:
p0
(int
)
Returns:
string
get_status_of_texture_download(p0
)
0 = succeeded 1 = pending 2 = failed
Parameters:
p0
(int
)
Returns:
int
network_should_show_connectivity_troubleshooting()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_is_cable_connected()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_get_ros_privilege_9()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_have_ros_banned_priv()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_have_ros_create_ticket_priv()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_have_ros_multiplayer_priv()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_have_ros_leaderboard_write_priv()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_has_ros_privilege(index
)
index is always 18 in scripts
Parameters:
index
(int
)
Returns:
bool
network_has_ros_privilege_end_date(privilege
, banType
, timeData
)
No documentation found for this native.
Parameters:
privilege
(int
)banType
(vector<int>
)timeData
(vector<Any>
)
Returns:
bool
network_get_ros_privilege_24()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_get_ros_privilege_25()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_start_user_content_permissions_check(netHandle
)
Always returns -1. Seems to be XB1 specific.
Parameters:
netHandle
(vector<Any>
)
Returns:
int
network_has_game_been_altered()
No documentation found for this native.
Parameters:
None
Returns:
bool
network_update_player_scars()
No documentation found for this native.
Parameters:
None
Returns:
None
network_disable_leave_remote_ped_behind(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
network_allow_local_entity_attachment(entity
, toggle
)
No documentation found for this native.
Parameters:
entity
(Entity
)toggle
(bool
)
Returns:
None
network_is_connection_endpoint_relay_server(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
bool
network_get_average_latency_for_player(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
float
network_get_average_latency_for_player_2(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
float
network_get_average_packet_loss_for_player(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
float
network_get_num_unacked_for_player(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
int
network_get_unreliable_resend_count_for_player(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
int
network_get_oldest_resend_count_for_player(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
int
network_report_myself()
No documentation found for this native.
Parameters:
None
Returns:
None
network_get_player_coords(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
Vector3
network_get_last_velocity_received(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
Vector3
Object namespace
Documentation for the object namespace.
create_object(modelHash
, x
, y
, z
, isNetwork
, bScriptHostObj
, dynamic
)
List of object models that can be created without any additional effort like making sure ytyp is loaded etc: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/ObjectList.ini
Parameters:
modelHash
(Hash
)x
(float
)y
(float
)z
(float
)isNetwork
(bool
)bScriptHostObj
(bool
)dynamic
(bool
)
Returns:
Object
create_object_no_offset(modelHash
, x
, y
, z
, isNetwork
, bScriptHostObj
, dynamic
)
List of object models that can be created without any additional effort like making sure ytyp is loaded etc: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/ObjectList.ini
Parameters:
modelHash
(Hash
)x
(float
)y
(float
)z
(float
)isNetwork
(bool
)bScriptHostObj
(bool
)dynamic
(bool
)
Returns:
Object
delete_object(object
)
Deletes the specified object, then sets the handle pointed to by the pointer to NULL.
Parameters:
object
(Object
)
Returns:
None
place_object_on_ground_properly(object
)
No documentation found for this native.
Parameters:
object
(Object
)
Returns:
bool
place_object_on_ground_properly_2(object
)
No documentation found for this native.
Parameters:
object
(Object
)
Returns:
bool
slide_object(object
, toX
, toY
, toZ
, speedX
, speedY
, speedZ
, collision
)
Returns true if the object has finished moving.
If false, moves the object towards the specified X, Y and Z coordinates with the specified X, Y and Z speed.
See also: https://gtagmodding.com/opcode-database/opcode/034E/ Has to be looped until it returns true.
Parameters:
object
(Object
)toX
(float
)toY
(float
)toZ
(float
)speedX
(float
)speedY
(float
)speedZ
(float
)collision
(bool
)
Returns:
bool
set_object_targettable(object
, targettable
)
No documentation found for this native.
Parameters:
object
(Object
)targettable
(bool
)
Returns:
None
set_object_force_vehicles_to_avoid(object
, toggle
)
Overrides a flag on the object which determines if the object should be avoided by a vehicle in task CTaskVehicleGoToPointWithAvoidanceAutomobile.
Parameters:
object
(Object
)toggle
(bool
)
Returns:
None
get_closest_object_of_type(x
, y
, z
, radius
, modelHash
, isMission
, p6
, p7
)
Has 8 params in the latest patches.
isMission - if true doesn’t return mission objects
Parameters:
x
(float
)y
(float
)z
(float
)radius
(float
)modelHash
(Hash
)isMission
(bool
)p6
(bool
)p7
(bool
)
Returns:
Object
has_object_been_broken(object
, p1
)
No documentation found for this native.
Parameters:
object
(Object
)p1
(Any
)
Returns:
bool
has_closest_object_of_type_been_broken(p0
, p1
, p2
, p3
, modelHash
, p5
)
No documentation found for this native.
Parameters:
p0
(float
)p1
(float
)p2
(float
)p3
(float
)modelHash
(Hash
)p5
(Any
)
Returns:
bool
has_closest_object_of_type_been_completely_destroyed(x
, y
, z
, radius
, modelHash
, p5
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)radius
(float
)modelHash
(Hash
)p5
(bool
)
Returns:
bool
get_object_offset_from_coords(xPos
, yPos
, zPos
, heading
, xOffset
, yOffset
, zOffset
)
No documentation found for this native.
Parameters:
xPos
(float
)yPos
(float
)zPos
(float
)heading
(float
)xOffset
(float
)yOffset
(float
)zOffset
(float
)
Returns:
Vector3
get_coords_and_rotation_of_closest_object_of_type(x
, y
, z
, radius
, modelHash
, rotationOrder
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)radius
(float
)modelHash
(Hash
)rotationOrder
(int
)
Returns:
lua_table
set_state_of_closest_door_of_type(type
, x
, y
, z
, locked
, heading
, p6
)
Hardcoded to not work in multiplayer.
Used to lock/unlock doors to interior areas of the game.
(Possible) Door Types:
pastebin.com/9S2m3qA4
Heading is either 1, 0 or -1 in the scripts. Means default closed(0) or opened either into(1) or out(-1) of the interior. Locked means that the heading is locked. p6 is always 0.
225 door types, model names and coords found in stripclub.c4: pastebin.com/gywnbzsH
get door info: pastebin.com/i14rbekD
Parameters:
type
(Hash
)x
(float
)y
(float
)z
(float
)locked
(bool
)heading
(float
)p6
(bool
)
Returns:
None
get_state_of_closest_door_of_type(type
, x
, y
, z
)
locked is 0 if no door is found locked is 0 if door is unlocked locked is 1 if door is found and unlocked.
the locked bool is either 0(unlocked)(false) or 1(locked)(true)
Parameters:
type
(Hash
)x
(float
)y
(float
)z
(float
)
Returns:
lua_table
door_control(modelHash
, x
, y
, z
, locked
, xRotMult
, yRotMult
, zRotMult
)
No documentation found for this native.
Parameters:
modelHash
(Hash
)x
(float
)y
(float
)z
(float
)locked
(bool
)xRotMult
(float
)yRotMult
(float
)zRotMult
(float
)
Returns:
None
add_door_to_system(doorHash
, modelHash
, x
, y
, z
, p5
, scriptDoor
, isLocal
)
doorHash has to be unique. scriptDoor false; relies upon getNetworkGameScriptHandler. isLocal On true disables the creation CRequestDoorEvent’s in DOOR_SYSTEM_SET_DOOR_STATE. p5 only set to true in single player native scripts. If scriptDoor is true, register the door on the script handler host (note: there’s a hardcap on the number of script IDs that can be added to the system at a given time). If scriptDoor and isLocal are both false, the door is considered to be in a “Persists w/o netobj” state.
door hashes normally look like PROP_[int]_DOOR_[int] for interior doors and PROP_BUILDING_[int]_DOOR_[int] exterior doors but you can just make up your own hash if you want All doors need to be registered with ADD_DOOR_TO_SYSTEM before they can be manipulated with the door natives and the easiest way to get door models is just find the door in codewalker.
Example: AddDoorToSystem(“PROP_43_DOOR_0”, “hei_v_ilev_fh_heistdoor2”, -1456.818, -520.5037, 69.67043, 0, 0, 0)
Parameters:
doorHash
(Hash
)modelHash
(Hash
)x
(float
)y
(float
)z
(float
)p5
(bool
)scriptDoor
(bool
)isLocal
(bool
)
Returns:
None
remove_door_from_system(doorHash
, p1
)
CDoor and CDoorSystemData still internally allocated (and their associations between doorHash, modelHash, and coordinates).
Only its NetObj removed and flag *(v2 + 192) |= 8u
(1604 retail) toggled.
Parameters:
doorHash
(Hash
)p1
(Any
)
Returns:
None
door_system_set_door_state(doorHash
, state
, requestDoor
, forceUpdate
)
Lockstates not applied and CNetObjDoor’s not created until DOOR_SYSTEM_GET_IS_PHYSICS_LOADED returns true. requestDoor on true, and when door system is configured to, i.e., “persists w/o netobj”, generate a CRequestDoorEvent. forceUpdate on true, forces an update on the door system (same path as netObjDoor_applyDoorStuff) Door lock states: 0: UNLOCKED 1: LOCKED 2: DOORSTATE_FORCE_LOCKED_UNTIL_OUT_OF_AREA 3: DOORSTATE_FORCE_UNLOCKED_THIS_FRAME 4: DOORSTATE_FORCE_LOCKED_THIS_FRAME 5: DOORSTATE_FORCE_OPEN_THIS_FRAME 6: DOORSTATE_FORCE_CLOSED_THIS_FRAME
Parameters:
doorHash
(Hash
)state
(int
)requestDoor
(bool
)forceUpdate
(bool
)
Returns:
None
door_system_get_door_state(doorHash
)
No documentation found for this native.
Parameters:
doorHash
(Hash
)
Returns:
int
door_system_get_door_pending_state(doorHash
)
No documentation found for this native.
Parameters:
doorHash
(Hash
)
Returns:
int
door_system_set_automatic_rate(doorHash
, rate
, requestDoor
, forceUpdate
)
Includes networking check: ownership vs. or the door itself isn’t networked. forceUpdate on true invokes DOOR_SYSTEM_SET_DOOR_STATE otherwise requestDoor is unused.
Parameters:
doorHash
(Hash
)rate
(float
)requestDoor
(bool
)forceUpdate
(bool
)
Returns:
None
door_system_set_automatic_distance(doorHash
, distance
, requestDoor
, forceUpdate
)
forceUpdate on true invokes DOOR_SYSTEM_SET_DOOR_STATE otherwise requestDoor is unused.
Parameters:
doorHash
(Hash
)distance
(float
)requestDoor
(bool
)forceUpdate
(bool
)
Returns:
None
door_system_set_open_ratio(doorHash
, ajar
, requestDoor
, forceUpdate
)
Sets the ajar angle of a door. Ranges from -1.0 to 1.0, and 0.0 is closed / default. forceUpdate on true invokes DOOR_SYSTEM_SET_DOOR_STATE otherwise requestDoor is unused.
Parameters:
doorHash
(Hash
)ajar
(float
)requestDoor
(bool
)forceUpdate
(bool
)
Returns:
None
door_system_get_automatic_distance(doorHash
)
No documentation found for this native.
Parameters:
doorHash
(Hash
)
Returns:
Any
door_system_get_open_ratio(doorHash
)
No documentation found for this native.
Parameters:
doorHash
(Hash
)
Returns:
float
door_system_set_spring_removed(doorHash
, removed
, requestDoor
, forceUpdate
)
Includes networking check: ownership vs. or the door itself isn’t networked. forceUpdate on true invokes DOOR_SYSTEM_SET_DOOR_STATE otherwise requestDoor is unused.
Parameters:
doorHash
(Hash
)removed
(bool
)requestDoor
(bool
)forceUpdate
(bool
)
Returns:
None
door_system_set_hold_open(doorHash
, toggle
)
Includes networking check: ownership vs. or the door itself isn’t networked.
Parameters:
doorHash
(Hash
)toggle
(bool
)
Returns:
None
is_door_registered_with_system(doorHash
)
if (OBJECT::IS_DOOR_REGISTERED_WITH_SYSTEM(doorHash)) {
OBJECT::REMOVE_DOOR_FROM_SYSTEM(doorHash);
}
Parameters:
doorHash
(Hash
)
Returns:
bool
is_door_closed(doorHash
)
No documentation found for this native.
Parameters:
doorHash
(Hash
)
Returns:
bool
door_system_get_is_physics_loaded(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
bool
door_system_find_existing_door(x
, y
, z
, modelHash
)
Search radius: 0.5
Parameters:
x
(float
)y
(float
)z
(float
)modelHash
(Hash
)
Returns:
Hash
is_garage_empty(garageHash
, p1
, p2
)
No documentation found for this native.
Parameters:
garageHash
(Hash
)p1
(bool
)p2
(int
)
Returns:
bool
is_player_entirely_inside_garage(garageHash
, player
, p2
, p3
)
No documentation found for this native.
Parameters:
garageHash
(Hash
)player
(Player
)p2
(float
)p3
(int
)
Returns:
bool
is_player_partially_inside_garage(garageHash
, player
, p2
)
No documentation found for this native.
Parameters:
garageHash
(Hash
)player
(Player
)p2
(int
)
Returns:
bool
are_entities_entirely_inside_garage(garageHash
, p1
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
garageHash
(Hash
)p1
(bool
)p2
(bool
)p3
(bool
)p4
(Any
)
Returns:
bool
is_any_entity_entirely_inside_garage(garageHash
, p1
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
garageHash
(Hash
)p1
(bool
)p2
(bool
)p3
(bool
)p4
(Any
)
Returns:
bool
is_object_entirely_inside_garage(garageHash
, entity
, p2
, p3
)
Despite the name, it does work for any entity type.
Parameters:
garageHash
(Hash
)entity
(Entity
)p2
(float
)p3
(int
)
Returns:
bool
is_object_partially_inside_garage(garageHash
, entity
, p2
)
Despite the name, it does work for any entity type.
Parameters:
garageHash
(Hash
)entity
(Entity
)p2
(int
)
Returns:
bool
clear_garage_area(garageHash
, isNetwork
)
No documentation found for this native.
Parameters:
garageHash
(Hash
)isNetwork
(bool
)
Returns:
None
clear_objects_inside_garage(garageHash
, vehicles
, peds
, objects
, isNetwork
)
No documentation found for this native.
Parameters:
garageHash
(Hash
)vehicles
(bool
)peds
(bool
)objects
(bool
)isNetwork
(bool
)
Returns:
None
enable_saving_in_garage(garageHash
, toggle
)
No documentation found for this native.
Parameters:
garageHash
(Hash
)toggle
(bool
)
Returns:
None
does_object_of_type_exist_at_coords(x
, y
, z
, radius
, hash
, p5
)
p5 is usually 0.
Parameters:
x
(float
)y
(float
)z
(float
)radius
(float
)hash
(Hash
)p5
(bool
)
Returns:
bool
is_point_in_angled_area(xPos
, yPos
, zPos
, x1
, y1
, z1
, x2
, y2
, z2
, width
, debug
, includeZ
)
An angled area is an X-Z oriented rectangle with three parameters:
1. origin: the mid-point along a base edge of the rectangle;
2. extent: the mid-point of opposite base edge on the other Z;
3. width: the length of the base edge; (named derived from logging strings CNetworkRoadNodeWorldStateData
).
The oriented rectangle can then be derived from the direction of the two points (norm(origin - extent)
), its orthonormal, and the width, e.g:
1. golf_mp https://i.imgur.com/JhsQAK9.png
2. am_taxi https://i.imgur.com/TJWCZaT.jpg
Parameters:
xPos
(float
)yPos
(float
)zPos
(float
)x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)width
(float
)debug
(bool
)includeZ
(bool
)
Returns:
bool
set_object_allow_low_lod_buoyancy(object
, toggle
)
Overrides the climbing/blocking flags of the object, used in the native scripts mostly for “prop_dock_bouy_*”
Parameters:
object
(Object
)toggle
(bool
)
Returns:
None
set_object_physics_params(object
, weight
, p2
, p3
, p4
, p5
, gravity
, p7
, p8
, p9
, p10
, buoyancy
)
Adjust the physics parameters of a prop, or otherwise known as “object”. This is useful for simulated gravity.
Other parameters seem to be unknown.
p2: seems to be weight and gravity related. Higher value makes the obj fall faster. Very sensitive? p3: seems similar to p2 p4: makes obj fall slower the higher the value p5: similar to p4
Parameters:
object
(Object
)weight
(float
)p2
(float
)p3
(float
)p4
(float
)p5
(float
)gravity
(float
)p7
(float
)p8
(float
)p9
(float
)p10
(float
)buoyancy
(float
)
Returns:
None
get_object_fragment_damage_health(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(bool
)
Returns:
float
set_activate_object_physics_as_soon_as_it_is_unfrozen(object
, toggle
)
No documentation found for this native.
Parameters:
object
(Object
)toggle
(bool
)
Returns:
None
is_any_object_near_point(x
, y
, z
, range
, p4
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)range
(float
)p4
(bool
)
Returns:
bool
is_object_near_point(objectHash
, x
, y
, z
, range
)
No documentation found for this native.
Parameters:
objectHash
(Hash
)x
(float
)y
(float
)z
(float
)range
(float
)
Returns:
bool
remove_object_high_detail_model(object
)
No documentation found for this native.
Parameters:
object
(Object
)
Returns:
None
break_object_fragment_child(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(Object
)p1
(Any
)p2
(bool
)
Returns:
None
track_object_visibility(object
)
No documentation found for this native.
Parameters:
object
(Object
)
Returns:
None
is_object_visible(object
)
No documentation found for this native.
Parameters:
object
(Object
)
Returns:
bool
set_create_weapon_object_light_source(object
, toggle
)
No documentation found for this native.
Parameters:
object
(Object
)toggle
(bool
)
Returns:
None
get_rayfire_map_object(x
, y
, z
, radius
, name
)
Example: OBJECT::GET_RAYFIRE_MAP_OBJECT(-809.9619750976562, 170.919, 75.7406997680664, 3.0, “des_tvsmash”);
Parameters:
x
(float
)y
(float
)z
(float
)radius
(float
)name
(string
)
Returns:
Object
set_state_of_rayfire_map_object(object
, state
)
Defines the state of a destructible object. Use the GET_RAYFIRE_MAP_OBJECT native to find an object’s handle with its name / coords. State 2 == object just spawned State 4 == Beginning of the animation State 6 == Start animation State 9 == End of the animation
Parameters:
object
(Object
)state
(int
)
Returns:
None
get_state_of_rayfire_map_object(object
)
Get a destructible object’s state. Substract 1 to get the real state. See SET_STATE_OF_RAYFIRE_MAP_OBJECT to see the different states For example, if the object just spawned (state 2), the native will return 3.
Parameters:
object
(Object
)
Returns:
int
does_rayfire_map_object_exist(object
)
Returns true if a destructible object with this handle exists, false otherwise.
Parameters:
object
(Object
)
Returns:
bool
get_rayfire_map_object_anim_phase(object
)
object: The des-object handle to get the animation progress from. Return value is a float between 0.0 and 1.0, 0.0 is the beginning of the animation, 1.0 is the end. Value resets to 0.0 instantly after reaching 1.0.
Parameters:
object
(Object
)
Returns:
float
create_pickup(pickupHash
, posX
, posY
, posZ
, p4
, value
, p6
, modelHash
)
Pickup hashes: pastebin.com/8EuSv2r1
Full list of pickup types by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/pickupTypes.json
Parameters:
pickupHash
(Hash
)posX
(float
)posY
(float
)posZ
(float
)p4
(int
)value
(int
)p6
(bool
)modelHash
(Hash
)
Returns:
Pickup
create_pickup_rotate(pickupHash
, posX
, posY
, posZ
, rotX
, rotY
, rotZ
, flag
, amount
, p9
, p10
, modelHash
)
Pickup hashes: pastebin.com/8EuSv2r1
flags: 8 (1 << 3): place on ground 512 (1 << 9): spin around
Full list of pickup types by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/pickupTypes.json
Parameters:
pickupHash
(Hash
)posX
(float
)posY
(float
)posZ
(float
)rotX
(float
)rotY
(float
)rotZ
(float
)flag
(int
)amount
(int
)p9
(Any
)p10
(bool
)modelHash
(Hash
)
Returns:
Pickup
create_ambient_pickup(pickupHash
, posX
, posY
, posZ
, flags
, value
, modelHash
, p7
, p8
)
Used for doing money drop Pickup hashes: pastebin.com/8EuSv2r1
Full list of pickup types by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/pickupTypes.json
Parameters:
pickupHash
(Hash
)posX
(float
)posY
(float
)posZ
(float
)flags
(int
)value
(int
)modelHash
(Hash
)p7
(bool
)p8
(bool
)
Returns:
Pickup
create_non_networked_ambient_pickup(pickupHash
, posX
, posY
, posZ
, flags
, value
, modelHash
, p7
, p8
)
No documentation found for this native.
Parameters:
pickupHash
(Hash
)posX
(float
)posY
(float
)posZ
(float
)flags
(int
)value
(int
)modelHash
(Hash
)p7
(bool
)p8
(bool
)
Returns:
Pickup
create_portable_pickup(pickupHash
, x
, y
, z
, placeOnGround
, modelHash
)
Pickup hashes: pastebin.com/8EuSv2r1
Full list of pickup types by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/pickupTypes.json
Parameters:
pickupHash
(Hash
)x
(float
)y
(float
)z
(float
)placeOnGround
(bool
)modelHash
(Hash
)
Returns:
Object
create_non_networked_portable_pickup(pickupHash
, x
, y
, z
, placeOnGround
, modelHash
)
Full list of pickup types by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/pickupTypes.json
Parameters:
pickupHash
(Hash
)x
(float
)y
(float
)z
(float
)placeOnGround
(bool
)modelHash
(Hash
)
Returns:
Object
attach_portable_pickup_to_ped(pickupObject
, ped
)
No documentation found for this native.
Parameters:
pickupObject
(Object
)ped
(Ped
)
Returns:
None
detach_portable_pickup_from_ped(pickupObject
)
No documentation found for this native.
Parameters:
pickupObject
(Object
)
Returns:
None
hide_portable_pickup_when_detached(pickupObject
, toggle
)
No documentation found for this native.
Parameters:
pickupObject
(Object
)toggle
(bool
)
Returns:
None
set_max_num_portable_pickups_carried_by_player(modelHash
, p1
)
No documentation found for this native.
Parameters:
modelHash
(Hash
)p1
(int
)
Returns:
None
set_local_player_can_collect_portable_pickups(p0
)
No documentation found for this native.
Parameters:
p0
(bool
)
Returns:
None
get_safe_pickup_coords(x
, y
, z
, p3
, p4
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)p3
(float
)p4
(float
)
Returns:
Vector3
get_pickup_coords(pickup
)
No documentation found for this native.
Parameters:
pickup
(Pickup
)
Returns:
Vector3
remove_all_pickups_of_type(pickupHash
)
Pickup hashes: pastebin.com/8EuSv2r1
Full list of pickup types by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/pickupTypes.json
Parameters:
pickupHash
(Hash
)
Returns:
None
has_pickup_been_collected(pickup
)
No documentation found for this native.
Parameters:
pickup
(Pickup
)
Returns:
bool
remove_pickup(pickup
)
No documentation found for this native.
Parameters:
pickup
(Pickup
)
Returns:
None
create_money_pickups(x
, y
, z
, value
, amount
, model
)
Spawns one or more money pickups.
x: The X-component of the world position to spawn the money pickups at. y: The Y-component of the world position to spawn the money pickups at. z: The Z-component of the world position to spawn the money pickups at. value: The combined value of the pickups (in dollars). amount: The number of pickups to spawn. model: The model to use, or 0 for default money model.
Example: CREATE_MONEY_PICKUPS(x, y, z, 1000, 3, 0x684a97ae);
Spawns 3 spray cans that’ll collectively give $1000 when picked up. (Three spray cans, each giving $334, $334, $332 = $1000).
Max is 2000 in MP. So if you put the amount to 20, but the value to $400,000 eg. They will only be able to pickup 20 - $2,000 bags. So, $40,000
Parameters:
x
(float
)y
(float
)z
(float
)value
(int
)amount
(int
)model
(Hash
)
Returns:
None
does_pickup_exist(pickup
)
No documentation found for this native.
Parameters:
pickup
(Pickup
)
Returns:
bool
does_pickup_object_exist(pickupObject
)
No documentation found for this native.
Parameters:
pickupObject
(Object
)
Returns:
bool
get_pickup_object(pickup
)
No documentation found for this native.
Parameters:
pickup
(Pickup
)
Returns:
Object
is_object_a_pickup(object
)
No documentation found for this native.
Parameters:
object
(Object
)
Returns:
bool
is_object_a_portable_pickup(object
)
No documentation found for this native.
Parameters:
object
(Object
)
Returns:
bool
does_pickup_of_type_exist_in_area(pickupHash
, x
, y
, z
, radius
)
Pickup hashes: pastebin.com/8EuSv2r1
Full list of pickup types by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/pickupTypes.json
Parameters:
pickupHash
(Hash
)x
(float
)y
(float
)z
(float
)radius
(float
)
Returns:
bool
set_pickup_regeneration_time(pickup
, duration
)
No documentation found for this native.
Parameters:
pickup
(Pickup
)duration
(int
)
Returns:
None
force_pickup_regenerate(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
toggle_use_pickups_for_player(player
, pickupHash
, toggle
)
No documentation found for this native.
Parameters:
player
(Player
)pickupHash
(Hash
)toggle
(bool
)
Returns:
None
set_local_player_can_use_pickups_with_this_model(modelHash
, toggle
)
No documentation found for this native.
Parameters:
modelHash
(Hash
)toggle
(bool
)
Returns:
None
set_team_pickup_object(object
, p1
, p2
)
No documentation found for this native.
Parameters:
object
(Object
)p1
(Any
)p2
(bool
)
Returns:
None
prevent_collection_of_portable_pickup(object
, p1
, p2
)
No documentation found for this native.
Parameters:
object
(Object
)p1
(bool
)p2
(bool
)
Returns:
None
get_default_ammo_for_weapon_pickup(pickupHash
)
No documentation found for this native.
Parameters:
pickupHash
(Hash
)
Returns:
Any
set_pickup_generation_range_multiplier(multiplier
)
No documentation found for this native.
Parameters:
multiplier
(float
)
Returns:
None
get_pickup_generation_range_multiplier()
No documentation found for this native.
Parameters:
None
Returns:
float
set_pickup_uncollectable(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
None
suppress_pickup_reward_type(rewardType
, suppress
)
enum ePickupRewardType {
PICKUP_REWARD_TYPE_AMMO = (1 << 0), PICKUP_REWARD_TYPE_BULLET_MP = (1 << 1), PICKUP_REWARD_TYPE_MISSILE_MP = (1 << 2), PICKUP_REWARD_TYPE_GRENADE_LAUNCHER_MP = (1 << 3), PICKUP_REWARD_TYPE_ARMOUR = (1 << 4), PICKUP_REWARD_TYPE_HEALTH = (1 << 5), PICKUP_REWARD_TYPE_HEALTH_VARIABLE = PICKUP_REWARD_TYPE_HEALTH, PICKUP_REWARD_TYPE_MONEY_FIXED = (1 << 6), PICKUP_REWARD_TYPE_MONEY_VARIABLE = PICKUP_REWARD_TYPE_MONEY_FIXED, PICKUP_REWARD_TYPE_WEAPON = (1 << 7), PICKUP_REWARD_TYPE_STAT = (1 << 8), PICKUP_REWARD_TYPE_STAT_VARIABLE = PICKUP_REWARD_TYPE_STAT, PICKUP_REWARD_TYPE_VEHICLE_FIX = (1 << 9), PICKUP_REWARD_TYPE_FIREWORK_MP = (1 << 10),
};
Parameters:
rewardType
(int
)suppress
(bool
)
Returns:
None
clear_all_pickup_reward_type_suppression()
CLEAR_*
Parameters:
None
Returns:
None
clear_pickup_reward_type_suppression(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
render_fake_pickup_glow(x
, y
, z
, colorIndex
)
draws circular marker at pos -1 = none 0 = red 1 = green 2 = blue 3 = green larger 4 = nothing 5 = green small
Parameters:
x
(float
)y
(float
)z
(float
)colorIndex
(int
)
Returns:
None
get_weapon_type_from_pickup_type(pickupHash
)
Full list of pickup types by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/pickupTypes.json
Parameters:
pickupHash
(Hash
)
Returns:
Hash
get_pickup_hash_from_weapon(weaponHash
)
No documentation found for this native.
Parameters:
weaponHash
(Hash
)
Returns:
Hash
is_pickup_weapon_object_valid(object
)
No documentation found for this native.
Parameters:
object
(Object
)
Returns:
bool
get_object_texture_variation(object
)
No documentation found for this native.
Parameters:
object
(Object
)
Returns:
int
set_object_texture_variation(object
, textureVariation
)
No documentation found for this native.
Parameters:
object
(Object
)textureVariation
(int
)
Returns:
None
set_texture_variation_of_closest_object_of_type(x
, y
, z
, radius
, modelHash
, textureVariation
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)radius
(float
)modelHash
(Hash
)textureVariation
(int
)
Returns:
bool
set_object_light_color(object
, p1
, r
, g
, b
)
No documentation found for this native.
Parameters:
object
(Object
)p1
(bool
)r
(int
)g
(int
)b
(int
)
Returns:
Any
set_object_stunt_prop_speedup(object
, p1
)
No documentation found for this native.
Parameters:
object
(Object
)p1
(Any
)
Returns:
None
set_object_stunt_prop_duration(object
, duration
)
No documentation found for this native.
Parameters:
object
(Object
)duration
(float
)
Returns:
None
get_pickup_hash(pickupHash
)
No documentation found for this native.
Parameters:
pickupHash
(Hash
)
Returns:
Hash
set_force_object_this_frame(x
, y
, z
, p3
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)p3
(float
)
Returns:
None
mark_object_for_deletion(object
)
No documentation found for this native.
Parameters:
object
(Object
)
Returns:
None
set_enable_arena_prop_physics(object
, toggle
, p2
)
No documentation found for this native.
Parameters:
object
(Object
)toggle
(bool
)p2
(int
)
Returns:
None
set_enable_arena_prop_physics_on_ped(object
, toggle
, p2
, ped
)
No documentation found for this native.
Parameters:
object
(Object
)toggle
(bool
)p2
(int
)ped
(Ped
)
Returns:
None
get_is_arena_prop_physics_disabled(object
, p1
)
No documentation found for this native.
Parameters:
object
(Object
)p1
(Any
)
Returns:
bool
Pad namespace
Documentation for the pad namespace.
is_control_enabled(padIndex
, control
)
padIndex: 0 (PLAYER_CONTROL), 1 (unk) and 2 (unk) used in the scripts.
Parameters:
padIndex
(int
)control
(int
)
Returns:
bool
is_control_pressed(padIndex
, control
)
Returns whether a control is currently pressed. padIndex: 0 (PLAYER_CONTROL), 1 (unk) and 2 (unk) used in the scripts.
Parameters:
padIndex
(int
)control
(int
)
Returns:
bool
is_control_released(padIndex
, control
)
Returns whether a control is currently _not_ pressed. padIndex: 0 (PLAYER_CONTROL), 1 (unk) and 2 (unk) used in the scripts.
Parameters:
padIndex
(int
)control
(int
)
Returns:
bool
is_control_just_pressed(padIndex
, control
)
Returns whether a control was newly pressed since the last check. padIndex: 0 (PLAYER_CONTROL), 1 (unk) and 2 (unk) used in the scripts.
Parameters:
padIndex
(int
)control
(int
)
Returns:
bool
is_control_just_released(padIndex
, control
)
Returns whether a control was newly released since the last check. padIndex: 0 (PLAYER_CONTROL), 1 (unk) and 2 (unk) used in the scripts.
Parameters:
padIndex
(int
)control
(int
)
Returns:
bool
get_control_value(padIndex
, control
)
padIndex: 0 (PLAYER_CONTROL), 1 (unk) and 2 (unk) used in the scripts.
Parameters:
padIndex
(int
)control
(int
)
Returns:
int
get_control_normal(padIndex
, control
)
Returns the value of GET_CONTROL_VALUE normalized (i.e. a real number value between -1 and 1)
padIndex: 0 (PLAYER_CONTROL), 1 (unk) and 2 (unk) used in the scripts.
Parameters:
padIndex
(int
)control
(int
)
Returns:
float
get_control_unbound_normal(padIndex
, control
)
Seems to return values between -1 and 1 for controls like gas and steering.
padIndex: 0 (PLAYER_CONTROL), 1 (unk) and 2 (unk) used in the scripts.
Parameters:
padIndex
(int
)control
(int
)
Returns:
float
set_control_normal(padIndex
, control
, amount
)
No documentation found for this native.
Parameters:
padIndex
(int
)control
(int
)amount
(float
)
Returns:
bool
is_disabled_control_pressed(padIndex
, control
)
padIndex: 0 (PLAYER_CONTROL), 1 (unk) and 2 (unk) used in the scripts.
Parameters:
padIndex
(int
)control
(int
)
Returns:
bool
is_disabled_control_released(padIndex
, control
)
padIndex: 0 (PLAYER_CONTROL), 1 (unk) and 2 (unk) used in the scripts.
Parameters:
padIndex
(int
)control
(int
)
Returns:
bool
is_disabled_control_just_pressed(padIndex
, control
)
padIndex: 0 (PLAYER_CONTROL), 1 (unk) and 2 (unk) used in the scripts.
Parameters:
padIndex
(int
)control
(int
)
Returns:
bool
is_disabled_control_just_released(padIndex
, control
)
padIndex: 0 (PLAYER_CONTROL), 1 (unk) and 2 (unk) used in the scripts.
Parameters:
padIndex
(int
)control
(int
)
Returns:
bool
get_disabled_control_normal(padIndex
, control
)
control - c# works with (int)GTA.Control.CursorY / (int)GTA.Control.CursorX and returns the mouse movement (additive).
padIndex: 0 (PLAYER_CONTROL), 1 (unk) and 2 (unk) used in the scripts.
Parameters:
padIndex
(int
)control
(int
)
Returns:
float
get_disabled_control_unbound_normal(padIndex
, control
)
The “disabled” variant of _0x5B84D09CEC5209C5.
padIndex: 0 (PLAYER_CONTROL), 1 (unk) and 2 (unk) used in the scripts.
Parameters:
padIndex
(int
)control
(int
)
Returns:
float
get_control_how_long_ago(p0
)
No documentation found for this native.
Parameters:
p0
(int
)
Returns:
int
is_using_keyboard(padIndex
)
No documentation found for this native.
Parameters:
padIndex
(int
)
Returns:
bool
is_using_keyboard_2(padIndex
)
No documentation found for this native.
Parameters:
padIndex
(int
)
Returns:
bool
set_cursor_location(x
, y
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)
Returns:
bool
set_control_light_effect_color(padIndex
, red
, green
, blue
)
padIndex: 0 (PLAYER_CONTROL), 1 (unk) and 2 (unk) used in the scripts.
Parameters:
padIndex
(int
)red
(int
)green
(int
)blue
(int
)
Returns:
None
set_pad_shake(padIndex
, duration
, frequency
)
padIndex always seems to be 0 duration in milliseconds frequency should range from about 10 (slow vibration) to 255 (very fast) appears to be a hash collision, though it does do what it says
example: SET_PAD_SHAKE(0, 100, 200);
Parameters:
padIndex
(int
)duration
(int
)frequency
(int
)
Returns:
None
stop_pad_shake(padIndex
)
No documentation found for this native.
Parameters:
padIndex
(int
)
Returns:
None
set_pad_shake_suppressed_id(padIndex
, p1
)
No documentation found for this native.
Parameters:
padIndex
(int
)p1
(Any
)
Returns:
None
clear_suppressed_pad_rumble(p0
)
No documentation found for this native.
Parameters:
p0
(int
)
Returns:
None
is_look_inverted()
No documentation found for this native.
Parameters:
None
Returns:
bool
get_local_player_aim_state()
Returns the local player’s targeting mode. See PLAYER::SET_PLAYER_TARGETING_MODE.
Parameters:
None
Returns:
int
get_local_player_aim_state_2()
No documentation found for this native.
Parameters:
None
Returns:
int
get_is_using_alternate_handbrake()
No documentation found for this native.
Parameters:
None
Returns:
bool
get_is_using_alternate_driveby()
Returns profile setting 225.
Parameters:
None
Returns:
bool
get_allow_movement_while_zoomed()
Returns profile setting 17.
Parameters:
None
Returns:
bool
set_playerpad_shakes_when_controller_disabled(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
set_input_exclusive(padIndex
, control
)
padIndex: 0 (PLAYER_CONTROL), 1 (unk) and 2 (unk) used in the scripts.
Parameters:
padIndex
(int
)control
(int
)
Returns:
None
disable_control_action(padIndex
, control
, disable
)
control values and meaning: https://pastebin.com/JEkxhZ7R
padIndex: 0 (PLAYER_CONTROL), 1 (unk) and 2 (unk) used in the scripts.
Control values from the decompiled scripts: 0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27, 28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,53,5 4,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78, 79,80,81,82,85,86,87,88,89,90,91,92,93,95,96,97,98,99,100,101,102,103,105, 107,108,109,110,111,112,113,114,115,116,117,118,119,123,126,129,130,131,132, 133,134,136,137,138,139,140,141,142,143,144,145,146,147,148,149,150,151,152, 153,154,155,156,157,158,159,160,161,162,163,164,165,166,167,168,169,171,172 ,177,187,188,189,190,195,196,199,200,201,202,203,205,207,208,209,211,212,213, 217,219,220,221,225,226,230,234,235,236,237,238,239,240,241,242,243,244,257, 261,262,263,264,265,270,271,272,273,274,278,279,280,281,282,283,284,285,286, 287,288,289,337.
Example: PAD::DISABLE_CONTROL_ACTION(2, 19, true) disables the switching UI from appearing both when using a keyboard and Xbox 360 controller. Needs to be executed each frame.
Control group 1 and 0 gives the same results as 2. Same results for all players.
Parameters:
padIndex
(int
)control
(int
)disable
(bool
)
Returns:
None
enable_control_action(padIndex
, control
, enable
)
control values and meaning: https://pastebin.com/JEkxhZ7R
padIndex: 0 (PLAYER_CONTROL), 1 (unk) and 2 (unk) used in the scripts.
Control values from the decompiled scripts: 0,1,2,3,4,5,6,8,9,10,11,14,15,16,17,19,21,22,24,25,26,30,31,32,33,34,35,36, 37,44,46,47,59,60,65,68,69,70,71,72,73,74,75,76,79,80,81,82,86,95,98,99,100 ,101,114,140,141,143,172,173,174,175,176,177,178,179,180,181,187,188,189,19 0,195,196,197,198,199,201,202,203,204,205,206,207,208,209,210,217,218,219,2 20,221,225,228,229,230,231,234,235,236,237,238,239,240,241,242,245,246,257, 261,262,263,264,286,287,288,289,337,338,339,340,341,342,343
INPUTGROUP_MOVE INPUTGROUP_LOOK INPUTGROUP_WHEEL INPUTGROUP_CELLPHONE_NAVIGATE INPUTGROUP_CELLPHONE_NAVIGATE_UD INPUTGROUP_CELLPHONE_NAVIGATE_LR INPUTGROUP_FRONTEND_DPAD_ALL INPUTGROUP_FRONTEND_DPAD_UD INPUTGROUP_FRONTEND_DPAD_LR INPUTGROUP_FRONTEND_LSTICK_ALL INPUTGROUP_FRONTEND_RSTICK_ALL INPUTGROUP_FRONTEND_GENERIC_UD INPUTGROUP_FRONTEND_GENERIC_LR INPUTGROUP_FRONTEND_GENERIC_ALL INPUTGROUP_FRONTEND_BUMPERS INPUTGROUP_FRONTEND_TRIGGERS INPUTGROUP_FRONTEND_STICKS INPUTGROUP_SCRIPT_DPAD_ALL INPUTGROUP_SCRIPT_DPAD_UD INPUTGROUP_SCRIPT_DPAD_LR INPUTGROUP_SCRIPT_LSTICK_ALL INPUTGROUP_SCRIPT_RSTICK_ALL INPUTGROUP_SCRIPT_BUMPERS INPUTGROUP_SCRIPT_TRIGGERS INPUTGROUP_WEAPON_WHEEL_CYCLE INPUTGROUP_FLY INPUTGROUP_SUB INPUTGROUP_VEH_MOVE_ALL INPUTGROUP_CURSOR INPUTGROUP_CURSOR_SCROLL INPUTGROUP_SNIPER_ZOOM_SECONDARY INPUTGROUP_VEH_HYDRAULICS_CONTROL
Took those in IDA Pro.Not sure in which order they go
Parameters:
padIndex
(int
)control
(int
)enable
(bool
)
Returns:
None
disable_all_control_actions(padIndex
)
padIndex: 0 (PLAYER_CONTROL), 1 (unk) and 2 (unk) used in the scripts.
Parameters:
padIndex
(int
)
Returns:
None
enable_all_control_actions(padIndex
)
padIndex: 0 (PLAYER_CONTROL), 1 (unk) and 2 (unk) used in the scripts.
Parameters:
padIndex
(int
)
Returns:
None
init_pc_scripted_controls(name
)
Used in carsteal3 script with p0 = “Carsteal4_spycar”.
Parameters:
name
(string
)
Returns:
bool
switch_pc_scripted_controls(name
)
Same as INIT_PC_SCRIPTED_CONTROLS
Parameters:
name
(string
)
Returns:
bool
shutdown_pc_scripted_controls()
No documentation found for this native.
Parameters:
None
Returns:
None
Pathfind namespace
Documentation for the pathfind namespace.
set_roads_in_area(x1
, y1
, z1
, x2
, y2
, z2
, nodeEnabled
, unknown2
)
When nodeEnabled is set to false, all nodes in the area get disabled. GET_VEHICLE_NODE_IS_SWITCHED_OFF returns true afterwards. If it’s true, GET_VEHICLE_NODE_IS_SWITCHED_OFF returns false.
Parameters:
x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)nodeEnabled
(bool
)unknown2
(bool
)
Returns:
None
set_roads_in_angled_area(x1
, y1
, z1
, x2
, y2
, z2
, width
, unknown1
, unknown2
, unknown3
)
unknown3 is related to SEND_SCRIPT_WORLD_STATE_EVENT > CNetworkRoadNodeWorldStateData in networked environments. See IS_POINT_IN_ANGLED_AREA for the definition of an angled area.
Parameters:
x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)width
(float
)unknown1
(bool
)unknown2
(bool
)unknown3
(bool
)
Returns:
None
set_ped_paths_in_area(x1
, y1
, z1
, x2
, y2
, z2
, unknown
, p7
)
No documentation found for this native.
Parameters:
x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)unknown
(bool
)p7
(Any
)
Returns:
None
get_safe_coord_for_ped(x
, y
, z
, onGround
, flags
)
Flags are: 1 = 1 = B02_IsFootpath 2 = 4 = !B15_InteractionUnk 4 = 0x20 = !B14_IsInterior 8 = 0x40 = !B07_IsWater 16 = 0x200 = B17_IsFlatGround When onGround == true outPosition is a position located on the nearest pavement.
When a safe coord could not be found the result of a function is false and outPosition == Vector3.Zero.
In the scripts these flags are used: 0, 14, 12, 16, 20, 21, 28. 0 is most commonly used, then 16.
16 works for me, 0 crashed the script.
Parameters:
x
(float
)y
(float
)z
(float
)onGround
(BOOL
)flags
(int
)
Returns:
Vector3
get_closest_vehicle_node(x
, y
, z
, nodeType
, p5
, p6
)
FYI: When falling through the map (or however you got under it) you will respawn when your player ped’s height is <= -200.0 meters (I think you all know this) and when in a vehicle you will actually respawn at the closest vehicle node.
Vector3 nodePos; GET_CLOSEST_VEHICLE_NODE(x,y,z,&nodePos,…)
nodeType: 0 = main roads, 1 = any dry path, 3 = water p5, p6 are always the same: 0x40400000 (3.0), 0 p5 can also be 100.0 and p6 can be 2.5: PATHFIND::GET_CLOSEST_VEHICLE_NODE(a_0, &v_5, v_9, 100.0, 2.5)
gtaforums.com/topic/843561-pathfind-node-types
Parameters:
x
(float
)y
(float
)z
(float
)nodeType
(int
)p5
(float
)p6
(float
)
Returns:
Vector3
get_closest_major_vehicle_node(x
, y
, z
, unknown1
, unknown2
)
Get the closest vehicle node to a given position, unknown1 = 3.0, unknown2 = 0
Parameters:
x
(float
)y
(float
)z
(float
)unknown1
(float
)unknown2
(int
)
Returns:
Vector3
get_closest_vehicle_node_with_heading(x
, y
, z
, nodeType
, p6
, p7
)
p5, p6 and p7 seems to be about the same as p4, p5 and p6 for GET_CLOSEST_VEHICLE_NODE. p6 and/or p7 has something to do with finding a node on the same path/road and same direction(at least for this native, something to do with the heading maybe). Edit this when you find out more.
nodeType: 0 = main roads, 1 = any dry path, 3 = water p6 is always 3.0 p7 is always 0
gtaforums.com/topic/843561-pathfind-node-types
Example of usage, moving vehicle to closest path/road: Vector3 coords = ENTITY::GET_ENTITY_COORDS(playerVeh, true); Vector3 closestVehicleNodeCoords; float roadHeading; PATHFIND::GET_CLOSEST_VEHICLE_NODE_WITH_HEADING(coords.x, coords.y, coords.z, &closestVehicleNodeCoords, &roadHeading, 1, 3, 0); ENTITY::SET_ENTITY_HEADING(playerVeh, roadHeading); ENTITY::SET_ENTITY_COORDS(playerVeh, closestVehicleNodeCoords.x, closestVehicleNodeCoords.y, closestVehicleNodeCoords.z, 1, 0, 0, 1); VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(playerVeh);
C# Example (ins1de) : pastebin.com/fxtMWAHD
Parameters:
x
(float
)y
(float
)z
(float
)nodeType
(int
)p6
(float
)p7
(int
)
Returns:
lua_table
get_nth_closest_vehicle_node(x
, y
, z
, nthClosest
, unknown1
, unknown2
, unknown3
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)nthClosest
(int
)unknown1
(Any
)unknown2
(Any
)unknown3
(Any
)
Returns:
Vector3
get_nth_closest_vehicle_node_id(x
, y
, z
, nth
, nodetype
, p5
, p6
)
Returns the id.
Parameters:
x
(float
)y
(float
)z
(float
)nth
(int
)nodetype
(int
)p5
(float
)p6
(float
)
Returns:
int
get_nth_closest_vehicle_node_with_heading(x
, y
, z
, nthClosest
, unknown2
, unknown3
, unknown4
)
Get the nth closest vehicle node and its heading. (unknown2 = 9, unknown3 = 3.0, unknown4 = 2.5)
Parameters:
x
(float
)y
(float
)z
(float
)nthClosest
(int
)unknown2
(int
)unknown3
(float
)unknown4
(float
)
Returns:
lua_table
get_nth_closest_vehicle_node_id_with_heading(x
, y
, z
, nthClosest
, p6
, p7
, p8
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)nthClosest
(int
)p6
(Any
)p7
(float
)p8
(float
)
Returns:
lua_table
get_nth_closest_vehicle_node_favour_direction(x
, y
, z
, desiredX
, desiredY
, desiredZ
, nthClosest
, nodetype
, p10
, p11
)
See gtaforums.com/topic/843561-pathfind-node-types for node type info. 0 = paved road only, 1 = any road, 3 = water
p10 always equals 3.0 p11 always equals 0
Parameters:
x
(float
)y
(float
)z
(float
)desiredX
(float
)desiredY
(float
)desiredZ
(float
)nthClosest
(int
)nodetype
(int
)p10
(float
)p11
(Any
)
Returns:
lua_table
get_vehicle_node_properties(x
, y
, z
)
MulleDK19: Gets the density and flags of the closest node to the specified position. Density is a value between 0 and 15, indicating how busy the road is. Flags is a bit field.
Parameters:
x
(float
)y
(float
)z
(float
)
Returns:
lua_table
is_vehicle_node_id_valid(vehicleNodeId
)
Returns true if the id is non zero.
Parameters:
vehicleNodeId
(int
)
Returns:
bool
get_vehicle_node_position(nodeId
)
Calling this with an invalid node id, will crash the game. Note that IS_VEHICLE_NODE_ID_VALID simply checks if nodeId is not zero. It does not actually ensure that the id is valid. Eg. IS_VEHICLE_NODE_ID_VALID(1) will return true, but will crash when calling GET_VEHICLE_NODE_POSITION().
Parameters:
nodeId
(int
)
Returns:
Vector3
get_vehicle_node_is_gps_allowed(nodeID
)
Returns false for nodes that aren’t used for GPS routes. Example: Nodes in Fort Zancudo and LSIA are false
Parameters:
nodeID
(int
)
Returns:
bool
get_vehicle_node_is_switched_off(nodeID
)
Returns true when the node is Offroad. Alleys, some dirt roads, and carparks return true. Normal roads where plenty of Peds spawn will return false
Parameters:
nodeID
(int
)
Returns:
bool
get_closest_road(x
, y
, z
, p3
, p4
, p5
, p6
, p7
, p8
, p9
, p10
)
p1 seems to be always 1.0f in the scripts
Parameters:
x
(float
)y
(float
)z
(float
)p3
(float
)p4
(int
)p5
(vector<Vector3>
)p6
(vector<Vector3>
)p7
(vector<Any>
)p8
(vector<Any>
)p9
(vector<float>
)p10
(bool
)
Returns:
Any
set_all_paths_cache_boundingstruct(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
set_ai_global_path_nodes_type(type
)
No documentation found for this native.
Parameters:
type
(int
)
Returns:
None
are_nodes_loaded_for_area(x1
, y1
, x2
, y2
)
ARE_*
Parameters:
x1
(float
)y1
(float
)x2
(float
)y2
(float
)
Returns:
bool
request_paths_prefer_accurate_boundingstruct(x1
, y1
, x2
, y2
)
Used internally for long range tasks
Parameters:
x1
(float
)y1
(float
)x2
(float
)y2
(float
)
Returns:
bool
set_roads_back_to_original(p0
, p1
, p2
, p3
, p4
, p5
, p6
)
No documentation found for this native.
Parameters:
p0
(float
)p1
(float
)p2
(float
)p3
(float
)p4
(float
)p5
(float
)p6
(Any
)
Returns:
None
set_roads_back_to_original_in_angled_area(x1
, y1
, z1
, x2
, y2
, z2
, width
, p7
)
See IS_POINT_IN_ANGLED_AREA for the definition of an angled area. bool p7 - always 1
Parameters:
x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)width
(float
)p7
(Any
)
Returns:
None
set_ambient_ped_range_multiplier_this_frame(multiplier
)
No documentation found for this native.
Parameters:
multiplier
(float
)
Returns:
None
set_ped_paths_back_to_original(p0
, p1
, p2
, p3
, p4
, p5
, p6
)
p6 is always 0
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)p5
(Any
)p6
(Any
)
Returns:
None
get_random_vehicle_node(x
, y
, z
, radius
, p4
, p5
, p6
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)radius
(float
)p4
(BOOL
)p5
(BOOL
)p6
(BOOL
)
Returns:
lua_table
get_street_name_at_coord(x
, y
, z
)
Determines the name of the street which is the closest to the given coordinates.
x,y,z - the coordinates of the street streetName - returns a hash to the name of the street the coords are on crossingRoad - if the coordinates are on an intersection, a hash to the name of the crossing road
Note: the names are returned as hashes, the strings can be returned using the function HUD::GET_STREET_NAME_FROM_HASH_KEY.
Parameters:
x
(float
)y
(float
)z
(float
)
Returns:
lua_table
generate_directions_to_coord(x
, y
, z
, p3
)
p3 is 0 in the only game script occurrence (trevor3) but 1 doesn’t seem to make a difference
distToNxJunction seems to be the distance in metres * 10.0f
direction: 0 = This happens randomly during the drive for seemingly no reason but if you consider that this native is only used in trevor3, it seems to mean “Next frame, stop whatever’s being said and tell the player the direction.” 1 = Route is being calculated or the player is going in the wrong direction 2 = Please Proceed the Highlighted Route 3 = In (distToNxJunction) Turn Left 4 = In (distToNxJunction) Turn Right 5 = In (distToNxJunction) Keep Straight 6 = In (distToNxJunction) Turn Sharply To The Left 7 = In (distToNxJunction) Turn Sharply To The Right 8 = Route is being recalculated or the navmesh is confusing. This happens randomly during the drive but consistently at {2044.0358, 2996.6116, 44.9717} if you face towards the bar and the route needs you to turn right. In that particular case, it could be a bug with how the turn appears to be 270 deg. CCW instead of “right.” Either way, this seems to be the engine saying “I don’t know the route right now.”
return value set to 0 always
Parameters:
x
(float
)y
(float
)z
(float
)p3
(BOOL
)
Returns:
lua_table
set_ignore_no_gps_flag(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
set_ignore_secondary_route_nodes(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
set_gps_disabled_zone(x1
, y1
, z1
, x2
, y2
, z3
)
No documentation found for this native.
Parameters:
x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z3
(float
)
Returns:
None
get_gps_blip_route_length()
No documentation found for this native.
Parameters:
None
Returns:
int
get_gps_waypoint_route_end(p1
, p2
, p3
)
p3 can be 0, 1 or 2.
Parameters:
p1
(BOOL
)p2
(float
)p3
(int
)
Returns:
Vector3
get_gps_blip_route_found()
No documentation found for this native.
Parameters:
None
Returns:
bool
get_road_boundary_using_heading(x
, y
, z
, heading
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)heading
(float
)
Returns:
Vector3
get_point_on_road_side(x
, y
, z
, p3
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)p3
(int
)
Returns:
Vector3
is_point_on_road(x
, y
, z
, vehicle
)
Gets a value indicating whether the specified position is on a road. The vehicle parameter is not implemented (ignored).
-MulleDK19
Parameters:
x
(float
)y
(float
)z
(float
)vehicle
(Vehicle
)
Returns:
bool
get_next_gps_disabled_zone_index()
Gets the next zone that has been disabled using SET_GPS_DISABLED_ZONE_AT_INDEX.
Parameters:
None
Returns:
int
set_gps_disabled_zone_at_index(x1
, y1
, z1
, x2
, y2
, z2
, index
)
Disables the GPS route displayed on the minimap while within a certain zone (area). When in a disabled zone and creating a waypoint, the GPS route is not shown on the minimap until you are outside of the zone. When disabled, the direct distance is shown on minimap opposed to distance to travel. Seems to only work before setting a waypoint. You can clear the disabled zone with CLEAR_GPS_DISABLED_ZONE_AT_INDEX.
Setting a waypoint at the same coordinate: Disabled Zone: https://i.imgur.com/P9VUuxM.png Enabled Zone (normal): https://i.imgur.com/BPi24aw.png
Parameters:
x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)index
(int
)
Returns:
None
clear_gps_disabled_zone_at_index(index
)
Clears a disabled GPS route area from a certain index previously set using SET_GPS_DISABLED_ZONE_AT_INDEX.
Parameters:
index
(int
)
Returns:
None
get_approx_height_for_point(x
, y
)
Returns CGameWorldHeightMap’s maximum Z value at specified point (grid node).
Parameters:
x
(float
)y
(float
)
Returns:
float
get_approx_height_for_area(x1
, y1
, x2
, y2
)
Returns CGameWorldHeightMap’s maximum Z among all grid nodes that intersect with the specified rectangle.
Parameters:
x1
(float
)y1
(float
)x2
(float
)y2
(float
)
Returns:
float
get_approx_floor_for_point(x
, y
)
Returns CGameWorldHeightMap’s minimum Z value at specified point (grid node).
Parameters:
x
(float
)y
(float
)
Returns:
float
get_approx_floor_for_area(x1
, y1
, x2
, y2
)
Returns CGameWorldHeightMap’s minimum Z among all grid nodes that intersect with the specified rectangle.
Parameters:
x1
(float
)y1
(float
)x2
(float
)y2
(float
)
Returns:
float
calculate_travel_distance_between_points(x1
, y1
, z1
, x2
, y2
, z2
)
Calculates the travel distance between a set of points.
Doesn’t seem to correlate with distance on gps sometimes. This function returns the value 100000.0 over long distances, seems to be a failure mode result, potentially occurring when not all path nodes are loaded into pathfind.
Parameters:
x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)
Returns:
float
Ped namespace
Documentation for the ped namespace.
create_ped(pedType
, modelHash
, x
, y
, z
, heading
, isNetwork
, bScriptHostPed
)
https://alloc8or.re/gta5/doc/enums/ePedType.txt
Full list of peds by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/peds.json
Parameters:
pedType
(int
)modelHash
(Hash
)x
(float
)y
(float
)z
(float
)heading
(float
)isNetwork
(bool
)bScriptHostPed
(bool
)
Returns:
Ped
delete_ped(ped
)
Deletes the specified ped, then sets the handle pointed to by the pointer to NULL.
Parameters:
ped
(Ped
)
Returns:
None
clone_ped(ped
, isNetwork
, bScriptHostPed
, copyHeadBlendFlag
)
No documentation found for this native.
Parameters:
ped
(Ped
)isNetwork
(bool
)bScriptHostPed
(bool
)copyHeadBlendFlag
(bool
)
Returns:
Ped
clone_ped_ex(ped
, isNetwork
, bScriptHostPed
, copyHeadBlendFlag
, p4
)
No documentation found for this native.
Parameters:
ped
(Ped
)isNetwork
(bool
)bScriptHostPed
(bool
)copyHeadBlendFlag
(bool
)p4
(bool
)
Returns:
Ped
clone_ped_to_target(ped
, targetPed
)
Copies ped’s components and props to targetPed.
Parameters:
ped
(Ped
)targetPed
(Ped
)
Returns:
None
clone_ped_to_target_ex(ped
, targetPed
, p2
)
No documentation found for this native.
Parameters:
ped
(Ped
)targetPed
(Ped
)p2
(bool
)
Returns:
None
is_ped_in_vehicle(ped
, vehicle
, atGetIn
)
Gets a value indicating whether the specified ped is in the specified vehicle.
If ‘atGetIn’ is false, the function will not return true until the ped is sitting in the vehicle and is about to close the door. If it’s true, the function returns true the moment the ped starts to get onto the seat (after opening the door). Eg. if false, and the ped is getting into a submersible, the function will not return true until the ped has descended down into the submersible and gotten into the seat, while if it’s true, it’ll return true the moment the hatch has been opened and the ped is about to descend into the submersible.
Parameters:
ped
(Ped
)vehicle
(Vehicle
)atGetIn
(bool
)
Returns:
bool
is_ped_in_model(ped
, modelHash
)
No documentation found for this native.
Parameters:
ped
(Ped
)modelHash
(Hash
)
Returns:
bool
is_ped_in_any_vehicle(ped
, atGetIn
)
Gets a value indicating whether the specified ped is in any vehicle.
If ‘atGetIn’ is false, the function will not return true until the ped is sitting in the vehicle and is about to close the door. If it’s true, the function returns true the moment the ped starts to get onto the seat (after opening the door). Eg. if false, and the ped is getting into a submersible, the function will not return true until the ped has descended down into the submersible and gotten into the seat, while if it’s true, it’ll return true the moment the hatch has been opened and the ped is about to descend into the submersible.
Parameters:
ped
(Ped
)atGetIn
(bool
)
Returns:
bool
is_cop_ped_in_area_3d(x1
, y1
, z1
, x2
, y2
, z2
)
xyz - relative to the world origin.
Parameters:
x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)
Returns:
bool
is_ped_injured(ped
)
Gets a value indicating whether this ped’s health is below its injured threshold.
The default threshold is 100.
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_hurt(ped
)
Returns whether the specified ped is hurt.
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_fatally_injured(ped
)
Gets a value indicating whether this ped’s health is below its fatally injured threshold. The default threshold is 100. If the handle is invalid, the function returns true.
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_dead_or_dying(ped
, p1
)
Seems to consistently return true if the ped is dead.
p1 is always passed 1 in the scripts.
I suggest to remove “OR_DYING” part, because it does not detect dying phase.
That’s what the devs call it, cry about it.
lol
Parameters:
ped
(Ped
)p1
(bool
)
Returns:
bool
is_conversation_ped_dead(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_aiming_from_cover(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_reloading(ped
)
Returns whether the specified ped is reloading.
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_a_player(ped
)
Returns true if the given ped has a valid pointer to CPlayerInfo in its CPed class. That’s all.
Parameters:
ped
(Ped
)
Returns:
bool
create_ped_inside_vehicle(vehicle
, pedType
, modelHash
, seat
, isNetwork
, bScriptHostPed
)
pedType: see CREATE_PED
Full list of peds by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/peds.json
Parameters:
vehicle
(Vehicle
)pedType
(int
)modelHash
(Hash
)seat
(int
)isNetwork
(bool
)bScriptHostPed
(bool
)
Returns:
Ped
set_ped_desired_heading(ped
, heading
)
No documentation found for this native.
Parameters:
ped
(Ped
)heading
(float
)
Returns:
None
freeze_ped_camera_rotation(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
is_ped_facing_ped(ped
, otherPed
, angle
)
angle is ped’s view cone
Parameters:
ped
(Ped
)otherPed
(Ped
)angle
(float
)
Returns:
bool
is_ped_in_melee_combat(ped
)
Notes: The function only returns true while the ped is: A.) Swinging a random melee attack (including pistol-whipping)
B.) Reacting to being hit by a melee attack (including pistol-whipping)
C.) Is locked-on to an enemy (arms up, strafing/skipping in the default fighting-stance, ready to dodge+counter).
You don’t have to be holding the melee-targetting button to be in this stance; you stay in it by default for a few seconds after swinging at someone. If you do a sprinting punch, it returns true for the duration of the punch animation and then returns false again, even if you’ve punched and made-angry many peds
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_stopped(ped
)
Returns true if the ped doesn’t do any movement. If the ped is being pushed forwards by using APPLY_FORCE_TO_ENTITY for example, the function returns false.
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_shooting_in_area(ped
, x1
, y1
, z1
, x2
, y2
, z2
, p7
, p8
)
No documentation found for this native.
Parameters:
ped
(Ped
)x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)p7
(bool
)p8
(bool
)
Returns:
bool
is_any_ped_shooting_in_area(x1
, y1
, z1
, x2
, y2
, z2
, p6
, p7
)
No documentation found for this native.
Parameters:
x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)p6
(bool
)p7
(bool
)
Returns:
bool
is_ped_shooting(ped
)
Returns whether the specified ped is shooting.
Parameters:
ped
(Ped
)
Returns:
bool
set_ped_accuracy(ped
, accuracy
)
accuracy = 0-100, 100 being perfectly accurate
Parameters:
ped
(Ped
)accuracy
(int
)
Returns:
None
get_ped_accuracy(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
int
is_ped_model(ped
, modelHash
)
No documentation found for this native.
Parameters:
ped
(Ped
)modelHash
(Hash
)
Returns:
bool
explode_ped_head(ped
, weaponHash
)
Forces the ped to fall back and kills it.
It doesn’t really explode the ped’s head but it kills the ped
Parameters:
ped
(Ped
)weaponHash
(Hash
)
Returns:
None
remove_ped_elegantly(ped
)
Judging purely from a quick disassembly, if the ped is in a vehicle, the ped will be deleted immediately. If not, it’ll be marked as no longer needed. - very elegant..
Parameters:
ped
(Ped
)
Returns:
None
add_armour_to_ped(ped
, amount
)
Same as SET_PED_ARMOUR, but ADDS ‘amount’ to the armor the Ped already has.
Parameters:
ped
(Ped
)amount
(int
)
Returns:
None
set_ped_armour(ped
, amount
)
Sets the armor of the specified ped.
ped: The Ped to set the armor of. amount: A value between 0 and 100 indicating the value to set the Ped’s armor to.
Parameters:
ped
(Ped
)amount
(int
)
Returns:
None
set_ped_into_vehicle(ped
, vehicle
, seatIndex
)
Ped: The ped to warp. vehicle: The vehicle to warp the ped into. Seat_Index: [-1 is driver seat, -2 first free passenger seat]
Moreinfo of Seat Index DriverSeat = -1 Passenger = 0 Left Rear = 1 RightRear = 2
Parameters:
ped
(Ped
)vehicle
(Vehicle
)seatIndex
(int
)
Returns:
None
set_ped_allow_vehicles_override(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
can_create_random_ped(unk
)
No documentation found for this native.
Parameters:
unk
(bool
)
Returns:
bool
create_random_ped(posX
, posY
, posZ
)
vb.net Dim ped_handle As Integer
- With Game.Player.Character
Dim pos As Vector3 = .Position + .ForwardVector * 3 ped_handle = Native.Function.Call(Of Integer)(Hash.CREATE_RANDOM_PED, pos.X, pos.Y, pos.Z)
End With
Creates a Ped at the specified location, returns the Ped Handle. Ped will not act until SET_PED_AS_NO_LONGER_NEEDED is called.
Parameters:
posX
(float
)posY
(float
)posZ
(float
)
Returns:
Ped
create_random_ped_as_driver(vehicle
, returnHandle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)returnHandle
(bool
)
Returns:
Ped
can_create_random_driver()
No documentation found for this native.
Parameters:
None
Returns:
bool
can_create_random_bike_rider()
No documentation found for this native.
Parameters:
None
Returns:
bool
set_ped_move_anims_blend_out(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
set_ped_can_be_dragged_out(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
is_ped_male(ped
)
Returns true/false if the ped is/isn’t male.
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_human(ped
)
Returns true/false if the ped is/isn’t humanoid.
Parameters:
ped
(Ped
)
Returns:
bool
get_vehicle_ped_is_in(ped
, includeLastVehicle
)
Gets the vehicle the specified Ped is in. Returns 0 if the ped is/was not in a vehicle. If the Ped is not in a vehicle and includeLastVehicle is true, the vehicle they were last in is returned.
Parameters:
ped
(Ped
)includeLastVehicle
(bool
)
Returns:
Vehicle
reset_ped_last_vehicle(ped
)
Resets the value for the last vehicle driven by the Ped.
Parameters:
ped
(Ped
)
Returns:
None
set_ped_density_multiplier_this_frame(multiplier
)
No documentation found for this native.
Parameters:
multiplier
(float
)
Returns:
None
set_scenario_ped_density_multiplier_this_frame(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(float
)p1
(float
)
Returns:
None
set_scripted_conversion_coord_this_frame(x
, y
, z
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)
Returns:
None
set_ped_non_creation_area(x1
, y1
, z1
, x2
, y2
, z2
)
The distance between these points, is the diagonal of a box (remember it’s 3D).
Parameters:
x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)
Returns:
None
clear_ped_non_creation_area()
No documentation found for this native.
Parameters:
None
Returns:
None
instantly_fill_ped_population()
No documentation found for this native.
Parameters:
None
Returns:
None
is_ped_on_mount(ped
)
Same function call as PED::GET_MOUNT, aka just returns 0
Parameters:
ped
(Ped
)
Returns:
bool
get_mount(ped
)
Function just returns 0 void __fastcall ped__get_mount(NativeContext *a1) {
NativeContext *v1; // rbx@1
v1 = a1; GetAddressOfPedFromScriptHandle(a1->Args->Arg1); v1->Returns->Item1= 0;
}
Parameters:
ped
(Ped
)
Returns:
Ped
is_ped_on_vehicle(ped
)
Gets a value indicating whether the specified ped is on top of any vehicle.
Return 1 when ped is on vehicle. Return 0 when ped is not on a vehicle.
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_on_specific_vehicle(ped
, vehicle
)
No documentation found for this native.
Parameters:
ped
(Ped
)vehicle
(Vehicle
)
Returns:
bool
set_ped_money(ped
, amount
)
Maximum possible amount of money on MP is 2000. ~JX
Maximum amount that a ped can theoretically have is 65535 (0xFFFF) since the amount is stored as an unsigned short (uint16_t) value.
Parameters:
ped
(Ped
)amount
(int
)
Returns:
None
get_ped_money(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
int
set_ambient_peds_drop_money(p0
)
No documentation found for this native.
Parameters:
p0
(bool
)
Returns:
None
set_ped_suffers_critical_hits(ped
, toggle
)
Ped no longer takes critical damage modifiers if set to FALSE. Example: Headshotting a player no longer one shots them. Instead they will take the same damage as a torso shot.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
is_ped_sitting_in_vehicle(ped
, vehicle
)
Detect if ped is sitting in the specified vehicle [True/False]
Parameters:
ped
(Ped
)vehicle
(Vehicle
)
Returns:
bool
is_ped_sitting_in_any_vehicle(ped
)
Detect if ped is in any vehicle [True/False]
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_on_foot(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_on_any_bike(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_planting_bomb(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
get_dead_ped_pickup_coords(ped
, p1
, p2
)
No documentation found for this native.
Parameters:
ped
(Ped
)p1
(float
)p2
(float
)
Returns:
Vector3
is_ped_in_any_boat(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_in_any_sub(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_in_any_heli(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_in_any_plane(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_in_flying_vehicle(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
set_ped_dies_in_water(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
set_ped_dies_in_sinking_vehicle(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
get_ped_armour(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
int
set_ped_stay_in_vehicle_when_jacked(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
set_ped_can_be_shot_in_vehicle(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
get_ped_last_damage_bone(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
int
clear_ped_last_damage_bone(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
set_ai_weapon_damage_modifier(value
)
No documentation found for this native.
Parameters:
value
(float
)
Returns:
None
reset_ai_weapon_damage_modifier()
No documentation found for this native.
Parameters:
None
Returns:
None
set_ai_melee_weapon_damage_modifier(modifier
)
No documentation found for this native.
Parameters:
modifier
(float
)
Returns:
None
reset_ai_melee_weapon_damage_modifier()
No documentation found for this native.
Parameters:
None
Returns:
None
set_ped_can_be_targetted(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
set_ped_can_be_targetted_by_team(ped
, team
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)team
(int
)toggle
(bool
)
Returns:
None
set_ped_can_be_targetted_by_player(ped
, player
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)player
(Player
)toggle
(bool
)
Returns:
None
is_ped_in_any_police_vehicle(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
force_ped_to_open_parachute(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
is_ped_in_parachute_free_fall(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_falling(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_jumping(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_climbing(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_vaulting(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_diving(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_jumping_out_of_vehicle(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_opening_a_door(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
get_ped_parachute_state(ped
)
Returns:
-1: Normal 0: Wearing parachute on back 1: Parachute opening 2: Parachute open 3: Falling to doom (e.g. after exiting parachute)
Normal means no parachute?
Parameters:
ped
(Ped
)
Returns:
int
get_ped_parachute_landing_type(ped
)
-1: no landing 0: landing on both feet 1: stumbling 2: rolling 3: ragdoll
Parameters:
ped
(Ped
)
Returns:
int
set_ped_parachute_tint_index(ped
, tintIndex
)
No documentation found for this native.
Parameters:
ped
(Ped
)tintIndex
(int
)
Returns:
None
get_ped_parachute_tint_index(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
int
set_ped_reserve_parachute_tint_index(ped
, p1
)
No documentation found for this native.
Parameters:
ped
(Ped
)p1
(Any
)
Returns:
None
create_parachute_bag_object(ped
, p1
, p2
)
No documentation found for this native.
Parameters:
ped
(Ped
)p1
(bool
)p2
(bool
)
Returns:
Object
set_ped_ducking(ped
, toggle
)
This is the SET_CHAR_DUCKING from GTA IV, that makes Peds duck. This function does nothing in GTA V. It cannot set the ped as ducking in vehicles, and IS_PED_DUCKING will always return false.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
is_ped_ducking(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_in_any_taxi(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
set_ped_id_range(ped
, value
)
No documentation found for this native.
Parameters:
ped
(Ped
)value
(float
)
Returns:
None
set_ped_highly_perceptive(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
set_ped_perception_override_this_frame(seeingRange
, seeingRangePeripheral
, hearingRange
, visualFieldMinAzimuthAngle
, visualFieldMaxAzimuthAngle
, fieldOfGazeMaxAngle
, p6
)
No documentation found for this native.
Parameters:
seeingRange
(float
)seeingRangePeripheral
(float
)hearingRange
(float
)visualFieldMinAzimuthAngle
(float
)visualFieldMaxAzimuthAngle
(float
)fieldOfGazeMaxAngle
(float
)p6
(float
)
Returns:
None
set_ped_injured_on_ground_behaviour(ped
, unk
)
No documentation found for this native.
Parameters:
ped
(Ped
)unk
(float
)
Returns:
None
disable_ped_injured_on_ground_behaviour(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
set_ped_seeing_range(ped
, value
)
No documentation found for this native.
Parameters:
ped
(Ped
)value
(float
)
Returns:
None
set_ped_hearing_range(ped
, value
)
No documentation found for this native.
Parameters:
ped
(Ped
)value
(float
)
Returns:
None
set_ped_visual_field_min_angle(ped
, value
)
No documentation found for this native.
Parameters:
ped
(Ped
)value
(float
)
Returns:
None
set_ped_visual_field_max_angle(ped
, value
)
No documentation found for this native.
Parameters:
ped
(Ped
)value
(float
)
Returns:
None
set_ped_visual_field_min_elevation_angle(ped
, angle
)
This native refers to the field of vision the ped has below them, starting at 0 degrees. The angle value should be negative. -90f should let the ped see 90 degrees below them, for example.
Parameters:
ped
(Ped
)angle
(float
)
Returns:
None
set_ped_visual_field_max_elevation_angle(ped
, angle
)
This native refers to the field of vision the ped has above them, starting at 0 degrees. 90f would let the ped see enemies directly above of them.
Parameters:
ped
(Ped
)angle
(float
)
Returns:
None
set_ped_visual_field_peripheral_range(ped
, range
)
No documentation found for this native.
Parameters:
ped
(Ped
)range
(float
)
Returns:
None
set_ped_visual_field_center_angle(ped
, angle
)
No documentation found for this native.
Parameters:
ped
(Ped
)angle
(float
)
Returns:
None
get_ped_visual_field_center_angle(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
float
set_ped_stealth_movement(ped
, p1
, action
)
p1 is usually 0 in the scripts. action is either 0 or a pointer to “DEFAULT_ACTION”.
Parameters:
ped
(Ped
)p1
(bool
)action
(string
)
Returns:
None
get_ped_stealth_movement(ped
)
Returns whether the entity is in stealth mode
Parameters:
ped
(Ped
)
Returns:
bool
create_group(unused
)
Creates a new ped group. Groups can contain up to 8 peds.
The parameter is unused.
Returns a handle to the created group, or 0 if a group couldn’t be created.
Parameters:
unused
(int
)
Returns:
int
set_ped_as_group_leader(ped
, groupId
)
No documentation found for this native.
Parameters:
ped
(Ped
)groupId
(int
)
Returns:
None
set_ped_as_group_member(ped
, groupId
)
No documentation found for this native.
Parameters:
ped
(Ped
)groupId
(int
)
Returns:
None
set_ped_can_teleport_to_group_leader(pedHandle
, groupHandle
, toggle
)
This only will teleport the ped to the group leader if the group leader teleports (sets coords).
Only works in singleplayer
Parameters:
pedHandle
(Ped
)groupHandle
(int
)toggle
(bool
)
Returns:
None
remove_group(groupId
)
No documentation found for this native.
Parameters:
groupId
(int
)
Returns:
None
remove_ped_from_group(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
is_ped_group_member(ped
, groupId
)
No documentation found for this native.
Parameters:
ped
(Ped
)groupId
(int
)
Returns:
bool
is_ped_hanging_on_to_vehicle(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
set_group_separation_range(groupHandle
, separationRange
)
Sets the range at which members will automatically leave the group.
Parameters:
groupHandle
(int
)separationRange
(float
)
Returns:
None
set_ped_min_ground_time_for_stungun(ped
, ms
)
Ped will stay on the ground after being stunned for at lest ms time. (in milliseconds)
Parameters:
ped
(Ped
)ms
(int
)
Returns:
None
is_ped_prone(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_in_combat(ped
, target
)
Checks to see if ped and target are in combat with eachother. Only goes one-way: if target is engaged in combat with ped but ped has not yet reacted, the function will return false until ped starts fighting back.
p1 is usually 0 in the scripts because it gets the ped id during the task sequence. For instance: PED::IS_PED_IN_COMBAT(l_42E[4/14/], PLAYER::PLAYER_PED_ID()) // armenian2.ct4: 43794
Parameters:
ped
(Ped
)target
(Ped
)
Returns:
bool
get_ped_task_combat_target(ped
, p1
)
No documentation found for this native.
Parameters:
ped
(Ped
)p1
(Any
)
Returns:
Entity
can_ped_in_combat_see_target(ped
, target
)
No documentation found for this native.
Parameters:
ped
(Ped
)target
(Ped
)
Returns:
bool
is_ped_doing_driveby(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_jacking(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_being_jacked(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_being_stunned(ped
, p1
)
p1 is always 0
Parameters:
ped
(Ped
)p1
(int
)
Returns:
bool
get_peds_jacker(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
Ped
get_jack_target(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
Ped
is_ped_fleeing(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_in_cover(ped
, exceptUseWeapon
)
p1 is nearly always 0 in the scripts.
Parameters:
ped
(Ped
)exceptUseWeapon
(bool
)
Returns:
bool
is_ped_in_cover_facing_left(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_in_high_cover(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_going_into_cover(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
set_ped_pinned_down(ped
, pinned
, i
)
i could be time. Only example in the decompiled scripts uses it as -1.
Parameters:
ped
(Ped
)pinned
(bool
)i
(int
)
Returns:
Any
get_seat_ped_is_trying_to_enter(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
int
get_vehicle_ped_is_trying_to_enter(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
Vehicle
get_ped_source_of_death(ped
)
Returns the Entity (Ped, Vehicle, or ?Object?) that killed the ‘ped’
Is best to check if the Ped is dead before asking for its killer.
Parameters:
ped
(Ped
)
Returns:
Entity
get_ped_cause_of_death(ped
)
Returns the hash of the weapon/model/object that killed the ped.
Parameters:
ped
(Ped
)
Returns:
Hash
get_ped_time_of_death(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
int
set_ped_relationship_group_default_hash(ped
, hash
)
No documentation found for this native.
Parameters:
ped
(Ped
)hash
(Hash
)
Returns:
None
set_ped_relationship_group_hash(ped
, hash
)
No documentation found for this native.
Parameters:
ped
(Ped
)hash
(Hash
)
Returns:
None
set_relationship_between_groups(relationship
, group1
, group2
)
Sets the relationship between two groups. This should be called twice (once for each group).
Relationship types: 0 = Companion 1 = Respect 2 = Like 3 = Neutral 4 = Dislike 5 = Hate 255 = Pedestrians
Example: PED::SET_RELATIONSHIP_BETWEEN_GROUPS(2, l_1017, 0xA49E591C); PED::SET_RELATIONSHIP_BETWEEN_GROUPS(2, 0xA49E591C, l_1017);
Parameters:
relationship
(int
)group1
(Hash
)group2
(Hash
)
Returns:
None
clear_relationship_between_groups(relationship
, group1
, group2
)
Clears the relationship between two groups. This should be called twice (once for each group).
Relationship types: 0 = Companion 1 = Respect 2 = Like 3 = Neutral 4 = Dislike 5 = Hate 255 = Pedestrians (Credits: Inco)
Example: PED::CLEAR_RELATIONSHIP_BETWEEN_GROUPS(2, l_1017, 0xA49E591C); PED::CLEAR_RELATIONSHIP_BETWEEN_GROUPS(2, 0xA49E591C, l_1017);
Parameters:
relationship
(int
)group1
(Hash
)group2
(Hash
)
Returns:
None
add_relationship_group(name
, groupHash
)
Can’t select void. This function returns nothing. The hash of the created relationship group is output in the second parameter.
Parameters:
name
(string
)groupHash
(vector<Hash>
)
Returns:
None
remove_relationship_group(groupHash
)
No documentation found for this native.
Parameters:
groupHash
(Hash
)
Returns:
None
does_relationship_group_exist(groupHash
)
No documentation found for this native.
Parameters:
groupHash
(Hash
)
Returns:
bool
get_relationship_between_peds(ped1
, ped2
)
Gets the relationship between two peds. This should be called twice (once for each ped).
Relationship types: 0 = Companion 1 = Respect 2 = Like 3 = Neutral 4 = Dislike 5 = Hate 255 = Pedestrians (Credits: Inco)
Example: PED::GET_RELATIONSHIP_BETWEEN_PEDS(2, l_1017, 0xA49E591C); PED::GET_RELATIONSHIP_BETWEEN_PEDS(2, 0xA49E591C, l_1017);
Parameters:
ped1
(Ped
)ped2
(Ped
)
Returns:
int
get_ped_relationship_group_default_hash(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
Hash
get_ped_relationship_group_hash(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
Hash
get_relationship_between_groups(group1
, group2
)
Gets the relationship between two groups. This should be called twice (once for each group).
Relationship types: 0 = Companion 1 = Respect 2 = Like 3 = Neutral 4 = Dislike 5 = Hate 255 = Pedestrians
Example: PED::GET_RELATIONSHIP_BETWEEN_GROUPS(l_1017, 0xA49E591C); PED::GET_RELATIONSHIP_BETWEEN_GROUPS(0xA49E591C, l_1017);
Parameters:
group1
(Hash
)group2
(Hash
)
Returns:
int
set_relationship_group_dont_affect_wanted_level(group
, p1
)
No documentation found for this native.
Parameters:
group
(Hash
)p1
(bool
)
Returns:
None
set_ped_can_be_targeted_without_los(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
set_ped_to_inform_respected_friends(ped
, radius
, maxFriends
)
No documentation found for this native.
Parameters:
ped
(Ped
)radius
(float
)maxFriends
(int
)
Returns:
None
is_ped_responding_to_event(ped
, event
)
No documentation found for this native.
Parameters:
ped
(Ped
)event
(Any
)
Returns:
bool
get_ped_event_data(ped
, eventType
)
No documentation found for this native.
Parameters:
ped
(Ped
)eventType
(int
)
Returns:
Any
set_ped_firing_pattern(ped
, patternHash
)
FIRING_PATTERN_BURST_FIRE = 0xD6FF6D61 ( 1073727030 ) FIRING_PATTERN_BURST_FIRE_IN_COVER = 0x026321F1 ( 40051185 ) FIRING_PATTERN_BURST_FIRE_DRIVEBY = 0xD31265F2 ( -753768974 ) FIRING_PATTERN_FROM_GROUND = 0x2264E5D6 ( 577037782 ) FIRING_PATTERN_DELAY_FIRE_BY_ONE_SEC = 0x7A845691 ( 2055493265 ) FIRING_PATTERN_FULL_AUTO = 0xC6EE6B4C ( -957453492 ) FIRING_PATTERN_SINGLE_SHOT = 0x5D60E4E0 ( 1566631136 ) FIRING_PATTERN_BURST_FIRE_PISTOL = 0xA018DB8A ( -1608983670 ) FIRING_PATTERN_BURST_FIRE_SMG = 0xD10DADEE ( 1863348768 ) FIRING_PATTERN_BURST_FIRE_RIFLE = 0x9C74B406 ( -1670073338 ) FIRING_PATTERN_BURST_FIRE_MG = 0xB573C5B4 ( -1250703948 ) FIRING_PATTERN_BURST_FIRE_PUMPSHOTGUN = 0x00BAC39B ( 12239771 ) FIRING_PATTERN_BURST_FIRE_HELI = 0x914E786F ( -1857128337 ) FIRING_PATTERN_BURST_FIRE_MICRO = 0x42EF03FD ( 1122960381 ) FIRING_PATTERN_SHORT_BURSTS = 0x1A92D7DF ( 445831135 ) FIRING_PATTERN_SLOW_FIRE_TANK = 0xE2CA3A71 ( -490063247 )
if anyone is interested firing pattern info: pastebin.com/Px036isB
Parameters:
ped
(Ped
)patternHash
(Hash
)
Returns:
None
set_ped_shoot_rate(ped
, shootRate
)
shootRate 0-1000
Parameters:
ped
(Ped
)shootRate
(int
)
Returns:
None
set_combat_float(ped
, combatType
, p2
)
combatType can be between 0-14. See GET_COMBAT_FLOAT below for a list of possible parameters.
Parameters:
ped
(Ped
)combatType
(int
)p2
(float
)
Returns:
None
get_combat_float(ped
, p1
)
p0: Ped Handle p1: int i | 0 <= i <= 27
p1 probably refers to the attributes configured in combatbehavior.meta. There are 13. Example:
<BlindFireChance value=”0.1”/> <WeaponShootRateModifier value=”1.0”/> <TimeBetweenBurstsInCover value=”1.25”/> <BurstDurationInCover value=”2.0”/> <TimeBetweenPeeks value=”10.0”/> <WeaponAccuracy value=”0.18”/> <FightProficiency value=”0.8”/> <StrafeWhenMovingChance value=”1.0”/> <WalkWhenStrafingChance value=”0.0”/> <AttackWindowDistanceForCover value=”55.0”/> <TimeToInvalidateInjuredTarget value=”9.0”/> <TriggerChargeTime_Near value=”4.0”/> <TriggerChargeTime_Far value=”10.0”/>
Confirmed by editing combatbehavior.meta: p1: 0=BlindFireChance 1=BurstDurationInCover 3=TimeBetweenBurstsInCover 4=TimeBetweenPeeks 5=StrafeWhenMovingChance 8=WalkWhenStrafingChance 11=AttackWindowDistanceForCover 12=TimeToInvalidateInjuredTarget 16=OptimalCoverDistance
Parameters:
ped
(Ped
)p1
(int
)
Returns:
float
get_group_size(groupID
)
p1 may be a BOOL representing whether or not the group even exists
Parameters:
groupID
(int
)
Returns:
lua_table
does_group_exist(groupId
)
No documentation found for this native.
Parameters:
groupId
(int
)
Returns:
bool
get_ped_group_index(ped
)
Returns the group id of which the specified ped is a member of.
Parameters:
ped
(Ped
)
Returns:
int
is_ped_in_group(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
get_player_ped_is_following(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
Player
set_group_formation(groupId
, formationType
)
0: Default 1: Circle Around Leader 2: Alternative Circle Around Leader 3: Line, with Leader at center
Parameters:
groupId
(int
)formationType
(int
)
Returns:
None
set_group_formation_spacing(groupId
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
groupId
(int
)p1
(float
)p2
(float
)p3
(float
)
Returns:
None
reset_group_formation_default_spacing(groupHandle
)
No documentation found for this native.
Parameters:
groupHandle
(int
)
Returns:
None
get_vehicle_ped_is_using(ped
)
Gets ID of vehicle player using. It means it can get ID at any interaction with vehicle. Enterexit for example. And that means it is faster than GET_VEHICLE_PED_IS_IN but less safe.
Parameters:
ped
(Ped
)
Returns:
Vehicle
get_vehicle_ped_is_entering(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
Vehicle
set_ped_gravity(ped
, toggle
)
enable or disable the gravity of a ped
Examples: PED::SET_PED_GRAVITY(PLAYER::PLAYER_PED_ID(), 0x00000001); PED::SET_PED_GRAVITY(Local_289[iVar0 /20/], 0x00000001);
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
apply_damage_to_ped(ped
, damageAmount
, p2
, p3
)
damages a ped with the given amount
Parameters:
ped
(Ped
)damageAmount
(int
)p2
(bool
)p3
(Any
)
Returns:
None
get_time_of_last_ped_weapon_damage(ped
, weaponHash
)
No documentation found for this native.
Parameters:
ped
(Ped
)weaponHash
(Hash
)
Returns:
int
set_ped_allowed_to_duck(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
set_ped_never_leaves_group(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
get_ped_type(ped
)
https://alloc8or.re/gta5/doc/enums/ePedType.txt
Parameters:
ped
(Ped
)
Returns:
int
set_ped_as_cop(ped
, toggle
)
Turns the desired ped into a cop. If you use this on the player ped, you will become almost invisible to cops dispatched for you. You will also report your own crimes, get a generic cop voice, get a cop-vision-cone on the radar, and you will be unable to shoot at other cops. SWAT and Army will still shoot at you. Toggling ped as “false” has no effect; you must change p0’s ped model to disable the effect.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
set_ped_max_health(ped
, value
)
sets the maximum health of a ped
I think it’s never been used in any script
Parameters:
ped
(Ped
)value
(int
)
Returns:
None
get_ped_max_health(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
int
set_ped_max_time_in_water(ped
, value
)
No documentation found for this native.
Parameters:
ped
(Ped
)value
(float
)
Returns:
None
set_ped_max_time_underwater(ped
, value
)
No documentation found for this native.
Parameters:
ped
(Ped
)value
(float
)
Returns:
None
set_ped_vehicle_forced_seat_usage(ped
, vehicle
, seatIndex
, flags
, p4
)
seatIndex must be <= 2
Parameters:
ped
(Ped
)vehicle
(Vehicle
)seatIndex
(int
)flags
(int
)p4
(Any
)
Returns:
None
clear_all_ped_vehicle_forced_seat_usage(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
set_ped_can_be_knocked_off_vehicle(ped
, state
)
state: https://alloc8or.re/gta5/doc/enums/eKnockOffVehicle.txt
Parameters:
ped
(Ped
)state
(int
)
Returns:
None
can_knock_ped_off_vehicle(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
knock_ped_off_vehicle(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
set_ped_coords_no_gang(ped
, posX
, posY
, posZ
)
No documentation found for this native.
Parameters:
ped
(Ped
)posX
(float
)posY
(float
)posZ
(float
)
Returns:
None
get_ped_as_group_member(groupID
, memberNumber
)
from fm_mission_controller.c4 (variable names changed for clarity):
int groupID = PLAYER::GET_PLAYER_GROUP(PLAYER::PLAYER_ID()); PED::GET_GROUP_SIZE(group, &unused, &groupSize); if (groupSize >= 1) { … . for (int memberNumber = 0; memberNumber < groupSize; memberNumber++) { … … . . Ped ped1 = PED::GET_PED_AS_GROUP_MEMBER(groupID, memberNumber); … … . . //and so on
Parameters:
groupID
(int
)memberNumber
(int
)
Returns:
Ped
get_ped_as_group_leader(groupID
)
No documentation found for this native.
Parameters:
groupID
(int
)
Returns:
Ped
set_ped_keep_task(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
is_ped_swimming(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_swimming_under_water(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
set_ped_coords_keep_vehicle(ped
, posX
, posY
, posZ
)
teleports ped to coords along with the vehicle ped is in
Parameters:
ped
(Ped
)posX
(float
)posY
(float
)posZ
(float
)
Returns:
None
set_ped_dies_in_vehicle(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
set_create_random_cops(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
set_create_random_cops_not_on_scenarios(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
set_create_random_cops_on_scenarios(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
can_create_random_cops()
No documentation found for this native.
Parameters:
None
Returns:
bool
set_ped_as_enemy(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
set_ped_can_smash_glass(ped
, p1
, p2
)
No documentation found for this native.
Parameters:
ped
(Ped
)p1
(bool
)p2
(bool
)
Returns:
None
is_ped_in_any_train(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_getting_into_a_vehicle(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_trying_to_enter_a_locked_vehicle(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
set_enable_handcuffs(ped
, toggle
)
ped can not pull out a weapon when true
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
set_enable_bound_ankles(ped
, toggle
)
Used with SET_ENABLE_HANDCUFFS in decompiled scripts. From my observations, I have noticed that while being ragdolled you are not able to get up but you can still run. Your legs can also bend.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
set_enable_scuba(ped
, toggle
)
Enables diving motion when underwater.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
set_can_attack_friendly(ped
, toggle
, p2
)
Setting ped to true allows the ped to shoot “friendlies”.
p2 set to true when toggle is also true seams to make peds permanently unable to aim at, even if you set p2 back to false.
p1 = false & p2 = false for unable to aim at. p1 = true & p2 = false for able to aim at.
Parameters:
ped
(Ped
)toggle
(bool
)p2
(bool
)
Returns:
None
get_ped_alertness(ped
)
Returns the ped’s alertness (0-3).
Values :
0 : Neutral 1 : Heard something (gun shot, hit, etc) 2 : Knows (the origin of the event) 3 : Fully alerted (is facing the event?)
If the Ped does not exist, returns -1.
Parameters:
ped
(Ped
)
Returns:
int
set_ped_alertness(ped
, value
)
value ranges from 0 to 3.
Parameters:
ped
(Ped
)value
(int
)
Returns:
None
set_ped_get_out_upside_down_vehicle(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
set_ped_movement_clipset(ped
, clipSet
, transitionSpeed
)
transitionSpeed is the time in seconds it takes to transition from one movement clipset to another. ransitionSpeed is usually 1.0f
List of movement clipsets: Thanks to elsewhat for list.
“ANIM_GROUP_MOVE_BALLISTIC” “ANIM_GROUP_MOVE_LEMAR_ALLEY” “clipset@move@trash_fast_turn” “FEMALE_FAST_RUNNER” “missfbi4prepp1_garbageman” “move_characters@franklin@fire” “move_characters@Jimmy@slow@” “move_characters@michael@fire” “move_f@flee@a” “move_f@scared” “move_f@sexy@a” “move_heist_lester” “move_injured_generic” “move_lester_CaneUp” “move_m@bag” “MOVE_M@BAIL_BOND_NOT_TAZERED” “MOVE_M@BAIL_BOND_TAZERED” “move_m@brave” “move_m@casual@d” “move_m@drunk@moderatedrunk” “MOVE_M@DRUNK@MODERATEDRUNK” “MOVE_M@DRUNK@MODERATEDRUNK_HEAD_UP” “MOVE_M@DRUNK@SLIGHTLYDRUNK” “MOVE_M@DRUNK@VERYDRUNK” “move_m@fire” “move_m@gangster@var_e” “move_m@gangster@var_f” “move_m@gangster@var_i” “move_m@JOG@” “MOVE_M@PRISON_GAURD” “MOVE_P_M_ONE” “MOVE_P_M_ONE_BRIEFCASE” “move_p_m_zero_janitor” “move_p_m_zero_slow” “move_ped_bucket” “move_ped_crouched” “move_ped_mop” “MOVE_M@FEMME@” “MOVE_F@FEMME@” “MOVE_M@GANGSTER@NG” “MOVE_F@GANGSTER@NG” “MOVE_M@POSH@” “MOVE_F@POSH@” “MOVE_M@TOUGH_GUY@” “MOVE_F@TOUGH_GUY@”
~ NotCrunchyTaco
Full list of movement clipsets by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/movementClipsetsCompact.json
Parameters:
ped
(Ped
)clipSet
(string
)transitionSpeed
(float
)
Returns:
None
reset_ped_movement_clipset(ped
, p1
)
If p1 is 0.0, I believe you are back to normal. If p1 is 1.0, it looks like you can only rotate the ped, not walk.
Using the following code to reset back to normal PED::RESET_PED_MOVEMENT_CLIPSET(PLAYER::PLAYER_PED_ID(), 0.0);
Parameters:
ped
(Ped
)p1
(float
)
Returns:
None
set_ped_strafe_clipset(ped
, clipSet
)
Full list of movement clipsets by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/movementClipsetsCompact.json
Parameters:
ped
(Ped
)clipSet
(string
)
Returns:
None
reset_ped_strafe_clipset(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
set_ped_weapon_movement_clipset(ped
, clipSet
)
No documentation found for this native.
Parameters:
ped
(Ped
)clipSet
(string
)
Returns:
None
reset_ped_weapon_movement_clipset(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
set_ped_drive_by_clipset_override(ped
, clipset
)
No documentation found for this native.
Parameters:
ped
(Ped
)clipset
(string
)
Returns:
None
clear_ped_drive_by_clipset_override(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
set_ped_cover_clipset_override(ped
, p1
)
No documentation found for this native.
Parameters:
ped
(Ped
)p1
(string
)
Returns:
None
clear_ped_cover_clipset_override(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
set_ped_in_vehicle_context(ped
, context
)
PED::SET_PED_IN_VEHICLE_CONTEXT(l_128, MISC::GET_HASH_KEY(“MINI_PROSTITUTE_LOW_PASSENGER”)); PED::SET_PED_IN_VEHICLE_CONTEXT(l_128, MISC::GET_HASH_KEY(“MINI_PROSTITUTE_LOW_RESTRICTED_PASSENGER”)); PED::SET_PED_IN_VEHICLE_CONTEXT(l_3212, MISC::GET_HASH_KEY(“MISS_FAMILY1_JIMMY_SIT”)); PED::SET_PED_IN_VEHICLE_CONTEXT(l_3212, MISC::GET_HASH_KEY(“MISS_FAMILY1_JIMMY_SIT_REAR”)); PED::SET_PED_IN_VEHICLE_CONTEXT(l_95, MISC::GET_HASH_KEY(“MISS_FAMILY2_JIMMY_BICYCLE”)); PED::SET_PED_IN_VEHICLE_CONTEXT(num3, MISC::GET_HASH_KEY(“MISSFBI2_MICHAEL_DRIVEBY”)); PED::SET_PED_IN_VEHICLE_CONTEXT(PLAYER::PLAYER_PED_ID(), MISC::GET_HASH_KEY(“MISS_ARMENIAN3_FRANKLIN_TENSE”)); PED::SET_PED_IN_VEHICLE_CONTEXT(PLAYER::PLAYER_PED_ID(), MISC::GET_HASH_KEY(“MISSFBI5_TREVOR_DRIVING”));
Parameters:
ped
(Ped
)context
(Hash
)
Returns:
None
reset_ped_in_vehicle_context(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
is_scripted_scenario_ped_using_conditional_anim(ped
, animDict
, anim
)
Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
Parameters:
ped
(Ped
)animDict
(string
)anim
(string
)
Returns:
bool
set_ped_alternate_walk_anim(ped
, animDict
, animName
, p3
, p4
)
Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
Full list of movement clipsets by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/movementClipsetsCompact.json
Parameters:
ped
(Ped
)animDict
(string
)animName
(string
)p3
(float
)p4
(bool
)
Returns:
None
clear_ped_alternate_walk_anim(ped
, p1
)
No documentation found for this native.
Parameters:
ped
(Ped
)p1
(float
)
Returns:
None
set_ped_alternate_movement_anim(ped
, stance
, animDictionary
, animationName
, p4
, p5
)
stance: 0 = idle 1 = walk 2 = running
p5 = usually set to true
Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
Full list of movement clipsets by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/movementClipsetsCompact.json
Parameters:
ped
(Ped
)stance
(int
)animDictionary
(string
)animationName
(string
)p4
(float
)p5
(bool
)
Returns:
None
clear_ped_alternate_movement_anim(ped
, stance
, p2
)
No documentation found for this native.
Parameters:
ped
(Ped
)stance
(int
)p2
(float
)
Returns:
None
set_ped_gesture_group(ped
, animGroupGesture
)
From the scripts: PED::SET_PED_GESTURE_GROUP(PLAYER::PLAYER_PED_ID(), “ANIM_GROUP_GESTURE_MISS_FRA0”); PED::SET_PED_GESTURE_GROUP(PLAYER::PLAYER_PED_ID(), “ANIM_GROUP_GESTURE_MISS_DocksSetup1”);
Parameters:
ped
(Ped
)animGroupGesture
(string
)
Returns:
None
get_anim_initial_offset_position(animDict
, animName
, x
, y
, z
, xRot
, yRot
, zRot
, p8
, p9
)
Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
Parameters:
animDict
(string
)animName
(string
)x
(float
)y
(float
)z
(float
)xRot
(float
)yRot
(float
)zRot
(float
)p8
(float
)p9
(int
)
Returns:
Vector3
get_anim_initial_offset_rotation(animDict
, animName
, x
, y
, z
, xRot
, yRot
, zRot
, p8
, p9
)
Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
Parameters:
animDict
(string
)animName
(string
)x
(float
)y
(float
)z
(float
)xRot
(float
)yRot
(float
)zRot
(float
)p8
(float
)p9
(int
)
Returns:
Vector3
get_ped_drawable_variation(ped
, componentId
)
Ids 0 - Head 1 - Beard 2 - Hair 3 - Torso 4 - Legs 5 - Hands 6 - Foot 7 - unknown 8 - Accessories 1 9 - Accessories 2 10- Decals 11 - Auxiliary parts for torso
Parameters:
ped
(Ped
)componentId
(int
)
Returns:
int
get_number_of_ped_drawable_variations(ped
, componentId
)
List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
Parameters:
ped
(Ped
)componentId
(int
)
Returns:
int
get_ped_texture_variation(ped
, componentId
)
List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
Parameters:
ped
(Ped
)componentId
(int
)
Returns:
int
get_number_of_ped_texture_variations(ped
, componentId
, drawableId
)
List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
Parameters:
ped
(Ped
)componentId
(int
)drawableId
(int
)
Returns:
int
get_number_of_ped_prop_drawable_variations(ped
, propId
)
List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
Parameters:
ped
(Ped
)propId
(int
)
Returns:
int
get_number_of_ped_prop_texture_variations(ped
, propId
, drawableId
)
Need to check behavior when drawableId = -1
Doofy.Ass
Why this function doesn’t work and return nill value? GET_NUMBER_OF_PED_PROP_TEXTURE_VARIATIONS(PLAYER.PLAYER_PED_ID(), 0, 5)
tick: scripts/addins/menu_execute.lua:51: attempt to call field ‘GET_NUMBER_OF_PED_PROP_TEXTURE_VARIATIONS’ (a nil value)
List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
Parameters:
ped
(Ped
)propId
(int
)drawableId
(int
)
Returns:
int
get_ped_palette_variation(ped
, componentId
)
List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
Parameters:
ped
(Ped
)componentId
(int
)
Returns:
int
is_ped_component_variation_valid(ped
, componentId
, drawableId
, textureId
)
Checks if the component variation is valid, this works great for randomizing components using loops.
List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
Full list of ped components by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/pedComponentVariations.json
Parameters:
ped
(Ped
)componentId
(int
)drawableId
(int
)textureId
(int
)
Returns:
bool
set_ped_component_variation(ped
, componentId
, drawableId
, textureId
, paletteId
)
paletteId: 0 to 3.
componentId: enum ePedVarComp {
PV_COMP_INVALID = -1, PV_COMP_HEAD, PV_COMP_BERD, PV_COMP_HAIR, PV_COMP_UPPR, PV_COMP_LOWR, PV_COMP_HAND, PV_COMP_FEET, PV_COMP_TEEF, PV_COMP_ACCS, PV_COMP_TASK, PV_COMP_DECL, PV_COMP_JBIB, PV_COMP_MAX
};
Examples: https://gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
Full list of ped components by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/pedComponentVariations.json
Parameters:
ped
(Ped
)componentId
(int
)drawableId
(int
)textureId
(int
)paletteId
(int
)
Returns:
None
set_ped_random_component_variation(ped
, p1
)
p1 is always 0 in R* scripts.
List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
Parameters:
ped
(Ped
)p1
(int
)
Returns:
None
set_ped_random_props(ped
)
List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
Parameters:
ped
(Ped
)
Returns:
None
set_ped_default_component_variation(ped
)
Sets Ped Default Clothes
Parameters:
ped
(Ped
)
Returns:
None
set_ped_blend_from_parents(ped
, p1
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
ped
(Ped
)p1
(Any
)p2
(Any
)p3
(float
)p4
(float
)
Returns:
None
set_ped_head_blend_data(ped
, shapeFirstID
, shapeSecondID
, shapeThirdID
, skinFirstID
, skinSecondID
, skinThirdID
, shapeMix
, skinMix
, thirdMix
, isParent
)
The “shape” parameters control the shape of the ped’s face. The “skin” parameters control the skin tone. ShapeMix and skinMix control how much the first and second IDs contribute,(typically mother and father.) ThirdMix overrides the others in favor of the third IDs. IsParent is set for “children” of the player character’s grandparents during old-gen character creation. It has unknown effect otherwise.
The IDs start at zero and go Male Non-DLC, Female Non-DLC, Male DLC, and Female DLC.
!!!Can someone add working example for this???
- try this:
headBlendData headData; GET_PED_HEAD_BLEND_DATA(PLAYER_PED_ID(), &headData);
- SET_PED_HEAD_BLEND_DATA(PLAYER_PED_ID(), headData.shapeFirst, headData.shapeSecond, headData.shapeThird, headData.skinFirst, headData.skinSecond
, headData.skinThird, headData.shapeMix, headData.skinMix, headData.skinThird, 0);
For more info please refer to this topic. gtaforums.com/topic/858970-all-gtao-face-ids-pedset-ped-head-blend-data-explained
Parameters:
ped
(Ped
)shapeFirstID
(int
)shapeSecondID
(int
)shapeThirdID
(int
)skinFirstID
(int
)skinSecondID
(int
)skinThirdID
(int
)shapeMix
(float
)skinMix
(float
)thirdMix
(float
)isParent
(bool
)
Returns:
None
get_ped_head_blend_data(ped
, headBlendData
)
The pointer is to a padded struct that matches the arguments to SET_PED_HEAD_BLEND_DATA(…). There are 4 bytes of padding after each field. pass this struct in the second parameter struct headBlendData {
int shapeFirst; int padding1; int shapeSecond; int padding2; int shapeThird; int padding3; int skinFirst; int padding4; int skinSecond; int padding5; int skinThird; int padding6; float shapeMix; int padding7; float skinMix; int padding8; float thirdMix; int padding9; bool isParent;
};
Parameters:
ped
(Ped
)headBlendData
(vector<Any>
)
Returns:
bool
update_ped_head_blend_data(ped
, shapeMix
, skinMix
, thirdMix
)
See SET_PED_HEAD_BLEND_DATA().
Parameters:
ped
(Ped
)shapeMix
(float
)skinMix
(float
)thirdMix
(float
)
Returns:
None
set_ped_eye_color(ped
, index
)
No documentation found for this native.
Parameters:
ped
(Ped
)index
(int
)
Returns:
None
get_ped_eye_color(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
int
set_ped_head_overlay(ped
, overlayID
, index
, opacity
)
OverlayID ranges from 0 to 12, index from 0 to _GET_NUM_OVERLAY_VALUES(overlayID)-1, and opacity from 0.0 to 1.0.
overlayID Part Index, to disable 0 Blemishes 0 - 23, 255 1 Facial Hair 0 - 28, 255 2 Eyebrows 0 - 33, 255 3 Ageing 0 - 14, 255 4 Makeup 0 - 74, 255 5 Blush 0 - 6, 255 6 Complexion 0 - 11, 255 7 Sun Damage 0 - 10, 255 8 Lipstick 0 - 9, 255 9 Moles/Freckles 0 - 17, 255 10 Chest Hair 0 - 16, 255 11 Body Blemishes 0 - 11, 255 12 Add Body Blemishes 0 - 1, 255
Parameters:
ped
(Ped
)overlayID
(int
)index
(int
)opacity
(float
)
Returns:
None
get_ped_head_overlay_value(ped
, overlayID
)
No documentation found for this native.
Parameters:
ped
(Ped
)overlayID
(int
)
Returns:
int
get_ped_head_overlay_num(overlayID
)
Used with freemode (online) characters.
Parameters:
overlayID
(int
)
Returns:
int
set_ped_head_overlay_color(ped
, overlayID
, colorType
, colorID
, secondColorID
)
No documentation found for this native.
Parameters:
ped
(Ped
)overlayID
(int
)colorType
(int
)colorID
(int
)secondColorID
(int
)
Returns:
None
set_ped_hair_color(ped
, colorID
, highlightColorID
)
No documentation found for this native.
Parameters:
ped
(Ped
)colorID
(int
)highlightColorID
(int
)
Returns:
None
get_num_hair_colors()
No documentation found for this native.
Parameters:
None
Returns:
int
get_num_makeup_colors()
No documentation found for this native.
Parameters:
None
Returns:
int
get_ped_hair_rgb_color(hairColorIndex
)
No documentation found for this native.
Parameters:
hairColorIndex
(int
)
Returns:
lua_table
get_ped_makeup_rgb_color(makeupColorIndex
)
No documentation found for this native.
Parameters:
makeupColorIndex
(int
)
Returns:
lua_table
is_ped_hair_valid_creator_color(colorId
)
No documentation found for this native.
Parameters:
colorId
(int
)
Returns:
bool
get_default_secondary_hair_creator_color(colorId
)
No documentation found for this native.
Parameters:
colorId
(int
)
Returns:
int
is_ped_lipstick_valid_creator_color(colorId
)
No documentation found for this native.
Parameters:
colorId
(int
)
Returns:
bool
is_ped_blush_valid_creator_color(colorId
)
No documentation found for this native.
Parameters:
colorId
(int
)
Returns:
bool
is_ped_hair_valid_barber_color(colorID
)
No documentation found for this native.
Parameters:
colorID
(int
)
Returns:
bool
get_default_secondary_hair_barber_color(colorID
)
No documentation found for this native.
Parameters:
colorID
(int
)
Returns:
Any
is_ped_lipstick_valid_barber_color(colorID
)
No documentation found for this native.
Parameters:
colorID
(int
)
Returns:
bool
is_ped_blush_valid_barber_color(colorID
)
No documentation found for this native.
Parameters:
colorID
(int
)
Returns:
bool
is_ped_blush_facepaint_valid_barber_color(colorId
)
No documentation found for this native.
Parameters:
colorId
(int
)
Returns:
bool
get_tint_of_hair_component_variation(modelHash
, drawableId
, textureId
)
No documentation found for this native.
Parameters:
modelHash
(Hash
)drawableId
(int
)textureId
(int
)
Returns:
Any
set_ped_micro_morph_value(ped
, index
, scale
)
No documentation found for this native.
Parameters:
ped
(Ped
)index
(int
)scale
(float
)
Returns:
None
has_ped_head_blend_finished(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
finalize_head_blend(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
set_head_blend_palette_color(ped
, r
, g
, b
, id
)
p4 seems to vary from 0 to 3. Preview: https://gfycat.com/MaleRareAmazonparrot
Parameters:
ped
(Ped
)r
(int
)g
(int
)b
(int
)id
(int
)
Returns:
None
disable_head_blend_palette_color(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
get_ped_head_blend_first_index(type
)
Type equals 0 for male non-dlc, 1 for female non-dlc, 2 for male dlc, and 3 for female dlc.
Used when calling SET_PED_HEAD_BLEND_DATA.
Parameters:
type
(int
)
Returns:
int
get_ped_head_blend_num_heads(type
)
Type equals 0 for male non-dlc, 1 for female non-dlc, 2 for male dlc, and 3 for female dlc.
Parameters:
type
(int
)
Returns:
int
set_ped_preload_variation_data(ped
, slot
, drawableId
, textureId
)
from extreme3.c4 PED::_39D55A620FCB6A3A(PLAYER::PLAYER_PED_ID(), 8, PED::GET_PED_DRAWABLE_VARIATION(PLAYER::PLAYER_PED_ID(), 8), PED::GET_PED_TEXTURE_VARIATION(PLAYER::PLAYER_PED_ID(), 8));
p1 is probably componentId
Parameters:
ped
(Ped
)slot
(int
)drawableId
(int
)textureId
(int
)
Returns:
Any
has_ped_preload_variation_data_finished(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
release_ped_preload_variation_data(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
set_ped_preload_prop_data(ped
, componentId
, drawableId
, TextureId
)
List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
Parameters:
ped
(Ped
)componentId
(int
)drawableId
(int
)TextureId
(int
)
Returns:
bool
has_ped_preload_prop_data_finished(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
release_ped_preload_prop_data(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
get_ped_prop_index(ped
, componentId
)
List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
Parameters:
ped
(Ped
)componentId
(int
)
Returns:
int
set_ped_prop_index(ped
, componentId
, drawableId
, TextureId
, attach
)
ComponentId can be set to various things based on what category you’re wanting to set enum PedPropsData {
PED_PROP_HATS = 0, PED_PROP_GLASSES = 1,
- PED_PROP_EARS = 2,
PED_PROP_WATCHES = 3,
}; Usage: SET_PED_PROP_INDEX(playerPed, PED_PROP_HATS, GET_NUMBER_OF_PED_PROP_DRAWABLE_VARIATIONS(playerPed, PED_PROP_HATS), GET_NUMBER_OF_PED_PROP_TEXTURE_VARIATIONS(playerPed, PED_PROP_HATS, 0), TRUE);
List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
Parameters:
ped
(Ped
)componentId
(int
)drawableId
(int
)TextureId
(int
)attach
(bool
)
Returns:
None
knock_off_ped_prop(ped
, p1
, p2
, p3
, p4
)
List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
Parameters:
ped
(Ped
)p1
(bool
)p2
(bool
)p3
(bool
)p4
(bool
)
Returns:
None
clear_ped_prop(ped
, propId
)
List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
Parameters:
ped
(Ped
)propId
(int
)
Returns:
None
clear_all_ped_props(ped
)
List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
Parameters:
ped
(Ped
)
Returns:
None
drop_ambient_prop(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
get_ped_prop_texture_index(ped
, componentId
)
List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
Parameters:
ped
(Ped
)componentId
(int
)
Returns:
int
clear_ped_parachute_pack_variation(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
set_ped_scuba_gear_variation(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
clear_ped_scuba_gear_variation(ped
)
Removes the scubagear (for mp male: component id: 8, drawableId: 123, textureId: any) from peds. Does not play the ‘remove scuba gear’ animation, but instantly removes it.
Parameters:
ped
(Ped
)
Returns:
None
set_blocking_of_non_temporary_events(ped
, toggle
)
works with TASK::TASK_SET_BLOCKING_OF_NON_TEMPORARY_EVENTS to make a ped completely oblivious to all events going on around him
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
set_ped_bounds_orientation(ped
, p1
, p2
, p3
, p4
, p5
)
No documentation found for this native.
Parameters:
ped
(Ped
)p1
(float
)p2
(float
)p3
(float
)p4
(float
)p5
(float
)
Returns:
None
register_target(ped
, target
)
PED::REGISTER_TARGET(l_216, PLAYER::PLAYER_PED_ID()); from re_prisonbreak.txt.
l_216 = RECSBRobber1
Parameters:
ped
(Ped
)target
(Ped
)
Returns:
None
register_hated_targets_around_ped(ped
, radius
)
Based on TASK_COMBAT_HATED_TARGETS_AROUND_PED, the parameters are likely similar (PedHandle, and area to attack in).
Parameters:
ped
(Ped
)radius
(float
)
Returns:
None
get_random_ped_at_coord(x
, y
, z
, xRadius
, yRadius
, zRadius
, pedType
)
Gets a random ped in the x/y/zRadius near the x/y/z coordinates passed.
Ped Types: Any = -1 Player = 1 Male = 4 Female = 5 Cop = 6 Human = 26 SWAT = 27 Animal = 28 Army = 29
Parameters:
x
(float
)y
(float
)z
(float
)xRadius
(float
)yRadius
(float
)zRadius
(float
)pedType
(int
)
Returns:
Ped
get_closest_ped(x
, y
, z
, radius
, p4
, p5
, p7
, p8
, pedType
)
Gets the closest ped in a radius.
Ped Types: Any ped = -1 Player = 1 Male = 4 Female = 5 Cop = 6 Human = 26 SWAT = 27 Animal = 28 Army = 29
P4 P5 P7 P8 1 0 x x = return nearest walking Ped 1 x 0 x = return nearest walking Ped x 1 1 x = return Ped you are using 0 0 x x = no effect 0 x 0 x = no effect
x = can be 1 or 0. Does not have any obvious changes.
This function does not return ped who is: 1. Standing still 2. Driving 3. Fleeing 4. Attacking
This function only work if the ped is: 1. walking normally. 2. waiting to cross a road.
Note: PED::GET_PED_NEARBY_PEDS works for more peds.
Parameters:
x
(float
)y
(float
)z
(float
)radius
(float
)p4
(BOOL
)p5
(BOOL
)p7
(BOOL
)p8
(BOOL
)pedType
(int
)
Returns:
Ped
set_scenario_peds_to_be_returned_by_next_command(value
)
Sets a value indicating whether scenario peds should be returned by the next call to a command that returns peds. Eg. GET_CLOSEST_PED.
Parameters:
value
(bool
)
Returns:
None
set_driver_racing_modifier(driver
, modifier
)
Scripts use 0.2, 0.5 and 1.0. Value must be >= 0.0 && <= 1.0
Parameters:
driver
(Ped
)modifier
(float
)
Returns:
None
set_driver_ability(driver
, ability
)
The function specifically verifies the value is equal to, or less than 1.0f. If it is greater than 1.0f, the function does nothing at all.
Parameters:
driver
(Ped
)ability
(float
)
Returns:
None
set_driver_aggressiveness(driver
, aggressiveness
)
range 0.0f - 1.0f
Parameters:
driver
(Ped
)aggressiveness
(float
)
Returns:
None
can_ped_ragdoll(ped
)
Prevents the ped from going limp.
[Example: Can prevent peds from falling when standing on moving vehicles.]
Parameters:
ped
(Ped
)
Returns:
bool
set_ped_to_ragdoll(ped
, time1
, time2
, ragdollType
, p4
, p5
, p6
)
p4/p5: Unused in TU27 Ragdoll Types: 0: CTaskNMRelax 1: CTaskNMScriptControl: Hardcoded not to work in networked environments. Else: CTaskNMBalance time1- Time(ms) Ped is in ragdoll mode; only applies to ragdoll types 0 and not 1.
time2- Unknown time, in milliseconds
ragdollType- 0 : Normal ragdoll 1 : Falls with stiff legs/body 2 : Narrow leg stumble(may not fall) 3 : Wide leg stumble(may not fall)
p4, p5, p6- No idea. In R*’s scripts they are usually either “true, true, false” or “false, false, false”.
EDIT 3/11/16: unclear what ‘mircoseconds’ mean– a microsecond is 1000x a ms, so time2 must be 1000x time1? more testing needed. -sob
Edit Mar 21, 2017: removed part about time2 being the microseconds version of time1. this just isn’t correct. time2 is in milliseconds, and time1 and time2 don’t seem to be connected in any way.
Parameters:
ped
(Ped
)time1
(int
)time2
(int
)ragdollType
(int
)p4
(bool
)p5
(bool
)p6
(bool
)
Returns:
bool
set_ped_to_ragdoll_with_fall(ped
, time
, p2
, ragdollType
, x
, y
, z
, p7
, p8
, p9
, p10
, p11
, p12
, p13
)
Return variable is never used in R*’s scripts.
Not sure what p2 does. It seems like it would be a time judging by it’s usage in R*’s scripts, but didn’t seem to affect anything in my testings.
x, y, and z are coordinates, most likely to where the ped will fall.
p7 is probably the force of the fall, but untested, so I left the variable name the same.
p8 to p13 are always 0f in R*’s scripts.
(Simplified) Example of the usage of the function from R*’s scripts: ped::set_ped_to_ragdoll_with_fall(ped, 1500, 2000, 1, -entity::get_entity_forward_vector(ped), 1f, 0f, 0f, 0f, 0f, 0f, 0f);
Parameters:
ped
(Ped
)time
(int
)p2
(int
)ragdollType
(int
)x
(float
)y
(float
)z
(float
)p7
(float
)p8
(float
)p9
(float
)p10
(float
)p11
(float
)p12
(float
)p13
(float
)
Returns:
bool
set_ped_ragdoll_on_collision(ped
, toggle
)
Causes Ped to ragdoll on collision with any object (e.g Running into trashcan). If applied to player you will sometimes trip on the sidewalk.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
is_ped_ragdoll(ped
)
If the ped handle passed through the parenthesis is in a ragdoll state this will return true.
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_running_ragdoll_task(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
set_ped_ragdoll_force_fall(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
reset_ped_ragdoll_timer(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
set_ped_can_ragdoll(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
is_ped_running_melee_task(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_running_mobile_phone_task(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
is_mobile_phone_to_ped_ear(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
set_ragdoll_blocking_flags(ped
, flags
)
Works for both player and peds, but some flags don’t seem to work for the player (1, for example)
1 - Blocks ragdolling when shot. 2 - Blocks ragdolling when hit by a vehicle. The ped still might play a falling animation. 4 - Blocks ragdolling when set on fire.
There seem to be 26 flags
Parameters:
ped
(Ped
)flags
(int
)
Returns:
None
clear_ragdoll_blocking_flags(ped
, flags
)
There seem to be 26 flags
Parameters:
ped
(Ped
)flags
(int
)
Returns:
None
set_ped_angled_defensive_area(ped
, p1
, p2
, p3
, p4
, p5
, p6
, p7
, p8
, p9
)
No documentation found for this native.
Parameters:
ped
(Ped
)p1
(float
)p2
(float
)p3
(float
)p4
(float
)p5
(float
)p6
(float
)p7
(float
)p8
(bool
)p9
(bool
)
Returns:
None
set_ped_sphere_defensive_area(ped
, x
, y
, z
, radius
, p5
, p6
)
No documentation found for this native.
Parameters:
ped
(Ped
)x
(float
)y
(float
)z
(float
)radius
(float
)p5
(bool
)p6
(bool
)
Returns:
None
set_ped_defensive_sphere_attached_to_ped(ped
, target
, xOffset
, yOffset
, zOffset
, radius
, p6
)
No documentation found for this native.
Parameters:
ped
(Ped
)target
(Ped
)xOffset
(float
)yOffset
(float
)zOffset
(float
)radius
(float
)p6
(bool
)
Returns:
None
set_ped_defensive_sphere_attached_to_vehicle(ped
, target
, xOffset
, yOffset
, zOffset
, radius
, p6
)
No documentation found for this native.
Parameters:
ped
(Ped
)target
(Vehicle
)xOffset
(float
)yOffset
(float
)zOffset
(float
)radius
(float
)p6
(bool
)
Returns:
None
set_ped_defensive_area_attached_to_ped(ped
, attachPed
, p2
, p3
, p4
, p5
, p6
, p7
, p8
, p9
, p10
)
No documentation found for this native.
Parameters:
ped
(Ped
)attachPed
(Ped
)p2
(float
)p3
(float
)p4
(float
)p5
(float
)p6
(float
)p7
(float
)p8
(float
)p9
(bool
)p10
(bool
)
Returns:
None
set_ped_defensive_area_direction(ped
, p1
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
ped
(Ped
)p1
(float
)p2
(float
)p3
(float
)p4
(bool
)
Returns:
None
remove_ped_defensive_area(ped
, toggle
)
Ped will no longer get angry when you stay near him.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
get_ped_defensive_area_position(ped
, p1
)
No documentation found for this native.
Parameters:
ped
(Ped
)p1
(bool
)
Returns:
Vector3
is_ped_defensive_area_active(ped
, p1
)
No documentation found for this native.
Parameters:
ped
(Ped
)p1
(bool
)
Returns:
bool
set_ped_preferred_cover_set(ped
, itemSet
)
No documentation found for this native.
Parameters:
ped
(Ped
)itemSet
(Any
)
Returns:
None
remove_ped_preferred_cover_set(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
revive_injured_ped(ped
)
It will revive/cure the injured ped. The condition is ped must not be dead.
Upon setting and converting the health int, found, if health falls below 5, the ped will lay on the ground in pain(Maximum default health is 100).
This function is well suited there.
Parameters:
ped
(Ped
)
Returns:
None
resurrect_ped(ped
)
This function will simply bring the dead person back to life.
Try not to use it alone, since using this function alone, will make peds fall through ground in hell(well for the most of the times).
Instead, before calling this function, you may want to declare the position, where your Resurrected ped to be spawn at.(For instance, Around 2 floats of Player’s current position.)
Also, disabling any assigned task immediately helped in the number of scenarios, where If you want peds to perform certain decided tasks.
Parameters:
ped
(Ped
)
Returns:
None
set_ped_name_debug(ped
, name
)
NOTE: Debugging functions are not present in the retail version of the game.
*untested but char *name could also be a hash for a localized string
Parameters:
ped
(Ped
)name
(string
)
Returns:
None
get_ped_extracted_displacement(ped
, worldSpace
)
Gets the offset the specified ped has moved since the previous tick.
If worldSpace is false, the returned offset is relative to the ped. That is, if the ped has moved 1 meter right and 5 meters forward, it’ll return 1,5,0.
If worldSpace is true, the returned offset is relative to the world. That is, if the ped has moved 1 meter on the X axis and 5 meters on the Y axis, it’ll return 1,5,0.
Parameters:
ped
(Ped
)worldSpace
(bool
)
Returns:
Vector3
set_ped_dies_when_injured(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
set_ped_enable_weapon_blocking(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
reset_ped_visible_damage(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
apply_ped_blood_damage_by_zone(ped
, p1
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
ped
(Ped
)p1
(Any
)p2
(float
)p3
(float
)p4
(Any
)
Returns:
None
apply_ped_blood(ped
, boneIndex
, xRot
, yRot
, zRot
, woundType
)
woundTypes: - soak_splat - wound_sheet - BulletSmall - BulletLarge - ShotgunSmall - ShotgunSmallMonolithic - ShotgunLarge - ShotgunLargeMonolithic - NonFatalHeadshot - stab - BasicSlash - Scripted_Ped_Splash_Back - BackSplash
Parameters:
ped
(Ped
)boneIndex
(int
)xRot
(float
)yRot
(float
)zRot
(float
)woundType
(string
)
Returns:
None
apply_ped_blood_by_zone(ped
, p1
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
ped
(Ped
)p1
(int
)p2
(float
)p3
(float
)p4
(string
)
Returns:
None
apply_ped_blood_specific(ped
, p1
, p2
, p3
, p4
, p5
, p6
, p7
, p8
)
No documentation found for this native.
Parameters:
ped
(Ped
)p1
(int
)p2
(float
)p3
(float
)p4
(float
)p5
(float
)p6
(int
)p7
(float
)p8
(string
)
Returns:
None
apply_ped_damage_decal(ped
, damageZone
, xOffset
, yOffset
, heading
, scale
, alpha
, variation
, fadeIn
, decalName
)
enum eDamageZone {
DZ_Torso = 0, DZ_Head, DZ_LeftArm, DZ_RightArm, DZ_LeftLeg, DZ_RightLeg,
};
Decal Names: scar blushing cs_flush_anger cs_flush_anger_face bruise bruise_large herpes ArmorBullet basic_dirt_cloth basic_dirt_skin cs_trev1_dirt
APPLY_PED_DAMAGE_DECAL(ped, 1, 0.5f, 0.513f, 0f, 1f, unk, 0, 0, “blushing”);
Parameters:
ped
(Ped
)damageZone
(int
)xOffset
(float
)yOffset
(float
)heading
(float
)scale
(float
)alpha
(float
)variation
(int
)fadeIn
(bool
)decalName
(string
)
Returns:
None
apply_ped_damage_pack(ped
, damagePack
, damage
, mult
)
Damage Packs:
“SCR_TrevorTreeBang” “HOSPITAL_0” “HOSPITAL_1” “HOSPITAL_2” “HOSPITAL_3” “HOSPITAL_4” “HOSPITAL_5” “HOSPITAL_6” “HOSPITAL_7” “HOSPITAL_8” “HOSPITAL_9” “SCR_Dumpster” “BigHitByVehicle” “SCR_Finale_Michael_Face” “SCR_Franklin_finb” “SCR_Finale_Michael” “SCR_Franklin_finb2” “Explosion_Med” “SCR_Torture” “SCR_TracySplash” “Skin_Melee_0”
Additional damage packs:
gist.github.com/alexguirre/f3f47f75ddcf617f416f3c8a55ae2227 Full list of ped damage packs by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/pedDamagePacks.json
Parameters:
ped
(Ped
)damagePack
(string
)damage
(float
)mult
(float
)
Returns:
None
clear_ped_blood_damage(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
clear_ped_blood_damage_by_zone(ped
, p1
)
Somehow related to changing ped’s clothes.
Parameters:
ped
(Ped
)p1
(int
)
Returns:
None
hide_ped_blood_damage_by_zone(ped
, p1
, p2
)
No documentation found for this native.
Parameters:
ped
(Ped
)p1
(Any
)p2
(bool
)
Returns:
None
clear_ped_damage_decal_by_zone(ped
, p1
, p2
)
p1: from 0 to 5 in the b617d scripts. p2: “blushing” and “ALL” found in the b617d scripts.
Parameters:
ped
(Ped
)p1
(int
)p2
(string
)
Returns:
None
get_ped_decorations_state(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
int
clear_ped_wetness(ped
)
It clears the wetness of the selected Ped/Player. Clothes have to be wet to notice the difference.
Parameters:
ped
(Ped
)
Returns:
None
set_ped_wetness_height(ped
, height
)
It adds the wetness level to the player clothing/outfit. As if player just got out from water surface.
Parameters:
ped
(Ped
)height
(float
)
Returns:
None
set_ped_wetness_enabled_this_frame(ped
)
combined with PED::SET_PED_WETNESS_HEIGHT(), this native makes the ped drenched in water up to the height specified in the other function
Parameters:
ped
(Ped
)
Returns:
None
clear_ped_env_dirt(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
set_ped_sweat(ped
, sweat
)
Sweat is set to 100.0 or 0.0 in the decompiled scripts.
Parameters:
ped
(Ped
)sweat
(float
)
Returns:
None
add_ped_decoration_from_hashes(ped
, collection
, overlay
)
Applies an Item from a PedDecorationCollection to a ped. These include tattoos and shirt decals.
collection - PedDecorationCollection filename hash overlay - Item name hash
Example: Entry inside “mpbeach_overlays.xml” - <Item>
<uvPos x=”0.500000” y=”0.500000” /> <scale x=”0.600000” y=”0.500000” /> <rotation value=”0.000000” /> <nameHash>FM_Hair_Fuzz</nameHash> <txdHash>mp_hair_fuzz</txdHash> <txtHash>mp_hair_fuzz</txtHash> <zone>ZONE_HEAD</zone> <type>TYPE_TATTOO</type> <faction>FM</faction> <garment>All</garment> <gender>GENDER_DONTCARE</gender> <award /> <awardLevel />
</Item>
Code: PED::_0x5F5D1665E352A839(PLAYER::PLAYER_PED_ID(), MISC::GET_HASH_KEY(“mpbeach_overlays”), MISC::GET_HASH_KEY(“fm_hair_fuzz”))
Full list of ped overlays / decorations by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/pedOverlayCollections.json
Parameters:
ped
(Ped
)collection
(Hash
)overlay
(Hash
)
Returns:
None
add_ped_decoration_from_hashes_in_corona(ped
, collection
, overlay
)
Full list of ped overlays / decorations by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/pedOverlayCollections.json
Parameters:
ped
(Ped
)collection
(Hash
)overlay
(Hash
)
Returns:
None
get_ped_decoration_zone_from_hashes(collection
, overlay
)
Returns the zoneID for the overlay if it is a member of collection. enum ePedDecorationZone {
ZONE_TORSO = 0, ZONE_HEAD = 1, ZONE_LEFT_ARM = 2, ZONE_RIGHT_ARM = 3, ZONE_LEFT_LEG = 4, ZONE_RIGHT_LEG = 5, ZONE_MEDALS = 6, ZONE_INVALID = 7
};
Full list of ped overlays / decorations by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/pedOverlayCollections.json
Parameters:
collection
(Hash
)overlay
(Hash
)
Returns:
int
clear_ped_decorations(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
clear_ped_decorations_leave_scars(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
was_ped_skeleton_updated(ped
)
Despite this function’s name, it simply returns whether the specified handle is a Ped.
Parameters:
ped
(Ped
)
Returns:
bool
get_ped_bone_coords(ped
, boneId
, offsetX
, offsetY
, offsetZ
)
Gets the position of the specified bone of the specified ped.
ped: The ped to get the position of a bone from. boneId: The ID of the bone to get the position from. This is NOT the index. offsetX: The X-component of the offset to add to the position relative to the bone’s rotation. offsetY: The Y-component of the offset to add to the position relative to the bone’s rotation. offsetZ: The Z-component of the offset to add to the position relative to the bone’s rotation.
Parameters:
ped
(Ped
)boneId
(int
)offsetX
(float
)offsetY
(float
)offsetZ
(float
)
Returns:
Vector3
create_nm_message(startImmediately
, messageId
)
Creates a new NaturalMotion message.
startImmediately: If set to true, the character will perform the message the moment it receives it by GIVE_PED_NM_MESSAGE. If false, the Ped will get the message but won’t perform it yet. While it’s a boolean value, if negative, the message will not be initialized. messageId: The ID of the NaturalMotion message.
If a message already exists, this function does nothing. A message exists until the point it has been successfully dispatched by GIVE_PED_NM_MESSAGE.
Parameters:
startImmediately
(bool
)messageId
(int
)
Returns:
None
give_ped_nm_message(ped
)
Sends the message that was created by a call to CREATE_NM_MESSAGE to the specified Ped.
If a message hasn’t been created already, this function does nothing. If the Ped is not ragdolled with Euphoria enabled, this function does nothing. The following call can be used to ragdoll the Ped with Euphoria enabled: SET_PED_TO_RAGDOLL(ped, 4000, 5000, 1, 1, 1, 0);
Call order: SET_PED_TO_RAGDOLL CREATE_NM_MESSAGE GIVE_PED_NM_MESSAGE
Multiple messages can be chained. Eg. to make the ped stagger and swing his arms around, the following calls can be made: SET_PED_TO_RAGDOLL(ped, 4000, 5000, 1, 1, 1, 0); CREATE_NM_MESSAGE(true, 0); // stopAllBehaviours - Stop all other behaviours, in case the Ped is already doing some Euphoria stuff. GIVE_PED_NM_MESSAGE(ped); // Dispatch message to Ped. CREATE_NM_MESSAGE(true, 1151); // staggerFall - Attempt to walk while falling. GIVE_PED_NM_MESSAGE(ped); // Dispatch message to Ped. CREATE_NM_MESSAGE(true, 372); // armsWindmill - Swing arms around. GIVE_PED_NM_MESSAGE(ped); // Dispatch message to Ped.
Parameters:
ped
(Ped
)
Returns:
None
add_scenario_blocking_area(x1
, y1
, z1
, x2
, y2
, z2
, p6
, p7
, p8
, p9
)
No documentation found for this native.
Parameters:
x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)p6
(bool
)p7
(bool
)p8
(bool
)p9
(bool
)
Returns:
int
remove_scenario_blocking_areas()
No documentation found for this native.
Parameters:
None
Returns:
None
remove_scenario_blocking_area(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(bool
)
Returns:
None
set_scenario_peds_spawn_in_sphere_area(x
, y
, z
, range
, p4
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)range
(float
)p4
(int
)
Returns:
None
does_scenario_blocking_area_exist(x1
, y1
, z1
, x2
, y2
, z2
)
No documentation found for this native.
Parameters:
x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)
Returns:
bool
is_ped_using_scenario(ped
, scenario
)
Full list of ped scenarios by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/scenariosCompact.json
Parameters:
ped
(Ped
)scenario
(string
)
Returns:
bool
is_ped_using_any_scenario(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
set_ped_panic_exit_scenario(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
Any
set_ped_scared_when_using_scenario(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
set_ped_should_play_directed_scenario_exit(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
Any
set_ped_should_play_normal_scenario_exit(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
set_ped_should_play_immediate_scenario_exit(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
set_ped_should_play_flee_scenario_exit(ped
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
ped
(Ped
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
Any
play_facial_anim(ped
, animName
, animDict
)
Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
Parameters:
ped
(Ped
)animName
(string
)animDict
(string
)
Returns:
None
set_facial_clipset_override(ped
, animDict
)
No documentation found for this native.
Parameters:
ped
(Ped
)animDict
(string
)
Returns:
None
set_facial_idle_anim_override(ped
, animName
, animDict
)
Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
Parameters:
ped
(Ped
)animName
(string
)animDict
(string
)
Returns:
None
clear_facial_idle_anim_override(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
set_ped_can_play_gesture_anims(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
set_ped_can_play_viseme_anims(ped
, toggle
, p2
)
p2 usually 0
Parameters:
ped
(Ped
)toggle
(bool
)p2
(bool
)
Returns:
None
set_ped_can_play_injured_anims(ped
, p1
)
No documentation found for this native.
Parameters:
ped
(Ped
)p1
(bool
)
Returns:
None
set_ped_can_play_ambient_anims(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
set_ped_can_play_ambient_base_anims(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
set_ped_can_arm_ik(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
set_ped_can_head_ik(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
set_ped_can_leg_ik(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
set_ped_can_torso_ik(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
set_ped_can_torso_react_ik(ped
, p1
)
No documentation found for this native.
Parameters:
ped
(Ped
)p1
(bool
)
Returns:
None
set_ped_can_use_auto_conversation_lookat(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
is_ped_headtracking_ped(ped1
, ped2
)
No documentation found for this native.
Parameters:
ped1
(Ped
)ped2
(Ped
)
Returns:
bool
is_ped_headtracking_entity(ped
, entity
)
No documentation found for this native.
Parameters:
ped
(Ped
)entity
(Entity
)
Returns:
bool
set_ped_primary_lookat(ped
, lookAt
)
This is only called once in the scripts.
- sub_1CD9(&l_49, 0, getElem(3, &l_34, 4), “MICHAEL”, 0, 1);
sub_1CA8(“WORLD_HUMAN_SMOKING”, 2); PED::SET_PED_PRIMARY_LOOKAT(getElem(3, &l_34, 4), PLAYER::PLAYER_PED_ID());
Parameters:
ped
(Ped
)lookAt
(Ped
)
Returns:
None
set_ped_cloth_package_index(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
None
set_ped_cloth_prone(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
None
set_ped_config_flag(ped
, flagId
, value
)
enum ePedConfigFlags {
_CPED_CONFIG_FLAG_0x67D1A445 = 0, _CPED_CONFIG_FLAG_0xC63DE95E = 1, CPED_CONFIG_FLAG_NoCriticalHits = 2, CPED_CONFIG_FLAG_DrownsInWater = 3, CPED_CONFIG_FLAG_DisableReticuleFixedLockon = 4, _CPED_CONFIG_FLAG_0x37D196F4 = 5, _CPED_CONFIG_FLAG_0xE2462399 = 6, CPED_CONFIG_FLAG_UpperBodyDamageAnimsOnly = 7, _CPED_CONFIG_FLAG_0xEDDEB838 = 8, _CPED_CONFIG_FLAG_0xB398B6FD = 9, _CPED_CONFIG_FLAG_0xF6664E68 = 10, _CPED_CONFIG_FLAG_0xA05E7CA3 = 11, _CPED_CONFIG_FLAG_0xCE394045 = 12, CPED_CONFIG_FLAG_NeverLeavesGroup = 13, _CPED_CONFIG_FLAG_0xCD8D1411 = 14, _CPED_CONFIG_FLAG_0xB031F1A9 = 15, _CPED_CONFIG_FLAG_0xFE65BEE3 = 16, CPED_CONFIG_FLAG_BlockNonTemporaryEvents = 17, _CPED_CONFIG_FLAG_0x380165BD = 18, _CPED_CONFIG_FLAG_0x07C045C7 = 19, _CPED_CONFIG_FLAG_0x583B5E2D = 20, _CPED_CONFIG_FLAG_0x475EDA58 = 21, _CPED_CONFIG_FLAG_0x8629D05B = 22, _CPED_CONFIG_FLAG_0x1522968B = 23, CPED_CONFIG_FLAG_IgnoreSeenMelee = 24, _CPED_CONFIG_FLAG_0x4CC09C4B = 25, _CPED_CONFIG_FLAG_0x034F3053 = 26, _CPED_CONFIG_FLAG_0xD91BA7CC = 27, _CPED_CONFIG_FLAG_0x5C8DC66E = 28, _CPED_CONFIG_FLAG_0x8902EAA0 = 29, _CPED_CONFIG_FLAG_0x6580B9D2 = 30, _CPED_CONFIG_FLAG_0x0EF7A297 = 31, _CPED_CONFIG_FLAG_CanFlyThruWindscreen = 32, // 0x6BF86E5B CPED_CONFIG_FLAG_DieWhenRagdoll = 33, CPED_CONFIG_FLAG_HasHelmet = 34, CPED_CONFIG_FLAG_UseHelmet = 35, _CPED_CONFIG_FLAG_0xEEB3D630 = 36, _CPED_CONFIG_FLAG_0xB130D17B = 37, _CPED_CONFIG_FLAG_0x5F071200 = 38, CPED_CONFIG_FLAG_DisableEvasiveDives = 39, _CPED_CONFIG_FLAG_0xC287AAFF = 40, _CPED_CONFIG_FLAG_0x203328CC = 41, CPED_CONFIG_FLAG_DontInfluenceWantedLevel = 42, CPED_CONFIG_FLAG_DisablePlayerLockon = 43, CPED_CONFIG_FLAG_DisableLockonToRandomPeds = 44, _CPED_CONFIG_FLAG_0xEC4A8ACF = 45, _CPED_CONFIG_FLAG_0xDB115BFA = 46, CPED_CONFIG_FLAG_PedBeingDeleted = 47, CPED_CONFIG_FLAG_BlockWeaponSwitching = 48, _CPED_CONFIG_FLAG_0xF8E99565 = 49, _CPED_CONFIG_FLAG_0xDD17FEE6 = 50, _CPED_CONFIG_FLAG_0x7ED9B2C9 = 51, _CPED_CONFIG_FLAG_NoCollison = 52, // 0x655E8618 _CPED_CONFIG_FLAG_0x5A6C1F6E = 53, _CPED_CONFIG_FLAG_0xD749FC41 = 54, _CPED_CONFIG_FLAG_0x357F63F3 = 55, _CPED_CONFIG_FLAG_0xC5E60961 = 56, _CPED_CONFIG_FLAG_0x29275C3E = 57, CPED_CONFIG_FLAG_IsFiring = 58, CPED_CONFIG_FLAG_WasFiring = 59, CPED_CONFIG_FLAG_IsStanding = 60, CPED_CONFIG_FLAG_WasStanding = 61, CPED_CONFIG_FLAG_InVehicle = 62, CPED_CONFIG_FLAG_OnMount = 63, CPED_CONFIG_FLAG_AttachedToVehicle = 64, CPED_CONFIG_FLAG_IsSwimming = 65, CPED_CONFIG_FLAG_WasSwimming = 66, CPED_CONFIG_FLAG_IsSkiing = 67, CPED_CONFIG_FLAG_IsSitting = 68, CPED_CONFIG_FLAG_KilledByStealth = 69, CPED_CONFIG_FLAG_KilledByTakedown = 70, CPED_CONFIG_FLAG_Knockedout = 71, _CPED_CONFIG_FLAG_0x3E3C4560 = 72, _CPED_CONFIG_FLAG_0x2994C7B7 = 73, _CPED_CONFIG_FLAG_0x6D59D275 = 74, CPED_CONFIG_FLAG_UsingCoverPoint = 75, CPED_CONFIG_FLAG_IsInTheAir = 76, _CPED_CONFIG_FLAG_0x2D493FB7 = 77, CPED_CONFIG_FLAG_IsAimingGun = 78, _CPED_CONFIG_FLAG_0x14D69875 = 79, _CPED_CONFIG_FLAG_0x40B05311 = 80, _CPED_CONFIG_FLAG_0x8B230BC5 = 81, _CPED_CONFIG_FLAG_0xC74E5842 = 82, _CPED_CONFIG_FLAG_0x9EA86147 = 83, _CPED_CONFIG_FLAG_0x674C746C = 84, _CPED_CONFIG_FLAG_0x3E56A8C2 = 85, _CPED_CONFIG_FLAG_0xC144A1EF = 86, _CPED_CONFIG_FLAG_0x0548512D = 87, _CPED_CONFIG_FLAG_0x31C93909 = 88, _CPED_CONFIG_FLAG_0xA0269315 = 89, _CPED_CONFIG_FLAG_0xD4D59D4D = 90, _CPED_CONFIG_FLAG_0x411D4420 = 91, _CPED_CONFIG_FLAG_0xDF4AEF0D = 92, CPED_CONFIG_FLAG_ForcePedLoadCover = 93, _CPED_CONFIG_FLAG_0x300E4CD3 = 94, _CPED_CONFIG_FLAG_0xF1C5BF04 = 95, _CPED_CONFIG_FLAG_0x89C2EF13 = 96, CPED_CONFIG_FLAG_VaultFromCover = 97, _CPED_CONFIG_FLAG_0x02A852C8 = 98, _CPED_CONFIG_FLAG_0x3D9407F1 = 99, _CPED_CONFIG_FLAG_IsDrunk = 100, // 0x319B4558 CPED_CONFIG_FLAG_ForcedAim = 101, _CPED_CONFIG_FLAG_0xB942D71A = 102, _CPED_CONFIG_FLAG_0xD26C55A8 = 103, _CPED_CONFIG_FLAG_0xB89E703B = 104, CPED_CONFIG_FLAG_ForceReload = 105, _CPED_CONFIG_FLAG_0xD9E73DA2 = 106, _CPED_CONFIG_FLAG_0xFF71DC2C = 107, _CPED_CONFIG_FLAG_0x1E27E8D8 = 108, _CPED_CONFIG_FLAG_0xF2C53966 = 109, _CPED_CONFIG_FLAG_0xC4DBE247 = 110, _CPED_CONFIG_FLAG_0x83C0A4BF = 111, _CPED_CONFIG_FLAG_0x0E0FAF8C = 112, _CPED_CONFIG_FLAG_0x26616660 = 113, _CPED_CONFIG_FLAG_0x43B80B79 = 114, _CPED_CONFIG_FLAG_0x0D2A9309 = 115, _CPED_CONFIG_FLAG_0x12C1C983 = 116, CPED_CONFIG_FLAG_BumpedByPlayer = 117, _CPED_CONFIG_FLAG_0xE586D504 = 118, _CPED_CONFIG_FLAG_0x52374204 = 119, CPED_CONFIG_FLAG_IsHandCuffed = 120, CPED_CONFIG_FLAG_IsAnkleCuffed = 121, CPED_CONFIG_FLAG_DisableMelee = 122, _CPED_CONFIG_FLAG_0xFE714397 = 123, _CPED_CONFIG_FLAG_0xB3E660BD = 124, _CPED_CONFIG_FLAG_0x5FED6BFD = 125, _CPED_CONFIG_FLAG_0xC9D6F66F = 126, _CPED_CONFIG_FLAG_0x519BC986 = 127, CPED_CONFIG_FLAG_CanBeAgitated = 128, _CPED_CONFIG_FLAG_0x9A4B617C = 129, _CPED_CONFIG_FLAG_0xDAB70E9F = 130, _CPED_CONFIG_FLAG_0xE569438A = 131, _CPED_CONFIG_FLAG_0xBBC77D6D = 132, _CPED_CONFIG_FLAG_0xCB59EF0F = 133, _CPED_CONFIG_FLAG_0x8C5EA971 = 134, CPED_CONFIG_FLAG_IsScuba = 135, CPED_CONFIG_FLAG_WillArrestRatherThanJack = 136, _CPED_CONFIG_FLAG_0xDCE59B58 = 137, CPED_CONFIG_FLAG_RidingTrain = 138, CPED_CONFIG_FLAG_ArrestResult = 139, CPED_CONFIG_FLAG_CanAttackFriendly = 140, _CPED_CONFIG_FLAG_0x98A4BE43 = 141, _CPED_CONFIG_FLAG_0x6901E731 = 142, _CPED_CONFIG_FLAG_0x9EC9BF6C = 143, _CPED_CONFIG_FLAG_0x42841A8F = 144, CPED_CONFIG_FLAG_ShootingAnimFlag = 145, CPED_CONFIG_FLAG_DisableLadderClimbing = 146, CPED_CONFIG_FLAG_StairsDetected = 147, CPED_CONFIG_FLAG_SlopeDetected = 148, _CPED_CONFIG_FLAG_0x1A15670B = 149, _CPED_CONFIG_FLAG_0x61786EE5 = 150, _CPED_CONFIG_FLAG_0xCB9186BD = 151, _CPED_CONFIG_FLAG_0xF0710152 = 152, _CPED_CONFIG_FLAG_0x43DFE310 = 153, _CPED_CONFIG_FLAG_0xC43C624E = 154, CPED_CONFIG_FLAG_CanPerformArrest = 155, CPED_CONFIG_FLAG_CanPerformUncuff = 156, CPED_CONFIG_FLAG_CanBeArrested = 157, _CPED_CONFIG_FLAG_0xF7960FF5 = 158, _CPED_CONFIG_FLAG_0x59564113 = 159, _CPED_CONFIG_FLAG_0x0C6C3099 = 160, _CPED_CONFIG_FLAG_0x645F927A = 161, _CPED_CONFIG_FLAG_0xA86549B9 = 162, _CPED_CONFIG_FLAG_0x8AAF337A = 163, _CPED_CONFIG_FLAG_0x13BAA6E7 = 164, _CPED_CONFIG_FLAG_0x5FB9D1F5 = 165, CPED_CONFIG_FLAG_IsInjured = 166, _CPED_CONFIG_FLAG_0x6398A20B = 167, _CPED_CONFIG_FLAG_0xD8072639 = 168, _CPED_CONFIG_FLAG_0xA05B1845 = 169, _CPED_CONFIG_FLAG_0x83F6D220 = 170, _CPED_CONFIG_FLAG_0xD8430331 = 171, _CPED_CONFIG_FLAG_0x4B547520 = 172, _CPED_CONFIG_FLAG_0xE66E1406 = 173, _CPED_CONFIG_FLAG_0x1C4BFE0C = 174, _CPED_CONFIG_FLAG_0x90008BFA = 175, _CPED_CONFIG_FLAG_0x07C7A910 = 176, _CPED_CONFIG_FLAG_0xF15F8191 = 177, _CPED_CONFIG_FLAG_0xCE4E8BE2 = 178, _CPED_CONFIG_FLAG_0x1D46E4F2 = 179, CPED_CONFIG_FLAG_IsInCustody = 180, _CPED_CONFIG_FLAG_0xE4FD9B3A = 181, _CPED_CONFIG_FLAG_0x67AE0812 = 182, CPED_CONFIG_FLAG_IsAgitated = 183, CPED_CONFIG_FLAG_PreventAutoShuffleToDriversSeat = 184, _CPED_CONFIG_FLAG_0x7B2D325E = 185, CPED_CONFIG_FLAG_EnableWeaponBlocking = 186, CPED_CONFIG_FLAG_HasHurtStarted = 187, CPED_CONFIG_FLAG_DisableHurt = 188, CPED_CONFIG_FLAG_PlayerIsWeird = 189, _CPED_CONFIG_FLAG_0x32FC208B = 190, _CPED_CONFIG_FLAG_0x0C296E5A = 191, _CPED_CONFIG_FLAG_0xE63B73EC = 192, _CPED_CONFIG_FLAG_0x04E9CC80 = 193, CPED_CONFIG_FLAG_UsingScenario = 194, CPED_CONFIG_FLAG_VisibleOnScreen = 195, _CPED_CONFIG_FLAG_0xD88C58A1 = 196, _CPED_CONFIG_FLAG_0x5A3DCF43 = 197, _CPED_CONFIG_FLAG_0xEA02B420 = 198, _CPED_CONFIG_FLAG_0x3F559CFF = 199, _CPED_CONFIG_FLAG_0x8C55D029 = 200, _CPED_CONFIG_FLAG_0x5E6466F6 = 201, _CPED_CONFIG_FLAG_0xEB5AD706 = 202, _CPED_CONFIG_FLAG_0x0EDDDDE7 = 203, _CPED_CONFIG_FLAG_0xA64F7B1D = 204, _CPED_CONFIG_FLAG_0x48532CBA = 205, _CPED_CONFIG_FLAG_0xAA25A9E7 = 206, _CPED_CONFIG_FLAG_0x415B26B9 = 207, CPED_CONFIG_FLAG_DisableExplosionReactions = 208, CPED_CONFIG_FLAG_DodgedPlayer = 209, _CPED_CONFIG_FLAG_0x67405504 = 210, _CPED_CONFIG_FLAG_0x75DDD68C = 211, _CPED_CONFIG_FLAG_0x2AD879B4 = 212, _CPED_CONFIG_FLAG_0x51486F91 = 213, _CPED_CONFIG_FLAG_0x32F79E21 = 214, _CPED_CONFIG_FLAG_0xBF099213 = 215, _CPED_CONFIG_FLAG_0x054AC8E2 = 216, _CPED_CONFIG_FLAG_0x14E495CC = 217, _CPED_CONFIG_FLAG_0x3C7DF9DF = 218, _CPED_CONFIG_FLAG_0x848FFEF2 = 219, CPED_CONFIG_FLAG_DontEnterLeadersVehicle = 220, _CPED_CONFIG_FLAG_0x2618E1CF = 221, _CPED_CONFIG_FLAG_0x84F722FA = 222, _CPED_CONFIG_FLAG_Shrink = 223, // 0xD1B87B1F _CPED_CONFIG_FLAG_0x728AA918 = 224, CPED_CONFIG_FLAG_DisablePotentialToBeWalkedIntoResponse = 225, CPED_CONFIG_FLAG_DisablePedAvoidance = 226, _CPED_CONFIG_FLAG_0x59E91185 = 227, _CPED_CONFIG_FLAG_0x1EA7225F = 228, CPED_CONFIG_FLAG_DisablePanicInVehicle = 229, _CPED_CONFIG_FLAG_0x6DCA7D88 = 230, _CPED_CONFIG_FLAG_0xFC3E572D = 231, _CPED_CONFIG_FLAG_0x08E9F9CF = 232, _CPED_CONFIG_FLAG_0x2D3BA52D = 233, _CPED_CONFIG_FLAG_0xFD2F53EA = 234, _CPED_CONFIG_FLAG_0x31A1B03B = 235, CPED_CONFIG_FLAG_IsHoldingProp = 236, CPED_CONFIG_FLAG_BlocksPathingWhenDead = 237, _CPED_CONFIG_FLAG_0xCE57C9A3 = 238, _CPED_CONFIG_FLAG_0x26149198 = 239, _CPED_CONFIG_FLAG_0x1B33B598 = 240, _CPED_CONFIG_FLAG_0x719B6E87 = 241, _CPED_CONFIG_FLAG_0x13E8E8E8 = 242, _CPED_CONFIG_FLAG_0xF29739AE = 243, _CPED_CONFIG_FLAG_0xABEA8A74 = 244, _CPED_CONFIG_FLAG_0xB60EA2BA = 245, _CPED_CONFIG_FLAG_0x536B0950 = 246, _CPED_CONFIG_FLAG_0x0C754ACA = 247, CPED_CONFIG_FLAG_CanPlayInCarIdles = 248, _CPED_CONFIG_FLAG_0x12659168 = 249, _CPED_CONFIG_FLAG_0x1BDF2F04 = 250, _CPED_CONFIG_FLAG_0x7728FAA3 = 251, _CPED_CONFIG_FLAG_0x6A807ED8 = 252, CPED_CONFIG_FLAG_OnStairs = 253, _CPED_CONFIG_FLAG_0xE1A2F73F = 254, _CPED_CONFIG_FLAG_0x5B3697C8 = 255, _CPED_CONFIG_FLAG_0xF1EB20A9 = 256, _CPED_CONFIG_FLAG_0x8B7DF407 = 257, _CPED_CONFIG_FLAG_0x329DCF1A = 258, _CPED_CONFIG_FLAG_0x8D90DD1B = 259, _CPED_CONFIG_FLAG_0xB8A292B7 = 260, _CPED_CONFIG_FLAG_0x8374B087 = 261, _CPED_CONFIG_FLAG_0x2AF558F0 = 262, _CPED_CONFIG_FLAG_0x82251455 = 263, _CPED_CONFIG_FLAG_0x30CF498B = 264, _CPED_CONFIG_FLAG_0xE1CD50AF = 265, _CPED_CONFIG_FLAG_0x72E4AE48 = 266, _CPED_CONFIG_FLAG_0xC2657EA1 = 267, _CPED_CONFIG_FLAG_0x29FF6030 = 268, _CPED_CONFIG_FLAG_0x8248A5EC = 269, CPED_CONFIG_FLAG_OnStairSlope = 270, _CPED_CONFIG_FLAG_0xA0897933 = 271, CPED_CONFIG_FLAG_DontBlipCop = 272, CPED_CONFIG_FLAG_ClimbedShiftedFence = 273, _CPED_CONFIG_FLAG_0xF7823618 = 274, _CPED_CONFIG_FLAG_0xDC305CCE = 275, CPED_CONFIG_FLAG_EdgeDetected = 276, _CPED_CONFIG_FLAG_0x92B67896 = 277, _CPED_CONFIG_FLAG_0xCAD677C9 = 278, CPED_CONFIG_FLAG_AvoidTearGas = 279, _CPED_CONFIG_FLAG_0x5276AC7B = 280, _CPED_CONFIG_FLAG_NoWrithe = 281, // 0x1032692A _CPED_CONFIG_FLAG_0xDA23E7F1 = 282, _CPED_CONFIG_FLAG_0x9139724D = 283, _CPED_CONFIG_FLAG_0xA1457461 = 284, _CPED_CONFIG_FLAG_0x4186E095 = 285, _CPED_CONFIG_FLAG_0xAC68E2EB = 286, CPED_CONFIG_FLAG_RagdollingOnBoat = 287, CPED_CONFIG_FLAG_HasBrandishedWeapon = 288, _CPED_CONFIG_FLAG_0x1B9EE8A1 = 289, _CPED_CONFIG_FLAG_0xF3F5758C = 290, _CPED_CONFIG_FLAG_0x2A9307F1 = 291, _CPED_CONFIG_FLAG_FreezePosition = 292, // 0x7403D216 _CPED_CONFIG_FLAG_0xA06A3C6C = 293, CPED_CONFIG_FLAG_DisableShockingEvents = 294, _CPED_CONFIG_FLAG_0xF8DA25A5 = 295, _CPED_CONFIG_FLAG_0x7EF55802 = 296, _CPED_CONFIG_FLAG_0xB31F1187 = 297, _CPED_CONFIG_FLAG_0x84315402 = 298, _CPED_CONFIG_FLAG_0x0FD69867 = 299, _CPED_CONFIG_FLAG_0xC7829B67 = 300, CPED_CONFIG_FLAG_DisablePedConstraints = 301, _CPED_CONFIG_FLAG_0x6D23CF25 = 302, _CPED_CONFIG_FLAG_0x2ADA871B = 303, _CPED_CONFIG_FLAG_0x47BC8A58 = 304, _CPED_CONFIG_FLAG_0xEB692FA5 = 305, _CPED_CONFIG_FLAG_0x4A133C50 = 306, _CPED_CONFIG_FLAG_0xC58099C3 = 307, _CPED_CONFIG_FLAG_0xF3D76D41 = 308, _CPED_CONFIG_FLAG_0xB0EEE9F2 = 309, CPED_CONFIG_FLAG_IsInCluster = 310, _CPED_CONFIG_FLAG_0x0FA153EF = 311, _CPED_CONFIG_FLAG_0xD73F5CD3 = 312, _CPED_CONFIG_FLAG_0xD4136C22 = 313, _CPED_CONFIG_FLAG_0xE404CA6B = 314, _CPED_CONFIG_FLAG_0xB9597446 = 315, _CPED_CONFIG_FLAG_0xD5C98277 = 316, _CPED_CONFIG_FLAG_0xD5060A9C = 317, _CPED_CONFIG_FLAG_0x3E5F1CBB = 318, _CPED_CONFIG_FLAG_0xD8BE1D54 = 319, _CPED_CONFIG_FLAG_0x0B1F191F = 320, _CPED_CONFIG_FLAG_0xC995167A = 321, CPED_CONFIG_FLAG_HasHighHeels = 322, _CPED_CONFIG_FLAG_0x86B01E54 = 323, _CPED_CONFIG_FLAG_0x3A56FE15 = 324, _CPED_CONFIG_FLAG_0xC03B736C = 325, // SpawnedAtScenario? _CPED_CONFIG_FLAG_0xBBF47729 = 326, _CPED_CONFIG_FLAG_0x22B668A8 = 327, _CPED_CONFIG_FLAG_0x2624D4D4 = 328, CPED_CONFIG_FLAG_DisableTalkTo = 329, CPED_CONFIG_FLAG_DontBlip = 330, CPED_CONFIG_FLAG_IsSwitchingWeapon = 331, _CPED_CONFIG_FLAG_0x630F55F3 = 332, _CPED_CONFIG_FLAG_0x150468FD = 333, _CPED_CONFIG_FLAG_0x914EBD6B = 334, _CPED_CONFIG_FLAG_0x79AF3B6D = 335, _CPED_CONFIG_FLAG_0x75C7A632 = 336, _CPED_CONFIG_FLAG_0x52D530E2 = 337, _CPED_CONFIG_FLAG_0xDB2A90E0 = 338, _CPED_CONFIG_FLAG_0x5922763D = 339, _CPED_CONFIG_FLAG_0x12ADB567 = 340, _CPED_CONFIG_FLAG_0x105C8518 = 341, _CPED_CONFIG_FLAG_0x106F703D = 342, _CPED_CONFIG_FLAG_0xED152C3E = 343, _CPED_CONFIG_FLAG_0xA0EFE6A8 = 344, _CPED_CONFIG_FLAG_0xBF348C82 = 345, _CPED_CONFIG_FLAG_0xCDDFE830 = 346, _CPED_CONFIG_FLAG_0x7B59BD9B = 347, _CPED_CONFIG_FLAG_0x0124C788 = 348, CPED_CONFIG_FLAG_EquipJetpack = 349, _CPED_CONFIG_FLAG_0x08D361A5 = 350, _CPED_CONFIG_FLAG_0xE13D1F7C = 351, _CPED_CONFIG_FLAG_0x40E25FB9 = 352, _CPED_CONFIG_FLAG_0x930629D9 = 353, _CPED_CONFIG_FLAG_0xECCF0C7F = 354, _CPED_CONFIG_FLAG_0xB6E9613B = 355, _CPED_CONFIG_FLAG_0x490C0478 = 356, _CPED_CONFIG_FLAG_0xE8865BEA = 357, _CPED_CONFIG_FLAG_0xF3C34A29 = 358, CPED_CONFIG_FLAG_IsDuckingInVehicle = 359, _CPED_CONFIG_FLAG_0xF660E115 = 360, _CPED_CONFIG_FLAG_0xAB0E6DED = 361, CPED_CONFIG_FLAG_HasReserveParachute = 362, CPED_CONFIG_FLAG_UseReserveParachute = 363, _CPED_CONFIG_FLAG_0x5C5D9CD3 = 364, _CPED_CONFIG_FLAG_0x8F7701F3 = 365, _CPED_CONFIG_FLAG_0xBC4436AD = 366, _CPED_CONFIG_FLAG_0xD7E07D37 = 367, _CPED_CONFIG_FLAG_0x03C4FD24 = 368, _CPED_CONFIG_FLAG_0x7675789A = 369, _CPED_CONFIG_FLAG_0xB7288A88 = 370, _CPED_CONFIG_FLAG_0xC06B6291 = 371, _CPED_CONFIG_FLAG_0x95A4A805 = 372, _CPED_CONFIG_FLAG_0xA8E9A042 = 373, CPED_CONFIG_FLAG_NeverLeaveTrain = 374, _CPED_CONFIG_FLAG_0xBAC674B3 = 375, _CPED_CONFIG_FLAG_0x147F1FFB = 376, _CPED_CONFIG_FLAG_0x4376DD79 = 377, _CPED_CONFIG_FLAG_0xCD3DB518 = 378, _CPED_CONFIG_FLAG_0xFE4BA4B6 = 379, _CPED_CONFIG_FLAG_0x5DF03A55 = 380, _CPED_CONFIG_FLAG_0xBCD816CD = 381, _CPED_CONFIG_FLAG_0xCF02DD69 = 382, _CPED_CONFIG_FLAG_0xF73AFA2E = 383, _CPED_CONFIG_FLAG_0x80B9A9D0 = 384, _CPED_CONFIG_FLAG_0xF601F7EE = 385, _CPED_CONFIG_FLAG_0xA91350FC = 386, _CPED_CONFIG_FLAG_0x3AB23B96 = 387, CPED_CONFIG_FLAG_IsClimbingLadder = 388, CPED_CONFIG_FLAG_HasBareFeet = 389, _CPED_CONFIG_FLAG_0xB4B1CD4C = 390, _CPED_CONFIG_FLAG_0x5459AFB8 = 391, _CPED_CONFIG_FLAG_0x54F27667 = 392, _CPED_CONFIG_FLAG_0xC11D3E8F = 393, _CPED_CONFIG_FLAG_0x5419EB3E = 394, _CPED_CONFIG_FLAG_0x82D8DBB4 = 395, _CPED_CONFIG_FLAG_0x33B02D2F = 396, _CPED_CONFIG_FLAG_0xAE66176D = 397, _CPED_CONFIG_FLAG_0xA2692593 = 398, _CPED_CONFIG_FLAG_0x714C7E31 = 399, _CPED_CONFIG_FLAG_0xEC488AC7 = 400, _CPED_CONFIG_FLAG_0xAE398504 = 401, _CPED_CONFIG_FLAG_0xABC58D72 = 402, _CPED_CONFIG_FLAG_0x5E5B9591 = 403, _CPED_CONFIG_FLAG_0x6BA1091E = 404, _CPED_CONFIG_FLAG_0x77840177 = 405, _CPED_CONFIG_FLAG_0x1C7ACAC4 = 406, _CPED_CONFIG_FLAG_0x124420E9 = 407, _CPED_CONFIG_FLAG_0x75A65587 = 408, _CPED_CONFIG_FLAG_0xDFD2D55B = 409, _CPED_CONFIG_FLAG_0xBDD39919 = 410, _CPED_CONFIG_FLAG_0x43DEC267 = 411, _CPED_CONFIG_FLAG_0xE42B7797 = 412, CPED_CONFIG_FLAG_IsHolsteringWeapon = 413, _CPED_CONFIG_FLAG_0x4F8149F5 = 414, _CPED_CONFIG_FLAG_0xDD9ECA7A = 415, _CPED_CONFIG_FLAG_0x9E7EF9D2 = 416, _CPED_CONFIG_FLAG_0x2C6ED942 = 417, CPED_CONFIG_FLAG_IsSwitchingHelmetVisor = 418, _CPED_CONFIG_FLAG_0xA488727D = 419, _CPED_CONFIG_FLAG_0xCFF5F6DE = 420, _CPED_CONFIG_FLAG_0x6D614599 = 421, CPED_CONFIG_FLAG_DisableVehicleCombat = 422, _CPED_CONFIG_FLAG_0xFE401D26 = 423, CPED_CONFIG_FLAG_FallsLikeAircraft = 424, _CPED_CONFIG_FLAG_0x2B42AE82 = 425, _CPED_CONFIG_FLAG_0x7A95734F = 426, _CPED_CONFIG_FLAG_0xDF4D8617 = 427, _CPED_CONFIG_FLAG_0x578F1F14 = 428, CPED_CONFIG_FLAG_DisableStartEngine = 429, CPED_CONFIG_FLAG_IgnoreBeingOnFire = 430, _CPED_CONFIG_FLAG_0x153C9500 = 431, _CPED_CONFIG_FLAG_0xCB7A632E = 432, _CPED_CONFIG_FLAG_0xDE727981 = 433, CPED_CONFIG_FLAG_DisableHomingMissileLockon = 434, _CPED_CONFIG_FLAG_0x12BBB935 = 435, _CPED_CONFIG_FLAG_0xAD0A1277 = 436, _CPED_CONFIG_FLAG_0xEA6AA46A = 437, CPED_CONFIG_FLAG_DisableHelmetArmor = 438, _CPED_CONFIG_FLAG_0xCB7F3A1E = 439, _CPED_CONFIG_FLAG_0x50178878 = 440, _CPED_CONFIG_FLAG_0x051B4F0D = 441, _CPED_CONFIG_FLAG_0x2FC3DECC = 442, _CPED_CONFIG_FLAG_0xC0030B0B = 443, _CPED_CONFIG_FLAG_0xBBDAF1E9 = 444, _CPED_CONFIG_FLAG_0x944FE59C = 445, _CPED_CONFIG_FLAG_0x506FBA39 = 446, _CPED_CONFIG_FLAG_0xDD45FE84 = 447, _CPED_CONFIG_FLAG_0xE698AE75 = 448, _CPED_CONFIG_FLAG_0x199633F8 = 449, CPED_CONFIG_FLAG_PedIsArresting = 450, CPED_CONFIG_FLAG_IsDecoyPed = 451, _CPED_CONFIG_FLAG_0x3A251D83 = 452, _CPED_CONFIG_FLAG_0xA56F6986 = 453, _CPED_CONFIG_FLAG_0x1D19C622 = 454, _CPED_CONFIG_FLAG_0xB68D3EAB = 455, CPED_CONFIG_FLAG_CanBeIncapacitated = 456, _CPED_CONFIG_FLAG_0x4BD5EBAD = 457, _CPED_CONFIG_FLAG_0xFCC5EBC5 = 458
};
Parameters:
ped
(Ped
)flagId
(int
)value
(bool
)
Returns:
None
set_ped_reset_flag(ped
, flagId
, doReset
)
PED::SET_PED_RESET_FLAG(PLAYER::PLAYER_PED_ID(), 240, 1); Known values: PRF_PreventGoingIntoStillInVehicleState = 236 (fanatic2.c)
Parameters:
ped
(Ped
)flagId
(int
)doReset
(bool
)
Returns:
None
get_ped_config_flag(ped
, flagId
, p2
)
See SET_PED_CONFIG_FLAG
Parameters:
ped
(Ped
)flagId
(int
)p2
(bool
)
Returns:
bool
get_ped_reset_flag(ped
, flagId
)
No documentation found for this native.
Parameters:
ped
(Ped
)flagId
(int
)
Returns:
bool
set_ped_group_member_passenger_index(ped
, index
)
No documentation found for this native.
Parameters:
ped
(Ped
)index
(int
)
Returns:
None
set_ped_can_evasive_dive(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
is_ped_evasive_diving(ped
, evadingEntity
)
Presumably returns the Entity that the Ped is currently diving out of the way of.
- var num3;
- if (PED::IS_PED_EVASIVE_DIVING(A_0, &num3) != 0)
if (ENTITY::IS_ENTITY_A_VEHICLE(num3) != 0)
Parameters:
ped
(Ped
)evadingEntity
(vector<Entity>
)
Returns:
None
set_ped_shoots_at_coord(ped
, x
, y
, z
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)x
(float
)y
(float
)z
(float
)toggle
(bool
)
Returns:
None
set_ped_model_is_suppressed(modelHash
, toggle
)
Full list of peds by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/peds.json
Parameters:
modelHash
(Hash
)toggle
(bool
)
Returns:
None
stop_any_ped_model_being_suppressed()
No documentation found for this native.
Parameters:
None
Returns:
None
set_ped_can_be_targeted_when_injured(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
set_ped_generates_dead_body_events(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
block_ped_dead_body_shocking_events(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
set_ped_can_ragdoll_from_player_impact(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
give_ped_helmet(ped
, cannotRemove
, helmetFlag
, textureIndex
)
PoliceMotorcycleHelmet 1024 RegularMotorcycleHelmet 4096 FiremanHelmet 16384 PilotHeadset 32768 PilotHelmet 65536 – p2 is generally 4096 or 16384 in the scripts. p1 varies between 1 and 0.
Parameters:
ped
(Ped
)cannotRemove
(bool
)helmetFlag
(int
)textureIndex
(int
)
Returns:
None
remove_ped_helmet(ped
, instantly
)
No documentation found for this native.
Parameters:
ped
(Ped
)instantly
(bool
)
Returns:
None
is_ped_taking_off_helmet(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
set_ped_helmet(ped
, canWearHelmet
)
No documentation found for this native.
Parameters:
ped
(Ped
)canWearHelmet
(bool
)
Returns:
None
set_ped_helmet_flag(ped
, helmetFlag
)
No documentation found for this native.
Parameters:
ped
(Ped
)helmetFlag
(int
)
Returns:
None
set_ped_helmet_prop_index(ped
, propIndex
, p2
)
List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
Parameters:
ped
(Ped
)propIndex
(int
)p2
(bool
)
Returns:
None
set_ped_helmet_unk(ped
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
ped
(Ped
)p1
(bool
)p2
(int
)p3
(int
)
Returns:
None
is_ped_helmet_unk(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
set_ped_helmet_texture_index(ped
, textureIndex
)
No documentation found for this native.
Parameters:
ped
(Ped
)textureIndex
(int
)
Returns:
None
is_ped_wearing_helmet(ped
)
Returns true if the ped passed through the parenthesis is wearing a helmet.
Parameters:
ped
(Ped
)
Returns:
bool
clear_ped_stored_hat_prop(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
get_ped_helmet_stored_hat_prop_index(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
Any
get_ped_helmet_stored_hat_tex_index(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
Any
set_ped_to_load_cover(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
set_ped_can_cower_in_cover(ped
, toggle
)
It simply makes the said ped to cower behind cover object(wall, desk, car)
Peds flee attributes must be set to not to flee, first. Else, most of the peds, will just flee from gunshot sounds or any other panic situations.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
set_ped_can_peek_in_cover(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
set_ped_plays_head_on_horn_anim_when_dies_in_vehicle(ped
, toggle
)
This native does absolutely nothing, just a nullsub
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
set_ped_leg_ik_mode(ped
, mode
)
“IK” stands for “Inverse kinematics.” I assume this has something to do with how the ped uses his legs to balance. In the scripts, the second parameter is always an int with a value of 2, 0, or sometimes 1
Parameters:
ped
(Ped
)mode
(int
)
Returns:
None
set_ped_motion_blur(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
set_ped_can_switch_weapon(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
set_ped_dies_instantly_in_water(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
stop_ped_weapon_firing_when_dropped(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
set_scripted_anim_seat_offset(ped
, p1
)
No documentation found for this native.
Parameters:
ped
(Ped
)p1
(float
)
Returns:
None
set_ped_combat_movement(ped
, combatMovement
)
enum eCombatMovement // 0x4F456B61 {
CM_Stationary, CM_Defensive, CM_WillAdvance, CM_WillRetreat
};
Parameters:
ped
(Ped
)combatMovement
(int
)
Returns:
None
get_ped_combat_movement(ped
)
See SET_PED_COMBAT_MOVEMENT
Parameters:
ped
(Ped
)
Returns:
int
set_ped_combat_ability(ped
, abilityLevel
)
enum eCombatAbility // 0xE793438C {
CA_Poor, CA_Average, CA_Professional, CA_NumTypes
};
Parameters:
ped
(Ped
)abilityLevel
(int
)
Returns:
None
set_ped_combat_range(ped
, combatRange
)
enum eCombatRange // 0xB69160F5 {
CR_Near, CR_Medium, CR_Far, CR_VeryFar, CR_NumRanges
};
Parameters:
ped
(Ped
)combatRange
(int
)
Returns:
None
get_ped_combat_range(ped
)
See SET_PED_COMBAT_RANGE
Parameters:
ped
(Ped
)
Returns:
int
set_ped_combat_attributes(ped
, attributeId
, enabled
)
enum eCombatAttributes // 0x0E8E7201 {
BF_CanUseCover = 0, BF_CanUseVehicles = 1, BF_CanDoDrivebys = 2, BF_CanLeaveVehicle = 3, BF_CanUseDynamicStrafeDecisions = 4, BF_AlwaysFight = 5, BF_0x66BB9FCC = 6, BF_0x6837DA41 = 7, BF_0xB4A13A5A = 8, BF_0xEE326AAD = 9, BF_0x7DF2CCFA = 10, BF_0x0036D422 = 11, BF_BlindFireWhenInCover = 12, BF_Aggressive = 13, BF_CanInvestigate = 14, BF_HasRadio = 15, BF_0x6BDE28D1 = 16, BF_AlwaysFlee = 17, BF_0x7852797D = 18, BF_0x33497B95 = 19, BF_CanTauntInVehicle = 20, BF_CanChaseTargetOnFoot = 21, BF_WillDragInjuredPedsToSafety = 22, BF_0xCD7168B8 = 23, BF_UseProximityFiringRate = 24, BF_0x48F914F8 = 25, BF_0x2EA543D0 = 26, BF_PerfectAccuracy = 27, BF_CanUseFrustratedAdvance = 28, BF_0x3D131AC1 = 29, BF_0x3AD95F27 = 30, BF_MaintainMinDistanceToTarget = 31, BF_0xEAD68AD2 = 32, BF_0xA206C2E0 = 33, BF_CanUsePeekingVariations = 34, BF_0xA5715184 = 35, BF_0xD5265533 = 36, BF_0x2B84C2BF = 37, BF_DisableBulletReactions = 38, BF_CanBust = 39, BF_0xAA525726 = 40, BF_CanCommandeerVehicles = 41, BF_CanFlank = 42, BF_SwitchToAdvanceIfCantFindCover = 43, BF_SwitchToDefensiveIfInCover = 44, BF_0xEB4786A0 = 45, BF_CanFightArmedPedsWhenNotArmed = 46, BF_0xA08E9402 = 47, BF_0x952EAD7D = 48, BF_UseEnemyAccuracyScaling = 49, BF_CanCharge = 50, BF_0xDA8C2BD3 = 51, BF_0x6562F017 = 52, BF_0xA2C3D53B = 53, BF_AlwaysEquipBestWeapon = 54, BF_CanSeeUnderwaterPeds = 55, BF_0xF619486B = 56, BF_0x61EB63A3 = 57, BF_DisableFleeFromCombat = 58, BF_0x8976D12B = 59, BF_CanThrowSmokeGrenade = 60, BF_NonMissionPedsFleeFromThisPedUnlessArmed = 61, BF_0x5452A10C = 62, BF_FleesFromInvincibleOpponents = 63, BF_DisableBlockFromPursueDuringVehicleChase = 64, BF_DisableSpinOutDuringVehicleChase = 65, BF_DisableCruiseInFrontDuringBlockDuringVehicleChase = 66, BF_0x0B404731 = 67, BF_DisableReactToBuddyShot = 68, BF_0x7FFD6AEB = 69, BF_0x51F4AEF8 = 70, BF_PermitChargeBeyondDefensiveArea = 71, BF_0x63E0A8E2 = 72, BF_0xDF974436 = 73, BF_0x556C080B = 74, BF_0xA4D50035 = 75, BF_SetDisableShoutTargetPositionOnCombatStart = 76, BF_DisableRespondedToThreatBroadcast = 77, BF_0xCBB01765 = 78, BF_0x4F862ED4 = 79, BF_0xEF9C7C40 = 80, BF_0xE51B494F = 81, BF_0x054D0199 = 82, BF_0xD36BCE94 = 83, BF_0xFB11F690 = 84, BF_0xD208A9AD = 85, BF_AllowDogFighting = 86, BF_0x07A6E531 = 87, BF_0x34F9317B = 88, BF_0x4240F5A9 = 89, BF_0xEE129DBD = 90, BF_0x053AEAD9 = 91
};
Parameters:
ped
(Ped
)attributeId
(int
)enabled
(bool
)
Returns:
None
set_ped_target_loss_response(ped
, responseType
)
enum eTargetLossResponseType {
TLR_ExitTask, TLR_NeverLoseTarget, TLR_SearchForTarget
};
Parameters:
ped
(Ped
)responseType
(int
)
Returns:
None
is_ped_performing_melee_action(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_performing_stealth_kill(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_performing_dependent_combo_limit(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_being_stealth_killed(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
get_melee_target_for_ped(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
Ped
was_ped_killed_by_stealth(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
was_ped_killed_by_takedown(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
was_ped_knocked_out(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
set_ped_flee_attributes(ped
, attributeFlags
, enable
)
bit 1 (0x2) = use vehicle bit 15 (0x8000) = force cower
Parameters:
ped
(Ped
)attributeFlags
(int
)enable
(bool
)
Returns:
None
set_ped_cower_hash(ped
, p1
)
p1: Only “CODE_HUMAN_STAND_COWER” found in the b617d scripts.
Parameters:
ped
(Ped
)p1
(string
)
Returns:
None
set_ped_steers_around_dead_bodies(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
set_ped_steers_around_peds(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
set_ped_steers_around_objects(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
set_ped_steers_around_vehicles(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
set_ped_increased_avoidance_radius(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
set_ped_blocks_pathing_when_dead(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
is_any_ped_near_point(x
, y
, z
, radius
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)radius
(float
)
Returns:
bool
force_ped_ai_and_animation_update(ped
, p1
, p2
)
No documentation found for this native.
Parameters:
ped
(Ped
)p1
(bool
)p2
(bool
)
Returns:
None
is_ped_heading_towards_position(ped
, x
, y
, z
, p4
)
No documentation found for this native.
Parameters:
ped
(Ped
)x
(float
)y
(float
)z
(float
)p4
(float
)
Returns:
bool
request_ped_visibility_tracking(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
request_ped_vehicle_visibility_tracking(ped
, p1
)
No documentation found for this native.
Parameters:
ped
(Ped
)p1
(bool
)
Returns:
None
is_tracked_ped_visible(ped
)
returns whether or not a ped is visible within your FOV, not this check auto’s to false after a certain distance.
Target needs to be tracked.. won’t work otherwise.
Parameters:
ped
(Ped
)
Returns:
bool
get_tracked_ped_pixelcount(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
int
is_ped_tracked(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
has_ped_received_event(ped
, eventId
)
No documentation found for this native.
Parameters:
ped
(Ped
)eventId
(int
)
Returns:
bool
can_ped_see_hated_ped(ped1
, ped2
)
No documentation found for this native.
Parameters:
ped1
(Ped
)ped2
(Ped
)
Returns:
bool
get_ped_bone_index(ped
, boneId
)
no bone= -1
- boneIds:
SKEL_ROOT = 0x0,
SKEL_Pelvis = 0x2e28,
- SKEL_L_Thigh = 0xe39f,
SKEL_L_Calf = 0xf9bb,
SKEL_L_Foot = 0x3779, SKEL_L_Toe0 = 0x83c,
- IK_L_Foot = 0xfedd,
PH_L_Foot = 0xe175, MH_L_Knee = 0xb3fe, SKEL_R_Thigh = 0xca72,
SKEL_R_Calf = 0x9000,
SKEL_R_Foot = 0xcc4d, SKEL_R_Toe0 = 0x512d, IK_R_Foot = 0x8aae,
PH_R_Foot = 0x60e6, MH_R_Knee = 0x3fcf, RB_L_ThighRoll = 0x5c57,
RB_R_ThighRoll = 0x192a, SKEL_Spine_Root = 0xe0fd,
SKEL_Spine0 = 0x5c01, SKEL_Spine1 = 0x60f0, SKEL_Spine2 = 0x60f1, SKEL_Spine3 = 0x60f2, SKEL_L_Clavicle = 0xfcd9, SKEL_L_UpperArm = 0xb1c5, SKEL_L_Forearm = 0xeeeb,
SKEL_L_Hand = 0x49d9,
SKEL_L_Finger00 = 0x67f2, SKEL_L_Finger01 = 0xff9,
SKEL_L_Finger02 = 0xffa, SKEL_L_Finger10 = 0x67f3,
SKEL_L_Finger11 = 0x1049, SKEL_L_Finger12 = 0x104a, SKEL_L_Finger20 = 0x67f4, SKEL_L_Finger21 = 0x1059, SKEL_L_Finger22 = 0x105a, SKEL_L_Finger30 = 0x67f5, SKEL_L_Finger31 = 0x1029, SKEL_L_Finger32 = 0x102a, SKEL_L_Finger40 = 0x67f6, SKEL_L_Finger41 = 0x1039, SKEL_L_Finger42 = 0x103a, PH_L_Hand = 0xeb95,
IK_L_Hand = 0x8cbd, RB_L_ForeArmRoll = 0xee4f,
RB_L_ArmRoll = 0x1470, MH_L_Elbow = 0x58b7,
SKEL_R_Clavicle = 0x29d2,
SKEL_R_UpperArm = 0x9d4d, SKEL_R_Forearm = 0x6e5c,
SKEL_R_Hand = 0xdead,
SKEL_R_Finger00 = 0xe5f2, SKEL_R_Finger01 = 0xfa10, SKEL_R_Finger02 = 0xfa11, SKEL_R_Finger10 = 0xe5f3, SKEL_R_Finger11 = 0xfa60, SKEL_R_Finger12 = 0xfa61, SKEL_R_Finger20 = 0xe5f4, SKEL_R_Finger21 = 0xfa70, SKEL_R_Finger22 = 0xfa71, SKEL_R_Finger30 = 0xe5f5, SKEL_R_Finger31 = 0xfa40, SKEL_R_Finger32 = 0xfa41, SKEL_R_Finger40 = 0xe5f6, SKEL_R_Finger41 = 0xfa50, SKEL_R_Finger42 = 0xfa51, PH_R_Hand = 0x6f06,
IK_R_Hand = 0x188e, RB_R_ForeArmRoll = 0xab22,
RB_R_ArmRoll = 0x90ff, MH_R_Elbow = 0xbb0,
SKEL_Neck_1 = 0x9995,
- SKEL_Head = 0x796e,
IK_Head = 0x322c,
- FACIAL_facialRoot = 0xfe2c,
FB_L_Brow_Out_000 = 0xe3db, FB_L_Lid_Upper_000 = 0xb2b6,
- FB_L_Eye_000 = 0x62ac,
FB_L_CheekBone_000 = 0x542e,
FB_L_Lip_Corner_000 = 0x74ac,
- FB_R_Lid_Upper_000 = 0xaa10,
- FB_R_Eye_000 = 0x6b52,
FB_R_CheekBone_000 = 0x4b88,
- FB_R_Brow_Out_000 = 0x54c,
FB_R_Lip_Corner_000 = 0x2ba6,
- FB_Brow_Centre_000 = 0x9149,
FB_UpperLipRoot_000 = 0x4ed2,
FB_UpperLip_000 = 0xf18f, FB_L_Lip_Top_000 = 0x4f37,
FB_R_Lip_Top_000 = 0x4537, FB_Jaw_000 = 0xb4a0,
FB_LowerLipRoot_000 = 0x4324,
FB_LowerLip_000 = 0x508f, FB_L_Lip_Bot_000 = 0xb93b,
FB_R_Lip_Bot_000 = 0xc33b, FB_Tongue_000 = 0xb987,
RB_Neck_1 = 0x8b93, IK_Root = 0xdd1c
Parameters:
ped
(Ped
)boneId
(int
)
Returns:
int
get_ped_ragdoll_bone_index(ped
, bone
)
No documentation found for this native.
Parameters:
ped
(Ped
)bone
(int
)
Returns:
int
set_ped_enveff_scale(ped
, value
)
Values look to be between 0.0 and 1.0 From decompiled scripts: 0.0, 0.6, 0.65, 0.8, 1.0
You are correct, just looked in IDA it breaks from the function if it’s less than 0.0f or greater than 1.0f.
Parameters:
ped
(Ped
)value
(float
)
Returns:
None
get_ped_enveff_scale(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
float
set_enable_ped_enveff_scale(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
set_ped_enveff_color_modulator(ped
, p1
, p2
, p3
)
Something related to the environmental effects natives. In the “agency_heist3b” script, p1 - p3 are always under 100 - usually they are {87, 81, 68}. If SET_PED_ENVEFF_SCALE is set to 0.65 (instead of the usual 1.0), they use {74, 69, 60}
Parameters:
ped
(Ped
)p1
(int
)p2
(int
)p3
(int
)
Returns:
None
set_ped_emissive_intensity(ped
, intensity
)
No documentation found for this native.
Parameters:
ped
(Ped
)intensity
(float
)
Returns:
None
get_ped_emissive_intensity(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
float
is_ped_shader_effect_valid(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
set_ped_ao_blob_rendering(ped
, toggle
)
Enable/disable ped shadow (ambient occlusion). https://gfycat.com/thankfulesteemedgecko
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
create_synchronized_scene(x
, y
, z
, roll
, pitch
, yaw
, p6
)
p6 always 2 (but it doesnt seem to matter…)
roll and pitch 0 yaw to Ped.rotation
Parameters:
x
(float
)y
(float
)z
(float
)roll
(float
)pitch
(float
)yaw
(float
)p6
(int
)
Returns:
int
create_synchronized_scene_at_map_object(x
, y
, z
, radius
, object
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)radius
(float
)object
(Hash
)
Returns:
int
is_synchronized_scene_running(sceneId
)
Returns true if a synchronized scene is running
Parameters:
sceneId
(int
)
Returns:
bool
set_synchronized_scene_origin(sceneID
, x
, y
, z
, roll
, pitch
, yaw
, p7
)
No documentation found for this native.
Parameters:
sceneID
(int
)x
(float
)y
(float
)z
(float
)roll
(float
)pitch
(float
)yaw
(float
)p7
(bool
)
Returns:
None
set_synchronized_scene_phase(sceneID
, phase
)
No documentation found for this native.
Parameters:
sceneID
(int
)phase
(float
)
Returns:
None
get_synchronized_scene_phase(sceneID
)
No documentation found for this native.
Parameters:
sceneID
(int
)
Returns:
float
set_synchronized_scene_rate(sceneID
, rate
)
No documentation found for this native.
Parameters:
sceneID
(int
)rate
(float
)
Returns:
None
get_synchronized_scene_rate(sceneID
)
No documentation found for this native.
Parameters:
sceneID
(int
)
Returns:
float
set_synchronized_scene_looped(sceneID
, toggle
)
No documentation found for this native.
Parameters:
sceneID
(int
)toggle
(bool
)
Returns:
None
is_synchronized_scene_looped(sceneID
)
No documentation found for this native.
Parameters:
sceneID
(int
)
Returns:
bool
set_synchronized_scene_hold_last_frame(sceneID
, toggle
)
No documentation found for this native.
Parameters:
sceneID
(int
)toggle
(bool
)
Returns:
None
is_synchronized_scene_hold_last_frame(sceneID
)
No documentation found for this native.
Parameters:
sceneID
(int
)
Returns:
bool
attach_synchronized_scene_to_entity(sceneID
, entity
, boneIndex
)
No documentation found for this native.
Parameters:
sceneID
(int
)entity
(Entity
)boneIndex
(int
)
Returns:
None
detach_synchronized_scene(sceneID
)
No documentation found for this native.
Parameters:
sceneID
(int
)
Returns:
None
take_ownership_of_synchronized_scene(scene
)
No documentation found for this native.
Parameters:
scene
(int
)
Returns:
None
force_ped_motion_state(ped
, motionStateHash
, p2
, p3
, p4
)
Regarding p2, p3 and p4: Most common is 0, 0, 0); followed by 0, 1, 0); and 1, 1, 0); in R* scripts. p4 is very rarely something other than 0.
enum eMotionState // 0x92A659FE {
MotionState_None = 0xEE717723, MotionState_Idle = 0x9072A713, MotionState_Walk = 0xD827C3DB, MotionState_Run = 0xFFF7E7A4, MotionState_Sprint = 0xBD8817DB, MotionState_Crouch_Idle = 0x43FB099E, MotionState_Crouch_Walk = 0x08C31A98, MotionState_Crouch_Run = 0x3593CF09, MotionState_DoNothing = 0x0EC17E58, MotionState_AnimatedVelocity = 0x551AAC43, MotionState_InVehicle = 0x94D9D58D, MotionState_Aiming = 0x3F67C6AF, MotionState_Diving_Idle = 0x4848CDED, MotionState_Diving_Swim = 0x916E828C, MotionState_Swimming_TreadWater = 0xD1BF11C7, MotionState_Dead = 0x0DBB071C, MotionState_Stealth_Idle = 0x422D7A25, MotionState_Stealth_Walk = 0x042AB6A2, MotionState_Stealth_Run = 0xFB0B79E1, MotionState_Parachuting = 0xBAC0F10B, MotionState_ActionMode_Idle = 0xDA40A0DC, MotionState_ActionMode_Walk = 0xD2905EA7, MotionState_ActionMode_Run = 0x31BADE14, MotionState_Jetpack = 0x535E6A5E
};
Parameters:
ped
(Ped
)motionStateHash
(Hash
)p2
(bool
)p3
(int
)p4
(bool
)
Returns:
bool
get_ped_current_movement_speed(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
lua_table
set_ped_max_move_blend_ratio(ped
, value
)
No documentation found for this native.
Parameters:
ped
(Ped
)value
(float
)
Returns:
None
set_ped_min_move_blend_ratio(ped
, value
)
No documentation found for this native.
Parameters:
ped
(Ped
)value
(float
)
Returns:
None
set_ped_move_rate_override(ped
, value
)
Min: 0.00 Max: 10.00
Can be used in combo with fast run cheat.
When value is set to 10.00: Sprinting without fast run cheat: 66 m/s Sprinting with fast run cheat: 77 m/s
Needs to be looped!
Note: According to IDA for the Xbox360 xex, when they check bgt they seem to have the min to 0.0f, but the max set to 1.15f not 10.0f.
Parameters:
ped
(Ped
)value
(float
)
Returns:
None
get_ped_nearby_vehicles(ped
, sizeAndVehs
)
Returns size of array, passed into the second variable.
See below for usage information.
This function actually requires a struct, where the first value is the maximum number of elements to return. Here is a sample of how I was able to get it to work correctly, without yet knowing the struct format.
- //Setup the array
- const int numElements = 10;
const int arrSize = numElements * 2 + 2;
Any veh[arrSize];
- //0 index is the size of the array
veh[0] = numElements;
int count = PED::GET_PED_NEARBY_VEHICLES(PLAYER::PLAYER_PED_ID(), veh);
- if (veh != NULL)
- {
- //Simple loop to go through results
- for (int i = 0; i < count; i++)
- {
- int offsettedID = i * 2 + 2;
//Make sure it exists
- if (veh[offsettedID] != NULL && ENTITY::DOES_ENTITY_EXIST(veh[offsettedID]))
- {
//Do something
}
}
}
Parameters:
ped
(Ped
)sizeAndVehs
(vector<Any>
)
Returns:
int
get_ped_nearby_peds(ped
, sizeAndPeds
, ignore
)
sizeAndPeds - is a pointer to an array. The array is filled with peds found nearby the ped supplied to the first argument. ignore - ped type to ignore
Return value is the number of peds found and added to the array passed.
To make this work in most menu bases at least in C++ do it like so,
Formatted Example: pastebin.com/D8an9wwp
Example: gtaforums.com/topic/789788-function-args-to-pedget-ped-nearby-peds/?p=1067386687
Parameters:
ped
(Ped
)sizeAndPeds
(vector<Any>
)ignore
(int
)
Returns:
int
have_all_streaming_requests_completed(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_using_action_mode(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
set_ped_using_action_mode(ped
, p1
, p2
, action
)
p2 is usually -1 in the scripts. action is either 0 or “DEFAULT_ACTION”.
Parameters:
ped
(Ped
)p1
(bool
)p2
(int
)action
(string
)
Returns:
None
set_movement_mode_override(ped
, name
)
name: “MP_FEMALE_ACTION” found multiple times in the b617d scripts.
Parameters:
ped
(Ped
)name
(string
)
Returns:
None
set_ped_capsule(ped
, value
)
Overrides the ped’s collision capsule radius for the current tick. Must be called every tick to be effective.
Setting this to 0.001 will allow warping through some objects.
Parameters:
ped
(Ped
)value
(float
)
Returns:
None
register_pedheadshot(ped
)
gtaforums.com/topic/885580-ped-headshotmugshot-txd/
Parameters:
ped
(Ped
)
Returns:
int
register_pedheadshot_3(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
int
register_pedheadshot_transparent(ped
)
Similar to REGISTER_PEDHEADSHOT but creates a transparent background instead of black. Example: https://i.imgur.com/iHz8ztn.png
Parameters:
ped
(Ped
)
Returns:
int
unregister_pedheadshot(id
)
gtaforums.com/topic/885580-ped-headshotmugshot-txd/
Parameters:
id
(int
)
Returns:
None
is_pedheadshot_valid(id
)
gtaforums.com/topic/885580-ped-headshotmugshot-txd/
Parameters:
id
(int
)
Returns:
bool
is_pedheadshot_ready(id
)
gtaforums.com/topic/885580-ped-headshotmugshot-txd/
Parameters:
id
(int
)
Returns:
bool
get_pedheadshot_txd_string(id
)
gtaforums.com/topic/885580-ped-headshotmugshot-txd/
Parameters:
id
(int
)
Returns:
string
request_pedheadshot_img_upload(id
)
No documentation found for this native.
Parameters:
id
(int
)
Returns:
bool
release_pedheadshot_img_upload(id
)
No documentation found for this native.
Parameters:
id
(int
)
Returns:
None
is_pedheadshot_img_upload_available()
No documentation found for this native.
Parameters:
None
Returns:
bool
has_pedheadshot_img_upload_failed()
No documentation found for this native.
Parameters:
None
Returns:
bool
has_pedheadshot_img_upload_succeeded()
No documentation found for this native.
Parameters:
None
Returns:
bool
set_ped_heatscale_override(ped
, heatScale
)
No documentation found for this native.
Parameters:
ped
(Ped
)heatScale
(float
)
Returns:
None
disable_ped_heatscale_override(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
spawnpoints_start_search(p0
, p1
, p2
, p3
, p4
, interiorFlags
, scale
, duration
)
No documentation found for this native.
Parameters:
p0
(float
)p1
(float
)p2
(float
)p3
(float
)p4
(float
)interiorFlags
(int
)scale
(float
)duration
(int
)
Returns:
None
spawnpoints_start_search_in_angled_area(x
, y
, z
, p3
, p4
, p5
, p6
, interiorFlags
, scale
, duration
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)p3
(float
)p4
(float
)p5
(float
)p6
(float
)interiorFlags
(int
)scale
(float
)duration
(int
)
Returns:
None
spawnpoints_cancel_search()
No documentation found for this native.
Parameters:
None
Returns:
None
spawnpoints_is_search_active()
No documentation found for this native.
Parameters:
None
Returns:
bool
spawnpoints_is_search_complete()
No documentation found for this native.
Parameters:
None
Returns:
bool
spawnpoints_is_search_failed()
No documentation found for this native.
Parameters:
None
Returns:
bool
spawnpoints_get_num_search_results()
No documentation found for this native.
Parameters:
None
Returns:
int
spawnpoints_get_search_result(randomInt
)
No documentation found for this native.
Parameters:
randomInt
(int
)
Returns:
lua_table
spawnpoints_get_search_result_flags(p0
)
No documentation found for this native.
Parameters:
p0
(int
)
Returns:
int
set_ik_target(ped
, ikIndex
, entityLookAt
, boneLookAt
, offsetX
, offsetY
, offsetZ
, p7
, blendInDuration
, blendOutDuration
)
No documentation found for this native.
Parameters:
ped
(Ped
)ikIndex
(int
)entityLookAt
(Entity
)boneLookAt
(int
)offsetX
(float
)offsetY
(float
)offsetZ
(float
)p7
(Any
)blendInDuration
(int
)blendOutDuration
(int
)
Returns:
None
request_action_mode_asset(asset
)
No documentation found for this native.
Parameters:
asset
(string
)
Returns:
None
has_action_mode_asset_loaded(asset
)
No documentation found for this native.
Parameters:
asset
(string
)
Returns:
bool
remove_action_mode_asset(asset
)
No documentation found for this native.
Parameters:
asset
(string
)
Returns:
None
request_stealth_mode_asset(asset
)
No documentation found for this native.
Parameters:
asset
(string
)
Returns:
None
has_stealth_mode_asset_loaded(asset
)
No documentation found for this native.
Parameters:
asset
(string
)
Returns:
bool
remove_stealth_mode_asset(asset
)
No documentation found for this native.
Parameters:
asset
(string
)
Returns:
None
set_ped_lod_multiplier(ped
, multiplier
)
No documentation found for this native.
Parameters:
ped
(Ped
)multiplier
(float
)
Returns:
None
set_ped_can_lose_props_on_damage(ped
, toggle
, p2
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)p2
(int
)
Returns:
None
set_force_footstep_update(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
set_force_step_type(ped
, p1
, type
, p3
)
No documentation found for this native.
Parameters:
ped
(Ped
)p1
(bool
)type
(int
)p3
(int
)
Returns:
None
is_any_hostile_ped_near_point(ped
, x
, y
, z
, radius
)
No documentation found for this native.
Parameters:
ped
(Ped
)x
(float
)y
(float
)z
(float
)radius
(float
)
Returns:
bool
set_ped_can_play_in_car_idles(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
is_target_ped_in_perception_area(ped
, targetPed
, p2
, p3
, p4
, p5
)
No documentation found for this native.
Parameters:
ped
(Ped
)targetPed
(Ped
)p2
(float
)p3
(float
)p4
(float
)p5
(float
)
Returns:
bool
set_pop_control_sphere_this_frame(x
, y
, z
, min
, max
)
Min and max are usually 100.0 and 200.0
Parameters:
x
(float
)y
(float
)z
(float
)min
(float
)max
(float
)
Returns:
None
set_disable_ped_fall_damage(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
set_ped_steer_bias(ped
, value
)
No documentation found for this native.
Parameters:
ped
(Ped
)value
(float
)
Returns:
None
is_ped_swapping_weapon(Ped
)
No documentation found for this native.
Parameters:
Ped
(Ped
)
Returns:
bool
set_enable_scuba_gear_light(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
is_scuba_gear_light_enabled(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
clear_facial_clipset_override(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
Physics namespace
Documentation for the physics namespace.
add_rope(x
, y
, z
, rotX
, rotY
, rotZ
, length
, ropeType
, maxLength
, minLength
, windingSpeed
, p11
, p12
, rigid
, p14
, breakWhenShot
, unkPtr
)
Creates a rope at the specific position, that extends in the specified direction when not attached to any entities. __
Add_Rope(pos.x,pos.y,pos.z,0.0,0.0,0.0,20.0,4,20.0,1.0,0.0,false,false,false,5.0,false,NULL)
When attached, Position<vector> does not matter When attached, Angle<vector> does not matter
Rope Type: 4 and bellow is a thick rope 5 and up are small metal wires 0 crashes the game
Max_length - Rope is forced to this length, generally best to keep this the same as your rope length.
windingSpeed - Speed the Rope is being winded, using native START_ROPE_WINDING. Set positive for winding and negative for unwinding.
Rigid - If max length is zero, and this is set to false the rope will become rigid (it will force a specific distance, what ever length is, between the objects).
breakable - Whether or not shooting the rope will break it.
unkPtr - unknown ptr, always 0 in orig scripts __
Lengths can be calculated like so:
float distance = abs(x1 - x2) + abs(y1 - y2) + abs(z1 - z2); // Rope length
NOTES:
Rope does NOT interact with anything you attach it to, in some cases it make interact with the world AFTER it breaks (seems to occur if you set the type to -1).
Rope will sometimes contract and fall to the ground like you’d expect it to, but since it doesn’t interact with the world the effect is just jaring.
Parameters:
x
(float
)y
(float
)z
(float
)rotX
(float
)rotY
(float
)rotZ
(float
)length
(float
)ropeType
(int
)maxLength
(float
)minLength
(float
)windingSpeed
(float
)p11
(bool
)p12
(bool
)rigid
(bool
)p14
(float
)breakWhenShot
(bool
)unkPtr
(vector<Any>
)
Returns:
int
delete_rope(ropeId
)
No documentation found for this native.
Parameters:
ropeId
(vector<int>
)
Returns:
None
delete_child_rope(ropeId
)
No documentation found for this native.
Parameters:
ropeId
(int
)
Returns:
None
does_rope_exist(ropeId
)
No documentation found for this native.
Parameters:
ropeId
(vector<int>
)
Returns:
None
rope_draw_shadow_enabled(ropeId
, toggle
)
No documentation found for this native.
Parameters:
ropeId
(vector<int>
)toggle
(bool
)
Returns:
None
load_rope_data(ropeId
, rope_preset
)
Rope presets can be found in the gamefiles. One example is “ropeFamily3”, it is NOT a hash but rather a string.
Parameters:
ropeId
(int
)rope_preset
(string
)
Returns:
None
pin_rope_vertex(ropeId
, vertex
, x
, y
, z
)
No documentation found for this native.
Parameters:
ropeId
(int
)vertex
(int
)x
(float
)y
(float
)z
(float
)
Returns:
None
unpin_rope_vertex(ropeId
, vertex
)
No documentation found for this native.
Parameters:
ropeId
(int
)vertex
(int
)
Returns:
None
get_rope_vertex_count(ropeId
)
No documentation found for this native.
Parameters:
ropeId
(int
)
Returns:
int
attach_entities_to_rope(ropeId
, ent1
, ent2
, ent1_x
, ent1_y
, ent1_z
, ent2_x
, ent2_y
, ent2_z
, length
, p10
, p11
, p12
, p13
)
Attaches entity 1 to entity 2.
Parameters:
ropeId
(int
)ent1
(Entity
)ent2
(Entity
)ent1_x
(float
)ent1_y
(float
)ent1_z
(float
)ent2_x
(float
)ent2_y
(float
)ent2_z
(float
)length
(float
)p10
(bool
)p11
(bool
)p12
(vector<Any>
)p13
(vector<Any>
)
Returns:
None
attach_rope_to_entity(ropeId
, entity
, x
, y
, z
, p5
)
The position supplied can be anywhere, and the entity should anchor relative to that point from it’s origin.
Parameters:
ropeId
(int
)entity
(Entity
)x
(float
)y
(float
)z
(float
)p5
(bool
)
Returns:
None
detach_rope_from_entity(ropeId
, entity
)
No documentation found for this native.
Parameters:
ropeId
(int
)entity
(Entity
)
Returns:
None
rope_set_update_pinverts(ropeId
)
No documentation found for this native.
Parameters:
ropeId
(int
)
Returns:
None
rope_set_update_order(ropeId
, p1
)
No documentation found for this native.
Parameters:
ropeId
(int
)p1
(Any
)
Returns:
None
get_rope_last_vertex_coord(ropeId
)
No documentation found for this native.
Parameters:
ropeId
(int
)
Returns:
Vector3
get_rope_vertex_coord(ropeId
, vertex
)
No documentation found for this native.
Parameters:
ropeId
(int
)vertex
(int
)
Returns:
Vector3
start_rope_winding(ropeId
)
No documentation found for this native.
Parameters:
ropeId
(int
)
Returns:
None
stop_rope_winding(ropeId
)
No documentation found for this native.
Parameters:
ropeId
(int
)
Returns:
None
start_rope_unwinding_front(ropeId
)
No documentation found for this native.
Parameters:
ropeId
(int
)
Returns:
None
stop_rope_unwinding_front(ropeId
)
No documentation found for this native.
Parameters:
ropeId
(int
)
Returns:
None
rope_convert_to_simple(ropeId
)
No documentation found for this native.
Parameters:
ropeId
(int
)
Returns:
None
rope_load_textures()
Loads rope textures for all ropes in the current scene.
Parameters:
None
Returns:
None
rope_are_textures_loaded()
No documentation found for this native.
Parameters:
None
Returns:
bool
rope_unload_textures()
Unloads rope textures for all ropes in the current scene.
Parameters:
None
Returns:
None
does_rope_belong_to_this_script(ropeId
)
No documentation found for this native.
Parameters:
ropeId
(int
)
Returns:
bool
rope_change_script_owner(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(bool
)p2
(bool
)
Returns:
None
rope_get_distance_between_ends(ropeId
)
No documentation found for this native.
Parameters:
ropeId
(int
)
Returns:
float
rope_force_length(ropeId
, length
)
Forces a rope to a certain length.
Parameters:
ropeId
(int
)length
(float
)
Returns:
None
rope_reset_length(ropeId
, length
)
Reset a rope to a certain length.
Parameters:
ropeId
(int
)length
(float
)
Returns:
None
apply_impulse_to_cloth(posX
, posY
, posZ
, vecX
, vecY
, vecZ
, impulse
)
No documentation found for this native.
Parameters:
posX
(float
)posY
(float
)posZ
(float
)vecX
(float
)vecY
(float
)vecZ
(float
)impulse
(float
)
Returns:
None
set_damping(entity
, vertex
, value
)
No documentation found for this native.
Parameters:
entity
(Entity
)vertex
(int
)value
(float
)
Returns:
None
activate_physics(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
None
set_cgoffset(entity
, x
, y
, z
)
No documentation found for this native.
Parameters:
entity
(Entity
)x
(float
)y
(float
)z
(float
)
Returns:
None
get_cgoffset(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
Vector3
set_cg_at_boundcenter(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
None
break_entity_glass(entity
, p1
, p2
, p3
, p4
, p5
, p6
, p7
, p8
, p9
, p10
)
No documentation found for this native.
Parameters:
entity
(Entity
)p1
(float
)p2
(float
)p3
(float
)p4
(float
)p5
(float
)p6
(float
)p7
(float
)p8
(float
)p9
(Any
)p10
(bool
)
Returns:
None
get_has_object_frag_inst(object
)
No documentation found for this native.
Parameters:
object
(Object
)
Returns:
bool
set_disable_breaking(object
, toggle
)
No documentation found for this native.
Parameters:
object
(Object
)toggle
(bool
)
Returns:
None
set_disable_frag_damage(object
, toggle
)
No documentation found for this native.
Parameters:
object
(Object
)toggle
(bool
)
Returns:
None
set_launch_control_enabled(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
Player namespace
Documentation for the player namespace.
get_player_ped(player
)
Gets the ped for a specified player index.
Parameters:
player
(Player
)
Returns:
Ped
get_player_ped_script_index(player
)
Does the same like PLAYER::GET_PLAYER_PED
Parameters:
player
(Player
)
Returns:
Ped
set_player_model(player
, model
)
Set the model for a specific Player. Be aware that this will destroy the current Ped for the Player and create a new one, any reference to the old ped should be reset Make sure to request the model first and wait until it has loaded.
Parameters:
player
(Player
)model
(Hash
)
Returns:
None
change_player_ped(player
, ped
, p2
, resetDamage
)
No documentation found for this native.
Parameters:
player
(Player
)ped
(Ped
)p2
(bool
)resetDamage
(bool
)
Returns:
None
get_player_rgb_colour(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
lua_table
get_number_of_players()
Gets the number of players in the current session. If not multiplayer, always returns 1.
Parameters:
None
Returns:
int
get_player_team(player
)
Gets the player’s team. Does nothing in singleplayer.
Parameters:
player
(Player
)
Returns:
int
set_player_team(player
, team
)
Set player team on deathmatch and last team standing..
Parameters:
player
(Player
)team
(int
)
Returns:
None
get_number_of_players_in_team(team
)
No documentation found for this native.
Parameters:
team
(int
)
Returns:
int
get_player_name(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
string
get_wanted_level_radius(player
)
Remnant from GTA IV. Does nothing in GTA V.
Parameters:
player
(Player
)
Returns:
float
get_player_wanted_centre_position(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
Vector3
set_player_wanted_centre_position(player
, position
, p2
, p3
)
# Predominant call signatures PLAYER::SET_PLAYER_WANTED_CENTRE_POSITION(PLAYER::PLAYER_ID(), ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), 1));
# Parameter value ranges P0: PLAYER::PLAYER_ID() P1: ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), 1) P2: Not set by any call
Parameters:
player
(Player
)position
(vector<Vector3>
)p2
(bool
)p3
(bool
)
Returns:
None
get_wanted_level_threshold(wantedLevel
)
Drft
Parameters:
wantedLevel
(int
)
Returns:
int
set_player_wanted_level(player
, wantedLevel
, disableNoMission
)
Call SET_PLAYER_WANTED_LEVEL_NOW for immediate effect
wantedLevel is an integer value representing 0 to 5 stars even though the game supports the 6th wanted level but no police will appear since no definitions are present for it in the game files
disableNoMission- Disables When Off Mission- appears to always be false
Parameters:
player
(Player
)wantedLevel
(int
)disableNoMission
(bool
)
Returns:
None
set_player_wanted_level_no_drop(player
, wantedLevel
, p2
)
p2 is always false in R* scripts
Parameters:
player
(Player
)wantedLevel
(int
)p2
(bool
)
Returns:
None
set_player_wanted_level_now(player
, p1
)
Forces any pending wanted level to be applied to the specified player immediately.
Call SET_PLAYER_WANTED_LEVEL with the desired wanted level, followed by SET_PLAYER_WANTED_LEVEL_NOW.
Second parameter is unknown (always false).
Parameters:
player
(Player
)p1
(bool
)
Returns:
None
are_player_flashing_stars_about_to_drop(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
bool
are_player_stars_greyed_out(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
bool
set_dispatch_cops_for_player(player
, toggle
)
No documentation found for this native.
Parameters:
player
(Player
)toggle
(bool
)
Returns:
None
is_player_wanted_level_greater(player
, wantedLevel
)
No documentation found for this native.
Parameters:
player
(Player
)wantedLevel
(int
)
Returns:
bool
clear_player_wanted_level(player
)
This executes at the same as speed as PLAYER::SET_PLAYER_WANTED_LEVEL(player, 0, false);
PLAYER::GET_PLAYER_WANTED_LEVEL(player); executes in less than half the time. Which means that it’s worth first checking if the wanted level needs to be cleared before clearing. However, this is mostly about good code practice and can important in other situations. The difference in time in this example is negligible.
Parameters:
player
(Player
)
Returns:
None
is_player_dead(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
bool
is_player_pressing_horn(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
bool
set_player_control(player
, bHasControl
, flags
)
Flags: SPC_AMBIENT_SCRIPT = (1 << 1), SPC_CLEAR_TASKS = (1 << 2), SPC_REMOVE_FIRES = (1 << 3), SPC_REMOVE_EXPLOSIONS = (1 << 4), SPC_REMOVE_PROJECTILES = (1 << 5), SPC_DEACTIVATE_GADGETS = (1 << 6), SPC_REENABLE_CONTROL_ON_DEATH = (1 << 7), SPC_LEAVE_CAMERA_CONTROL_ON = (1 << 8), SPC_ALLOW_PLAYER_DAMAGE = (1 << 9), SPC_DONT_STOP_OTHER_CARS_AROUND_PLAYER = (1 << 10), SPC_PREVENT_EVERYBODY_BACKOFF = (1 << 11), SPC_ALLOW_PAD_SHAKE = (1 << 12)
See: https://alloc8or.re/gta5/doc/enums/eSetPlayerControlFlag.txt
Parameters:
player
(Player
)bHasControl
(bool
)flags
(int
)
Returns:
None
get_player_wanted_level(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
int
set_max_wanted_level(maxWantedLevel
)
No documentation found for this native.
Parameters:
maxWantedLevel
(int
)
Returns:
None
set_police_radar_blips(toggle
)
- If toggle is set to false:
The police won’t be shown on the (mini)map
- If toggle is set to true:
The police will be shown on the (mini)map
Parameters:
toggle
(bool
)
Returns:
None
set_police_ignore_player(player
, toggle
)
The player will be ignored by the police if toggle is set to true
Parameters:
player
(Player
)toggle
(bool
)
Returns:
None
is_player_playing(player
)
Checks whether the specified player has a Ped, the Ped is not dead, is not injured and is not arrested.
Parameters:
player
(Player
)
Returns:
bool
set_everyone_ignore_player(player
, toggle
)
No documentation found for this native.
Parameters:
player
(Player
)toggle
(bool
)
Returns:
None
set_all_random_peds_flee(player
, toggle
)
No documentation found for this native.
Parameters:
player
(Player
)toggle
(bool
)
Returns:
None
set_all_random_peds_flee_this_frame(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
None
set_ignore_low_priority_shocking_events(player
, toggle
)
No documentation found for this native.
Parameters:
player
(Player
)toggle
(bool
)
Returns:
None
set_wanted_level_multiplier(multiplier
)
No documentation found for this native.
Parameters:
multiplier
(float
)
Returns:
None
set_wanted_level_difficulty(player
, difficulty
)
Max value is 1.0
Parameters:
player
(Player
)difficulty
(float
)
Returns:
None
reset_wanted_level_difficulty(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
None
get_wanted_level_parole_duration()
No documentation found for this native.
Parameters:
None
Returns:
int
start_firing_amnesty(duration
)
No documentation found for this native.
Parameters:
duration
(int
)
Returns:
None
report_crime(player
, crimeType
, wantedLvlThresh
)
PLAYER::REPORT_CRIME(PLAYER::PLAYER_ID(), 37, PLAYER::GET_WANTED_LEVEL_THRESHOLD(1));
From am_armybase.ysc.c4:
PLAYER::REPORT_CRIME(PLAYER::PLAYER_ID(4), 36, PLAYER::GET_WANTED_LEVEL_THRESHOLD(4));
This was taken from the GTAV.exe v1.334. The function is called sub_140592CE8. For a full decompilation of the function, see here: pastebin.com/09qSMsN7
crimeType: 1: Firearms possession 2: Person running a red light (“5-0-5”) 3: Reckless driver 4: Speeding vehicle (a “5-10”) 5: Traffic violation (a “5-0-5”) 6: Motorcycle rider without a helmet 7: Vehicle theft (a “5-0-3”) 8: Grand Theft Auto 9: ??? 10: ??? 11: Assault on a civilian (a “2-40”) 12: Assault on an officer 13: Assault with a deadly weapon (a “2-45”) 14: Officer shot (a “2-45”) 15: Pedestrian struck by a vehicle 16: Officer struck by a vehicle 17: Helicopter down (an “AC”?) 18: Civilian on fire (a “2-40”) 19: Officer set on fire (a “10-99”) 20: Car on fire 21: Air unit down (an “AC”?) 22: An explosion (a “9-96”) 23: A stabbing (a “2-45”) (also something else I couldn’t understand) 24: Officer stabbed (also something else I couldn’t understand) 25: Attack on a vehicle (“MDV”?) 26: Damage to property 27: Suspect threatening officer with a firearm 28: Shots fired 29: ??? 30: ??? 31: ??? 32: ??? 33: ??? 34: A “2-45” 35: ??? 36: A “9-25” 37: ??? 38: ??? 39: ??? 40: ??? 41: ??? 42: ??? 43: Possible disturbance 44: Civilian in need of assistance 45: ??? 46: ???
Parameters:
player
(Player
)crimeType
(int
)wantedLvlThresh
(int
)
Returns:
None
suppress_crime_this_frame(player
, crimeType
)
crimeType: see REPORT_CRIME
Parameters:
player
(Player
)crimeType
(int
)
Returns:
None
report_police_spotted_player(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
None
can_player_start_mission(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
bool
is_player_ready_for_cutscene(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
bool
is_player_targetting_entity(player
, entity
)
No documentation found for this native.
Parameters:
player
(Player
)entity
(Entity
)
Returns:
bool
get_player_target_entity(player
)
Assigns the handle of locked-on melee target to *entity that you pass it. Returns false if no entity found.
Parameters:
player
(Player
)
Returns:
Entity
is_player_free_aiming(player
)
Gets a value indicating whether the specified player is currently aiming freely.
Parameters:
player
(Player
)
Returns:
bool
is_player_free_aiming_at_entity(player
, entity
)
Gets a value indicating whether the specified player is currently aiming freely at the specified entity.
Parameters:
player
(Player
)entity
(Entity
)
Returns:
bool
get_entity_player_is_free_aiming_at(player
)
Returns TRUE if it found an entity in your crosshair within range of your weapon. Assigns the handle of the target to the *entity that you pass it. Returns false if no entity found.
Parameters:
player
(Player
)
Returns:
Entity
set_player_lockon_range_override(player
, range
)
Affects the range of auto aim target.
Parameters:
player
(Player
)range
(float
)
Returns:
None
set_player_can_do_drive_by(player
, toggle
)
Set whether this player should be able to do drive-bys.
“A drive-by is when a ped is aiming/shooting from vehicle. This includes middle finger taunts. By setting this value to false I confirm the player is unable to do all that. Tested on tick.”
Parameters:
player
(Player
)toggle
(bool
)
Returns:
None
set_player_can_be_hassled_by_gangs(player
, toggle
)
Sets whether this player can be hassled by gangs.
Parameters:
player
(Player
)toggle
(bool
)
Returns:
None
set_player_can_use_cover(player
, toggle
)
Sets whether this player can take cover.
Parameters:
player
(Player
)toggle
(bool
)
Returns:
None
get_max_wanted_level()
Gets the maximum wanted level the player can get. Ranges from 0 to 5.
Parameters:
None
Returns:
int
is_player_targetting_anything(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
bool
set_player_sprint(player
, toggle
)
No documentation found for this native.
Parameters:
player
(Player
)toggle
(bool
)
Returns:
None
reset_player_stamina(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
None
restore_player_stamina(player
, p1
)
No documentation found for this native.
Parameters:
player
(Player
)p1
(float
)
Returns:
None
get_player_sprint_stamina_remaining(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
float
get_player_sprint_time_remaining(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
float
get_player_underwater_time_remaining(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
float
set_player_underwater_time_remaining(player
, time
)
No documentation found for this native.
Parameters:
player
(Player
)time
(float
)
Returns:
Any
get_player_group(player
)
Returns the group ID the player is member of.
Parameters:
player
(Player
)
Returns:
int
get_player_max_armour(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
int
is_player_control_on(player
)
Can the player control himself, used to disable controls for player for things like a cutscene.
—
You can’t disable controls with this, use SET_PLAYER_CONTROL(…) for this.
Parameters:
player
(Player
)
Returns:
bool
is_player_cam_control_disabled()
No documentation found for this native.
Parameters:
None
Returns:
bool
is_player_script_control_on(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
bool
is_player_climbing(player
)
Returns TRUE if the player (‘s ped) is climbing at the moment.
Parameters:
player
(Player
)
Returns:
bool
is_player_being_arrested(player
, atArresting
)
Return true while player is being arrested / busted.
If atArresting is set to 1, this function will return 1 when player is being arrested (while player is putting his hand up, but still have control)
If atArresting is set to 0, this function will return 1 only when the busted screen is shown.
Parameters:
player
(Player
)atArresting
(bool
)
Returns:
bool
reset_player_arrest_state(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
None
get_players_last_vehicle()
Alternative: GET_VEHICLE_PED_IS_IN(PLAYER_PED_ID(), 1);
Parameters:
None
Returns:
Vehicle
get_player_index()
Returns the same as PLAYER_ID and NETWORK_PLAYER_ID_TO_INT
Parameters:
None
Returns:
Player
int_to_playerindex(value
)
Simply returns whatever is passed to it (Regardless of whether the handle is valid or not).
Parameters:
value
(int
)
Returns:
Player
int_to_participantindex(value
)
Simply returns whatever is passed to it (Regardless of whether the handle is valid or not).
if (NETWORK::NETWORK_IS_PARTICIPANT_ACTIVE(PLAYER::INT_TO_PARTICIPANTINDEX(i)))
Parameters:
value
(int
)
Returns:
int
get_time_since_player_hit_vehicle(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
int
get_time_since_player_hit_ped(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
int
get_time_since_player_drove_on_pavement(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
int
get_time_since_player_drove_against_traffic(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
int
is_player_free_for_ambient_task(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
bool
player_id()
This returns YOUR ‘identity’ as a Player type.
Always returns 0 in story mode.
Parameters:
None
Returns:
Player
player_ped_id()
Returns current player ped
Parameters:
None
Returns:
Ped
network_player_id_to_int()
Does exactly the same thing as PLAYER_ID()
Parameters:
None
Returns:
int
has_force_cleanup_occurred(cleanupFlags
)
No documentation found for this native.
Parameters:
cleanupFlags
(int
)
Returns:
bool
force_cleanup(cleanupFlags
)
used with 1,2,8,64,128 in the scripts
Parameters:
cleanupFlags
(int
)
Returns:
None
force_cleanup_for_all_threads_with_this_name(name
, cleanupFlags
)
PLAYER::FORCE_CLEANUP_FOR_ALL_THREADS_WITH_THIS_NAME(“pb_prostitute”, 1); // Found in decompilation
Parameters:
name
(string
)cleanupFlags
(int
)
Returns:
None
force_cleanup_for_thread_with_this_id(id
, cleanupFlags
)
No documentation found for this native.
Parameters:
id
(int
)cleanupFlags
(int
)
Returns:
None
get_cause_of_most_recent_force_cleanup()
No documentation found for this native.
Parameters:
None
Returns:
int
set_player_may_only_enter_this_vehicle(player
, vehicle
)
No documentation found for this native.
Parameters:
player
(Player
)vehicle
(Vehicle
)
Returns:
None
set_player_may_not_enter_any_vehicle(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
None
give_achievement_to_player(achievementId
)
1 - Welcome to Los Santos 2 - A Friendship Resurrected 3 - A Fair Day’s Pay 4 - The Moment of Truth 5 - To Live or Die in Los Santos 6 - Diamond Hard 7 - Subversive 8 - Blitzed 9 - Small Town, Big Job 10 - The Government Gimps 11 - The Big One! 12 - Solid Gold, Baby! 13 - Career Criminal 14 - San Andreas Sightseer 15 - All’s Fare in Love and War 16 - TP Industries Arms Race 17 - Multi-Disciplined 18 - From Beyond the Stars 19 - A Mystery, Solved 20 - Waste Management 21 - Red Mist 22 - Show Off 23 - Kifflom! 24 - Three Man Army 25 - Out of Your Depth 26 - Altruist Acolyte 27 - A Lot of Cheddar 28 - Trading Pure Alpha 29 - Pimp My Sidearm 30 - Wanted: Alive Or Alive 31 - Los Santos Customs 32 - Close Shave 33 - Off the Plane 34 - Three-Bit Gangster 35 - Making Moves 36 - Above the Law 37 - Numero Uno 38 - The Midnight Club 39 - Unnatural Selection 40 - Backseat Driver 41 - Run Like The Wind 42 - Clean Sweep 43 - Decorated 44 - Stick Up Kid 45 - Enjoy Your Stay 46 - Crew Cut 47 - Full Refund 48 - Dialling Digits 49 - American Dream 50 - A New Perspective 51 - Be Prepared 52 - In the Name of Science 53 - Dead Presidents 54 - Parole Day 55 - Shot Caller 56 - Four Way 57 - Live a Little 58 - Can’t Touch This 59 - Mastermind 60 - Vinewood Visionary 61 - Majestic 62 - Humans of Los Santos 63 - First Time Director 64 - Animal Lover 65 - Ensemble Piece 66 - Cult Movie 67 - Location Scout 68 - Method Actor 69 - Cryptozoologist 70 - Getting Started 71 - The Data Breaches 72 - The Bogdan Problem 73 - The Doomsday Scenario 74 - A World Worth Saving 75 - Orbital Obliteration 76 - Elitist 77 - Masterminds
Parameters:
achievementId
(int
)
Returns:
bool
set_achievement_progress(achievementId
, progress
)
No documentation found for this native.
Parameters:
achievementId
(int
)progress
(int
)
Returns:
bool
get_achievement_progress(achievementId
)
No documentation found for this native.
Parameters:
achievementId
(int
)
Returns:
int
has_achievement_been_passed(achievementId
)
See GIVE_ACHIEVEMENT_TO_PLAYER
Parameters:
achievementId
(int
)
Returns:
bool
is_player_online()
Returns TRUE if the game is in online mode and FALSE if in offline mode.
This is an alias for NETWORK_IS_SIGNED_ONLINE.
Parameters:
None
Returns:
bool
is_player_logging_in_np()
this function is hard-coded to always return 0.
Parameters:
None
Returns:
bool
display_system_signin_ui(unk
)
Purpose of the BOOL currently unknown. Both, true and false, work
Parameters:
unk
(bool
)
Returns:
None
is_system_ui_being_displayed()
No documentation found for this native.
Parameters:
None
Returns:
bool
set_player_invincible(player
, toggle
)
Simply sets you as invincible (Health will not deplete).
Use 0x733A643B5B0C53C1 instead if you want Ragdoll enabled, which is equal to: *(DWORD *)(playerPedAddress + 0x188) |= (1 << 9);
Parameters:
player
(Player
)toggle
(bool
)
Returns:
None
get_player_invincible(player
)
Returns the Player’s Invincible status.
This function will always return false if 0x733A643B5B0C53C1 is used to set the invincibility status. To always get the correct result, use this:
Parameters:
player
(Player
)
Returns:
bool
set_player_invincible_keep_ragdoll_enabled(player
, toggle
)
No documentation found for this native.
Parameters:
player
(Player
)toggle
(bool
)
Returns:
None
set_player_can_collect_dropped_money(player
, p1
)
No documentation found for this native.
Parameters:
player
(Player
)p1
(bool
)
Returns:
None
remove_player_helmet(player
, p2
)
No documentation found for this native.
Parameters:
player
(Player
)p2
(bool
)
Returns:
None
give_player_ragdoll_control(player
, toggle
)
No documentation found for this native.
Parameters:
player
(Player
)toggle
(bool
)
Returns:
None
set_player_lockon(player
, toggle
)
Example from fm_mission_controler.ysc.c4:
PLAYER::SET_PLAYER_LOCKON(PLAYER::PLAYER_ID(), 1);
All other decompiled scripts using this seem to be using the player id as the first parameter, so I feel the need to confirm it as so.
No need to confirm it says PLAYER_ID() so it uses PLAYER_ID() lol.
Parameters:
player
(Player
)toggle
(bool
)
Returns:
None
set_player_targeting_mode(targetMode
)
Sets your targeting mode. 0 = Assisted Aim - Full 1 = Assisted Aim - Partial 2 = Free Aim - Assisted 3 = Free Aim
Parameters:
targetMode
(int
)
Returns:
None
set_player_target_level(targetLevel
)
No documentation found for this native.
Parameters:
targetLevel
(int
)
Returns:
None
clear_player_has_damaged_at_least_one_ped(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
None
has_player_damaged_at_least_one_ped(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
bool
clear_player_has_damaged_at_least_one_non_animal_ped(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
None
has_player_damaged_at_least_one_non_animal_ped(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
bool
set_air_drag_multiplier_for_players_vehicle(player
, multiplier
)
This can be between 1.0f - 14.9f
You can change the max in IDA from 15.0. I say 15.0 as the function blrs if what you input is greater than or equal to 15.0 hence why it’s 14.9 max default.
Parameters:
player
(Player
)multiplier
(float
)
Returns:
None
set_swim_multiplier_for_player(player
, multiplier
)
Swim speed multiplier. Multiplier goes up to 1.49
Just call it one time, it is not required to be called once every tick. - Note copied from below native.
Note: At least the IDA method if you change the max float multiplier from 1.5 it will change it for both this and RUN_SPRINT below. I say 1.5 as the function blrs if what you input is greater than or equal to 1.5 hence why it’s 1.49 max default.
Parameters:
player
(Player
)multiplier
(float
)
Returns:
None
set_run_sprint_multiplier_for_player(player
, multiplier
)
Multiplier goes up to 1.49 any value above will be completely overruled by the game and the multiplier will not take effect, this can be edited in memory however.
Just call it one time, it is not required to be called once every tick.
Note: At least the IDA method if you change the max float multiplier from 1.5 it will change it for both this and SWIM above. I say 1.5 as the function blrs if what you input is greater than or equal to 1.5 hence why it’s 1.49 max default.
Parameters:
player
(Player
)multiplier
(float
)
Returns:
None
get_time_since_last_arrest()
Returns the time since the character was arrested in (ms) milliseconds.
example
var time = Function.call<int>(Hash.GET_TIME_SINCE_LAST_ARREST();
UI.DrawSubtitle(time.ToString());
if player has not been arrested, the int returned will be -1.
Parameters:
None
Returns:
int
get_time_since_last_death()
Returns the time since the character died in (ms) milliseconds.
example
var time = Function.call<int>(Hash.GET_TIME_SINCE_LAST_DEATH();
UI.DrawSubtitle(time.ToString());
if player has not died, the int returned will be -1.
Parameters:
None
Returns:
int
assisted_movement_close_route()
No documentation found for this native.
Parameters:
None
Returns:
None
assisted_movement_flush_route()
No documentation found for this native.
Parameters:
None
Returns:
None
set_player_forced_aim(player
, toggle
)
No documentation found for this native.
Parameters:
player
(Player
)toggle
(bool
)
Returns:
None
set_player_forced_zoom(player
, toggle
)
No documentation found for this native.
Parameters:
player
(Player
)toggle
(bool
)
Returns:
None
set_player_force_skip_aim_intro(player
, toggle
)
No documentation found for this native.
Parameters:
player
(Player
)toggle
(bool
)
Returns:
None
disable_player_firing(player
, toggle
)
Inhibits the player from using any method of combat including melee and firearms.
NOTE: Only disables the firing for one frame
Parameters:
player
(Player
)toggle
(bool
)
Returns:
None
set_disable_ambient_melee_move(player
, toggle
)
No documentation found for this native.
Parameters:
player
(Player
)toggle
(bool
)
Returns:
None
set_player_max_armour(player
, value
)
Default is 100. Use player id and not ped id. For instance: PLAYER::SET_PLAYER_MAX_ARMOUR(PLAYER::PLAYER_ID(), 100); // main_persistent.ct4
Parameters:
player
(Player
)value
(int
)
Returns:
None
special_ability_activate(player
, p1
)
No documentation found for this native.
Parameters:
player
(Player
)p1
(int
)
Returns:
None
set_special_ability(player
, p1
, p2
)
No documentation found for this native.
Parameters:
player
(Player
)p1
(int
)p2
(Any
)
Returns:
None
special_ability_deplete(player
, p1
)
No documentation found for this native.
Parameters:
player
(Player
)p1
(int
)
Returns:
None
special_ability_deactivate(player
, p1
)
No documentation found for this native.
Parameters:
player
(Player
)p1
(Any
)
Returns:
None
special_ability_deactivate_fast(player
, p1
)
No documentation found for this native.
Parameters:
player
(Player
)p1
(Any
)
Returns:
None
special_ability_reset(player
, p1
)
No documentation found for this native.
Parameters:
player
(Player
)p1
(Any
)
Returns:
None
special_ability_charge_on_mission_failed(player
, p1
)
No documentation found for this native.
Parameters:
player
(Player
)p1
(Any
)
Returns:
None
special_ability_charge_small(player
, p1
, p2
, p3
)
Every occurrence of p1 & p2 were both true.
Parameters:
player
(Player
)p1
(bool
)p2
(bool
)p3
(Any
)
Returns:
None
special_ability_charge_medium(player
, p1
, p2
, p3
)
Only 1 match. Both p1 & p2 were true.
Parameters:
player
(Player
)p1
(bool
)p2
(bool
)p3
(Any
)
Returns:
None
special_ability_charge_large(player
, p1
, p2
, p3
)
2 matches. p1 was always true.
Parameters:
player
(Player
)p1
(bool
)p2
(bool
)p3
(Any
)
Returns:
None
special_ability_charge_continuous(player
, p1
, p2
)
p1 appears to always be 1 (only comes up twice)
Parameters:
player
(Player
)p1
(Ped
)p2
(Any
)
Returns:
None
special_ability_charge_absolute(player
, p1
, p2
, p3
)
p1 appears as 5, 10, 15, 25, or 30. p2 is always true.
Parameters:
player
(Player
)p1
(int
)p2
(bool
)p3
(Any
)
Returns:
None
special_ability_charge_normalized(player
, normalizedValue
, p2
, p3
)
normalizedValue is from 0.0 - 1.0 p2 is always 1
Parameters:
player
(Player
)normalizedValue
(float
)p2
(bool
)p3
(Any
)
Returns:
None
special_ability_fill_meter(player
, p1
, p2
)
Also known as _RECHARGE_SPECIAL_ABILITY
Parameters:
player
(Player
)p1
(bool
)p2
(Any
)
Returns:
None
special_ability_deplete_meter(player
, p1
, p2
)
p1 was always true.
Parameters:
player
(Player
)p1
(bool
)p2
(Any
)
Returns:
None
special_ability_lock(playerModel
, p1
)
No documentation found for this native.
Parameters:
playerModel
(Hash
)p1
(Any
)
Returns:
None
special_ability_unlock(playerModel
, p1
)
No documentation found for this native.
Parameters:
playerModel
(Hash
)p1
(Any
)
Returns:
None
is_special_ability_unlocked(playerModel
)
No documentation found for this native.
Parameters:
playerModel
(Hash
)
Returns:
bool
is_special_ability_active(player
, p1
)
No documentation found for this native.
Parameters:
player
(Player
)p1
(Any
)
Returns:
bool
is_special_ability_meter_full(player
, p1
)
No documentation found for this native.
Parameters:
player
(Player
)p1
(Any
)
Returns:
bool
enable_special_ability(player
, toggle
, p2
)
No documentation found for this native.
Parameters:
player
(Player
)toggle
(bool
)p2
(Any
)
Returns:
None
is_special_ability_enabled(player
, p1
)
No documentation found for this native.
Parameters:
player
(Player
)p1
(Any
)
Returns:
bool
set_special_ability_multiplier(multiplier
)
No documentation found for this native.
Parameters:
multiplier
(float
)
Returns:
None
start_player_teleport(player
, x
, y
, z
, heading
, p5
, findCollisionLand
, p7
)
findCollisionLand: This teleports the player to land when set to true and will not consider the Z coordinate parameter provided by you. It will automatically put the Z coordinate so that you don’t fall from sky.
Parameters:
player
(Player
)x
(float
)y
(float
)z
(float
)heading
(float
)p5
(bool
)findCollisionLand
(bool
)p7
(bool
)
Returns:
None
update_player_teleport(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
bool
stop_player_teleport()
Disables the player’s teleportation
Parameters:
None
Returns:
None
is_player_teleport_active()
No documentation found for this native.
Parameters:
None
Returns:
bool
get_player_current_stealth_noise(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
float
set_player_health_recharge_multiplier(player
, regenRate
)
regenRate: The recharge multiplier, a value between 0.0 and 1.0. Use 1.0 to reset it back to normal
Parameters:
player
(Player
)regenRate
(float
)
Returns:
None
get_player_health_recharge_limit(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
float
set_player_health_recharge_limit(player
, limit
)
No documentation found for this native.
Parameters:
player
(Player
)limit
(float
)
Returns:
None
set_player_fall_distance(player
, p1
)
No documentation found for this native.
Parameters:
player
(Player
)p1
(float
)
Returns:
None
set_player_weapon_damage_modifier(player
, modifier
)
This modifies the damage value of your weapon. Whether it is a multiplier or base damage is unknown.
Based on tests, it is unlikely to be a multiplier.
modifier’s min value is 0.1
Parameters:
player
(Player
)modifier
(float
)
Returns:
None
set_player_weapon_defense_modifier(player
, modifier
)
modifier’s min value is 0.1
Parameters:
player
(Player
)modifier
(float
)
Returns:
None
set_player_weapon_defense_modifier_2(player
, modifier
)
No documentation found for this native.
Parameters:
player
(Player
)modifier
(float
)
Returns:
None
set_player_melee_weapon_damage_modifier(player
, modifier
, p2
)
modifier’s min value is 0.1
Parameters:
player
(Player
)modifier
(float
)p2
(bool
)
Returns:
None
set_player_melee_weapon_defense_modifier(player
, modifier
)
modifier’s min value is 0.1
Parameters:
player
(Player
)modifier
(float
)
Returns:
None
set_player_vehicle_damage_modifier(player
, modifier
)
modifier’s min value is 0.1
Parameters:
player
(Player
)modifier
(float
)
Returns:
None
set_player_vehicle_defense_modifier(player
, modifier
)
modifier’s min value is 0.1
Parameters:
player
(Player
)modifier
(float
)
Returns:
None
set_player_parachute_tint_index(player
, tintIndex
)
- Tints:
- None = -1,
Rainbow = 0,
Red = 1, SeasideStripes = 2,
WidowMaker = 3, Patriot = 4,
Blue = 5,
- Black = 6,
Hornet = 7,
AirFocce = 8,
- Desert = 9,
Shadow = 10,
- HighAltitude = 11,
Airbone = 12,
Sunrise = 13,
Parameters:
player
(Player
)tintIndex
(int
)
Returns:
None
get_player_parachute_tint_index(player
)
- Tints:
- None = -1,
Rainbow = 0,
Red = 1, SeasideStripes = 2,
WidowMaker = 3, Patriot = 4,
Blue = 5,
- Black = 6,
Hornet = 7,
AirFocce = 8,
- Desert = 9,
Shadow = 10,
- HighAltitude = 11,
Airbone = 12,
Sunrise = 13,
Parameters:
player
(Player
)
Returns:
int
set_player_reserve_parachute_tint_index(player
, index
)
- Tints:
- None = -1,
Rainbow = 0,
Red = 1, SeasideStripes = 2,
WidowMaker = 3, Patriot = 4,
Blue = 5,
- Black = 6,
Hornet = 7,
AirFocce = 8,
- Desert = 9,
Shadow = 10,
- HighAltitude = 11,
Airbone = 12,
Sunrise = 13,
Parameters:
player
(Player
)index
(int
)
Returns:
None
get_player_reserve_parachute_tint_index(player
)
- Tints:
- None = -1,
Rainbow = 0,
Red = 1, SeasideStripes = 2,
WidowMaker = 3, Patriot = 4,
Blue = 5,
- Black = 6,
Hornet = 7,
AirFocce = 8,
- Desert = 9,
Shadow = 10,
- HighAltitude = 11,
Airbone = 12,
Sunrise = 13,
Parameters:
player
(Player
)
Returns:
int
set_player_parachute_pack_tint_index(player
, tintIndex
)
tints 0- 13 0 - unkown 1 - unkown 2 - unkown 3 - unkown 4 - unkown
Parameters:
player
(Player
)tintIndex
(int
)
Returns:
None
get_player_parachute_pack_tint_index(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
int
set_player_has_reserve_parachute(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
None
get_player_has_reserve_parachute(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
bool
set_player_can_leave_parachute_smoke_trail(player
, enabled
)
No documentation found for this native.
Parameters:
player
(Player
)enabled
(bool
)
Returns:
None
set_player_parachute_smoke_trail_color(player
, r
, g
, b
)
No documentation found for this native.
Parameters:
player
(Player
)r
(int
)g
(int
)b
(int
)
Returns:
None
get_player_parachute_smoke_trail_color(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
lua_table
set_player_reset_flag_prefer_rear_seats(player
, flags
)
example:
flags: 0-6
PLAYER::SET_PLAYER_RESET_FLAG_PREFER_REAR_SEATS(PLAYER::PLAYER_ID(), 6);
wouldnt the flag be the seatIndex?
Parameters:
player
(Player
)flags
(int
)
Returns:
None
set_player_noise_multiplier(player
, multiplier
)
No documentation found for this native.
Parameters:
player
(Player
)multiplier
(float
)
Returns:
None
set_player_sneaking_noise_multiplier(player
, multiplier
)
Values around 1.0f to 2.0f used in game scripts.
Parameters:
player
(Player
)multiplier
(float
)
Returns:
None
can_ped_hear_player(player
, ped
)
No documentation found for this native.
Parameters:
player
(Player
)ped
(Ped
)
Returns:
bool
simulate_player_input_gait(player
, amount
, gaitType
, speed
, p4
, p5
)
This is to make the player walk without accepting input from INPUT.
gaitType is in increments of 100s. 2000, 500, 300, 200, etc.
p4 is always 1 and p5 is always 0.
C# Example :
Function.Call(Hash.SIMULATE_PLAYER_INPUT_GAIT, Game.Player, 1.0f, 100, 1.0f, 1, 0); //Player will go forward for 100ms
Parameters:
player
(Player
)amount
(float
)gaitType
(int
)speed
(float
)p4
(bool
)p5
(bool
)
Returns:
None
reset_player_input_gait(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
None
set_auto_give_parachute_when_enter_plane(player
, toggle
)
No documentation found for this native.
Parameters:
player
(Player
)toggle
(bool
)
Returns:
None
set_auto_give_scuba_gear_when_exit_vehicle(player
, toggle
)
No documentation found for this native.
Parameters:
player
(Player
)toggle
(bool
)
Returns:
None
set_player_stealth_perception_modifier(player
, value
)
No documentation found for this native.
Parameters:
player
(Player
)value
(float
)
Returns:
None
set_player_simulate_aiming(player
, toggle
)
No documentation found for this native.
Parameters:
player
(Player
)toggle
(bool
)
Returns:
None
set_player_cloth_pin_frames(player
, p1
)
No documentation found for this native.
Parameters:
player
(Player
)p1
(int
)
Returns:
None
set_player_cloth_package_index(index
)
Every occurrence was either 0 or 2.
Parameters:
index
(int
)
Returns:
None
set_player_cloth_lock_counter(value
)
6 matches across 4 scripts. 5 occurrences were 240. The other was 255.
Parameters:
value
(int
)
Returns:
None
player_attach_virtual_bound(p0
, p1
, p2
, p3
, p4
, p5
, p6
, p7
)
Only 1 match. ob_sofa_michael.
PLAYER::PLAYER_ATTACH_VIRTUAL_BOUND(-804.5928f, 173.1801f, 71.68436f, 0f, 0f, 0.590625f, 1f, 0.7f);1.0.335.2, 1.0.350.1/2, 1.0.372.2, 1.0.393.2, 1.0.393.4, 1.0.463.1;
Parameters:
p0
(float
)p1
(float
)p2
(float
)p3
(float
)p4
(float
)p5
(float
)p6
(float
)p7
(float
)
Returns:
None
player_detach_virtual_bound()
1.0.335.2, 1.0.350.1/2, 1.0.372.2, 1.0.393.2, 1.0.393.4, 1.0.463.1;
Parameters:
None
Returns:
None
has_player_been_spotted_in_stolen_vehicle(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
bool
is_player_battle_aware(player
)
Returns true if an unk value is greater than 0.0f
Parameters:
player
(Player
)
Returns:
bool
extend_world_boundary_for_player(x
, y
, z
)
Appears only 3 times in the scripts, more specifically in michael1.ysc
This can be used to prevent dying if you are “out of the world”
Parameters:
x
(float
)y
(float
)z
(float
)
Returns:
None
reset_world_boundary_for_player()
No documentation found for this native.
Parameters:
None
Returns:
None
is_player_riding_train(player
)
Returns true if the player is riding a train.
Parameters:
player
(Player
)
Returns:
bool
has_player_left_the_world(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
bool
set_player_leave_ped_behind(player
, toggle
)
No documentation found for this native.
Parameters:
player
(Player
)toggle
(bool
)
Returns:
None
set_player_parachute_variation_override(player
, p1
, p2
, p3
, p4
)
p1 was always 5. p4 was always false.
Parameters:
player
(Player
)p1
(int
)p2
(Any
)p3
(Any
)p4
(bool
)
Returns:
None
clear_player_parachute_variation_override(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
None
set_player_parachute_model_override(player
, model
)
No documentation found for this native.
Parameters:
player
(Player
)model
(Hash
)
Returns:
None
set_player_reserve_parachute_model_override(player
, model
)
No documentation found for this native.
Parameters:
player
(Player
)model
(Hash
)
Returns:
None
get_player_parachute_model_override(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
Hash
get_player_reserve_parachute_model_override(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
Hash
clear_player_parachute_model_override(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
None
clear_player_reserve_parachute_model_override(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
None
set_player_parachute_pack_model_override(player
, model
)
No documentation found for this native.
Parameters:
player
(Player
)model
(Hash
)
Returns:
None
clear_player_parachute_pack_model_override(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
None
disable_player_vehicle_rewards(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
None
set_player_bluetooth_state(player
, state
)
No documentation found for this native.
Parameters:
player
(Player
)state
(bool
)
Returns:
None
is_player_bluetooth_enable(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
bool
get_player_fake_wanted_level(player
)
No documentation found for this native.
Parameters:
player
(Player
)
Returns:
int
set_player_homing_rocket_disabled(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
None
Recording namespace
Documentation for the recording namespace.
stop_recording_this_frame()
No documentation found for this native.
Parameters:
None
Returns:
None
disable_rockstar_editor_camera_changes()
No documentation found for this native.
Parameters:
None
Returns:
None
start_recording(mode
)
No documentation found for this native.
Parameters:
mode
(int
)
Returns:
None
stop_recording_and_save_clip()
No documentation found for this native.
Parameters:
None
Returns:
None
stop_recording_and_discard_clip()
No documentation found for this native.
Parameters:
None
Returns:
None
save_recording_clip()
No documentation found for this native.
Parameters:
None
Returns:
bool
is_recording()
No documentation found for this native.
Parameters:
None
Returns:
bool
Replay namespace
Documentation for the replay namespace.
is_interior_rendering_disabled()
No documentation found for this native.
Parameters:
None
Returns:
bool
reset_editor_values()
No documentation found for this native.
Parameters:
None
Returns:
None
activate_rockstar_editor(p0
)
No documentation found for this native.
Parameters:
p0
(int
)
Returns:
None
Script namespace
Documentation for the script namespace.
request_script(scriptName
)
No documentation found for this native.
Parameters:
scriptName
(string
)
Returns:
None
set_script_as_no_longer_needed(scriptName
)
No documentation found for this native.
Parameters:
scriptName
(string
)
Returns:
None
has_script_loaded(scriptName
)
Returns if a script has been loaded into the game. Used to see if a script was loaded after requesting.
Parameters:
scriptName
(string
)
Returns:
bool
does_script_exist(scriptName
)
No documentation found for this native.
Parameters:
scriptName
(string
)
Returns:
bool
request_script_with_name_hash(scriptHash
)
formerly _REQUEST_STREAMED_SCRIPT
Parameters:
scriptHash
(Hash
)
Returns:
None
set_script_with_name_hash_as_no_longer_needed(scriptHash
)
No documentation found for this native.
Parameters:
scriptHash
(Hash
)
Returns:
None
has_script_with_name_hash_loaded(scriptHash
)
No documentation found for this native.
Parameters:
scriptHash
(Hash
)
Returns:
bool
does_script_with_name_hash_exist(scriptHash
)
No documentation found for this native.
Parameters:
scriptHash
(Hash
)
Returns:
bool
terminate_thread(threadId
)
No documentation found for this native.
Parameters:
threadId
(int
)
Returns:
None
is_thread_active(threadId
)
No documentation found for this native.
Parameters:
threadId
(int
)
Returns:
bool
get_name_of_thread(threadId
)
No documentation found for this native.
Parameters:
threadId
(int
)
Returns:
string
script_thread_iterator_reset()
Starts a new iteration of the current threads. Call this first, then SCRIPT_THREAD_ITERATOR_GET_NEXT_THREAD_ID (0x30B4FA1C82DD4B9F)
Parameters:
None
Returns:
None
script_thread_iterator_get_next_thread_id()
If the function returns 0, the end of the iteration has been reached.
Parameters:
None
Returns:
int
get_id_of_this_thread()
No documentation found for this native.
Parameters:
None
Returns:
int
terminate_this_thread()
No documentation found for this native.
Parameters:
None
Returns:
None
get_number_of_references_of_script_with_name_hash(scriptHash
)
No documentation found for this native.
Parameters:
scriptHash
(Hash
)
Returns:
int
get_this_script_name()
No documentation found for this native.
Parameters:
None
Returns:
string
get_hash_of_this_script_name()
No documentation found for this native.
Parameters:
None
Returns:
Hash
get_number_of_events(eventGroup
)
eventGroup: 0 = SCRIPT_EVENT_QUEUE_AI (CEventGroupScriptAI), 1 = SCRIPT_EVENT_QUEUE_NETWORK (CEventGroupScriptNetwork)
Parameters:
eventGroup
(int
)
Returns:
int
get_event_exists(eventGroup
, eventIndex
)
eventGroup: 0 = SCRIPT_EVENT_QUEUE_AI (CEventGroupScriptAI), 1 = SCRIPT_EVENT_QUEUE_NETWORK (CEventGroupScriptNetwork)
Parameters:
eventGroup
(int
)eventIndex
(int
)
Returns:
bool
get_event_at_index(eventGroup
, eventIndex
)
eventGroup: 0 = SCRIPT_EVENT_QUEUE_AI (CEventGroupScriptAI), 1 = SCRIPT_EVENT_QUEUE_NETWORK (CEventGroupScriptNetwork)
Parameters:
eventGroup
(int
)eventIndex
(int
)
Returns:
int
get_event_data(eventGroup
, eventIndex
, eventData
, eventDataSize
)
eventGroup: 0 = SCRIPT_EVENT_QUEUE_AI (CEventGroupScriptAI), 1 = SCRIPT_EVENT_QUEUE_NETWORK (CEventGroupScriptNetwork)
Note: eventDataSize is NOT the size in bytes, it is the size determined by the SIZE_OF operator (RAGE Script operator, not C/C++ sizeof). That is, the size in bytes divided by 8 (script variables are always 8-byte aligned!).
Parameters:
eventGroup
(int
)eventIndex
(int
)eventData
(vector<Any>
)eventDataSize
(int
)
Returns:
bool
trigger_script_event(eventGroup
, args
, playerId
)
eventGroup: 0 = SCRIPT_EVENT_QUEUE_AI (CEventGroupScriptAI), 1 = SCRIPT_EVENT_QUEUE_NETWORK (CEventGroupScriptNetwork)
Note: eventDataSize is NOT the size in bytes, it is the size determined by the SIZE_OF operator (RAGE Script operator, not C/C++ sizeof). That is, the size in bytes divided by 8 (script variables are always 8-byte aligned!).
playerBits (also known as playersToBroadcastTo) is a bitset that indicates which players this event should be sent to. In order to send the event to specific players only, use (1 << playerIndex). Set all bits if it should be broadcast to all players.
Parameters:
eventGroup
(int
)args
(std::vector<int64_t>
)playerId
(int
)
Returns:
None
shutdown_loading_screen()
No documentation found for this native.
Parameters:
None
Returns:
None
set_no_loading_screen(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
get_no_loading_screen()
No documentation found for this native.
Parameters:
None
Returns:
bool
bg_exited_because_background_thread_stopped()
No documentation found for this native.
Parameters:
None
Returns:
bool
bg_start_context_hash(contextHash
)
Hashed version of 0x9D5A25BADB742ACD.
Parameters:
contextHash
(Hash
)
Returns:
None
bg_end_context_hash(contextHash
)
Hashed version of 0xDC2BACD920D0A0DD.
Parameters:
contextHash
(Hash
)
Returns:
None
bg_start_context(contextName
)
Inserts the given context into the background scripts context map.
Parameters:
contextName
(string
)
Returns:
None
bg_end_context(contextName
)
Deletes the given context from the background scripts context map.
Parameters:
contextName
(string
)
Returns:
None
trigger_script_event_2(eventGroup
, eventData
, eventDataSize
, playerBits
)
No documentation found for this native.
Parameters:
eventGroup
(int
)eventData
(vector<Any>
)eventDataSize
(int
)playerBits
(int
)
Returns:
None
Security namespace
Documentation for the security namespace.
register_protected_variable(variable
)
No documentation found for this native.
Parameters:
variable
(vector<Any>
)
Returns:
None
unregister_protected_variable(variable
)
No documentation found for this native.
Parameters:
variable
(vector<Any>
)
Returns:
None
force_check_protected_variables_now()
No documentation found for this native.
Parameters:
None
Returns:
None
Shapetest namespace
Documentation for the shapetest namespace.
start_shape_test_los_probe(x1
, y1
, z1
, x2
, y2
, z2
, flags
, entity
, p8
)
Asynchronously starts a line-of-sight (raycast) world probe shape test.
Use the handle with 0x3D87450E15D98694 or 0x65287525D951F6BE until it returns 0 or 2.
p8 is a bit mask with bits 1, 2 and/or 4, relating to collider types; 4 should usually be used.
Parameters:
x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)flags
(int
)entity
(Entity
)p8
(int
)
Returns:
int
start_expensive_synchronous_shape_test_los_probe(x1
, y1
, z1
, x2
, y2
, z2
, flags
, entity
, p8
)
Does the same as 0x7EE9F5D83DD4F90E, except blocking until the shape test completes.
Parameters:
x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)flags
(int
)entity
(Entity
)p8
(int
)
Returns:
int
start_shape_test_bounding_box(entity
, flags1
, flags2
)
No documentation found for this native.
Parameters:
entity
(Entity
)flags1
(int
)flags2
(int
)
Returns:
int
start_shape_test_box(x
, y
, z
, x1
, y2
, z2
, rotX
, rotY
, rotZ
, p9
, flags
, entity
, p12
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)x1
(float
)y2
(float
)z2
(float
)rotX
(float
)rotY
(float
)rotZ
(float
)p9
(Any
)flags
(int
)entity
(Entity
)p12
(Any
)
Returns:
int
start_shape_test_bound(entity
, flags1
, flags2
)
No documentation found for this native.
Parameters:
entity
(Entity
)flags1
(int
)flags2
(int
)
Returns:
int
start_shape_test_capsule(x1
, y1
, z1
, x2
, y2
, z2
, radius
, flags
, entity
, p9
)
Raycast from point to point, where the ray has a radius.
flags: vehicles=10 peds =12
Iterating through flags yields many ped / vehicle/ object combinations
p9 = 7, but no idea what it does
Entity is an entity to ignore
Parameters:
x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)radius
(float
)flags
(int
)entity
(Entity
)p9
(int
)
Returns:
int
start_shape_test_swept_sphere(x1
, y1
, z1
, x2
, y2
, z2
, radius
, flags
, entity
, p9
)
No documentation found for this native.
Parameters:
x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)radius
(float
)flags
(int
)entity
(Entity
)p9
(Any
)
Returns:
int
start_shape_test_surrounding_coords(flag
, entity
, flag2
)
No documentation found for this native.
Parameters:
flag
(int
)entity
(Entity
)flag2
(int
)
Returns:
lua_table
get_shape_test_result(shapeTestHandle
)
Returns the result of a shape test: 0 if the handle is invalid, 1 if the shape test is still pending, or 2 if the shape test has completed, and the handle should be invalidated.
When used with an asynchronous shape test, this native should be looped until returning 0 or 2, after which the handle is invalidated.
Parameters:
shapeTestHandle
(int
)
Returns:
lua_table
get_shape_test_result_including_material(shapeTestHandle
)
Returns the result of a shape test, also returning the material of any touched surface.
When used with an asynchronous shape test, this native should be looped until returning 0 or 2, after which the handle is invalidated.
Unless the return value is 2, the other return values are undefined.
Parameters:
shapeTestHandle
(int
)
Returns:
lua_table
release_script_guid_from_entity(entityHit
)
Invalidates the entity handle passed by removing the fwScriptGuid from the entity. This should be used when receiving an ambient entity from shape testing natives, but can also be used for other natives returning an ‘irrelevant’ entity handle.
Parameters:
entityHit
(Entity
)
Returns:
None
Stats namespace
Documentation for the stats namespace.
stat_clear_slot_for_reload(statSlot
)
Example:
- for (v_2 = 0; v_2 <= 4; v_2 += 1) {
STATS::STAT_CLEAR_SLOT_FOR_RELOAD(v_2);
}
Parameters:
statSlot
(int
)
Returns:
Any
stat_load(p0
)
No documentation found for this native.
Parameters:
p0
(int
)
Returns:
bool
stat_save(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(int
)p1
(bool
)p2
(int
)p3
(Any
)
Returns:
bool
stat_load_pending(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
bool
stat_save_pending()
No documentation found for this native.
Parameters:
None
Returns:
bool
stat_save_pending_or_requested()
No documentation found for this native.
Parameters:
None
Returns:
bool
stat_delete_slot(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
Any
stat_slot_is_loaded(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
bool
stat_set_block_saves(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
stat_set_int(statName
, value
, save
)
- Example:
STATS::STAT_SET_INT(MISC::GET_HASH_KEY(“MPPLY_KILLS_PLAYERS”), 1337, true);
Parameters:
statName
(Hash
)value
(int
)save
(bool
)
Returns:
bool
stat_set_float(statName
, value
, save
)
- Example:
STATS::STAT_SET_FLOAT(MISC::GET_HASH_KEY(“MP0_WEAPON_ACCURACY”), 66.6f, true);
Parameters:
statName
(Hash
)value
(float
)save
(bool
)
Returns:
bool
stat_set_bool(statName
, value
, save
)
- Example:
STATS::STAT_SET_BOOL(MISC::GET_HASH_KEY(“MPPLY_MELEECHLENGECOMPLETED”), trur, true);
Parameters:
statName
(Hash
)value
(bool
)save
(bool
)
Returns:
bool
stat_set_gxt_label(statName
, value
, save
)
The following values have been found in the decompiled scripts: “RC_ABI1” “RC_ABI2” “RC_BA1” “RC_BA2” “RC_BA3” “RC_BA3A” “RC_BA3C” “RC_BA4” “RC_DRE1” “RC_EPS1” “RC_EPS2” “RC_EPS3” “RC_EPS4” “RC_EPS5” “RC_EPS6” “RC_EPS7” “RC_EPS8” “RC_EXT1” “RC_EXT2” “RC_EXT3” “RC_EXT4” “RC_FAN1” “RC_FAN2” “RC_FAN3” “RC_HAO1” “RC_HUN1” “RC_HUN2” “RC_JOS1” “RC_JOS2” “RC_JOS3” “RC_JOS4” “RC_MAU1” “RC_MIN1” “RC_MIN2” “RC_MIN3” “RC_MRS1” “RC_MRS2” “RC_NI1” “RC_NI1A” “RC_NI1B” “RC_NI1C” “RC_NI1D” “RC_NI2” “RC_NI3” “RC_OME1” “RC_OME2” “RC_PA1” “RC_PA2” “RC_PA3” “RC_PA3A” “RC_PA3B” “RC_PA4” “RC_RAM1” “RC_RAM2” “RC_RAM3” “RC_RAM4” “RC_RAM5” “RC_SAS1” “RC_TON1” “RC_TON2” “RC_TON3” “RC_TON4” “RC_TON5”
Parameters:
statName
(Hash
)value
(string
)save
(bool
)
Returns:
bool
stat_set_date(statName
, value
, numFields
, save
)
‘value’ is a structure to a structure, ‘numFields’ is how many fields there are in said structure (usually 7).
The structure looks like this:
int year int month int day int hour int minute int second int millisecond
The decompiled scripts use TIME::GET_POSIX_TIME to fill this structure.
Parameters:
statName
(Hash
)value
(vector<Any>
)numFields
(int
)save
(bool
)
Returns:
bool
stat_set_string(statName
, value
, save
)
No documentation found for this native.
Parameters:
statName
(Hash
)value
(string
)save
(bool
)
Returns:
bool
stat_set_pos(statName
, x
, y
, z
, save
)
No documentation found for this native.
Parameters:
statName
(Hash
)x
(float
)y
(float
)z
(float
)save
(bool
)
Returns:
bool
stat_set_masked_int(statName
, p1
, p2
, p3
, save
)
No documentation found for this native.
Parameters:
statName
(Hash
)p1
(Any
)p2
(Any
)p3
(int
)save
(bool
)
Returns:
bool
stat_set_user_id(statName
, value
, save
)
No documentation found for this native.
Parameters:
statName
(Hash
)value
(string
)save
(bool
)
Returns:
bool
stat_set_current_posix_time(statName
, p1
)
p1 always true.
Parameters:
statName
(Hash
)p1
(bool
)
Returns:
bool
stat_get_int(statHash
, p2
)
p2 appears to always be -1
Parameters:
statHash
(Hash
)p2
(int
)
Returns:
int
stat_get_float(statHash
, p2
)
No documentation found for this native.
Parameters:
statHash
(Hash
)p2
(Any
)
Returns:
float
stat_get_bool(statHash
, p2
)
No documentation found for this native.
Parameters:
statHash
(Hash
)p2
(Any
)
Returns:
BOOL
stat_get_date(statHash
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
statHash
(Hash
)p1
(vector<Any>
)p2
(Any
)p3
(Any
)
Returns:
bool
stat_get_string(statHash
, p1
)
p1 is always -1 in the script files
Parameters:
statHash
(Hash
)p1
(int
)
Returns:
string
stat_get_pos(p0
, p1
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(vector<Any>
)p2
(vector<Any>
)p3
(vector<Any>
)p4
(Any
)
Returns:
bool
stat_get_masked_int(p0
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
p0
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)
Returns:
Any
stat_get_user_id(p0
)
Needs more research. Seems to return “STAT_UNKNOWN” if no such user id exists.
Parameters:
p0
(Any
)
Returns:
string
stat_get_license_plate(statName
)
No documentation found for this native.
Parameters:
statName
(Hash
)
Returns:
string
stat_set_license_plate(statName
, str
)
No documentation found for this native.
Parameters:
statName
(Hash
)str
(string
)
Returns:
bool
stat_increment(statName
, value
)
No documentation found for this native.
Parameters:
statName
(Hash
)value
(float
)
Returns:
None
stat_community_start_synch()
No documentation found for this native.
Parameters:
None
Returns:
bool
stat_community_synch_is_pending()
No documentation found for this native.
Parameters:
None
Returns:
bool
stat_community_get_history(statName
, p1
)
No documentation found for this native.
Parameters:
statName
(Hash
)p1
(int
)
Returns:
float
stat_get_number_of_days(statName
)
No documentation found for this native.
Parameters:
statName
(Hash
)
Returns:
int
stat_get_number_of_hours(statName
)
No documentation found for this native.
Parameters:
statName
(Hash
)
Returns:
int
stat_get_number_of_minutes(statName
)
No documentation found for this native.
Parameters:
statName
(Hash
)
Returns:
int
stat_get_number_of_seconds(statName
)
No documentation found for this native.
Parameters:
statName
(Hash
)
Returns:
int
stat_set_profile_setting_value(profileSetting
, value
)
Does not take effect immediately, unfortunately.
profileSetting seems to only be 936, 937 and 938 in scripts
Parameters:
profileSetting
(int
)value
(int
)
Returns:
None
stat_get_packed_int_mask(p0
)
No documentation found for this native.
Parameters:
p0
(int
)
Returns:
int
get_packed_int_stat_key(index
, spStat
, charStat
, character
)
No documentation found for this native.
Parameters:
index
(int
)spStat
(bool
)charStat
(bool
)character
(int
)
Returns:
Hash
get_packed_tu_int_stat_key(index
, spStat
, charStat
, character
)
No documentation found for this native.
Parameters:
index
(int
)spStat
(bool
)charStat
(bool
)character
(int
)
Returns:
Hash
get_ngstat_int_hash(index
, spStat
, charStat
, character
, section
)
No documentation found for this native.
Parameters:
index
(int
)spStat
(bool
)charStat
(bool
)character
(int
)section
(string
)
Returns:
Hash
get_packed_stat_bool(index
, characterSlot
)
No documentation found for this native.
Parameters:
index
(int
)characterSlot
(int
)
Returns:
bool
get_packed_stat_int(index
, characterSlot
)
No documentation found for this native.
Parameters:
index
(int
)characterSlot
(int
)
Returns:
int
set_packed_stat_bool(index
, value
, characterSlot
)
No documentation found for this native.
Parameters:
index
(int
)value
(bool
)characterSlot
(int
)
Returns:
None
set_packed_stat_int(index
, value
, characterSlot
)
No documentation found for this native.
Parameters:
index
(int
)value
(int
)characterSlot
(int
)
Returns:
None
playstats_background_script_action(action
, value
)
No documentation found for this native.
Parameters:
action
(string
)value
(int
)
Returns:
None
playstats_npc_invite(p0
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)
Returns:
None
playstats_award_xp(amount
, type
, category
)
No documentation found for this native.
Parameters:
amount
(int
)type
(Hash
)category
(Hash
)
Returns:
None
playstats_rank_up(rank
)
No documentation found for this native.
Parameters:
rank
(int
)
Returns:
None
playstats_start_offline_mode()
No documentation found for this native.
Parameters:
None
Returns:
None
playstats_activity_done(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
None
playstats_leave_job_chain(p0
, p1
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)
Returns:
None
playstats_mission_started(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)p1
(Any
)p2
(Any
)p3
(bool
)
Returns:
None
playstats_mission_over(p0
, p1
, p2
, p3
, p4
, p5
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)p1
(Any
)p2
(Any
)p3
(bool
)p4
(bool
)p5
(bool
)
Returns:
None
playstats_mission_checkpoint(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
playstats_random_mission_done(name
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
name
(string
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
playstats_ros_bet(amount
, act
, player
, cm
)
No documentation found for this native.
Parameters:
amount
(int
)act
(int
)player
(Player
)cm
(float
)
Returns:
None
playstats_race_checkpoint(p0
, p1
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)
Returns:
None
playstats_match_started(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)
Returns:
None
playstats_shop_item(p0
, p1
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)
Returns:
None
playstats_crate_drop_mission_done(p0
, p1
, p2
, p3
, p4
, p5
, p6
, p7
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)p5
(Any
)p6
(Any
)p7
(Any
)
Returns:
None
playstats_crate_created(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(float
)p1
(float
)p2
(float
)
Returns:
None
playstats_hold_up_mission_done(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
playstats_import_export_mission_done(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
playstats_race_to_point_mission_done(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
playstats_website_visited(scaleformHash
, p1
)
No documentation found for this native.
Parameters:
scaleformHash
(Hash
)p1
(int
)
Returns:
None
playstats_friend_activity(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
None
playstats_oddjob_done(p0
, p1
, p2
)
This native does absolutely nothing, just a nullsub
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)
Returns:
None
playstats_prop_change(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
playstats_cloth_change(p0
, p1
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)
Returns:
None
playstats_weapon_mode_change(weaponHash
, componentHashTo
, componentHashFrom
)
This is a typo made by R*. It’s supposed to be called PLAYSTATS_WEAPON_MOD_CHANGE.
Parameters:
weaponHash
(Hash
)componentHashTo
(Hash
)componentHashFrom
(Hash
)
Returns:
None
playstats_cheat_applied(cheat
)
No documentation found for this native.
Parameters:
cheat
(string
)
Returns:
None
playstats_job_bend(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)p1
(vector<Any>
)p2
(vector<Any>
)p3
(vector<Any>
)
Returns:
None
playstats_quickfix_tool(element
, item
)
No documentation found for this native.
Parameters:
element
(int
)item
(string
)
Returns:
None
playstats_idle_kick(time
)
No documentation found for this native.
Parameters:
time
(int
)
Returns:
None
playstats_set_join_type(joinType
)
No documentation found for this native.
Parameters:
joinType
(int
)
Returns:
None
playstats_heist_save_cheat(hash
, p1
)
No documentation found for this native.
Parameters:
hash
(Hash
)p1
(int
)
Returns:
None
playstats_director_mode(p0
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)
Returns:
None
playstats_award_badsport(id
)
No documentation found for this native.
Parameters:
id
(int
)
Returns:
None
playstats_pegasaircraft(modelHash
)
No documentation found for this native.
Parameters:
modelHash
(Hash
)
Returns:
None
playstats_freemode_challenges(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_freemode_vehicle_target(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_freemode_urban_warfare(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_freemode_checkpoint_collection(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_freemode_atob(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_freemode_penned_in(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_freemode_pass_the_parcel(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_freemode_hot_property(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_freemode_deaddrop(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_freemode_king_of_the_castle(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_freemode_criminal_damage(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_freemode_competitive_urban_warfare(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_freemode_hunt_beast(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
leaderboards_get_number_of_columns(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
Any
leaderboards_get_column_id(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)
Returns:
Any
leaderboards_get_column_type(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)
Returns:
Any
leaderboards_read_clear_all()
No documentation found for this native.
Parameters:
None
Returns:
Any
leaderboards_read_clear(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)
Returns:
Any
leaderboards_read_pending(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)
Returns:
bool
leaderboards_read_any_pending()
No documentation found for this native.
Parameters:
None
Returns:
bool
leaderboards_read_successful(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)
Returns:
bool
leaderboards2_read_friends_by_row(p0
, p1
, p2
, p3
, p4
, p5
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)p1
(vector<Any>
)p2
(Any
)p3
(bool
)p4
(Any
)p5
(Any
)
Returns:
bool
leaderboards2_read_by_handle(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)p1
(vector<Any>
)
Returns:
bool
leaderboards2_read_by_row(p0
, p1
, p2
, p3
, p4
, p5
, p6
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)p1
(vector<Any>
)p2
(Any
)p3
(vector<Any>
)p4
(Any
)p5
(vector<Any>
)p6
(Any
)
Returns:
bool
leaderboards2_read_by_rank(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)p1
(Any
)p2
(Any
)
Returns:
bool
leaderboards2_read_by_radius(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)p1
(Any
)p2
(vector<Any>
)
Returns:
bool
leaderboards2_read_by_score_int(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)p1
(Any
)p2
(Any
)
Returns:
bool
leaderboards2_read_by_score_float(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)p1
(float
)p2
(Any
)
Returns:
bool
leaderboards2_read_rank_prediction(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)p1
(vector<Any>
)p2
(vector<Any>
)
Returns:
bool
leaderboards2_read_by_platform(p0
, gamerHandleCsv
, platformName
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)gamerHandleCsv
(string
)platformName
(string
)
Returns:
bool
leaderboards2_read_by_help_purple_start(p0
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)
Returns:
bool
leaderboards2_read_by_help_purple_end()
No documentation found for this native.
Parameters:
None
Returns:
None
leaderboards2_read_by_help_purple_info(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(vector<Any>
)
Returns:
bool
leaderboards2_read_by_help_purple_int(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
Any
leaderboards2_read_by_help_purple_float(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
float
leaderboards2_write_data(p0
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)
Returns:
bool
leaderboards_write_add_column(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(float
)
Returns:
None
leaderboards_write_add_column_long(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)
Returns:
None
leaderboards_cache_data_row(p0
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)
Returns:
bool
leaderboards_clear_cache_data()
No documentation found for this native.
Parameters:
None
Returns:
None
leaderboards_get_cache_exists(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
bool
leaderboards_get_cache_time(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
Any
leaderboards_get_cache_number_of_rows(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
int
leaderboards_get_cache_data_row(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(vector<Any>
)
Returns:
bool
presence_event_updatestat_int(statHash
, value
, p2
)
No documentation found for this native.
Parameters:
statHash
(Hash
)value
(int
)p2
(int
)
Returns:
None
presence_event_updatestat_float(statHash
, value
, p2
)
No documentation found for this native.
Parameters:
statHash
(Hash
)value
(float
)p2
(int
)
Returns:
None
presence_event_updatestat_int_with_string(statHash
, value
, p2
, string
)
No documentation found for this native.
Parameters:
statHash
(Hash
)value
(int
)p2
(int
)string
(string
)
Returns:
None
set_profile_setting_prologue_complete()
No documentation found for this native.
Parameters:
None
Returns:
None
stat_set_cheat_is_active()
No documentation found for this native.
Parameters:
None
Returns:
None
leaderboards2_write_data_for_event_type(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(vector<Any>
)p1
(vector<Any>
)
Returns:
bool
stat_migrate_save(platformName
)
No documentation found for this native.
Parameters:
platformName
(string
)
Returns:
bool
stat_get_save_migration_status(data
)
No documentation found for this native.
Parameters:
data
(vector<Any>
)
Returns:
int
stat_save_migration_cancel()
No documentation found for this native.
Parameters:
None
Returns:
bool
stat_get_cancel_save_migration_status()
No documentation found for this native.
Parameters:
None
Returns:
int
stat_save_migration_consume_content_unlock(contentId
, srcPlatform
, srcGamerHandle
)
No documentation found for this native.
Parameters:
contentId
(Hash
)srcPlatform
(string
)srcGamerHandle
(string
)
Returns:
bool
stat_get_save_migration_consume_content_unlock_status()
No documentation found for this native.
Parameters:
None
Returns:
int
stat_manager_set_mutable()
No documentation found for this native.
Parameters:
None
Returns:
None
stat_manager_set_immutable()
No documentation found for this native.
Parameters:
None
Returns:
None
stat_manager_is_mutable()
No documentation found for this native.
Parameters:
None
Returns:
bool
stat_tracking_enable(statType
, valueType
)
No documentation found for this native.
Parameters:
statType
(int
)valueType
(int
)
Returns:
Any
stat_tracking_clear_progress()
No documentation found for this native.
Parameters:
None
Returns:
bool
stat_get_progress_of_tracked_stat()
No documentation found for this native.
Parameters:
None
Returns:
float
stat_is_tracking_enabled()
No documentation found for this native.
Parameters:
None
Returns:
bool
stat_get_challenge_near_misses()
No documentation found for this native.
Parameters:
None
Returns:
int
stat_get_challenge_longest_wheelie()
No documentation found for this native.
Parameters:
None
Returns:
float
stat_get_challenge_longest_stoppie()
No documentation found for this native.
Parameters:
None
Returns:
float
stat_get_challenge_longest_jump()
No documentation found for this native.
Parameters:
None
Returns:
float
stat_get_challenge_no_crashes()
No documentation found for this native.
Parameters:
None
Returns:
float
stat_get_challenge_highest_speed()
No documentation found for this native.
Parameters:
None
Returns:
float
stat_get_challenge_reverse_driving()
No documentation found for this native.
Parameters:
None
Returns:
float
stat_get_challenge_longest_freefall()
No documentation found for this native.
Parameters:
None
Returns:
float
stat_get_challenge_low_flying()
No documentation found for this native.
Parameters:
None
Returns:
float
stat_get_height_above_ground()
No documentation found for this native.
Parameters:
None
Returns:
float
stat_is_above_deep_water()
No documentation found for this native.
Parameters:
None
Returns:
bool
stat_get_longest_bail()
No documentation found for this native.
Parameters:
None
Returns:
float
set_has_content_unlocks_flags(value
)
No documentation found for this native.
Parameters:
value
(int
)
Returns:
None
set_save_migration_transaction_id(transactionId
)
No documentation found for this native.
Parameters:
transactionId
(int
)
Returns:
None
playstats_bw_boss_on_boss_death_match(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_bw_yacht_attack(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_bw_hunt_the_boss(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_bw_sightseer(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_bw_assault(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_bw_belly_of_the_beast(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_bw_headhunter(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_bw_fragile_gooods(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_bw_air_freight(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_bc_car_jacking(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_bc_smash_and_grab(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_bc_protection_racket(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_bc_most_wanted(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_bc_finders_keepers(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_bc_point_to_point(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_bc_cashing(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_bc_salvage(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_spent_pi_custom_loadout(amount
)
No documentation found for this native.
Parameters:
amount
(int
)
Returns:
None
playstats_buy_contraband(data
)
No documentation found for this native.
Parameters:
data
(vector<Any>
)
Returns:
None
playstats_sell_contraband(data
)
No documentation found for this native.
Parameters:
data
(vector<Any>
)
Returns:
None
playstats_defend_contraband(data
)
No documentation found for this native.
Parameters:
data
(vector<Any>
)
Returns:
None
playstats_recover_contraband(data
)
No documentation found for this native.
Parameters:
data
(vector<Any>
)
Returns:
None
playstats_hit_contraband_destroy_limit(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_become_boss(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_become_goon(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)
Returns:
None
playstats_end_being_boss(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
None
playstats_end_being_goon(p0
, p1
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)
Returns:
None
hired_limo(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
None
ordered_boss_vehicle(p0
, p1
, vehicleHash
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)vehicleHash
(Hash
)
Returns:
None
playstats_change_uniform(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)
Returns:
None
playstats_change_goon_looking_for_work(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_ghosting_to_player(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_vip_poach(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)
Returns:
None
playstats_punish_bodyguard(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_stunt_performed_event_allow_trigger()
No documentation found for this native.
Parameters:
None
Returns:
None
playstats_stunt_performed_event_disallow_trigger()
No documentation found for this native.
Parameters:
None
Returns:
None
playstats_mission_ended(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_impexp_mission_ended(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_change_mc_role(p0
, p1
, p2
, p3
, p4
, p5
, p6
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)p5
(Any
)p6
(Any
)
Returns:
None
playstats_change_mc_outfit(p0
, p1
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)
Returns:
None
playstats_change_mc_emblem(p0
, p1
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)
Returns:
None
playstats_mc_request_bike(p0
, p1
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)
Returns:
None
playstats_killed_rival_mc_member(p0
, p1
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)
Returns:
None
playstats_abandoning_mc(p0
, p1
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)
Returns:
None
playstats_earned_mc_points(p0
, p1
, p2
, p3
, p4
, p5
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)p5
(Any
)
Returns:
None
playstats_mc_formation_ends(p0
, p1
, p2
, p3
, p4
, p5
, p6
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)p5
(Any
)p6
(Any
)
Returns:
None
playstats_mc_clubhouse_activity(p0
, p1
, p2
, p3
, p4
, p5
, p6
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)p5
(Any
)p6
(Any
)
Returns:
None
playstats_rival_behaviour(p0
, p1
, p2
, p3
, p4
, p5
, p6
, p7
, p8
, p9
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)p5
(Any
)p6
(Any
)p7
(Any
)p8
(Any
)p9
(Any
)
Returns:
None
playstats_copy_rank_into_new_slot(p0
, p1
, p2
, p3
, p4
, p5
, p6
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)p5
(Any
)p6
(Any
)
Returns:
None
playstats_dupe_detection(data
)
No documentation found for this native.
Parameters:
data
(vector<Any>
)
Returns:
None
playstats_ban_alert(p0
)
No documentation found for this native.
Parameters:
p0
(int
)
Returns:
None
playstats_gunrun_mission_ended(data
)
No documentation found for this native.
Parameters:
data
(vector<Any>
)
Returns:
None
playstats_gunrun_rnd(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_business_battle_ended(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_warehouse_mission_ended(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_nightclub_mission_ended(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_dj_usage(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
None
playstats_minigame_usage(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)
Returns:
None
playstats_stone_hatchet_end(data
)
No documentation found for this native.
Parameters:
data
(vector<Any>
)
Returns:
None
playstats_smug_mission_ended(data
)
No documentation found for this native.
Parameters:
data
(vector<Any>
)
Returns:
None
playstats_h2_fmprep_end(data
)
No documentation found for this native.
Parameters:
data
(vector<Any>
)
Returns:
None
playstats_h2_instance_end(data
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
data
(vector<Any>
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
playstats_dar_mission_end(data
)
No documentation found for this native.
Parameters:
data
(vector<Any>
)
Returns:
None
playstats_enter_session_pack(data
)
No documentation found for this native.
Parameters:
data
(vector<Any>
)
Returns:
None
playstats_drone_usage(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(int
)p1
(int
)p2
(int
)
Returns:
None
playstats_spectator_wheel_spin(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(int
)p1
(int
)p2
(int
)p3
(int
)
Returns:
None
playstats_arena_war_spectator(p0
, p1
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
p0
(int
)p1
(int
)p2
(int
)p3
(int
)p4
(int
)
Returns:
None
playstats_arena_wars_ended(data
)
No documentation found for this native.
Parameters:
data
(vector<Any>
)
Returns:
None
playstats_passive_mode(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(bool
)p1
(int
)p2
(int
)p3
(int
)
Returns:
None
playstats_collectible(p0
, p1
, p2
, p3
, p4
, p5
, p6
, p7
, p8
, p9
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)p5
(Any
)p6
(Any
)p7
(Any
)p8
(Any
)p9
(Any
)
Returns:
None
playstats_casino_story_mission_ended(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
None
playstats_casino_chip(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_casino_roulette(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_casino_blackjack(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_casino_threecardpoker(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_casino_slotmachine(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_casino_insidetrack(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_casino_luckyseven(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_casino_roulette_light(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_casino_blackjack_light(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_casino_threecardpoker_light(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_casino_slotmachine_light(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_casino_insidetrack_light(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_arcadegame(p0
, p1
, p2
, p3
, p4
, p5
, p6
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)p5
(Any
)p6
(Any
)
Returns:
None
playstats_arcade_lovematch(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
None
playstats_casino_mission_ended(data
)
No documentation found for this native.
Parameters:
data
(vector<Any>
)
Returns:
None
playstats_heist3_drone(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_heist3_hack(p0
, p1
, p2
, p3
, p4
, p5
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)p5
(Any
)
Returns:
None
playstats_npc_phone(p0
, p1
, p2
, p3
, p4
, p5
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)p5
(Any
)
Returns:
None
playstats_arcade_cabinet(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_heist3_finale(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_heist3_prep(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_master_control(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
playstats_quit_mode(p0
, p1
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)
Returns:
None
playstats_mission_vote(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_njvs_vote(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_freemode_mission_end(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)
Returns:
None
playstats_heist4_prep(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_heist4_finale(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_heist4_hack(p0
, p1
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)
Returns:
None
playstats_sub_weap(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
playstats_fast_trvl(p0
, p1
, p2
, p3
, p4
, p5
, p6
, p7
, p8
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)p5
(Any
)p6
(Any
)p7
(Any
)p8
(Any
)
Returns:
None
playstats_hub_entry(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_dj_mission_ended(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_robbery_prep(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_robbery_finale(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_extra_event(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_carclub_points(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_carclub_challenge(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
playstats_carclub_prize(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
None
playstats_inst_mission_end(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
playstats_hub_exit(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
Streaming namespace
Documentation for the streaming namespace.
load_all_objects_now()
No documentation found for this native.
Parameters:
None
Returns:
None
load_scene(x
, y
, z
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)
Returns:
None
network_update_load_scene()
No documentation found for this native.
Parameters:
None
Returns:
bool
is_network_loading_scene()
No documentation found for this native.
Parameters:
None
Returns:
bool
set_interior_active(interiorID
, toggle
)
No documentation found for this native.
Parameters:
interiorID
(int
)toggle
(bool
)
Returns:
None
request_model(model
)
Request a model to be loaded into memory.
Parameters:
model
(Hash
)
Returns:
None
has_model_loaded(model
)
Checks if the specified model has loaded into memory.
Parameters:
model
(Hash
)
Returns:
bool
request_models_in_room(interior
, roomName
)
STREAMING::REQUEST_MODELS_IN_ROOM(l_13BC, “V_FIB01_cur_elev”); STREAMING::REQUEST_MODELS_IN_ROOM(l_13BC, “limbo”); STREAMING::REQUEST_MODELS_IN_ROOM(l_13BB, “V_Office_gnd_lifts”); STREAMING::REQUEST_MODELS_IN_ROOM(l_13BB, “limbo”); STREAMING::REQUEST_MODELS_IN_ROOM(l_13BC, “v_fib01_jan_elev”); STREAMING::REQUEST_MODELS_IN_ROOM(l_13BC, “limbo”);
Parameters:
interior
(Interior
)roomName
(string
)
Returns:
None
set_model_as_no_longer_needed(model
)
Unloads model from memory
Parameters:
model
(Hash
)
Returns:
None
is_model_in_cdimage(model
)
Check if model is in cdimage(rpf)
Parameters:
model
(Hash
)
Returns:
bool
is_model_valid(model
)
Returns whether the specified model exists in the game.
Parameters:
model
(Hash
)
Returns:
bool
is_model_a_ped(model
)
No documentation found for this native.
Parameters:
model
(Hash
)
Returns:
bool
is_model_a_vehicle(model
)
Returns whether the specified model represents a vehicle.
Parameters:
model
(Hash
)
Returns:
bool
request_collision_at_coord(x
, y
, z
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)
Returns:
None
request_collision_for_model(model
)
No documentation found for this native.
Parameters:
model
(Hash
)
Returns:
None
has_collision_for_model_loaded(model
)
No documentation found for this native.
Parameters:
model
(Hash
)
Returns:
bool
request_additional_collision_at_coord(x
, y
, z
)
MulleDK19: Alias of REQUEST_COLLISION_AT_COORD.
Parameters:
x
(float
)y
(float
)z
(float
)
Returns:
None
does_anim_dict_exist(animDict
)
Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
Parameters:
animDict
(string
)
Returns:
bool
request_anim_dict(animDict
)
Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
Parameters:
animDict
(string
)
Returns:
None
has_anim_dict_loaded(animDict
)
Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
Parameters:
animDict
(string
)
Returns:
bool
remove_anim_dict(animDict
)
Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
Parameters:
animDict
(string
)
Returns:
None
request_anim_set(animSet
)
Starts loading the specified animation set. An animation set provides movement animations for a ped. See SET_PED_MOVEMENT_CLIPSET.
Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
Full list of movement clipsets by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/movementClipsetsCompact.json
Parameters:
animSet
(string
)
Returns:
None
has_anim_set_loaded(animSet
)
Gets whether the specified animation set has finished loading. An animation set provides movement animations for a ped. See SET_PED_MOVEMENT_CLIPSET.
Animation set and clip set are synonymous.
Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
Full list of movement clipsets by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/movementClipsetsCompact.json
Parameters:
animSet
(string
)
Returns:
bool
remove_anim_set(animSet
)
Unloads the specified animation set. An animation set provides movement animations for a ped. See SET_PED_MOVEMENT_CLIPSET.
Animation set and clip set are synonymous.
Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
Full list of movement clipsets by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/movementClipsetsCompact.json
Parameters:
animSet
(string
)
Returns:
None
request_clip_set(clipSet
)
Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
Full list of movement clipsets by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/movementClipsetsCompact.json
Parameters:
clipSet
(string
)
Returns:
None
has_clip_set_loaded(clipSet
)
Alias for HAS_ANIM_SET_LOADED.
Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
Full list of movement clipsets by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/movementClipsetsCompact.json
Parameters:
clipSet
(string
)
Returns:
bool
remove_clip_set(clipSet
)
Alias for REMOVE_ANIM_SET.
Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
Full list of movement clipsets by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/movementClipsetsCompact.json
Parameters:
clipSet
(string
)
Returns:
None
request_ipl(iplName
)
Exemple: REQUEST_IPL(“TrevorsTrailerTrash”);
Full list of IPLs and interior entity sets by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/ipls.json
Parameters:
iplName
(string
)
Returns:
None
remove_ipl(iplName
)
Removes an IPL from the map.
Full list of IPLs and interior entity sets by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/ipls.json
Example: C#: Function.Call(Hash.REMOVE_IPL, “trevorstrailertidy”);
C++: STREAMING::REMOVE_IPL(“trevorstrailertidy”);
iplName = Name of IPL you want to remove.
Parameters:
iplName
(string
)
Returns:
None
is_ipl_active(iplName
)
Full list of IPLs and interior entity sets by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/ipls.json
Parameters:
iplName
(string
)
Returns:
bool
set_streaming(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
load_global_water_type(waterType
)
No documentation found for this native.
Parameters:
waterType
(int
)
Returns:
None
get_global_water_type()
No documentation found for this native.
Parameters:
None
Returns:
int
set_game_pauses_for_streaming(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
set_reduce_ped_model_budget(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
set_reduce_vehicle_model_budget(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
set_ditch_police_models(toggle
)
This is a NOP function. It does nothing at all.
Parameters:
toggle
(bool
)
Returns:
None
get_number_of_streaming_requests()
No documentation found for this native.
Parameters:
None
Returns:
int
request_ptfx_asset()
maps script name (thread + 0xD0) by lookup via scriptfx.dat - does nothing when script name is empty
Parameters:
None
Returns:
None
has_ptfx_asset_loaded()
No documentation found for this native.
Parameters:
None
Returns:
bool
remove_ptfx_asset()
No documentation found for this native.
Parameters:
None
Returns:
None
request_named_ptfx_asset(fxName
)
From the b678d decompiled scripts:
STREAMING::REQUEST_NAMED_PTFX_ASSET(“core_snow”); STREAMING::REQUEST_NAMED_PTFX_ASSET(“fm_mission_controler”); STREAMING::REQUEST_NAMED_PTFX_ASSET(“proj_xmas_firework”); STREAMING::REQUEST_NAMED_PTFX_ASSET(“scr_apartment_mp”); STREAMING::REQUEST_NAMED_PTFX_ASSET(“scr_biolab_heist”); STREAMING::REQUEST_NAMED_PTFX_ASSET(“scr_indep_fireworks”); STREAMING::REQUEST_NAMED_PTFX_ASSET(“scr_indep_parachute”); STREAMING::REQUEST_NAMED_PTFX_ASSET(“scr_indep_wheelsmoke”); STREAMING::REQUEST_NAMED_PTFX_ASSET(“scr_mp_cig_plane”); STREAMING::REQUEST_NAMED_PTFX_ASSET(“scr_mp_creator”); STREAMING::REQUEST_NAMED_PTFX_ASSET(“scr_mp_tankbattle”); STREAMING::REQUEST_NAMED_PTFX_ASSET(“scr_ornate_heist”); STREAMING::REQUEST_NAMED_PTFX_ASSET(“scr_prison_break_heist_station”);
Parameters:
fxName
(string
)
Returns:
None
has_named_ptfx_asset_loaded(fxName
)
No documentation found for this native.
Parameters:
fxName
(string
)
Returns:
bool
remove_named_ptfx_asset(fxName
)
No documentation found for this native.
Parameters:
fxName
(string
)
Returns:
None
set_vehicle_population_budget(p0
)
No documentation found for this native.
Parameters:
p0
(int
)
Returns:
None
set_ped_population_budget(p0
)
Control how many new (ambient?) peds will spawn in the game world. Range for p0 seems to be 0-3, where 0 is none and 3 is the normal level.
Parameters:
p0
(int
)
Returns:
None
clear_focus()
No documentation found for this native.
Parameters:
None
Returns:
None
set_focus_pos_and_vel(x
, y
, z
, offsetX
, offsetY
, offsetZ
)
Override the area where the camera will render the terrain. p3, p4 and p5 are usually set to 0.0
Parameters:
x
(float
)y
(float
)z
(float
)offsetX
(float
)offsetY
(float
)offsetZ
(float
)
Returns:
None
set_focus_entity(entity
)
It seems to make the entity’s coords mark the point from which LOD-distances are measured. In my testing, setting a vehicle as the focus entity and moving that vehicle more than 300 distance units away from the player will make the level of detail around the player go down drastically (shadows disappear, textures go extremely low res, etc). The player seems to be the default focus entity.
Parameters:
entity
(Entity
)
Returns:
None
is_entity_focus(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
bool
set_mapdatacullbox_enabled(name
, toggle
)
Possible p0 values:
“prologue” “Prologue_Main”
Parameters:
name
(string
)toggle
(bool
)
Returns:
None
streamvol_create_sphere(x
, y
, z
, rad
, p4
, p5
)
Always returns zero.
Parameters:
x
(float
)y
(float
)z
(float
)rad
(float
)p4
(Any
)p5
(Any
)
Returns:
Any
streamvol_create_frustum(p0
, p1
, p2
, p3
, p4
, p5
, p6
, p7
, p8
)
Always returns zero.
Parameters:
p0
(float
)p1
(float
)p2
(float
)p3
(float
)p4
(float
)p5
(float
)p6
(float
)p7
(Any
)p8
(Any
)
Returns:
Any
streamvol_create_line(p0
, p1
, p2
, p3
, p4
, p5
, p6
)
Always returns zero.
Parameters:
p0
(float
)p1
(float
)p2
(float
)p3
(float
)p4
(float
)p5
(float
)p6
(Any
)
Returns:
Any
streamvol_delete(unused
)
No documentation found for this native.
Parameters:
unused
(Any
)
Returns:
None
streamvol_has_loaded(unused
)
No documentation found for this native.
Parameters:
unused
(Any
)
Returns:
bool
streamvol_is_valid(unused
)
No documentation found for this native.
Parameters:
unused
(Any
)
Returns:
bool
is_streamvol_active()
No documentation found for this native.
Parameters:
None
Returns:
bool
new_load_scene_start(posX
, posY
, posZ
, offsetX
, offsetY
, offsetZ
, radius
, p7
)
radius value is usually between 3f and 7000f in original 1868 scripts. p7 is 0, 1, 2, 3 or 4 used in decompiled scripts, 0 is by far the most common. Returns True if success, used only 7 times in decompiled scripts of 1868
Parameters:
posX
(float
)posY
(float
)posZ
(float
)offsetX
(float
)offsetY
(float
)offsetZ
(float
)radius
(float
)p7
(int
)
Returns:
bool
new_load_scene_start_sphere(x
, y
, z
, radius
, p4
)
- if (!sub_8f12(“START LOAD SCENE SAFE”)) {
- if (CUTSCENE::GET_CUTSCENE_TIME() > 4178) {
STREAMING::_ACCFB4ACF53551B0(1973.845458984375, 3818.447265625, 32.43629837036133, 15.0, 2); sub_8e9e(“START LOAD SCENE SAFE”, 1);
}
}
(Previously known as STREAMING::_NEW_LOAD_SCENE_START_SAFE)
Parameters:
x
(float
)y
(float
)z
(float
)radius
(float
)p4
(Any
)
Returns:
bool
new_load_scene_stop()
No documentation found for this native.
Parameters:
None
Returns:
None
is_new_load_scene_active()
No documentation found for this native.
Parameters:
None
Returns:
bool
is_new_load_scene_loaded()
No documentation found for this native.
Parameters:
None
Returns:
bool
start_player_switch(from
, to
, flags
, switchType
)
// this enum comes directly from R* so don’t edit this enum ePlayerSwitchTypes {
SWITCH_TYPE_AUTO,
SWITCH_TYPE_LONG, SWITCH_TYPE_MEDIUM,
SWITCH_TYPE_SHORT
};
Use GET_IDEAL_PLAYER_SWITCH_TYPE for the best switch type.
Examples from the decompiled scripts:
STREAMING::START_PLAYER_SWITCH(l_832._f3, PLAYER::PLAYER_PED_ID(), 0, 3); STREAMING::START_PLAYER_SWITCH(l_832._f3, PLAYER::PLAYER_PED_ID(), 2050, 3); STREAMING::START_PLAYER_SWITCH(PLAYER::PLAYER_PED_ID(), l_832._f3, 1024, 3); STREAMING::START_PLAYER_SWITCH(g_141F27, PLAYER::PLAYER_PED_ID(), 513, v_14);
Note: DO NOT, use SWITCH_TYPE_LONG with flag 513. It leaves you stuck in the clouds. You’ll have to call STOP_PLAYER_SWITCH() to return to your ped.
Flag 8 w/ SWITCH_TYPE_LONG will zoom out 3 steps, then zoom in 2/3 steps and stop on the 3rd and just hang there. Flag 8 w/ SWITCH_TYPE_MEDIUM will zoom out 1 step, and just hang there.
Parameters:
from
(Ped
)to
(Ped
)flags
(int
)switchType
(int
)
Returns:
None
stop_player_switch()
No documentation found for this native.
Parameters:
None
Returns:
None
is_player_switch_in_progress()
Returns true if the player is currently switching, false otherwise. (When the camera is in the sky moving from Trevor to Franklin for example)
Parameters:
None
Returns:
bool
get_player_switch_type()
No documentation found for this native.
Parameters:
None
Returns:
int
get_ideal_player_switch_type(x1
, y1
, z1
, x2
, y2
, z2
)
x1, y1, z1 – Coords of your ped model x2, y2, z2 – Coords of the ped you want to switch to
Parameters:
x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)
Returns:
int
get_player_switch_state()
No documentation found for this native.
Parameters:
None
Returns:
int
get_player_short_switch_state()
No documentation found for this native.
Parameters:
None
Returns:
int
set_player_short_switch_style(p0
)
No documentation found for this native.
Parameters:
p0
(int
)
Returns:
None
get_player_switch_jump_cut_index()
No documentation found for this native.
Parameters:
None
Returns:
int
set_player_switch_outro(cameraCoordX
, cameraCoordY
, cameraCoordZ
, camRotationX
, camRotationY
, camRotationZ
, camFov
, camFarClip
, rotationOrder
)
No documentation found for this native.
Parameters:
cameraCoordX
(float
)cameraCoordY
(float
)cameraCoordZ
(float
)camRotationX
(float
)camRotationY
(float
)camRotationZ
(float
)camFov
(float
)camFarClip
(float
)rotationOrder
(int
)
Returns:
None
set_player_switch_establishing_shot(name
)
All names can be found in playerswitchestablishingshots.meta
Parameters:
name
(string
)
Returns:
None
allow_player_switch_pan()
No documentation found for this native.
Parameters:
None
Returns:
None
allow_player_switch_outro()
No documentation found for this native.
Parameters:
None
Returns:
None
allow_player_switch_ascent()
No documentation found for this native.
Parameters:
None
Returns:
None
allow_player_switch_descent()
No documentation found for this native.
Parameters:
None
Returns:
None
is_switch_ready_for_descent()
No documentation found for this native.
Parameters:
None
Returns:
bool
enable_switch_pause_before_descent()
No documentation found for this native.
Parameters:
None
Returns:
None
disable_switch_outro_fx()
No documentation found for this native.
Parameters:
None
Returns:
None
switch_out_player(ped
, flags
, switchType
)
No documentation found for this native.
Parameters:
ped
(Ped
)flags
(int
)switchType
(int
)
Returns:
None
switch_in_player(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
get_player_switch_interp_out_duration()
No documentation found for this native.
Parameters:
None
Returns:
int
get_player_switch_interp_out_current_time()
No documentation found for this native.
Parameters:
None
Returns:
Any
is_switch_skipping_descent()
No documentation found for this native.
Parameters:
None
Returns:
bool
get_lodscale()
No documentation found for this native.
Parameters:
None
Returns:
float
override_lodscale_this_frame(scaling
)
This allows you to override “extended distance scaling” setting. Needs to be called each frame. Max scaling seems to be 200.0, normal is 1.0 See https://gfycat.com/DetailedHauntingIncatern
Parameters:
scaling
(float
)
Returns:
None
set_render_hd_only(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
prefetch_srl(srl
)
This native is used to attribute the SRL that BEGIN_SRL is going to load. This is usually used for ‘in-game’ cinematics (not cutscenes but camera stuff) instead of SET_FOCUS_POS_AND_VEL because it loads a specific area of the map which is pretty useful when the camera moves from distant areas. For instance, GTA:O opening cutscene. https://pastebin.com/2EeKVeLA : a list of SRL found in srllist.meta https://pastebin.com/zd9XYUWY here is the content of a SRL file opened with codewalker.
Parameters:
srl
(string
)
Returns:
None
is_srl_loaded()
Returns true when the srl from BEGIN_SRL is loaded.
Parameters:
None
Returns:
bool
begin_srl()
No documentation found for this native.
Parameters:
None
Returns:
None
end_srl()
Clear the current srl and stop rendering the area selected by PREFETCH_SRL and started with BEGIN_SRL.
Parameters:
None
Returns:
None
set_srl_time(p0
)
No documentation found for this native.
Parameters:
p0
(float
)
Returns:
None
set_hd_area(x
, y
, z
, radius
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)radius
(float
)
Returns:
None
clear_hd_area()
No documentation found for this native.
Parameters:
None
Returns:
None
init_creator_budget()
No documentation found for this native.
Parameters:
None
Returns:
None
shutdown_creator_budget()
No documentation found for this native.
Parameters:
None
Returns:
None
add_model_to_creator_budget(modelHash
)
No documentation found for this native.
Parameters:
modelHash
(Hash
)
Returns:
bool
remove_model_from_creator_budget(modelHash
)
No documentation found for this native.
Parameters:
modelHash
(Hash
)
Returns:
None
get_used_creator_budget()
0.0 = no memory used 1.0 = all memory used
Maximum model memory (as defined in commondatamissioncreatordata.meta) is 100 MiB
GET_*
Parameters:
None
Returns:
float
set_island_hopper_enabled(name
, toggle
)
No documentation found for this native.
Parameters:
name
(string
)toggle
(bool
)
Returns:
None
Task namespace
Documentation for the task namespace.
task_pause(ped
, ms
)
Stand still (?)
Parameters:
ped
(Ped
)ms
(int
)
Returns:
None
task_stand_still(ped
, time
)
Makes the specified ped stand still for (time) milliseconds.
Parameters:
ped
(Ped
)time
(int
)
Returns:
None
task_jump(ped
, unused
, p2
, p3
)
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.
Parameters:
ped
(Ped
)unused
(bool
)p2
(Any
)p3
(Any
)
Returns:
None
task_cower(ped
, duration
)
No documentation found for this native.
Parameters:
ped
(Ped
)duration
(int
)
Returns:
None
task_hands_up(ped
, duration
, facingPed
, p3
, p4
)
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.
Parameters:
ped
(Ped
)duration
(int
)facingPed
(Ped
)p3
(int
)p4
(bool
)
Returns:
None
update_task_hands_up_duration(ped
, duration
)
No documentation found for this native.
Parameters:
ped
(Ped
)duration
(int
)
Returns:
None
task_open_vehicle_door(ped
, vehicle
, timeOut
, seat
, speed
)
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.
Parameters:
ped
(Ped
)vehicle
(Vehicle
)timeOut
(int
)seat
(int
)speed
(float
)
Returns:
None
task_enter_vehicle(ped
, vehicle
, timeout
, seat
, speed
, flag
, p6
)
speed 1.0 = walk, 2.0 = run p5 1 = normal, 3 = teleport to vehicle, 16 = teleport directly into vehicle p6 is always 0
Usage of seat -1 = driver 0 = passenger 1 = left back seat 2 = right back seat 3 = outside left 4 = outside right
Parameters:
ped
(Ped
)vehicle
(Vehicle
)timeout
(int
)seat
(int
)speed
(float
)flag
(int
)p6
(Any
)
Returns:
None
task_leave_vehicle(ped
, vehicle
, flags
)
Flags from decompiled scripts: 0 = normal exit and closes door. 1 = normal exit and closes door. 16 = teleports outside, door kept closed. 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.
Parameters:
ped
(Ped
)vehicle
(Vehicle
)flags
(int
)
Returns:
None
task_get_off_boat(ped
, boat
)
No documentation found for this native.
Parameters:
ped
(Ped
)boat
(Vehicle
)
Returns:
None
task_sky_dive(ped
, p1
)
No documentation found for this native.
Parameters:
ped
(Ped
)p1
(bool
)
Returns:
None
task_parachute(ped
, p1
, p2
)
Second parameter is unused.
second parameter was for jetpack in the early stages of gta and the hard coded code is now removed
Parameters:
ped
(Ped
)p1
(bool
)p2
(bool
)
Returns:
None
task_parachute_to_target(ped
, x
, y
, z
)
makes ped parachute to coords x y z. Works well with PATHFIND::GET_SAFE_COORD_FOR_PED
Parameters:
ped
(Ped
)x
(float
)y
(float
)z
(float
)
Returns:
None
set_parachute_task_target(ped
, x
, y
, z
)
No documentation found for this native.
Parameters:
ped
(Ped
)x
(float
)y
(float
)z
(float
)
Returns:
None
set_parachute_task_thrust(ped
, thrust
)
No documentation found for this native.
Parameters:
ped
(Ped
)thrust
(float
)
Returns:
None
task_rappel_from_heli(ped
, minHeightAboveGround
)
minHeightAboveGround: the minimum height above ground the heli must be at before the ped can start rappelling
Only appears twice in the scripts.
TASK::TASK_RAPPEL_FROM_HELI(PLAYER::PLAYER_PED_ID(), 10.0f); TASK::TASK_RAPPEL_FROM_HELI(a_0, 10.0f);
Parameters:
ped
(Ped
)minHeightAboveGround
(float
)
Returns:
None
task_vehicle_drive_to_coord(ped
, vehicle
, x
, y
, z
, speed
, p6
, vehicleModel
, drivingMode
, stopRange
, p10
)
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);
Parameters:
ped
(Ped
)vehicle
(Vehicle
)x
(float
)y
(float
)z
(float
)speed
(float
)p6
(Any
)vehicleModel
(Hash
)drivingMode
(int
)stopRange
(float
)p10
(float
)
Returns:
None
task_vehicle_drive_to_coord_longrange(ped
, vehicle
, x
, y
, z
, speed
, driveMode
, stopRange
)
No documentation found for this native.
Parameters:
ped
(Ped
)vehicle
(Vehicle
)x
(float
)y
(float
)z
(float
)speed
(float
)driveMode
(int
)stopRange
(float
)
Returns:
None
task_vehicle_drive_wander(ped
, vehicle
, speed
, drivingStyle
)
No documentation found for this native.
Parameters:
ped
(Ped
)vehicle
(Vehicle
)speed
(float
)drivingStyle
(int
)
Returns:
None
task_follow_to_offset_of_entity(ped
, entity
, offsetX
, offsetY
, offsetZ
, movementSpeed
, timeout
, stoppingRange
, persistFollowing
)
p6 always -1 p7 always 10.0 p8 always 1
Parameters:
ped
(Ped
)entity
(Entity
)offsetX
(float
)offsetY
(float
)offsetZ
(float
)movementSpeed
(float
)timeout
(int
)stoppingRange
(float
)persistFollowing
(bool
)
Returns:
None
task_go_straight_to_coord(ped
, x
, y
, z
, speed
, timeout
, targetHeading
, distanceToSlide
)
No documentation found for this native.
Parameters:
ped
(Ped
)x
(float
)y
(float
)z
(float
)speed
(float
)timeout
(int
)targetHeading
(float
)distanceToSlide
(float
)
Returns:
None
task_go_straight_to_coord_relative_to_entity(entity1
, entity2
, p2
, p3
, p4
, p5
, p6
)
No documentation found for this native.
Parameters:
entity1
(Entity
)entity2
(Entity
)p2
(float
)p3
(float
)p4
(float
)p5
(float
)p6
(Any
)
Returns:
None
task_achieve_heading(ped
, heading
, timeout
)
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.
Parameters:
ped
(Ped
)heading
(float
)timeout
(int
)
Returns:
None
task_flush_route()
MulleKD19: Clears the current point route. Call this before TASK_EXTEND_ROUTE and TASK_FOLLOW_POINT_ROUTE.
Parameters:
None
Returns:
None
task_extend_route(x
, y
, z
)
MulleKD19: Adds a new point to the current point route. Call TASK_FLUSH_ROUTE before the first call to this. Call TASK_FOLLOW_POINT_ROUTE to make the Ped go the route.
A maximum of 8 points can be added.
Parameters:
x
(float
)y
(float
)z
(float
)
Returns:
None
task_follow_point_route(ped
, speed
, unknown
)
MulleKD19: Makes the ped go on the created point route.
ped: The ped to give the task to. speed: The speed to move at in m/s. int: Unknown. Can be 0, 1, 2 or 3.
Example: TASK_FLUSH_ROUTE(); TASK_EXTEND_ROUTE(0f, 0f, 70f); TASK_EXTEND_ROUTE(10f, 0f, 70f); TASK_EXTEND_ROUTE(10f, 10f, 70f); TASK_FOLLOW_POINT_ROUTE(GET_PLAYER_PED(), 1f, 0);
Parameters:
ped
(Ped
)speed
(float
)unknown
(int
)
Returns:
None
task_go_to_entity(entity
, target
, duration
, distance
, speed
, p5
, p6
)
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).
Parameters:
entity
(Entity
)target
(Entity
)duration
(int
)distance
(float
)speed
(float
)p5
(float
)p6
(int
)
Returns:
None
task_smart_flee_coord(ped
, x
, y
, z
, distance
, time
, p6
, p7
)
Makes the specified ped flee the specified distance from the specified position.
Parameters:
ped
(Ped
)x
(float
)y
(float
)z
(float
)distance
(float
)time
(int
)p6
(bool
)p7
(bool
)
Returns:
None
task_smart_flee_ped(ped
, fleeTarget
, distance
, fleeTime
, p4
, p5
)
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
Parameters:
ped
(Ped
)fleeTarget
(Ped
)distance
(float
)fleeTime
(Any
)p4
(bool
)p5
(bool
)
Returns:
None
task_react_and_flee_ped(ped
, fleeTarget
)
No documentation found for this native.
Parameters:
ped
(Ped
)fleeTarget
(Ped
)
Returns:
None
task_shocking_event_react(ped
, eventHandle
)
No documentation found for this native.
Parameters:
ped
(Ped
)eventHandle
(int
)
Returns:
None
task_wander_in_area(ped
, x
, y
, z
, radius
, minimalLength
, timeBetweenWalks
)
No documentation found for this native.
Parameters:
ped
(Ped
)x
(float
)y
(float
)z
(float
)radius
(float
)minimalLength
(float
)timeBetweenWalks
(float
)
Returns:
None
task_wander_standard(ped
, p1
, p2
)
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.
Parameters:
ped
(Ped
)p1
(float
)p2
(int
)
Returns:
None
task_wander_specific(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
task_vehicle_park(ped
, vehicle
, x
, y
, z
, heading
, mode
, radius
, keepEngineOn
)
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.
Parameters:
ped
(Ped
)vehicle
(Vehicle
)x
(float
)y
(float
)z
(float
)heading
(float
)mode
(int
)radius
(float
)keepEngineOn
(bool
)
Returns:
None
task_stealth_kill(killer
, target
, actionType
, p3
, p4
)
known “killTypes” are: “AR_stealth_kill_knife” and “AR_stealth_kill_a”.
Parameters:
killer
(Ped
)target
(Ped
)actionType
(Hash
)p3
(float
)p4
(Any
)
Returns:
None
task_plant_bomb(ped
, x
, y
, z
, heading
)
No documentation found for this native.
Parameters:
ped
(Ped
)x
(float
)y
(float
)z
(float
)heading
(float
)
Returns:
None
set_ped_path_can_use_climbovers(ped
, Toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)Toggle
(bool
)
Returns:
None
set_ped_path_can_use_ladders(ped
, Toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)Toggle
(bool
)
Returns:
None
set_ped_path_can_drop_from_height(ped
, Toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)Toggle
(bool
)
Returns:
None
set_ped_path_climb_cost_modifier(ped
, modifier
)
Default modifier is 1.0, minimum is 0.0 and maximum is 10.0.
Parameters:
ped
(Ped
)modifier
(float
)
Returns:
None
set_ped_path_may_enter_water(ped
, mayEnterWater
)
No documentation found for this native.
Parameters:
ped
(Ped
)mayEnterWater
(bool
)
Returns:
None
set_ped_path_prefer_to_avoid_water(ped
, avoidWater
)
No documentation found for this native.
Parameters:
ped
(Ped
)avoidWater
(bool
)
Returns:
None
set_ped_path_avoid_fire(ped
, avoidFire
)
No documentation found for this native.
Parameters:
ped
(Ped
)avoidFire
(bool
)
Returns:
None
set_global_min_bird_flight_height(height
)
Needs to be looped! And yes, it does work and is not a hash collision. Birds will try to reach the given height.
Parameters:
height
(float
)
Returns:
None
task_go_to_coord_any_means(ped
, x
, y
, z
, speed
, p5
, p6
, walkingStyle
, p8
)
example from fm_mission_controller
TASK::TASK_GO_TO_COORD_ANY_MEANS(l_649, sub_f7e86(-1, 0), 1.0, 0, 0, 786603, 0xbf800000);
Parameters:
ped
(Ped
)x
(float
)y
(float
)z
(float
)speed
(float
)p5
(Any
)p6
(bool
)walkingStyle
(int
)p8
(float
)
Returns:
None
task_go_to_coord_any_means_extra_params(ped
, x
, y
, z
, speed
, p5
, p6
, walkingStyle
, p8
, p9
, p10
, p11
, p12
)
No documentation found for this native.
Parameters:
ped
(Ped
)x
(float
)y
(float
)z
(float
)speed
(float
)p5
(Any
)p6
(bool
)walkingStyle
(int
)p8
(float
)p9
(Any
)p10
(Any
)p11
(Any
)p12
(Any
)
Returns:
None
task_go_to_coord_any_means_extra_params_with_cruise_speed(ped
, x
, y
, z
, speed
, p5
, p6
, walkingStyle
, p8
, p9
, p10
, p11
, p12
, p13
)
No documentation found for this native.
Parameters:
ped
(Ped
)x
(float
)y
(float
)z
(float
)speed
(float
)p5
(Any
)p6
(bool
)walkingStyle
(int
)p8
(float
)p9
(Any
)p10
(Any
)p11
(Any
)p12
(Any
)p13
(Any
)
Returns:
None
task_play_anim(ped
, animDictionary
, animationName
, blendInSpeed
, blendOutSpeed
, duration
, flag
, playbackRate
, lockX
, lockY
, lockZ
)
Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
float speed > normal speed is 8.0f
float speedMultiplier > multiply the playback speed
int duration: time in millisecond -1 _ _ _ _ _ _ _> Default (see flag) 0 _ _ _ _ _ _ _ > Not play at all Small value _ _ > Slow down animation speed Other _ _ _ _ _ > freeze player control until specific time (ms) has _ _ _ _ _ _ _ _ _ passed. (No effect if flag is set to be _ _ _ _ _ _ _ _ _ controllable.)
int flag: enum eAnimationFlags {
- ANIM_FLAG_NORMAL = 0,
ANIM_FLAG_REPEAT = 1, ANIM_FLAG_STOP_LAST_FRAME = 2, ANIM_FLAG_UPPERBODY = 16, ANIM_FLAG_ENABLE_PLAYER_CONTROL = 32, ANIM_FLAG_CANCELABLE = 120,
}; Odd number : loop infinitely Even number : Freeze at last frame Multiple of 4: Freeze at last frame but controllable
01 to 15 > Full body 10 to 31 > Upper body 32 to 47 > Full body > Controllable 48 to 63 > Upper body > Controllable … 001 to 255 > Normal 256 to 511 > Garbled …
playbackRate:
values are between 0.0 and 1.0
lockX:
0 in most cases 1 for rcmepsilonism8 and rcmpaparazzo_3 > 1 for mini@sprunk
lockY:
0 in most cases 1 for missfam5_yoga, missfra1mcs_2_crew_react
lockZ:
0 for single player Can be 1 but only for MP
Parameters:
ped
(Ped
)animDictionary
(string
)animationName
(string
)blendInSpeed
(float
)blendOutSpeed
(float
)duration
(int
)flag
(int
)playbackRate
(float
)lockX
(bool
)lockY
(bool
)lockZ
(bool
)
Returns:
None
task_play_anim_advanced(ped
, animDict
, animName
, posX
, posY
, posZ
, rotX
, rotY
, rotZ
, animEnterSpeed
, animExitSpeed
, duration
, flag
, animTime
, p14
, p15
)
It’s similar to TASK_PLAY_ANIM, except the first 6 floats let you specify the initial position and rotation of the task. (Ped gets teleported to the position).
Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
Parameters:
ped
(Ped
)animDict
(string
)animName
(string
)posX
(float
)posY
(float
)posZ
(float
)rotX
(float
)rotY
(float
)rotZ
(float
)animEnterSpeed
(float
)animExitSpeed
(float
)duration
(int
)flag
(Any
)animTime
(float
)p14
(Any
)p15
(Any
)
Returns:
None
stop_anim_task(ped
, animDictionary
, animationName
, p3
)
Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
Parameters:
ped
(Ped
)animDictionary
(string
)animationName
(string
)p3
(float
)
Returns:
None
task_scripted_animation(ped
, p1
, p2
, p3
, p4
, p5
)
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@”);
Parameters:
ped
(Ped
)p1
(vector<Any>
)p2
(vector<Any>
)p3
(vector<Any>
)p4
(float
)p5
(float
)
Returns:
None
play_entity_scripted_anim(p0
, p1
, p2
, p3
, p4
, p5
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(vector<Any>
)p2
(vector<Any>
)p3
(vector<Any>
)p4
(float
)p5
(float
)
Returns:
None
stop_anim_playback(ped
, p1
, p2
)
Looks like p1 may be a flag, still need to do some research, though.
Parameters:
ped
(Ped
)p1
(int
)p2
(bool
)
Returns:
None
set_anim_weight(p0
, p1
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(float
)p2
(Any
)p3
(Any
)p4
(bool
)
Returns:
None
set_anim_phase(entity
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
entity
(Entity
)p1
(float
)p2
(Any
)p3
(bool
)
Returns:
None
set_anim_rate(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(float
)p2
(Any
)p3
(bool
)
Returns:
None
set_anim_looped(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(bool
)p2
(Any
)p3
(bool
)
Returns:
None
task_play_phone_gesture_animation(ped
, animDict
, animation
, boneMaskType
, p4
, p5
, p6
, p7
)
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).
Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
Parameters:
ped
(Ped
)animDict
(string
)animation
(string
)boneMaskType
(string
)p4
(float
)p5
(float
)p6
(bool
)p7
(bool
)
Returns:
None
task_stop_phone_gesture_animation(ped
, p1
)
No documentation found for this native.
Parameters:
ped
(Ped
)p1
(Any
)
Returns:
None
is_playing_phone_gesture_anim(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
get_phone_gesture_anim_current_time(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
float
get_phone_gesture_anim_total_time(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
float
task_vehicle_play_anim(vehicle
, animationSet
, animationName
)
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.
Parameters:
vehicle
(Vehicle
)animationSet
(string
)animationName
(string
)
Returns:
None
task_look_at_coord(entity
, x
, y
, z
, duration
, p5
, p6
)
p5 = 0, p6 = 2
Parameters:
entity
(Entity
)x
(float
)y
(float
)z
(float
)duration
(int
)p5
(Any
)p6
(Any
)
Returns:
None
task_look_at_entity(ped
, lookAt
, duration
, unknown1
, unknown2
)
param3: duration in ms, use -1 to look forever param4: using 2048 is fine param5: using 3 is fine
Parameters:
ped
(Ped
)lookAt
(Entity
)duration
(int
)unknown1
(int
)unknown2
(int
)
Returns:
None
task_clear_look_at(ped
)
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);
Parameters:
ped
(Ped
)
Returns:
None
open_sequence_task(taskSequenceId
)
No documentation found for this native.
Parameters:
taskSequenceId
(vector<int>
)
Returns:
None
close_sequence_task(taskSequenceId
)
No documentation found for this native.
Parameters:
taskSequenceId
(int
)
Returns:
None
task_perform_sequence(ped
, taskSequenceId
)
No documentation found for this native.
Parameters:
ped
(Ped
)taskSequenceId
(int
)
Returns:
None
task_perform_sequence_locally(ped
, taskSequenceId
)
No documentation found for this native.
Parameters:
ped
(Ped
)taskSequenceId
(int
)
Returns:
None
clear_sequence_task(taskSequenceId
)
No documentation found for this native.
Parameters:
taskSequenceId
(vector<int>
)
Returns:
None
set_sequence_to_repeat(taskSequenceId
, repeat
)
No documentation found for this native.
Parameters:
taskSequenceId
(int
)repeat
(bool
)
Returns:
None
get_sequence_progress(ped
)
returned values: 0 to 7 = task that’s currently in progress, 0 meaning the first one. -1 no task sequence in progress.
Parameters:
ped
(Ped
)
Returns:
int
get_is_task_active(ped
, taskIndex
)
Task index enum: https://alloc8or.re/gta5/doc/enums/eTaskTypeIndex.txt
Parameters:
ped
(Ped
)taskIndex
(int
)
Returns:
bool
get_script_task_status(ped
, taskHash
)
Gets the status of a script-assigned task. taskHash: https://alloc8or.re/gta5/doc/enums/eScriptTaskHash.txt
Parameters:
ped
(Ped
)taskHash
(Hash
)
Returns:
int
get_active_vehicle_mission_type(vehicle
)
https://alloc8or.re/gta5/doc/enums/eVehicleMissionType.txt
Parameters:
vehicle
(Vehicle
)
Returns:
int
task_leave_any_vehicle(ped
, p1
, flags
)
Flags are the same flags used in TASK_LEAVE_VEHICLE
Parameters:
ped
(Ped
)p1
(int
)flags
(int
)
Returns:
None
task_aim_gun_scripted(ped
, scriptTask
, p2
, p3
)
No documentation found for this native.
Parameters:
ped
(Ped
)scriptTask
(Hash
)p2
(bool
)p3
(bool
)
Returns:
None
task_aim_gun_scripted_with_target(p0
, p1
, p2
, p3
, p4
, p5
, p6
, p7
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(float
)p3
(float
)p4
(float
)p5
(Any
)p6
(bool
)p7
(bool
)
Returns:
None
update_task_aim_gun_scripted_target(p0
, p1
, p2
, p3
, p4
, p5
)
No documentation found for this native.
Parameters:
p0
(Ped
)p1
(Ped
)p2
(float
)p3
(float
)p4
(float
)p5
(bool
)
Returns:
None
get_clip_set_for_scripted_gun_task(p0
)
No documentation found for this native.
Parameters:
p0
(int
)
Returns:
string
task_aim_gun_at_entity(ped
, entity
, duration
, p3
)
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
Parameters:
ped
(Ped
)entity
(Entity
)duration
(int
)p3
(bool
)
Returns:
None
task_turn_ped_to_face_entity(ped
, entity
, duration
)
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
Parameters:
ped
(Ped
)entity
(Entity
)duration
(int
)
Returns:
None
task_aim_gun_at_coord(ped
, x
, y
, z
, time
, p5
, p6
)
No documentation found for this native.
Parameters:
ped
(Ped
)x
(float
)y
(float
)z
(float
)time
(int
)p5
(bool
)p6
(bool
)
Returns:
None
task_shoot_at_coord(ped
, x
, y
, z
, duration
, firingPattern
)
Firing Pattern Hash Information: https://pastebin.com/Px036isB
Parameters:
ped
(Ped
)x
(float
)y
(float
)z
(float
)duration
(int
)firingPattern
(Hash
)
Returns:
None
task_shuffle_to_next_vehicle_seat(ped
, vehicle
, p2
)
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.
Parameters:
ped
(Ped
)vehicle
(Vehicle
)p2
(Any
)
Returns:
None
clear_ped_tasks(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
clear_ped_secondary_task(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
task_everyone_leave_vehicle(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
None
task_goto_entity_offset(ped
, p1
, p2
, x
, y
, z
, duration
)
No documentation found for this native.
Parameters:
ped
(Ped
)p1
(Any
)p2
(Any
)x
(float
)y
(float
)z
(float
)duration
(int
)
Returns:
None
task_goto_entity_offset_xy(p0
, oed
, duration
, p3
, p4
, p5
, p6
, p7
)
No documentation found for this native.
Parameters:
p0
(int
)oed
(Ped
)duration
(int
)p3
(float
)p4
(float
)p5
(float
)p6
(float
)p7
(bool
)
Returns:
None
task_turn_ped_to_face_coord(ped
, x
, y
, z
, duration
)
duration in milliseconds
Parameters:
ped
(Ped
)x
(float
)y
(float
)z
(float
)duration
(int
)
Returns:
None
task_vehicle_temp_action(driver
, vehicle
, action
, time
)
‘1 - brake ‘3 - brake + reverse ‘4 - turn left 90 + braking ‘5 - turn right 90 + braking ‘6 - brake strong (handbrake?) until time ends ‘7 - turn left + accelerate ‘8 - turn right + accelerate ‘9 - weak acceleration ‘10 - turn left + restore wheel pos to center in the end ‘11 - turn right + restore wheel pos to center in the end ‘13 - turn left + go reverse ‘14 - turn left + go reverse ‘16 - crash the game after like 2 seconds :) ‘17 - keep actual state, game crashed after few tries ‘18 - game crash ‘19 - strong brake + turn left/right ‘20 - weak brake + turn left then turn right ‘21 - weak brake + turn right then turn left ‘22 - brake + reverse ‘23 - accelerate fast ‘24 - brake ‘25 - brake turning left then when almost stopping it turns left more ‘26 - brake turning right then when almost stopping it turns right more ‘27 - brake until car stop or until time ends ‘28 - brake + strong reverse acceleration ‘30 - performs a burnout (brake until stop + brake and accelerate) ‘31 - accelerate + handbrake ‘32 - accelerate very strong
Seems to be this: Works on NPCs, but overrides their current task. If inside a task sequence (and not being the last task), “time” will work, otherwise the task will be performed forever until tasked with something else
Parameters:
driver
(Ped
)vehicle
(Vehicle
)action
(int
)time
(int
)
Returns:
None
task_vehicle_mission(driver
, vehicle
, vehicleTarget
, missionType
, p4
, p5
, p6
, p7
, DriveAgainstTraffic
)
missionType: https://alloc8or.re/gta5/doc/enums/eVehicleMissionType.txt
Parameters:
driver
(Ped
)vehicle
(Vehicle
)vehicleTarget
(Vehicle
)missionType
(int
)p4
(float
)p5
(Any
)p6
(float
)p7
(float
)DriveAgainstTraffic
(bool
)
Returns:
None
task_vehicle_mission_ped_target(ped
, vehicle
, pedTarget
, missionType
, maxSpeed
, drivingStyle
, minDistance
, p7
, DriveAgainstTraffic
)
See TASK_VEHICLE_MISSION
Parameters:
ped
(Ped
)vehicle
(Vehicle
)pedTarget
(Ped
)missionType
(int
)maxSpeed
(float
)drivingStyle
(int
)minDistance
(float
)p7
(float
)DriveAgainstTraffic
(bool
)
Returns:
None
task_vehicle_mission_coors_target(ped
, vehicle
, x
, y
, z
, p5
, p6
, p7
, p8
, p9
, DriveAgainstTraffic
)
See TASK_VEHICLE_MISSION
Parameters:
ped
(Ped
)vehicle
(Vehicle
)x
(float
)y
(float
)z
(float
)p5
(int
)p6
(int
)p7
(int
)p8
(float
)p9
(float
)DriveAgainstTraffic
(bool
)
Returns:
None
task_vehicle_escort(ped
, vehicle
, targetVehicle
, mode
, speed
, drivingStyle
, minDistance
, p7
, noRoadsDistance
)
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/
Parameters:
ped
(Ped
)vehicle
(Vehicle
)targetVehicle
(Vehicle
)mode
(int
)speed
(float
)drivingStyle
(int
)minDistance
(float
)p7
(int
)noRoadsDistance
(float
)
Returns:
None
task_vehicle_follow(driver
, vehicle
, targetEntity
, speed
, drivingStyle
, minDistance
)
Makes a ped in a vehicle follow an entity (ped, vehicle, etc.)
drivingStyle: http://gtaforums.com/topic/822314-guide-driving-styles/
Parameters:
driver
(Ped
)vehicle
(Vehicle
)targetEntity
(Entity
)speed
(float
)drivingStyle
(int
)minDistance
(int
)
Returns:
None
task_vehicle_chase(driver
, targetEnt
)
chases targetEnt fast and aggressively – Makes ped (needs to be in vehicle) chase targetEnt.
Parameters:
driver
(Ped
)targetEnt
(Entity
)
Returns:
None
task_vehicle_heli_protect(pilot
, vehicle
, entityToFollow
, targetSpeed
, p4
, radius
, altitude
, p7
)
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.
Parameters:
pilot
(Ped
)vehicle
(Vehicle
)entityToFollow
(Entity
)targetSpeed
(float
)p4
(int
)radius
(float
)altitude
(int
)p7
(int
)
Returns:
None
set_task_vehicle_chase_behavior_flag(ped
, flag
, set
)
Flag 8: Medium-aggressive boxing tactic with a bit of PIT Flag 1: Aggressive ramming of suspect Flag 2: Ram attempts Flag 32: Stay back from suspect, no tactical contact. Convoy-like. Flag 16: Ramming, seems to be slightly less aggressive than 1-2.
Parameters:
ped
(Ped
)flag
(int
)set
(bool
)
Returns:
None
set_task_vehicle_chase_ideal_pursuit_distance(ped
, distance
)
No documentation found for this native.
Parameters:
ped
(Ped
)distance
(float
)
Returns:
None
task_heli_chase(pilot
, entityToFollow
, x
, y
, z
)
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.
Parameters:
pilot
(Ped
)entityToFollow
(Entity
)x
(float
)y
(float
)z
(float
)
Returns:
None
task_plane_chase(pilot
, entityToFollow
, x
, y
, z
)
No documentation found for this native.
Parameters:
pilot
(Ped
)entityToFollow
(Entity
)x
(float
)y
(float
)z
(float
)
Returns:
None
task_plane_land(pilot
, plane
, runwayStartX
, runwayStartY
, runwayStartZ
, runwayEndX
, runwayEndY
, runwayEndZ
)
No documentation found for this native.
Parameters:
pilot
(Ped
)plane
(Vehicle
)runwayStartX
(float
)runwayStartY
(float
)runwayStartZ
(float
)runwayEndX
(float
)runwayEndY
(float
)runwayEndZ
(float
)
Returns:
None
clear_vehicle_tasks(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
None
task_plane_goto_precise_vtol(ped
, vehicle
, p2
, p3
, p4
, p5
, p6
, p7
, p8
, p9
)
No documentation found for this native.
Parameters:
ped
(Ped
)vehicle
(Vehicle
)p2
(Any
)p3
(Any
)p4
(Any
)p5
(Any
)p6
(Any
)p7
(Any
)p8
(Any
)p9
(Any
)
Returns:
None
task_submarine_goto_and_stop(p0
, submarine
, x
, y
, z
, p5
)
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
Parameters:
p0
(Any
)submarine
(Vehicle
)x
(float
)y
(float
)z
(float
)p5
(Any
)
Returns:
None
task_heli_mission(pilot
, aircraft
, targetVehicle
, targetPed
, destinationX
, destinationY
, destinationZ
, missionFlag
, maxSpeed
, radius
, targetHeading
, maxHeight
, minHeight
, unk3
, behaviorFlags
)
Must have targetVehicle, targetPed, OR destination X/Y/Z set Will follow targeted vehicle/ped, or fly to destination Set whichever is not being used to 0
- Mission mode type:
4, 7: Forces heli to snap to the heading if set, flies to destination or tracks specified entity (mode 4 only works for coordinates, 7 works for coordinates OR ped/vehicle)
6: Attacks the target ped/vehicle with mounted weapons. If radius is set, will maintain that distance from target.
8: Makes the heli flee from the ped/vehicle/coordinate
9: Circles around target ped/vehicle, snaps to angle if set. Behavior flag (last parameter) of 2048 switches from counter-clockwise to clockwise circling. Does not work with coordinate destination.
10, 11: Follows ped/vehicle target and imitates target heading. Only works with ped/vehicle target, not coord target
19: Heli lands at specified coordinate, ignores heading (lands facing whatever direction it is facing when the task is started)
20: Makes the heli land when near target ped. It won’t resume chasing.
21: Emulates a helicopter crash
23: makes the heli circle erratically around ped
Heli will fly at maxSpeed (up to actual maximum speed defined by the model’s handling config) You can use SET_DRIVE_TASK_CRUISE_SPEED to modulate the speed based on distance to the target without having to re-invoke the task native. Setting to 8.0 when close to the destination results in a much smoother approach.
If minHeight and maxHeight are set, heli will fly between those specified elevations, relative to ground level and any obstructions/buildings below. You can specify -1 for either if you only want to specify one. Usually it is easiest to leave maxHeight at -1, and specify a reasonable minHeight to ensure clearance over any obstacles. Note this MUST be passed as an INT, not a FLOAT.
Radius affects how closely the heli will follow tracked ped/vehicle, and when circling (mission type 9) sets the radius (in meters) that it will circle the target from
Heading is -1.0 for default behavior, which will point the nose of the helicopter towards the destination. Set a heading and the heli will lock to that direction when near its destination/target, but may still turn towards the destination when flying at higher speed from a further distance.
- Behavior Flags is a bitwise value that modifies the AI behavior. Not clear what all flags do, but here are some guesses/notes:
1: Forces heading to face E 2: Unknown 4: Tight circles around coordinate destination 8: Unknown
16: Circles around coordinate destination facing towards destination 32: Flys to normally, then lands at coordinate destination and stays on the ground (using mission type 4) 64: Ignores obstacles when flying, will follow at specified minHeight above ground level but will not avoid buildings, vehicles, etc.
128: Unknown 256: Unknown 512: Unknown
1024: Unknown 2048: Reverses direction of circling (mission type 9) to clockwise 4096: Hugs closer to the ground, maintains minHeight from ground generally, but barely clears buildings and dips down more between buildings instead of taking a more efficient/safe route 8192: Unknown
Unk3 is a float value, you may see -1082130432 for this value in decompiled native scripts, this is the equivalent to -1.0f. Seems to affect acceleration/aggressiveness, but not sure exactly how it works. Higher value seems to result in lower acceleration/less aggressive flying. Almost always -1.0 in native scripts, occasionally 20.0 or 50.0. Setting to 400.0 seems to work well for making the pilot not overshoot the destination when using coordinate destination.
Notes updated by PNWParksFan, May 2021
Parameters:
pilot
(Ped
)aircraft
(Vehicle
)targetVehicle
(Vehicle
)targetPed
(Ped
)destinationX
(float
)destinationY
(float
)destinationZ
(float
)missionFlag
(int
)maxSpeed
(float
)radius
(float
)targetHeading
(float
)maxHeight
(int
)minHeight
(int
)unk3
(float
)behaviorFlags
(int
)
Returns:
None
task_heli_escort_heli(pilot
, heli1
, heli2
, p3
, p4
, p5
)
No documentation found for this native.
Parameters:
pilot
(Ped
)heli1
(Vehicle
)heli2
(Vehicle
)p3
(float
)p4
(float
)p5
(float
)
Returns:
None
task_plane_mission(pilot
, aircraft
, targetVehicle
, targetPed
, destinationX
, destinationY
, destinationZ
, missionFlag
, angularDrag
, unk
, targetHeading
, maxZ
, minZ
, p13
)
EXAMPLE USAGE:
Fly around target (Precautiously, keeps high altitude): Function.Call(Hash.TASK_PLANE_MISSION, pilot, selectedAirplane, 0, 0, Target.X, Target.Y, Target.Z, 4, 100f, 0f, 90f, 0, 200f);
Fly around target (Dangerously, keeps VERY low altitude): Function.Call(Hash.TASK_PLANE_MISSION, pilot, selectedAirplane, 0, 0, Target.X, Target.Y, Target.Z, 4, 100f, 0f, 90f, 0, -500f);
Fly directly into target: Function.Call(Hash.TASK_PLANE_MISSION, pilot, selectedAirplane, 0, 0, Target.X, Target.Y, Target.Z, 4, 100f, 0f, 90f, 0, -5000f);
EXPANDED INFORMATION FOR ADVANCED USAGE (custom pilot)
‘physicsSpeed’: (THIS IS NOT YOUR ORDINARY SPEED PARAMETER: READ!!) Think of this -first- as a radius value, not a true speed value. The ACTUAL effective speed of the plane will be that of the maximum speed permissible to successfully fly in a -circle- with a radius of ‘physicsSpeed’. This also means that the plane must complete a circle before it can begin its “bombing run”, its straight line pass towards the target. p9 appears to influence the angle at which a “bombing run” begins, although I can’t confirm yet.
VERY IMPORTANT: A “bombing run” will only occur if a plane can successfully determine a possible navigable route (the slower the value of ‘physicsSpeed’, the more precise the pilot can be due to less influence of physics on flightpath). Otherwise, the pilot will continue to patrol around Destination (be it a dynamic Entity position vector or a fixed world coordinate vector.)
0 = Plane’s physics are almost entirely frozen, plane appears to “orbit” around precise destination point 1-299 = Blend of “frozen, small radius” vs. normal vs. “accelerated, hyperfast, large radius” 300+ = Vehicle behaves entirely like a normal gameplay plane.
‘patrolBlend’ (The lower the value, the more the Destination is treated as a “fly AT” rather than a “fly AROUND point”.)
Scenario: Destination is an Entity on ground level, wide open field -5000 = Pilot kamikazes directly into Entity -1000 = Pilot flies extremely low -around- Entity, very prone to crashing -200 = Pilot flies lower than average around Entity. 0 = Pilot flies around Entity, normal altitude 200 = Pilot flies an extra eighty units or so higher than 0 while flying around Destination (this doesn’t seem to correlate directly into distance units.)
– Valid mission types found in the exe: –
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
Parameters:
pilot
(Ped
)aircraft
(Vehicle
)targetVehicle
(Vehicle
)targetPed
(Ped
)destinationX
(float
)destinationY
(float
)destinationZ
(float
)missionFlag
(int
)angularDrag
(float
)unk
(float
)targetHeading
(float
)maxZ
(float
)minZ
(float
)p13
(Any
)
Returns:
None
task_plane_taxi(pilot
, aircraft
, p2
, p3
, p4
, p5
, p6
)
No documentation found for this native.
Parameters:
pilot
(Ped
)aircraft
(Vehicle
)p2
(Any
)p3
(Any
)p4
(Any
)p5
(Any
)p6
(Any
)
Returns:
None
task_boat_mission(pedDriver
, boat
, p2
, p3
, x
, y
, z
, p7
, maxSpeed
, drivingStyle
, p10
, p11
)
You need to call PED::SET_BLOCKING_OF_NON_TEMPORARY_EVENTS after TASK_BOAT_MISSION in order for the task to execute.
Working example float vehicleMaxSpeed = VEHICLE::_GET_VEHICLE_MAX_SPEED(ENTITY::GET_ENTITY_MODEL(pedVehicle)); TASK::TASK_BOAT_MISSION(pedDriver, pedVehicle, 0, 0, waypointCoord.x, waypointCoord.y, waypointCoord.z, 4, vehicleMaxSpeed, 786469, -1.0, 7); PED::SET_BLOCKING_OF_NON_TEMPORARY_EVENTS(pedDriver, 1);
P8 appears to be driving style flag - see gtaforums.com/topic/822314-guide-driving-styles/ for documentation
Parameters:
pedDriver
(Ped
)boat
(Vehicle
)p2
(Any
)p3
(Any
)x
(float
)y
(float
)z
(float
)p7
(Any
)maxSpeed
(float
)drivingStyle
(int
)p10
(float
)p11
(Any
)
Returns:
None
task_drive_by(driverPed
, targetPed
, targetVehicle
, targetX
, targetY
, targetZ
, distanceToShoot
, pedAccuracy
, p8
, firingPattern
)
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.
Parameters:
driverPed
(Ped
)targetPed
(Ped
)targetVehicle
(Vehicle
)targetX
(float
)targetY
(float
)targetZ
(float
)distanceToShoot
(float
)pedAccuracy
(int
)p8
(bool
)firingPattern
(Hash
)
Returns:
None
set_driveby_task_target(shootingPed
, targetPed
, targetVehicle
, x
, y
, z
)
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.
Parameters:
shootingPed
(Ped
)targetPed
(Ped
)targetVehicle
(Vehicle
)x
(float
)y
(float
)z
(float
)
Returns:
None
clear_driveby_task_underneath_driving_task(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
is_driveby_task_underneath_driving_task(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
control_mounted_weapon(ped
)
Forces the ped to use the mounted weapon. Returns false if task is not possible.
Parameters:
ped
(Ped
)
Returns:
bool
set_mounted_weapon_target(shootingPed
, targetPed
, targetVehicle
, x
, y
, z
, p6
, p7
)
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.
Parameters:
shootingPed
(Ped
)targetPed
(Ped
)targetVehicle
(Vehicle
)x
(float
)y
(float
)z
(float
)p6
(Any
)p7
(Any
)
Returns:
None
is_mounted_weapon_task_underneath_driving_task(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
task_use_mobile_phone(ped
, p1
, p2
)
Actually has 3 params, not 2.
p0: Ped p1: int (or bool?) p2: int
Parameters:
ped
(Ped
)p1
(int
)p2
(Any
)
Returns:
None
task_use_mobile_phone_timed(ped
, duration
)
No documentation found for this native.
Parameters:
ped
(Ped
)duration
(int
)
Returns:
None
task_chat_to_ped(ped
, target
, p2
, p3
, p4
, p5
, p6
, p7
)
p2 tend to be 16, 17 or 1 p3 to p7 tend to be 0.0
Parameters:
ped
(Ped
)target
(Ped
)p2
(Any
)p3
(float
)p4
(float
)p5
(float
)p6
(float
)p7
(float
)
Returns:
None
task_warp_ped_into_vehicle(ped
, vehicle
, seat
)
Seat Numbers
Driver = -1 Any = -2 Left-Rear = 1 Right-Front = 0 Right-Rear = 2 Extra seats = 3-14(This may differ from vehicle type e.g. Firetruck Rear Stand, Ambulance Rear)
Parameters:
ped
(Ped
)vehicle
(Vehicle
)seat
(int
)
Returns:
None
task_shoot_at_entity(entity
, target
, duration
, firingPattern
)
//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
Parameters:
entity
(Entity
)target
(Entity
)duration
(int
)firingPattern
(Hash
)
Returns:
None
task_climb(ped
, unused
)
Climbs or vaults the nearest thing.
Parameters:
ped
(Ped
)unused
(bool
)
Returns:
None
task_climb_ladder(ped
, p1
)
No documentation found for this native.
Parameters:
ped
(Ped
)p1
(int
)
Returns:
None
task_rappel_down_wall(ped
, x1
, y1
, z1
, x2
, y2
, z2
, minZ
, ropeHandle
, clipSet
, p10
)
Attaches a ped to a rope and allows player control to rappel down a wall. Disables all collisions while on the rope. p10: Usually 1 in the scripts, clipSet: Clipset to use for the task, minZ: Minimum Z that the player can descend to, ropeHandle: Rope to attach this task to created with ADD_ROPE
Parameters:
ped
(Ped
)x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)minZ
(float
)ropeHandle
(int
)clipSet
(string
)p10
(Any
)
Returns:
None
clear_ped_tasks_immediately(ped
)
Immediately stops the pedestrian from whatever it’s doing. They stop fighting, animations, etc. they forget what they were doing.
Parameters:
ped
(Ped
)
Returns:
None
task_perform_sequence_from_progress(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
set_next_desired_move_state(p0
)
This native does absolutely nothing, just a nullsub
Parameters:
p0
(float
)
Returns:
None
set_ped_desired_move_blend_ratio(ped
, p1
)
No documentation found for this native.
Parameters:
ped
(Ped
)p1
(float
)
Returns:
None
get_ped_desired_move_blend_ratio(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
float
task_goto_entity_aiming(ped
, target
, distanceToStopAt
, StartAimingDist
)
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.
Parameters:
ped
(Ped
)target
(Entity
)distanceToStopAt
(float
)StartAimingDist
(float
)
Returns:
None
task_set_decision_maker(ped
, p1
)
p1 is always GET_HASH_KEY(“empty”) in scripts, for the rare times this is used
Parameters:
ped
(Ped
)p1
(Hash
)
Returns:
None
task_set_sphere_defensive_area(p0
, p1
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(float
)p2
(float
)p3
(float
)p4
(float
)
Returns:
None
task_clear_defensive_area(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
task_ped_slide_to_coord(ped
, x
, y
, z
, heading
, p5
)
No documentation found for this native.
Parameters:
ped
(Ped
)x
(float
)y
(float
)z
(float
)heading
(float
)p5
(float
)
Returns:
None
task_ped_slide_to_coord_hdg_rate(ped
, x
, y
, z
, heading
, p5
, p6
)
No documentation found for this native.
Parameters:
ped
(Ped
)x
(float
)y
(float
)z
(float
)heading
(float
)p5
(float
)p6
(float
)
Returns:
None
add_cover_point(p0
, p1
, p2
, p3
, p4
, p5
, p6
, p7
)
No documentation found for this native.
Parameters:
p0
(float
)p1
(float
)p2
(float
)p3
(float
)p4
(Any
)p5
(Any
)p6
(Any
)p7
(bool
)
Returns:
ScrHandle
remove_cover_point(coverpoint
)
No documentation found for this native.
Parameters:
coverpoint
(ScrHandle
)
Returns:
None
does_scripted_cover_point_exist_at_coords(x
, y
, z
)
Checks if there is a cover point at position
Parameters:
x
(float
)y
(float
)z
(float
)
Returns:
bool
get_scripted_cover_point_coords(coverpoint
)
No documentation found for this native.
Parameters:
coverpoint
(ScrHandle
)
Returns:
Vector3
add_scripted_blocking_area(x
, y
, z
, radius
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)radius
(float
)
Returns:
None
task_combat_ped(ped
, targetPed
, p2
, p3
)
Makes the specified ped attack the target ped. p2 should be 0 p3 should be 16
Parameters:
ped
(Ped
)targetPed
(Ped
)p2
(int
)p3
(int
)
Returns:
None
task_combat_ped_timed(p0
, ped
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)ped
(Ped
)p2
(int
)p3
(Any
)
Returns:
None
task_seek_cover_from_pos(ped
, x
, y
, z
, duration
, p5
)
No documentation found for this native.
Parameters:
ped
(Ped
)x
(float
)y
(float
)z
(float
)duration
(int
)p5
(bool
)
Returns:
None
task_seek_cover_from_ped(ped
, target
, duration
, p3
)
No documentation found for this native.
Parameters:
ped
(Ped
)target
(Ped
)duration
(int
)p3
(bool
)
Returns:
None
task_seek_cover_to_cover_point(p0
, p1
, p2
, p3
, p4
, p5
, p6
)
p5 is always -1
Parameters:
p0
(Any
)p1
(Any
)p2
(float
)p3
(float
)p4
(float
)p5
(Any
)p6
(bool
)
Returns:
None
task_seek_cover_to_coords(ped
, x1
, y1
, z1
, x2
, y2
, z2
, p7
, p8
)
p8 causes the ped to take the shortest route to the cover position. It may have something to do with navmesh or pathfinding mechanics.
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);
Parameters:
ped
(Ped
)x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)p7
(Any
)p8
(bool
)
Returns:
None
task_put_ped_directly_into_cover(ped
, x
, y
, z
, timeout
, p5
, p6
, p7
, p8
, p9
, p10
)
No documentation found for this native.
Parameters:
ped
(Ped
)x
(float
)y
(float
)z
(float
)timeout
(Any
)p5
(bool
)p6
(float
)p7
(bool
)p8
(bool
)p9
(Any
)p10
(bool
)
Returns:
None
task_warp_ped_directly_into_cover(p0
, p1
, p2
, p3
, p4
, p5
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)p5
(Any
)
Returns:
None
task_exit_cover(p0
, p1
, p2
, p3
, p4
)
p1 is 1, 2, or 3 in scripts
Parameters:
p0
(Any
)p1
(Any
)p2
(float
)p3
(float
)p4
(float
)
Returns:
None
task_put_ped_directly_into_melee(ped
, meleeTarget
, p2
, p3
, p4
, p5
)
from armenian3.c4
TASK::TASK_PUT_PED_DIRECTLY_INTO_MELEE(PlayerPed, armenianPed, 0.0, -1.0, 0.0, 0);
Parameters:
ped
(Ped
)meleeTarget
(Ped
)p2
(float
)p3
(float
)p4
(float
)p5
(bool
)
Returns:
None
task_toggle_duck(p0
, p1
)
used in sequence task
both parameters seems to be always 0
Parameters:
p0
(bool
)p1
(bool
)
Returns:
None
task_guard_current_position(p0
, p1
, p2
, p3
)
From re_prisonvanbreak:
TASK::TASK_GUARD_CURRENT_POSITION(l_DD, 35.0, 35.0, 1);
Parameters:
p0
(Ped
)p1
(float
)p2
(float
)p3
(bool
)
Returns:
None
task_guard_assigned_defensive_area(p0
, p1
, p2
, p3
, p4
, p5
, p6
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(float
)p2
(float
)p3
(float
)p4
(float
)p5
(float
)p6
(Any
)
Returns:
None
task_guard_sphere_defensive_area(p0
, p1
, p2
, p3
, p4
, p5
, p6
, p7
, p8
, p9
, p10
)
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?
Parameters:
p0
(Ped
)p1
(float
)p2
(float
)p3
(float
)p4
(float
)p5
(float
)p6
(Any
)p7
(float
)p8
(float
)p9
(float
)p10
(float
)
Returns:
None
task_stand_guard(ped
, x
, y
, z
, heading
, scenarioName
)
scenarioName example: “WORLD_HUMAN_GUARD_STAND”
Parameters:
ped
(Ped
)x
(float
)y
(float
)z
(float
)heading
(float
)scenarioName
(string
)
Returns:
None
set_drive_task_cruise_speed(driver
, cruiseSpeed
)
No documentation found for this native.
Parameters:
driver
(Ped
)cruiseSpeed
(float
)
Returns:
None
set_drive_task_max_cruise_speed(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(float
)
Returns:
None
set_drive_task_driving_style(ped
, drivingStyle
)
This native is used to set the driving style for specific ped.
Driving styles id seems to be: 786468 262144 786469
http://gtaforums.com/topic/822314-guide-driving-styles/
Parameters:
ped
(Ped
)drivingStyle
(int
)
Returns:
None
add_cover_blocking_area(playerX
, playerY
, playerZ
, radiusX
, radiusY
, radiusZ
, p6
, p7
, p8
, p9
)
No documentation found for this native.
Parameters:
playerX
(float
)playerY
(float
)playerZ
(float
)radiusX
(float
)radiusY
(float
)radiusZ
(float
)p6
(bool
)p7
(bool
)p8
(bool
)p9
(bool
)
Returns:
None
remove_all_cover_blocking_areas()
No documentation found for this native.
Parameters:
None
Returns:
None
remove_cover_blocking_areas_at_coord(x
, y
, z
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)
Returns:
None
remove_specific_cover_blocking_area(p0
, p1
, p2
, p3
, p4
, p5
, p6
, p7
, p8
, p9
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)p5
(Any
)p6
(Any
)p7
(Any
)p8
(Any
)p9
(Any
)
Returns:
None
task_start_scenario_in_place(ped
, scenarioName
, unkDelay
, playEnterAnim
)
Plays a scenario on a Ped at their current location.
unkDelay - Usually 0 or -1, doesn’t seem to have any effect. Might be a delay between sequences. playEnterAnim - Plays the “Enter” anim if true, otherwise plays the “Exit” anim. Scenarios that don’t have any “Enter” anims won’t play if this is set to true.
From “am_hold_up.ysc.c4” at line 339:
TASK::TASK_START_SCENARIO_IN_PLACE(NETWORK::NET_TO_PED(l_8D._f4), sub_adf(), 0, 1);
I’m unsure of what the last two parameters are, however sub_adf() randomly returns 1 of 3 scenarios, those being: WORLD_HUMAN_SMOKING WORLD_HUMAN_HANG_OUT_STREET WORLD_HUMAN_STAND_MOBILE
This makes sense, as these are what I commonly see when going by a liquor store.
List of scenarioNames: pastebin.com/6mrYTdQv (^ Thank you so fucking much for this)
Also these: WORLD_FISH_FLEE DRIVE WORLD_HUMAN_HIKER WORLD_VEHICLE_ATTRACTOR WORLD_VEHICLE_BICYCLE_MOUNTAIN WORLD_VEHICLE_BIKE_OFF_ROAD_RACE WORLD_VEHICLE_BIKER WORLD_VEHICLE_CONSTRUCTION_PASSENGERS WORLD_VEHICLE_CONSTRUCTION_SOLO WORLD_VEHICLE_DRIVE_PASSENGERS WORLD_VEHICLE_DRIVE_SOLO WORLD_VEHICLE_EMPTY WORLD_VEHICLE_PARK_PARALLEL WORLD_VEHICLE_PARK_PERPENDICULAR_NOSE_IN WORLD_VEHICLE_POLICE_BIKE WORLD_VEHICLE_POLICE_CAR WORLD_VEHICLE_POLICE_NEXT_TO_CAR WORLD_VEHICLE_SALTON_DIRT_BIKE WORLD_VEHICLE_TRUCK_LOGS
Full list of ped scenarios by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/scenariosCompact.json
Parameters:
ped
(Ped
)scenarioName
(string
)unkDelay
(int
)playEnterAnim
(bool
)
Returns:
None
task_start_scenario_at_position(ped
, scenarioName
, x
, y
, z
, heading
, duration
, sittingScenario
, teleport
)
Full list of ped scenarios by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/scenariosCompact.json
Also a few more listed at TASK::TASK_START_SCENARIO_IN_PLACE just above. The first parameter in every scenario has always been a Ped of some sort. The second like TASK_START_SCENARIO_IN_PLACE is the name of the scenario.
The next 4 parameters were harder to decipher. After viewing “hairdo_shop_mp.ysc.c4”, and being confused from seeing the case in other scripts, they passed the first three of the arguments as one array from a function, and it looked like it was obviously x, y, and z.
I haven’t seen the sixth parameter go to or over 360, making me believe that it is rotation, but I really can’t confirm anything.
I have no idea what the last 3 parameters are, but I’ll try to find out.
-going on the last 3 parameters, they appear to always be “0, 0, 1”
p6 -1 also used in scrips
p7 used for sitting scenarios
p8 teleports ped to position
Parameters:
ped
(Ped
)scenarioName
(string
)x
(float
)y
(float
)z
(float
)heading
(float
)duration
(int
)sittingScenario
(bool
)teleport
(bool
)
Returns:
None
task_use_nearest_scenario_to_coord(ped
, x
, y
, z
, distance
, duration
)
Updated variables
An alternative to TASK::TASK_USE_NEAREST_SCENARIO_TO_COORD_WARP. Makes the ped walk to the scenario instead.
Parameters:
ped
(Ped
)x
(float
)y
(float
)z
(float
)distance
(float
)duration
(int
)
Returns:
None
task_use_nearest_scenario_to_coord_warp(ped
, x
, y
, z
, radius
, p5
)
No documentation found for this native.
Parameters:
ped
(Ped
)x
(float
)y
(float
)z
(float
)radius
(float
)p5
(Any
)
Returns:
None
task_use_nearest_scenario_chain_to_coord(p0
, p1
, p2
, p3
, p4
, p5
)
p5 is always 0 in scripts
Parameters:
p0
(Any
)p1
(float
)p2
(float
)p3
(float
)p4
(float
)p5
(Any
)
Returns:
None
task_use_nearest_scenario_chain_to_coord_warp(p0
, p1
, p2
, p3
, p4
, p5
)
p5 is always -1 or 0 in scripts
Parameters:
p0
(Any
)p1
(float
)p2
(float
)p3
(float
)p4
(float
)p5
(Any
)
Returns:
None
does_scenario_exist_in_area(x
, y
, z
, radius
, b
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)radius
(float
)b
(bool
)
Returns:
bool
does_scenario_of_type_exist_in_area(p0
, p1
, p2
, p3
, p4
, p5
)
No documentation found for this native.
Parameters:
p0
(float
)p1
(float
)p2
(float
)p3
(vector<Any>
)p4
(float
)p5
(bool
)
Returns:
bool
is_scenario_occupied(p0
, p1
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
p0
(float
)p1
(float
)p2
(float
)p3
(float
)p4
(bool
)
Returns:
bool
ped_has_use_scenario_task(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
play_anim_on_running_scenario(ped
, animDict
, animName
)
Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
Parameters:
ped
(Ped
)animDict
(string
)animName
(string
)
Returns:
None
does_scenario_group_exist(scenarioGroup
)
Full list of scenario groups used in scripts by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/scenarioGroupNames.json 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”)) {
Parameters:
scenarioGroup
(string
)
Returns:
bool
is_scenario_group_enabled(scenarioGroup
)
Full list of scenario groups used in scripts by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/scenarioGroupNames.json 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”)) {
Parameters:
scenarioGroup
(string
)
Returns:
bool
set_scenario_group_enabled(scenarioGroup
, p1
)
Full list of scenario groups used in scripts by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/scenarioGroupNames.json Occurrences in the b617d scripts: pastebin.com/Tvg2PRHU
Parameters:
scenarioGroup
(string
)p1
(bool
)
Returns:
None
reset_scenario_groups_enabled()
No documentation found for this native.
Parameters:
None
Returns:
None
set_exclusive_scenario_group(scenarioGroup
)
Full list of scenario groups used in scripts by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/scenarioGroupNames.json Groups found in the scripts used with this native:
“AMMUNATION”, “QUARRY”, “Triathlon_1”, “Triathlon_2”, “Triathlon_3”
Parameters:
scenarioGroup
(string
)
Returns:
None
reset_exclusive_scenario_group()
No documentation found for this native.
Parameters:
None
Returns:
None
is_scenario_type_enabled(scenarioType
)
Full list of scenario types used in scripts by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/scenariosCompact.json 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.
Parameters:
scenarioType
(string
)
Returns:
bool
set_scenario_type_enabled(scenarioType
, toggle
)
Full list of scenario types used in scripts by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/scenariosCompact.json 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” -alphazolam
scenarioType could be the same as scenarioName, used in for example TASK::TASK_START_SCENARIO_AT_POSITION.
Parameters:
scenarioType
(string
)toggle
(bool
)
Returns:
None
reset_scenario_types_enabled()
No documentation found for this native.
Parameters:
None
Returns:
None
is_ped_active_in_scenario(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_playing_base_clip_in_scenario(ped
)
Used only once (am_mp_property_int)
ped was PLAYER_PED_ID()
Related to CTaskAmbientClips.
Parameters:
ped
(Ped
)
Returns:
bool
set_ped_can_play_ambient_idles(ped
, p1
, p2
)
Appears only in fm_mission_controller and used only 3 times.
ped was always PLAYER_PED_ID() p1 was always true p2 was always true
Parameters:
ped
(Ped
)p1
(bool
)p2
(bool
)
Returns:
None
task_combat_hated_targets_in_area(ped
, x
, y
, z
, radius
, p5
)
Despite its name, it only attacks ONE hated target. The one closest to the specified position.
Parameters:
ped
(Ped
)x
(float
)y
(float
)z
(float
)radius
(float
)p5
(Any
)
Returns:
None
task_combat_hated_targets_around_ped(ped
, radius
, p2
)
Despite its name, it only attacks ONE hated target. The one closest hated target.
p2 seems to be always 0
Parameters:
ped
(Ped
)radius
(float
)p2
(int
)
Returns:
None
task_combat_hated_targets_around_ped_timed(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(float
)p2
(Any
)p3
(Any
)
Returns:
None
task_throw_projectile(ped
, x
, y
, z
, p4
, p5
)
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.
Parameters:
ped
(Ped
)x
(float
)y
(float
)z
(float
)p4
(Any
)p5
(Any
)
Returns:
None
task_swap_weapon(ped
, p1
)
No documentation found for this native.
Parameters:
ped
(Ped
)p1
(bool
)
Returns:
None
task_reload_weapon(ped
, unused
)
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);
}
Parameters:
ped
(Ped
)unused
(bool
)
Returns:
None
is_ped_getting_up(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
task_writhe(ped
, target
, time
, p3
, p4
, p5
)
EX: Function.Call(Ped1, Ped2, Time, 0);
The last parameter is always 0 for some reason I do not know. The first parameter is the pedestrian who will writhe to the pedestrian in the other parameter. The third paremeter is how long until the Writhe task ends. When the task ends, the ped will die. If set to -1, he will not die automatically, and the task will continue until something causes it to end. This can be being touched by an entity, being shot, explosion, going into ragdoll, having task cleared. Anything that ends the current task will kill the ped at this point.
MulleDK19: Third parameter does not appear to be time. The last parameter is not implemented (It’s not used, regardless of value).
Parameters:
ped
(Ped
)target
(Ped
)time
(int
)p3
(int
)p4
(Any
)p5
(Any
)
Returns:
None
is_ped_in_writhe(ped
)
This native checks if a ped is on the ground, in pain from a (gunshot) wound. Returns true if the ped is in writhe, false otherwise.
Parameters:
ped
(Ped
)
Returns:
bool
open_patrol_route(patrolRoute
)
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”
Parameters:
patrolRoute
(string
)
Returns:
None
close_patrol_route()
No documentation found for this native.
Parameters:
None
Returns:
None
add_patrol_route_node(p0
, p1
, x1
, y1
, z1
, x2
, y2
, z2
, p8
)
Example: TASK::ADD_PATROL_ROUTE_NODE(2, “WORLD_HUMAN_GUARD_STAND”, -193.4915, -2378.864990234375, 10.9719, -193.4915, -2378.864990234375, 10.9719, 3000);
p0 is between 0 and 4 in the scripts.
p1 is “WORLD_HUMAN_GUARD_STAND” or “StandGuard”.
p2, p3 and p4 is only one parameter sometimes in the scripts. Most likely a Vector3 hence p2, p3 and p4 are coordinates. Examples: TASK::ADD_PATROL_ROUTE_NODE(1, “WORLD_HUMAN_GUARD_STAND”, l_739[7/3/], 0.0, 0.0, 0.0, 0);
TASK::ADD_PATROL_ROUTE_NODE(1, “WORLD_HUMAN_GUARD_STAND”, l_B0[17/44/]._f3, l_B0[17/44/]._f3, 2000);
p5, p6 and p7 are for example set to: 1599.0406494140625, 2713.392578125, 44.4309.
p8 is an int, often random set to for example: MISC::GET_RANDOM_INT_IN_RANGE(5000, 10000).
Parameters:
p0
(int
)p1
(string
)x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)p8
(int
)
Returns:
None
add_patrol_route_link(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
None
create_patrol_route()
No documentation found for this native.
Parameters:
None
Returns:
None
delete_patrol_route(patrolRoute
)
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”);
Parameters:
patrolRoute
(string
)
Returns:
None
get_patrol_task_status(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
lua_table
task_patrol(ped
, p1
, p2
, p3
, p4
)
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();
Parameters:
ped
(Ped
)p1
(string
)p2
(Any
)p3
(bool
)p4
(bool
)
Returns:
None
task_stay_in_cover(ped
)
Makes the ped run to take cover
Parameters:
ped
(Ped
)
Returns:
None
add_vehicle_subtask_attack_coord(ped
, x
, y
, z
)
x, y, z: offset in world coords from some entity.
Parameters:
ped
(Ped
)x
(float
)y
(float
)z
(float
)
Returns:
None
add_vehicle_subtask_attack_ped(ped
, ped2
)
No documentation found for this native.
Parameters:
ped
(Ped
)ped2
(Ped
)
Returns:
None
task_vehicle_shoot_at_ped(ped
, target
, p2
)
No documentation found for this native.
Parameters:
ped
(Ped
)target
(Ped
)p2
(float
)
Returns:
None
task_vehicle_aim_at_ped(ped
, target
)
No documentation found for this native.
Parameters:
ped
(Ped
)target
(Ped
)
Returns:
None
task_vehicle_shoot_at_coord(ped
, x
, y
, z
, p4
)
No documentation found for this native.
Parameters:
ped
(Ped
)x
(float
)y
(float
)z
(float
)p4
(float
)
Returns:
None
task_vehicle_aim_at_coord(ped
, x
, y
, z
)
No documentation found for this native.
Parameters:
ped
(Ped
)x
(float
)y
(float
)z
(float
)
Returns:
None
task_go_to_coord_while_aiming_at_coord(ped
, x
, y
, z
, aimAtX
, aimAtY
, aimAtZ
, moveSpeed
, p8
, p9
, p10
, p11
, flags
, p13
, firingPattern
)
movement_speed: mostly 2f, but also 1/1.2f, etc. p8: always false p9: 2f p10: 0.5f p11: true p12: 0 / 512 / 513, etc. p13: 0 firing_pattern: ${firing_pattern_full_auto}, 0xC6EE6B4C
Parameters:
ped
(Ped
)x
(float
)y
(float
)z
(float
)aimAtX
(float
)aimAtY
(float
)aimAtZ
(float
)moveSpeed
(float
)p8
(bool
)p9
(float
)p10
(float
)p11
(bool
)flags
(Any
)p13
(bool
)firingPattern
(Hash
)
Returns:
None
task_go_to_coord_while_aiming_at_entity(p0
, p1
, p2
, p3
, p4
, p5
, p6
, p7
, p8
, p9
, p10
, p11
, p12
, p13
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(float
)p2
(float
)p3
(float
)p4
(Any
)p5
(float
)p6
(bool
)p7
(float
)p8
(float
)p9
(bool
)p10
(Any
)p11
(bool
)p12
(Any
)p13
(Any
)
Returns:
None
task_go_to_coord_and_aim_at_hated_entities_near_coord(pedHandle
, goToLocationX
, goToLocationY
, goToLocationZ
, focusLocationX
, focusLocationY
, focusLocationZ
, speed
, shootAtEnemies
, distanceToStopAt
, noRoadsDistance
, unkTrue
, unkFlag
, aimingFlag
, firingPattern
)
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.
Parameters:
pedHandle
(Ped
)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
(Hash
)
Returns:
None
task_go_to_entity_while_aiming_at_coord(p0
, p1
, p2
, p3
, p4
, p5
, p6
, p7
, p8
, p9
, p10
, p11
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(float
)p3
(float
)p4
(float
)p5
(float
)p6
(bool
)p7
(float
)p8
(float
)p9
(bool
)p10
(bool
)p11
(Any
)
Returns:
None
task_go_to_entity_while_aiming_at_entity(ped
, entityToWalkTo
, entityToAimAt
, speed
, shootatEntity
, p5
, p6
, p7
, p8
, firingPattern
)
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.
Parameters:
ped
(Ped
)entityToWalkTo
(Entity
)entityToAimAt
(Entity
)speed
(float
)shootatEntity
(bool
)p5
(float
)p6
(float
)p7
(bool
)p8
(bool
)firingPattern
(Hash
)
Returns:
None
set_high_fall_task(ped
, p1
, p2
, p3
)
Makes the ped ragdoll like when falling from a great height
Parameters:
ped
(Ped
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
None
request_waypoint_recording(name
)
Full list of waypoint recordings by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/waypointRecordings.json For a full list of the points, see here: goo.gl/wIH0vn
Max number of loaded recordings is 32.
Parameters:
name
(string
)
Returns:
None
get_is_waypoint_recording_loaded(name
)
Full list of waypoint recordings by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/waypointRecordings.json
Parameters:
name
(string
)
Returns:
bool
remove_waypoint_recording(name
)
Full list of waypoint recordings by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/waypointRecordings.json
Parameters:
name
(string
)
Returns:
None
waypoint_recording_get_num_points(name
)
Full list of waypoint recordings by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/waypointRecordings.json For a full list of the points, see here: goo.gl/wIH0vn
Parameters:
name
(string
)
Returns:
int
waypoint_recording_get_coord(name
, point
)
Full list of waypoint recordings by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/waypointRecordings.json For a full list of the points, see here: goo.gl/wIH0vn
Parameters:
name
(string
)point
(int
)
Returns:
Vector3
waypoint_recording_get_speed_at_point(name
, point
)
Full list of waypoint recordings by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/waypointRecordings.json
Parameters:
name
(string
)point
(int
)
Returns:
float
waypoint_recording_get_closest_waypoint(name
, x
, y
, z
)
Full list of waypoint recordings by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/waypointRecordings.json For a full list of the points, see here: goo.gl/wIH0vn
Parameters:
name
(string
)x
(float
)y
(float
)z
(float
)
Returns:
int
task_follow_waypoint_recording(p0
, p1
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)
Returns:
None
is_waypoint_playback_going_on_for_ped(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
bool
get_ped_waypoint_progress(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
int
get_ped_waypoint_distance(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
float
set_ped_waypoint_route_offset(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)
Returns:
Any
get_waypoint_distance_along_route(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(string
)p1
(int
)
Returns:
float
waypoint_playback_get_is_paused(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
bool
waypoint_playback_pause(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(bool
)p2
(bool
)
Returns:
None
waypoint_playback_resume(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(bool
)p2
(Any
)p3
(Any
)
Returns:
None
waypoint_playback_override_speed(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(float
)p2
(bool
)
Returns:
None
waypoint_playback_use_default_speed(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
use_waypoint_recording_as_assisted_movement_route(name
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
name
(string
)p1
(bool
)p2
(float
)p3
(float
)
Returns:
None
waypoint_playback_start_aiming_at_ped(p0
, p1
, p2
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(bool
)
Returns:
None
waypoint_playback_start_aiming_at_coord(p0
, p1
, p2
, p3
, p4
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(float
)p2
(float
)p3
(float
)p4
(bool
)
Returns:
None
waypoint_playback_start_shooting_at_ped(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(bool
)p3
(Any
)
Returns:
None
waypoint_playback_start_shooting_at_coord(p0
, p1
, p2
, p3
, p4
, p5
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(float
)p2
(float
)p3
(float
)p4
(bool
)p5
(Any
)
Returns:
None
waypoint_playback_stop_aiming_or_shooting(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
assisted_movement_request_route(route
)
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”
Parameters:
route
(string
)
Returns:
None
assisted_movement_remove_route(route
)
No documentation found for this native.
Parameters:
route
(string
)
Returns:
None
assisted_movement_is_route_loaded(route
)
No documentation found for this native.
Parameters:
route
(string
)
Returns:
bool
assisted_movement_set_route_properties(route
, props
)
No documentation found for this native.
Parameters:
route
(string
)props
(int
)
Returns:
None
assisted_movement_override_load_distance_this_frame(dist
)
No documentation found for this native.
Parameters:
dist
(float
)
Returns:
None
task_vehicle_follow_waypoint_recording(ped
, vehicle
, WPRecording
, p3
, p4
, p5
, p6
, p7
, p8
, p9
)
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 updateupdate.rpfx64levelsgta5waypointrec.rpf p3 = 786468 p4 = 0 p5 = 16 p6 = -1 (angle?) p7/8/9 = usually v3.zero p10 = bool (repeat?) p11 = 1073741824
-khorio
Full list of waypoint recordings by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/waypointRecordings.json
Parameters:
ped
(Ped
)vehicle
(Vehicle
)WPRecording
(string
)p3
(int
)p4
(int
)p5
(int
)p6
(int
)p7
(float
)p8
(bool
)p9
(float
)
Returns:
None
is_waypoint_playback_going_on_for_vehicle(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
get_vehicle_waypoint_progress(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
int
get_vehicle_waypoint_target_point(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
int
vehicle_waypoint_playback_pause(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
None
vehicle_waypoint_playback_resume(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
None
vehicle_waypoint_playback_use_default_speed(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
None
vehicle_waypoint_playback_override_speed(vehicle
, speed
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)speed
(float
)
Returns:
None
task_set_blocking_of_non_temporary_events(ped
, toggle
)
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.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
task_force_motion_state(ped
, state
, p2
)
p2 always false
[30/03/2017] ins1de :
See FORCE_PED_MOTION_STATE
Parameters:
ped
(Ped
)state
(Hash
)p2
(bool
)
Returns:
None
task_move_network_by_name(ped
, task
, multiplier
, p3
, animDict
, flags
)
Example: TASK::TASK_MOVE_NETWORK_BY_NAME(PLAYER::PLAYER_PED_ID(), “arm_wrestling_sweep_paired_a_rev3”, 0.0f, true, “mini@arm_wrestling”, 0);
Parameters:
ped
(Ped
)task
(string
)multiplier
(float
)p3
(bool
)animDict
(string
)flags
(int
)
Returns:
None
task_move_network_advanced_by_name(ped
, p1
, p2
, p3
, p4
, p5
, p6
, p7
, p8
, p9
, p10
, animDict
, flags
)
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);
Parameters:
ped
(Ped
)p1
(string
)p2
(float
)p3
(float
)p4
(float
)p5
(float
)p6
(float
)p7
(float
)p8
(Any
)p9
(float
)p10
(bool
)animDict
(string
)flags
(int
)
Returns:
None
task_move_network_by_name_with_init_params(ped
, p1
, data
, p3
, p4
, animDict
, flags
)
No documentation found for this native.
Parameters:
ped
(Ped
)p1
(string
)data
(vector<Any>
)p3
(float
)p4
(bool
)animDict
(string
)flags
(int
)
Returns:
None
is_task_move_network_active(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
is_task_move_network_ready_for_transition(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
request_task_move_network_state_transition(ped
, name
)
No documentation found for this native.
Parameters:
ped
(Ped
)name
(string
)
Returns:
bool
get_task_move_network_state(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
string
set_task_move_network_signal_float(ped
, signalName
, value
)
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);
Parameters:
ped
(Ped
)signalName
(string
)value
(float
)
Returns:
None
set_task_move_network_signal_float_2(ped
, signalName
, value
)
No documentation found for this native.
Parameters:
ped
(Ped
)signalName
(string
)value
(float
)
Returns:
None
set_task_move_network_signal_bool(ped
, signalName
, value
)
No documentation found for this native.
Parameters:
ped
(Ped
)signalName
(string
)value
(bool
)
Returns:
None
get_task_move_network_signal_float(ped
, signalName
)
No documentation found for this native.
Parameters:
ped
(Ped
)signalName
(string
)
Returns:
float
get_task_move_network_signal_bool(ped
, signalName
)
No documentation found for this native.
Parameters:
ped
(Ped
)signalName
(string
)
Returns:
bool
get_task_move_network_event(ped
, eventName
)
No documentation found for this native.
Parameters:
ped
(Ped
)eventName
(string
)
Returns:
bool
is_move_blend_ratio_still(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
is_move_blend_ratio_walking(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
is_move_blend_ratio_running(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
is_move_blend_ratio_sprinting(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_still(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_walking(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_running(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_sprinting(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_strafing(ped
)
What’s strafing?
Parameters:
ped
(Ped
)
Returns:
bool
task_synchronized_scene(ped
, scene
, animDictionary
, animationName
, speed
, speedMultiplier
, duration
, flag
, playbackRate
, p9
)
TASK::TASK_SYNCHRONIZED_SCENE(ped, scene, “creatures@rottweiler@in_vehicle@std_car”, “get_in”, 1000.0, -8.0, 4, 0, 0x447a0000, 0);
Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
Parameters:
ped
(Ped
)scene
(int
)animDictionary
(string
)animationName
(string
)speed
(float
)speedMultiplier
(float
)duration
(int
)flag
(int
)playbackRate
(float
)p9
(Any
)
Returns:
None
task_agitated_action(ped
, ped2
)
No documentation found for this native.
Parameters:
ped
(Ped
)ped2
(Ped
)
Returns:
None
task_sweep_aim_entity(ped
, anim
, p2
, p3
, p4
, p5
, vehicle
, p7
, p8
)
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
Parameters:
ped
(Ped
)anim
(string
)p2
(string
)p3
(string
)p4
(string
)p5
(int
)vehicle
(Vehicle
)p7
(float
)p8
(float
)
Returns:
None
update_task_sweep_aim_entity(ped
, entity
)
No documentation found for this native.
Parameters:
ped
(Ped
)entity
(Entity
)
Returns:
None
task_sweep_aim_position(p0
, p1
, p2
, p3
, p4
, p5
, p6
, p7
, p8
, p9
, p10
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(vector<Any>
)p2
(vector<Any>
)p3
(vector<Any>
)p4
(vector<Any>
)p5
(Any
)p6
(float
)p7
(float
)p8
(float
)p9
(float
)p10
(float
)
Returns:
None
update_task_sweep_aim_position(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(float
)p2
(float
)p3
(float
)
Returns:
None
task_arrest_ped(ped
, target
)
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.
Parameters:
ped
(Ped
)target
(Ped
)
Returns:
None
is_ped_running_arrest_task(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
is_ped_being_arrested(ped
)
This function is hard-coded to always return 0.
Parameters:
ped
(Ped
)
Returns:
bool
uncuff_ped(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
is_ped_cuffed(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
Vehicle namespace
Documentation for the vehicle namespace.
create_vehicle(modelHash
, x
, y
, z
, heading
, isNetwork
, bScriptHostVeh
, p7
)
p7 when set to true allows you to spawn vehicles under -100 z. Full list of vehicles by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicles.json
Parameters:
modelHash
(Hash
)x
(float
)y
(float
)z
(float
)heading
(float
)isNetwork
(bool
)bScriptHostVeh
(bool
)p7
(bool
)
Returns:
Vehicle
delete_vehicle(vehicle
)
Deletes a vehicle. The vehicle must be a mission entity to delete, so call this before deleting: SET_ENTITY_AS_MISSION_ENTITY(vehicle, true, true);
eg how to use: SET_ENTITY_AS_MISSION_ENTITY(vehicle, true, true); DELETE_VEHICLE(&vehicle);
Deletes the specified vehicle, then sets the handle pointed to by the pointer to NULL.
Parameters:
vehicle
(Vehicle
)
Returns:
None
set_vehicle_can_be_locked_on(vehicle
, canBeLockedOn
, unk
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)canBeLockedOn
(bool
)unk
(bool
)
Returns:
None
set_vehicle_allow_no_passengers_lockon(veh
, toggle
)
Makes the vehicle accept no passengers.
Parameters:
veh
(Vehicle
)toggle
(bool
)
Returns:
None
get_vehicle_homing_lockon_state(vehicle
)
Returns a value depending on the lock-on state of vehicle weapons. 0: not locked on 1: locking on 2: locked on
Parameters:
vehicle
(Vehicle
)
Returns:
int
is_vehicle_model(vehicle
, model
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)model
(Hash
)
Returns:
bool
does_script_vehicle_generator_exist(vehicleGenerator
)
No documentation found for this native.
Parameters:
vehicleGenerator
(int
)
Returns:
bool
create_script_vehicle_generator(x
, y
, z
, heading
, p4
, p5
, modelHash
, p7
, p8
, p9
, p10
, p11
, p12
, p13
, p14
, p15
, p16
)
Creates a script vehicle generator at the given coordinates. Most parameters after the model hash are unknown.
Parameters: x/y/z - Generator position heading - Generator heading p4 - Unknown (always 5.0) p5 - Unknown (always 3.0) modelHash - Vehicle model hash p7/8/9/10 - Unknown (always -1) p11 - Unknown (usually TRUE, only one instance of FALSE) p12/13 - Unknown (always FALSE) p14 - Unknown (usally FALSE, only two instances of TRUE) p15 - Unknown (always TRUE) p16 - Unknown (always -1)
Vector3 coords = GET_ENTITY_COORDS(PLAYER_PED_ID(), 0); CREATE_SCRIPT_VEHICLE_GENERATOR(coords.x, coords.y, coords.z, 1.0f, 5.0f, 3.0f, GET_HASH_KEY(“adder”), -1. -1, -1, -1, -1, true, false, false, false, true, -1);
Parameters:
x
(float
)y
(float
)z
(float
)heading
(float
)p4
(float
)p5
(float
)modelHash
(Hash
)p7
(int
)p8
(int
)p9
(int
)p10
(int
)p11
(bool
)p12
(bool
)p13
(bool
)p14
(bool
)p15
(bool
)p16
(int
)
Returns:
int
delete_script_vehicle_generator(vehicleGenerator
)
No documentation found for this native.
Parameters:
vehicleGenerator
(int
)
Returns:
None
set_script_vehicle_generator(vehicleGenerator
, enabled
)
Only called once in the decompiled scripts. Presumably activates the specified generator.
Parameters:
vehicleGenerator
(int
)enabled
(bool
)
Returns:
None
set_all_vehicle_generators_active_in_area(x1
, y1
, z1
, x2
, y2
, z2
, p6
, p7
)
When p6 is true, vehicle generators are active. p7 seems to always be true in story mode scripts, but it’s sometimes false in online scripts.
Parameters:
x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)p6
(bool
)p7
(bool
)
Returns:
None
set_all_vehicle_generators_active()
No documentation found for this native.
Parameters:
None
Returns:
None
set_all_low_priority_vehicle_generators_active(active
)
No documentation found for this native.
Parameters:
active
(bool
)
Returns:
None
set_vehicle_on_ground_properly(vehicle
, p1
)
Sets a vehicle on the ground on all wheels. Returns whether or not the operation was successful.
sfink: This has an additional param(Vehicle vehicle, float p1) which is always set to 5.0f in the b944 scripts.
Parameters:
vehicle
(Vehicle
)p1
(float
)
Returns:
bool
set_vehicle_use_cutscene_wheel_compression(p0
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
p0
(Vehicle
)p1
(bool
)p2
(bool
)p3
(bool
)
Returns:
Any
is_vehicle_stuck_on_roof(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
add_vehicle_upsidedown_check(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
None
remove_vehicle_upsidedown_check(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
None
is_vehicle_stopped(vehicle
)
Returns true if the vehicle’s current speed is less than, or equal to 0.0025f.
For some vehicles it returns true if the current speed is <= 0.00039999999.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
get_vehicle_number_of_passengers(vehicle
, includeDriver
, includeDeadOccupants
)
Gets the number of passengers.
This native was modified in b2545 to take two additional parameters, allowing you to include the driver or exclude dead passengers.
To keep it working like before b2545, set includeDriver to false and includeDeadOccupants to true.
Parameters:
vehicle
(Vehicle
)includeDriver
(bool
)includeDeadOccupants
(bool
)
Returns:
int
get_vehicle_max_number_of_passengers(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
int
get_vehicle_model_number_of_seats(modelHash
)
Returns max number of passengers (including the driver) for the specified vehicle model.
Full list of vehicles by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicles.json
Parameters:
modelHash
(Hash
)
Returns:
int
is_seat_warp_only(vehicle
, seatIndex
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)seatIndex
(int
)
Returns:
bool
is_turret_seat(vehicle
, seatIndex
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)seatIndex
(int
)
Returns:
bool
does_vehicle_allow_rappel(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
set_vehicle_density_multiplier_this_frame(multiplier
)
Use this native inside a looped function. Values: - 0.0 = no vehicles on streets - 1.0 = normal vehicles on streets
Parameters:
multiplier
(float
)
Returns:
None
set_random_vehicle_density_multiplier_this_frame(multiplier
)
No documentation found for this native.
Parameters:
multiplier
(float
)
Returns:
None
set_parked_vehicle_density_multiplier_this_frame(multiplier
)
No documentation found for this native.
Parameters:
multiplier
(float
)
Returns:
None
set_disable_random_trains_this_frame(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
set_ambient_vehicle_range_multiplier_this_frame(value
)
No documentation found for this native.
Parameters:
value
(float
)
Returns:
None
set_far_draw_vehicles(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
set_number_of_parked_vehicles(value
)
No documentation found for this native.
Parameters:
value
(int
)
Returns:
None
set_vehicle_doors_locked(vehicle
, doorLockStatus
)
0 - CARLOCK_NONE 1 - CARLOCK_UNLOCKED 2 - CARLOCK_LOCKED (locked) 3 - CARLOCK_LOCKOUT_PLAYER_ONLY 4 - CARLOCK_LOCKED_PLAYER_INSIDE (can get in, can’t leave)
(maybe, these are leftovers from GTA:VC) 5 - CARLOCK_LOCKED_INITIALLY 6 - CARLOCK_FORCE_SHUT_DOORS 7 - CARLOCK_LOCKED_BUT_CAN_BE_DAMAGED
(source: GTA VC miss2 leak, matching constants for 0/2/4, testing)
They use 10 in am_mp_property_int, don’t know what it does atm.
Parameters:
vehicle
(Vehicle
)doorLockStatus
(int
)
Returns:
None
set_vehicle_individual_doors_locked(vehicle
, doorId
, doorLockStatus
)
doorId: see SET_VEHICLE_DOOR_SHUT
Parameters:
vehicle
(Vehicle
)doorId
(int
)doorLockStatus
(int
)
Returns:
None
set_vehicle_has_muted_sirens(vehicle
, toggle
)
if set to true, prevents vehicle sirens from having sound, leaving only the lights.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_vehicle_doors_locked_for_player(vehicle
, player
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)player
(Player
)toggle
(bool
)
Returns:
None
get_vehicle_doors_locked_for_player(vehicle
, player
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)player
(Player
)
Returns:
bool
set_vehicle_doors_locked_for_all_players(vehicle
, toggle
)
After some analysis, I’ve decided that these are what the parameters are.
We can see this being used in R* scripts such as “am_mp_property_int.ysc.c4”: l_11A1 = PED::GET_VEHICLE_PED_IS_IN(PLAYER::PLAYER_PED_ID(), 1); … VEHICLE::SET_VEHICLE_DOORS_LOCKED_FOR_ALL_PLAYERS(l_11A1, 1);
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_vehicle_doors_locked_for_non_script_players(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_vehicle_doors_locked_for_team(vehicle
, team
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)team
(int
)toggle
(bool
)
Returns:
None
set_vehicle_doors_locked_for_unk(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
explode_vehicle(vehicle
, isAudible
, isInvisible
)
Explodes a selected vehicle.
Vehicle vehicle = Vehicle you want to explode. BOOL isAudible = If explosion makes a sound. BOOL isInvisible = If the explosion is invisible or not.
First BOOL does not give any visual explosion, the vehicle just falls apart completely but slowly and starts to burn.
Parameters:
vehicle
(Vehicle
)isAudible
(bool
)isInvisible
(bool
)
Returns:
None
set_vehicle_out_of_control(vehicle
, killDriver
, explodeOnImpact
)
Tested on the player’s current vehicle. Unless you kill the driver, the vehicle doesn’t loose control, however, if enabled, explodeOnImpact is still active. The moment you crash, boom.
Parameters:
vehicle
(Vehicle
)killDriver
(bool
)explodeOnImpact
(bool
)
Returns:
None
set_vehicle_timed_explosion(vehicle
, ped
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)ped
(Ped
)toggle
(bool
)
Returns:
None
add_vehicle_phone_explosive_device(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
None
clear_vehicle_phone_explosive_device()
No documentation found for this native.
Parameters:
None
Returns:
None
has_vehicle_phone_explosive_device()
No documentation found for this native.
Parameters:
None
Returns:
bool
detonate_vehicle_phone_explosive_device()
No documentation found for this native.
Parameters:
None
Returns:
None
set_taxi_lights(vehicle
, state
)
This is not tested - it’s just an assumption. - Nac
Doesn’t seem to work. I’ll try with an int instead. –JT
Read the scripts, im dumpass.
- if (!VEHICLE::IS_TAXI_LIGHT_ON(l_115)) {
VEHICLE::SET_TAXI_LIGHTS(l_115, 1);
}
Parameters:
vehicle
(Vehicle
)state
(bool
)
Returns:
None
is_taxi_light_on(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
is_vehicle_in_garage_area(garageName
, vehicle
)
garageName example “Michael - Beverly Hills”
Full list of garages by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/garages.json
Parameters:
garageName
(string
)vehicle
(Vehicle
)
Returns:
bool
set_vehicle_colours(vehicle
, colorPrimary
, colorSecondary
)
colorPrimary & colorSecondary are the paint index for the vehicle. For a list of valid paint indexes, view: pastebin.com/pwHci0xK
Use this to get the number of color indices: pastebin.com/RQEeqTSM Note: minimum color index is 0, maximum color index is (numColorIndices - 1)
Full list of vehicle colors by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicleColors.json
Parameters:
vehicle
(Vehicle
)colorPrimary
(int
)colorSecondary
(int
)
Returns:
None
set_vehicle_fullbeam(vehicle
, toggle
)
It switch to highbeam when p1 is set to true.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_vehicle_is_racing(vehicle
, toggle
)
p1 (toggle) was always 1 (true) except in one case in the b678 scripts.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_vehicle_custom_primary_colour(vehicle
, r
, g
, b
)
p1, p2, p3 are RGB values for color (255,0,0 for Red, ect)
Parameters:
vehicle
(Vehicle
)r
(int
)g
(int
)b
(int
)
Returns:
None
get_vehicle_custom_primary_colour(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
lua_table
clear_vehicle_custom_primary_colour(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
None
get_is_vehicle_primary_colour_custom(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
set_vehicle_custom_secondary_colour(vehicle
, r
, g
, b
)
p1, p2, p3 are RGB values for color (255,0,0 for Red, ect)
Parameters:
vehicle
(Vehicle
)r
(int
)g
(int
)b
(int
)
Returns:
None
get_vehicle_custom_secondary_colour(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
lua_table
clear_vehicle_custom_secondary_colour(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
None
get_is_vehicle_secondary_colour_custom(vehicle
)
Check if Vehicle Secondary is avaliable for customize
Parameters:
vehicle
(Vehicle
)
Returns:
bool
set_vehicle_enveff_scale(vehicle
, fade
)
formerly known as _SET_VEHICLE_PAINT_FADE
The parameter fade is a value from 0-1, where 0 is fresh paint.
Parameters:
vehicle
(Vehicle
)fade
(float
)
Returns:
None
get_vehicle_enveff_scale(vehicle
)
formerly known as _GET_VEHICLE_PAINT_FADE
The result is a value from 0-1, where 0 is fresh paint.
Parameters:
vehicle
(Vehicle
)
Returns:
float
set_can_respray_vehicle(vehicle
, state
)
Hardcoded to not work in multiplayer.
Parameters:
vehicle
(Vehicle
)state
(bool
)
Returns:
None
force_submarine_surface_mode(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_submarine_crush_depths(vehicle
, p1
, depth1
, depth2
, depth3
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)p1
(bool
)depth1
(float
)depth2
(float
)depth3
(float
)
Returns:
None
get_submarine_is_below_first_crush_depth(submarine
)
No documentation found for this native.
Parameters:
submarine
(Vehicle
)
Returns:
bool
get_submarine_crush_depth_warning_state(submarine
)
No documentation found for this native.
Parameters:
submarine
(Vehicle
)
Returns:
int
set_boat_anchor(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
can_anchor_boat_here(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
can_anchor_boat_here_2(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
set_boat_frozen_when_anchored(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_boat_movement_resistance(vehicle
, value
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)value
(float
)
Returns:
None
is_boat_anchored_and_frozen(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
set_boat_sinks_when_wrecked(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_boat_is_sinking(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
set_vehicle_siren(vehicle
, toggle
)
Activate siren on vehicle (Only works if the vehicle has a siren).
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
is_vehicle_siren_on(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
is_vehicle_siren_audio_on(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
set_vehicle_strong(vehicle
, toggle
)
If set to true, vehicle will not take crash damage, but is still susceptible to damage from bullets and explosives
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
remove_vehicle_stuck_check(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
None
get_vehicle_colours(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
lua_table
is_vehicle_seat_free(vehicle
, seatIndex
, isTaskRunning
)
Check if a vehicle seat is free.
seatIndex = -1 being the driver seat. Use GET_VEHICLE_MAX_NUMBER_OF_PASSENGERS(vehicle) - 1 for last seat index. isTaskRunning = on true the function returns already false while a task on the target seat is running (TASK_ENTER_VEHICLE/TASK_SHUFFLE_TO_NEXT_VEHICLE_SEAT) - on false only when a ped is finally sitting in the seat.
Parameters:
vehicle
(Vehicle
)seatIndex
(int
)isTaskRunning
(bool
)
Returns:
bool
get_ped_in_vehicle_seat(vehicle
, seatIndex
, p2
)
If there is no ped in the seat, and the game considers the vehicle as ambient population, this will create a random occupant ped in the seat, which may be cleaned up by the game fairly soon if not marked as script-owned mission entity.
Seat indexes: -1 = Driver 0 = Front Right Passenger 1 = Back Left Passenger 2 = Back Right Passenger 3 = Further Back Left Passenger (vehicles > 4 seats) 4 = Further Back Right Passenger (vehicles > 4 seats) etc.
If p2 is true it uses a different GetOccupant function.
Parameters:
vehicle
(Vehicle
)seatIndex
(int
)p2
(bool
)
Returns:
Ped
get_last_ped_in_vehicle_seat(vehicle
, seatIndex
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)seatIndex
(int
)
Returns:
Ped
get_vehicle_lights_state(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
lua_table
is_vehicle_tyre_burst(vehicle
, wheelID
, completely
)
wheelID used for 4 wheelers seem to be (0, 1, 4, 5) completely - is to check if tire completely gone from rim.
‘0 = wheel_lf / bike, plane or jet front ‘1 = wheel_rf ‘2 = wheel_lm / in 6 wheels trailer, plane or jet is first one on left ‘3 = wheel_rm / in 6 wheels trailer, plane or jet is first one on right ‘4 = wheel_lr / bike rear / in 6 wheels trailer, plane or jet is last one on left ‘5 = wheel_rr / in 6 wheels trailer, plane or jet is last one on right ‘45 = 6 wheels trailer mid wheel left ‘47 = 6 wheels trailer mid wheel right
Parameters:
vehicle
(Vehicle
)wheelID
(int
)completely
(bool
)
Returns:
bool
set_vehicle_forward_speed(vehicle
, speed
)
SCALE: Setting the speed to 30 would result in a speed of roughly 60mph, according to speedometer.
Speed is in meters per second You can convert meters/s to mph here: http://www.calculateme.com/Speed/MetersperSecond/ToMilesperHour.htm
Parameters:
vehicle
(Vehicle
)speed
(float
)
Returns:
None
bring_vehicle_to_halt(vehicle
, distance
, duration
, unknown
)
This native makes the vehicle stop immediately, as happens when we enter a MP garage.
. distance defines how far it will travel until stopping. Garage doors use 3.0.
. If killEngine is set to 1, you cannot resume driving the vehicle once it stops. This looks like is a bitmapped integer.
Parameters:
vehicle
(Vehicle
)distance
(float
)duration
(int
)unknown
(bool
)
Returns:
None
stop_bring_vehicle_to_halt(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
None
is_vehicle_being_halted(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
set_forklift_fork_height(vehicle
, height
)
0.0 = Lowest 1.0 = Highest. This is best to be used if you wanna pick-up a car since un-realistically on GTA V forklifts can’t pick up much of anything due to vehicle mass. If you put this under a car then set it above 0.0 to a ‘lifted-value’ it will raise the car with no issue lol
Parameters:
vehicle
(Vehicle
)height
(float
)
Returns:
None
is_entity_attached_to_handler_frame(vehicle
, entity
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)entity
(Entity
)
Returns:
bool
is_any_entity_attached_to_handler_frame(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
find_vehicle_carrying_this_entity(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
Vehicle
is_handler_frame_above_container(vehicle
, entity
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)entity
(Entity
)
Returns:
bool
detach_container_from_handler_frame(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
None
set_boat_disable_avoidance(vehicle
, p1
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)p1
(bool
)
Returns:
None
is_heli_landing_area_blocked(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
set_heli_turbulence_scalar(vehicle
, p1
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)p1
(float
)
Returns:
None
set_car_boot_open(vehicle
)
Initially used in Max Payne 3, that’s why we know the name.
Parameters:
vehicle
(Vehicle
)
Returns:
None
set_vehicle_tyre_burst(vehicle
, index
, onRim
, p3
)
“To burst tyres VEHICLE::SET_VEHICLE_TYRE_BURST(vehicle, 0, true, 1000.0) to burst all tyres type it 8 times where p1 = 0 to 7.
p3 seems to be how much damage it has taken. 0 doesn’t deflate them, 1000 completely deflates them.
‘0 = wheel_lf / bike, plane or jet front ‘1 = wheel_rf ‘2 = wheel_lm / in 6 wheels trailer, plane or jet is first one on left ‘3 = wheel_rm / in 6 wheels trailer, plane or jet is first one on right ‘4 = wheel_lr / bike rear / in 6 wheels trailer, plane or jet is last one on left ‘5 = wheel_rr / in 6 wheels trailer, plane or jet is last one on right ‘45 = 6 wheels trailer mid wheel left ‘47 = 6 wheels trailer mid wheel right
Parameters:
vehicle
(Vehicle
)index
(int
)onRim
(bool
)p3
(float
)
Returns:
None
set_vehicle_doors_shut(vehicle
, closeInstantly
)
Closes all doors of a vehicle:
Parameters:
vehicle
(Vehicle
)closeInstantly
(bool
)
Returns:
None
set_vehicle_tyres_can_burst(vehicle
, toggle
)
Allows you to toggle bulletproof tires.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
get_vehicle_tyres_can_burst(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
set_vehicle_wheels_can_break(vehicle
, enabled
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)enabled
(bool
)
Returns:
None
set_vehicle_door_open(vehicle
, doorId
, loose
, openInstantly
)
doorId: see SET_VEHICLE_DOOR_SHUT
Parameters:
vehicle
(Vehicle
)doorId
(int
)loose
(bool
)openInstantly
(bool
)
Returns:
None
remove_vehicle_window(vehicle
, windowIndex
)
windowIndex: 0 = Front Right Window 1 = Front Left Window 2 = Back Right Window 3 = Back Left Window 4 = Unknown 5 = Unknown 6 = Windscreen 7 = Rear Windscreen
Parameters:
vehicle
(Vehicle
)windowIndex
(int
)
Returns:
None
roll_down_windows(vehicle
)
Roll down all the windows of the vehicle passed through the first parameter.
Parameters:
vehicle
(Vehicle
)
Returns:
None
roll_down_window(vehicle
, windowIndex
)
windowIndex: 0 = Front Right Window 1 = Front Left Window 2 = Back Right Window 3 = Back Left Window
Parameters:
vehicle
(Vehicle
)windowIndex
(int
)
Returns:
None
roll_up_window(vehicle
, windowIndex
)
Window indexes: 0 = Front Left Window 1 = Front Right Window 2 = Back Left Window 3 = Back Right Window
Parameters:
vehicle
(Vehicle
)windowIndex
(int
)
Returns:
None
smash_vehicle_window(vehicle
, index
)
index = 0 to 13 0 = front right window 1 = front left window 2 = rear right window 3 = rear left window 4 = unsure 5 = unsure 6 = windowscreen 7 = rear windowscreen 8 = unsure 9 = unsure 10 = unsure 11 = unsure 12 = unsure 13 = unsure
Parameters:
vehicle
(Vehicle
)index
(int
)
Returns:
None
fix_vehicle_window(vehicle
, index
)
index = 0 to 13 0 = front right window 1 = front left window 2 = rear right window 3 = rear left window 4 = unsure 5 = unsure 6 = windowscreen 7 = rear windowscreen 8 = unsure 9 = unsure 10 = unsure 11 = unsure 12 = unsure 13 = unsure
Additional information: FIX_VEHICLE_WINDOW (0x140D0BB88) references an array of bone vehicle indices (0x141D4B3E0) { 2Ah, 2Bh, 2Ch, 2Dh, 2Eh, 2Fh, 28h, 29h } that correspond to: window_lf, window_rf, window_lr, window_rr, window_lm, window_rm, windscreen, windscreen_r. This array is used by most vehwindow natives.
Also, this function is coded to not work on vehicles of type: CBike, Bmx, CBoat, CTrain, and CSubmarine.
Parameters:
vehicle
(Vehicle
)index
(int
)
Returns:
None
pop_out_vehicle_windscreen(vehicle
)
Detaches the vehicle’s windscreen. For further information, see : gtaforums.com/topic/859570-glass/#entry1068894566
Parameters:
vehicle
(Vehicle
)
Returns:
None
eject_jb700_roof(vehicle
, x
, y
, z
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)x
(float
)y
(float
)z
(float
)
Returns:
None
set_vehicle_lights(vehicle
, state
)
set’s if the vehicle has lights or not. not an on off toggle. p1 = 0 ;vehicle normal lights, off then lowbeams, then highbeams p1 = 1 ;vehicle doesn’t have lights, always off p1 = 2 ;vehicle has always on lights p1 = 3 ;or even larger like 4,5,… normal lights like =1 note1: when using =2 on day it’s lowbeam,highbeam but at night it’s lowbeam,lowbeam,highbeam note2: when using =0 it’s affected by day or night for highbeams don’t exist in daytime.
Parameters:
vehicle
(Vehicle
)state
(int
)
Returns:
None
set_vehicle_use_player_light_settings(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_vehicle_lights_mode(vehicle
, p1
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)p1
(int
)
Returns:
None
set_vehicle_alarm(vehicle
, state
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)state
(bool
)
Returns:
None
start_vehicle_alarm(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
None
is_vehicle_alarm_activated(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
set_vehicle_interiorlight(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_vehicle_light_multiplier(vehicle
, multiplier
)
multiplier = brightness of head lights. this value isn’t capped afaik.
multiplier = 0.0 no lights multiplier = 1.0 default game value
Parameters:
vehicle
(Vehicle
)multiplier
(float
)
Returns:
None
attach_vehicle_to_trailer(vehicle
, trailer
, radius
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)trailer
(Vehicle
)radius
(float
)
Returns:
None
attach_vehicle_on_to_trailer(vehicle
, trailer
, offsetX
, offsetY
, offsetZ
, coordsX
, coordsY
, coordsZ
, rotationX
, rotationY
, rotationZ
, disableCollisions
)
This is the proper way of attaching vehicles to the car carrier, it’s what Rockstar uses. Video Demo: https://www.youtube.com/watch?v=2lVEIzf7bgo
Parameters:
vehicle
(Vehicle
)trailer
(Vehicle
)offsetX
(float
)offsetY
(float
)offsetZ
(float
)coordsX
(float
)coordsY
(float
)coordsZ
(float
)rotationX
(float
)rotationY
(float
)rotationZ
(float
)disableCollisions
(float
)
Returns:
None
stabilise_entity_attached_to_heli(vehicle
, entity
, p2
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)entity
(Entity
)p2
(float
)
Returns:
None
detach_vehicle_from_trailer(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
None
is_vehicle_attached_to_trailer(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
set_trailer_inverse_mass_scale(vehicle
, p1
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)p1
(float
)
Returns:
None
set_trailer_legs_raised(vehicle
)
in the decompiled scripts, seems to be always called on the vehicle right after being attached to a trailer.
Parameters:
vehicle
(Vehicle
)
Returns:
None
set_trailer_legs_lowered(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
set_vehicle_tyre_fixed(vehicle
, tyreIndex
)
tyreIndex = 0 to 4 on normal vehicles
‘0 = wheel_lf / bike, plane or jet front ‘1 = wheel_rf ‘2 = wheel_lm / in 6 wheels trailer, plane or jet is first one on left ‘3 = wheel_rm / in 6 wheels trailer, plane or jet is first one on right ‘4 = wheel_lr / bike rear / in 6 wheels trailer, plane or jet is last one on left ‘5 = wheel_rr / in 6 wheels trailer, plane or jet is last one on right ‘45 = 6 wheels trailer mid wheel left ‘47 = 6 wheels trailer mid wheel right
Parameters:
vehicle
(Vehicle
)tyreIndex
(int
)
Returns:
None
set_vehicle_number_plate_text(vehicle
, plateText
)
Sets a vehicle’s license plate text. 8 chars maximum.
Example: Ped playerPed = PLAYER::PLAYER_PED_ID(); Vehicle veh = PED::GET_VEHICLE_PED_IS_USING(playerPed); char *plateText = “KING”; VEHICLE::SET_VEHICLE_NUMBER_PLATE_TEXT(veh, plateText);
Parameters:
vehicle
(Vehicle
)plateText
(string
)
Returns:
None
get_vehicle_number_plate_text(vehicle
)
Returns the license plate text from a vehicle. 8 chars maximum.
Parameters:
vehicle
(Vehicle
)
Returns:
string
get_number_of_vehicle_number_plates()
Returns the number of types of licence plates, enumerated below in SET_VEHICLE_NUMBER_PLATE_TEXT_INDEX.
Parameters:
None
Returns:
int
set_vehicle_number_plate_text_index(vehicle
, plateIndex
)
Plates: Blue/White - 0 Yellow/black - 1 Yellow/Blue - 2 Blue/White2 - 3 Blue/White3 - 4 Yankton - 5
Parameters:
vehicle
(Vehicle
)plateIndex
(int
)
Returns:
None
get_vehicle_number_plate_text_index(vehicle
)
- Returns the PlateType of a vehicle
Blue_on_White_1 = 3, Blue_on_White_2 = 0, Blue_on_White_3 = 4, Yellow_on_Blue = 2,
Yellow_on_Black = 1,
North_Yankton = 5,
Parameters:
vehicle
(Vehicle
)
Returns:
int
set_random_trains(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
create_mission_train(variation
, x
, y
, z
, direction
, p5
, p6
)
Train models HAVE TO be loaded (requested) before you use this. For variation 15 - request:
freight freightcar freightgrain freightcont1 freightcont2 freighttrailer
Parameters:
variation
(int
)x
(float
)y
(float
)z
(float
)direction
(bool
)p5
(Any
)p6
(Any
)
Returns:
Vehicle
switch_train_track(trackId
, state
)
Toggles whether ambient trains can spawn on the specified track or not
trackId is the internal id of the train track to switch. state is whether ambient trains can spawn or not
trackIds 0 (trains1.dat) Main track around SA 1 (trains2.dat) Davis Quartz Quarry branch 2 (trains3.dat) Second track alongside live track along Roy Lewenstein Blv. 3 (trains4.dat) Metro track circuit 4 (trains5.dat) Branch in Mirror Park Railyard 5 (trains6.dat) Branch in Mirror Park Railyard 6 (trains7.dat) LS branch to Mirror Park Railyard 7 (trains8.dat) Overground part of metro track along Forum Dr. 8 (trains9.dat) Branch to Mirror Park Railyard 9 (trains10.dat) Yankton train 10 (trains11.dat) Part of metro track near mission row 11 (trains12.dat) Yankton prologue mission train Full list of all train tracks + track nodes by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/traintracks.json
Parameters:
trackId
(int
)state
(bool
)
Returns:
None
set_train_track_spawn_frequency(trackIndex
, frequency
)
Only called once inside main_persitant with the parameters p0 = 0, p1 = 120000
trackIndex: 0 - 26 Full list of all train tracks + track nodes by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/traintracks.json
Parameters:
trackIndex
(int
)frequency
(int
)
Returns:
None
delete_all_trains()
No documentation found for this native.
Parameters:
None
Returns:
None
set_train_speed(train
, speed
)
No documentation found for this native.
Parameters:
train
(Vehicle
)speed
(float
)
Returns:
None
set_train_cruise_speed(train
, speed
)
No documentation found for this native.
Parameters:
train
(Vehicle
)speed
(float
)
Returns:
None
set_random_boats(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
set_random_boats_in_mp(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
set_garbage_trucks(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
does_vehicle_have_stuck_vehicle_check(vehicle
)
Maximum amount of vehicles with vehicle stuck check appears to be 16.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
get_vehicle_recording_id(recording
, script
)
See REQUEST_VEHICLE_RECORDING
Parameters:
recording
(int
)script
(string
)
Returns:
int
request_vehicle_recording(recording
, script
)
Request the vehicle recording defined by the lowercase format string “%s%03d.yvr”. For example, REQUEST_VEHICLE_RECORDING(1, “FBIs1UBER”) corresponds to fbis1uber001.yvr. For all vehicle recording/playback natives, “script” is a common prefix that usually corresponds to the script/mission the recording is used in, “recording” is its int suffix, and “id” (e.g., in native GET_TOTAL_DURATION_OF_VEHICLE_RECORDING_ID) corresponds to a unique identifier within the recording streaming module. Note that only 24 recordings (hardcoded in multiple places) can ever active at a given time before clobbering begins.
Parameters:
recording
(int
)script
(string
)
Returns:
None
has_vehicle_recording_been_loaded(recording
, script
)
See REQUEST_VEHICLE_RECORDING
Parameters:
recording
(int
)script
(string
)
Returns:
bool
remove_vehicle_recording(recording
, script
)
See REQUEST_VEHICLE_RECORDING
Parameters:
recording
(int
)script
(string
)
Returns:
None
get_position_of_vehicle_recording_id_at_time(id
, time
)
No documentation found for this native.
Parameters:
id
(int
)time
(float
)
Returns:
Vector3
get_position_of_vehicle_recording_at_time(recording
, time
, script
)
This native does no interpolation between pathpoints. The same position will be returned for all times up to the next pathpoint in the recording.
See REQUEST_VEHICLE_RECORDING
Parameters:
recording
(int
)time
(float
)script
(string
)
Returns:
Vector3
get_rotation_of_vehicle_recording_id_at_time(id
, time
)
No documentation found for this native.
Parameters:
id
(int
)time
(float
)
Returns:
Vector3
get_rotation_of_vehicle_recording_at_time(recording
, time
, script
)
This native does no interpolation between pathpoints. The same rotation will be returned for all times up to the next pathpoint in the recording.
See REQUEST_VEHICLE_RECORDING
Parameters:
recording
(int
)time
(float
)script
(string
)
Returns:
Vector3
get_total_duration_of_vehicle_recording_id(id
)
No documentation found for this native.
Parameters:
id
(int
)
Returns:
float
get_total_duration_of_vehicle_recording(recording
, script
)
See REQUEST_VEHICLE_RECORDING
Parameters:
recording
(int
)script
(string
)
Returns:
float
get_position_in_recording(vehicle
)
Distance traveled in the vehicles current recording.
Parameters:
vehicle
(Vehicle
)
Returns:
float
get_time_position_in_recording(vehicle
)
Can be used with GET_TOTAL_DURATION_OF_VEHICLE_RECORDING{_ID} to compute a percentage.
Parameters:
vehicle
(Vehicle
)
Returns:
float
start_playback_recorded_vehicle(vehicle
, recording
, script
, p3
)
p3 is some flag related to ‘trailers’ (invokes CVehicle::GetTrailer).
See REQUEST_VEHICLE_RECORDING
Parameters:
vehicle
(Vehicle
)recording
(int
)script
(string
)p3
(bool
)
Returns:
None
start_playback_recorded_vehicle_with_flags(vehicle
, recording
, script
, flags
, time
, drivingStyle
)
flags requires further research, e.g., 0x4/0x8 are related to the AI driving task and 0x20 is internally set and interacts with dynamic entity components.
time, often zero and capped at 500, is related to SET_PLAYBACK_TO_USE_AI_TRY_TO_REVERT_BACK_LATER
Parameters:
vehicle
(Vehicle
)recording
(int
)script
(string
)flags
(int
)time
(int
)drivingStyle
(int
)
Returns:
None
force_playback_recorded_vehicle_update(vehicle
, p1
)
Often called after START_PLAYBACK_RECORDED_VEHICLE and SKIP_TIME_IN_PLAYBACK_RECORDED_VEHICLE; similar in use to FORCE_ENTITY_AI_AND_ANIMATION_UPDATE.
Parameters:
vehicle
(Vehicle
)p1
(bool
)
Returns:
None
stop_playback_recorded_vehicle(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
None
pause_playback_recorded_vehicle(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
None
unpause_playback_recorded_vehicle(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
None
is_playback_going_on_for_vehicle(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
is_playback_using_ai_going_on_for_vehicle(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
get_current_playback_for_vehicle(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
int
skip_to_end_and_stop_playback_recorded_vehicle(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
None
set_playback_speed(vehicle
, speed
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)speed
(float
)
Returns:
None
start_playback_recorded_vehicle_using_ai(vehicle
, recording
, script
, speed
, drivingStyle
)
AI abides by the provided driving style (e.g., stopping at red lights or waiting behind traffic) while executing the specificed vehicle recording.
0x1F2E4E06DEA8992B is a related native that deals with the AI physics for such recordings.
Parameters:
vehicle
(Vehicle
)recording
(int
)script
(string
)speed
(float
)drivingStyle
(int
)
Returns:
None
skip_time_in_playback_recorded_vehicle(vehicle
, time
)
SET_TIME_POSITION_IN_RECORDING can be emulated by: desired_time - GET_TIME_POSITION_IN_RECORDING(vehicle)
Parameters:
vehicle
(Vehicle
)time
(float
)
Returns:
None
set_playback_to_use_ai(vehicle
, drivingStyle
)
Identical to SET_PLAYBACK_TO_USE_AI_TRY_TO_REVERT_BACK_LATER with 0 as arguments for p1 and p3.
Parameters:
vehicle
(Vehicle
)drivingStyle
(int
)
Returns:
None
set_playback_to_use_ai_try_to_revert_back_later(vehicle
, time
, drivingStyle
, p3
)
Time is number of milliseconds before reverting, zero for indefinitely.
Parameters:
vehicle
(Vehicle
)time
(int
)drivingStyle
(int
)p3
(bool
)
Returns:
None
explode_vehicle_in_cutscene(vehicle
, p1
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)p1
(bool
)
Returns:
None
add_vehicle_stuck_check_with_warp(p0
, p1
, p2
, p3
, p4
, p5
, p6
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(float
)p2
(Any
)p3
(bool
)p4
(bool
)p5
(bool
)p6
(Any
)
Returns:
None
set_vehicle_model_is_suppressed(model
, suppressed
)
seems to make the vehicle stop spawning naturally in traffic. Here’s an essential example:
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(MISC::GET_HASH_KEY(“taco”), true);
god I hate taco vans
Confirmed to work? Needs to be looped? Can not get it to work. Full list of vehicles by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicles.json
Parameters:
model
(Hash
)suppressed
(bool
)
Returns:
None
get_random_vehicle_in_sphere(x
, y
, z
, radius
, modelHash
, flags
)
Gets a random vehicle in a sphere at the specified position, of the specified radius.
x: The X-component of the position of the sphere. y: The Y-component of the position of the sphere. z: The Z-component of the position of the sphere. radius: The radius of the sphere. Max is 9999.9004. modelHash: The vehicle model to limit the selection to. Pass 0 for any model. flags: The bitwise flags that modifies the behaviour of this function.
Full list of vehicles by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicles.json
Parameters:
x
(float
)y
(float
)z
(float
)radius
(float
)modelHash
(Hash
)flags
(int
)
Returns:
Vehicle
get_random_vehicle_front_bumper_in_sphere(p0
, p1
, p2
, p3
, p4
, p5
, p6
)
No documentation found for this native.
Parameters:
p0
(float
)p1
(float
)p2
(float
)p3
(float
)p4
(int
)p5
(int
)p6
(int
)
Returns:
Vehicle
get_random_vehicle_back_bumper_in_sphere(p0
, p1
, p2
, p3
, p4
, p5
, p6
)
No documentation found for this native.
Parameters:
p0
(float
)p1
(float
)p2
(float
)p3
(float
)p4
(int
)p5
(int
)p6
(int
)
Returns:
Vehicle
get_closest_vehicle(x
, y
, z
, radius
, modelHash
, flags
)
Example usage VEHICLE::GET_CLOSEST_VEHICLE(x, y, z, radius, hash, unknown leave at 70)
x, y, z: Position to get closest vehicle to. radius: Max radius to get a vehicle. modelHash: Limit to vehicles with this model. 0 for any. flags: The bitwise flags altering the function’s behaviour.
Does not return police cars or helicopters.
It seems to return police cars for me, does not seem to return helicopters, planes or boats for some reason
Only returns non police cars and motorbikes with the flag set to 70 and modelHash to 0. ModelHash seems to always be 0 when not a modelHash in the scripts, as stated above.
These flags were found in the b617d scripts: 0,2,4,6,7,23,127,260,2146,2175,12294,16384,16386,20503,32768,67590,67711,98309,100359. Converted to binary, each bit probably represents a flag as explained regarding another native here: gtaforums.com/topic/822314-guide-driving-styles
Conversion of found flags to binary: pastebin.com/kghNFkRi
At exactly 16384 which is 0100000000000000 in binary and 4000 in hexadecimal only planes are returned.
It’s probably more convenient to use worldGetAllVehicles(int *arr, int arrSize) and check the shortest distance yourself and sort if you want by checking the vehicle type with for example VEHICLE::IS_THIS_MODEL_A_BOAT
Conclusion: This native is not worth trying to use. Use something like this instead: pastebin.com/xiFdXa7h
Full list of vehicles by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicles.json
Parameters:
x
(float
)y
(float
)z
(float
)radius
(float
)modelHash
(Hash
)flags
(int
)
Returns:
Vehicle
get_train_carriage(train
, trailerNumber
)
Corrected p1. it’s basically the ‘carriage/trailer number’. So if the train has 3 trailers you’d call the native once with a var or 3 times with 1, 2, 3.
Parameters:
train
(Vehicle
)trailerNumber
(int
)
Returns:
Entity
is_mission_train(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
delete_mission_train(train
)
No documentation found for this native.
Parameters:
train
(Vehicle
)
Returns:
None
set_mission_train_as_no_longer_needed(train
, p1
)
p1 is always 0
Parameters:
train
(vector<Vehicle>
)p1
(bool
)
Returns:
None
set_mission_train_coords(train
, x
, y
, z
)
No documentation found for this native.
Parameters:
train
(Vehicle
)x
(float
)y
(float
)z
(float
)
Returns:
None
is_this_model_a_boat(model
)
No documentation found for this native.
Parameters:
model
(Hash
)
Returns:
bool
is_this_model_a_jetski(model
)
Checks if model is a boat, then checks for FLAG_IS_JETSKI.
Parameters:
model
(Hash
)
Returns:
bool
is_this_model_a_plane(model
)
No documentation found for this native.
Parameters:
model
(Hash
)
Returns:
bool
is_this_model_a_heli(model
)
No documentation found for this native.
Parameters:
model
(Hash
)
Returns:
bool
is_this_model_a_car(model
)
To check if the model is an amphibious car, see gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page-33#entry1069317363 (for build 944 and above only!)
Parameters:
model
(Hash
)
Returns:
bool
is_this_model_a_train(model
)
No documentation found for this native.
Parameters:
model
(Hash
)
Returns:
bool
is_this_model_a_bike(model
)
No documentation found for this native.
Parameters:
model
(Hash
)
Returns:
bool
is_this_model_a_bicycle(model
)
No documentation found for this native.
Parameters:
model
(Hash
)
Returns:
bool
is_this_model_a_quadbike(model
)
No documentation found for this native.
Parameters:
model
(Hash
)
Returns:
bool
is_this_model_an_amphibious_car(model
)
No documentation found for this native.
Parameters:
model
(Hash
)
Returns:
bool
is_this_model_an_amphibious_quadbike(model
)
No documentation found for this native.
Parameters:
model
(Hash
)
Returns:
bool
set_heli_blades_full_speed(vehicle
)
Equivalent of SET_HELI_BLADES_SPEED(vehicleHandle, 1.0f);
this native works on planes to?
Parameters:
vehicle
(Vehicle
)
Returns:
None
set_heli_blades_speed(vehicle
, speed
)
Sets the speed of the helicopter blades in percentage of the full speed.
vehicleHandle: The helicopter. speed: The speed in percentage, 0.0f being 0% and 1.0f being 100%.
Parameters:
vehicle
(Vehicle
)speed
(float
)
Returns:
None
set_vehicle_can_be_targetted(vehicle
, state
)
This has not yet been tested - it’s just an assumption of what the types could be.
Parameters:
vehicle
(Vehicle
)state
(bool
)
Returns:
None
set_vehicle_can_be_visibly_damaged(vehicle
, state
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)state
(bool
)
Returns:
None
set_vehicle_has_unbreakable_lights(vehicle
, p1
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)p1
(bool
)
Returns:
None
set_vehicle_respects_locks_when_has_driver(vehicle
, p1
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)p1
(bool
)
Returns:
None
get_vehicle_dirt_level(vehicle
)
Dirt level 0..15
Parameters:
vehicle
(Vehicle
)
Returns:
float
set_vehicle_dirt_level(vehicle
, dirtLevel
)
You can’t use values greater than 15.0 You can see why here: pastebin.com/Wbn34fGD
Also, R* does (float)(rand() % 15) to get a random dirt level when generating a vehicle.
Parameters:
vehicle
(Vehicle
)dirtLevel
(float
)
Returns:
None
get_does_vehicle_have_damage_decals(vehicle
)
Appears to return true if the vehicle has any damage, including cosmetically.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
is_vehicle_door_fully_open(vehicle
, doorId
)
doorId: see SET_VEHICLE_DOOR_SHUT
Parameters:
vehicle
(Vehicle
)doorId
(int
)
Returns:
bool
set_vehicle_engine_on(vehicle
, value
, instantly
, disableAutoStart
)
Starts or stops the engine on the specified vehicle.
vehicle: The vehicle to start or stop the engine on. value: true to turn the vehicle on; false to turn it off. instantly: if true, the vehicle will be set to the state immediately; otherwise, the current driver will physically turn on or off the engine. disableAutoStart: If true, the system will prevent the engine from starting when the player got into it.
from what I’ve tested when I do this to a helicopter the propellers turn off after the engine has started. so is there any way to keep the heli propellers on?
Parameters:
vehicle
(Vehicle
)value
(bool
)instantly
(bool
)disableAutoStart
(bool
)
Returns:
None
set_vehicle_undriveable(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_vehicle_provides_cover(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_vehicle_door_control(vehicle
, doorId
, speed
, angle
)
doorId: see SET_VEHICLE_DOOR_SHUT
Parameters:
vehicle
(Vehicle
)doorId
(int
)speed
(int
)angle
(float
)
Returns:
None
set_vehicle_door_latched(vehicle
, doorId
, p2
, p3
, p4
)
doorId: see SET_VEHICLE_DOOR_SHUT
Parameters:
vehicle
(Vehicle
)doorId
(int
)p2
(bool
)p3
(bool
)p4
(bool
)
Returns:
None
get_vehicle_door_angle_ratio(vehicle
, doorId
)
doorId: see SET_VEHICLE_DOOR_SHUT
Parameters:
vehicle
(Vehicle
)doorId
(int
)
Returns:
float
get_ped_using_vehicle_door(vehicle
, doord
)
doorId: see SET_VEHICLE_DOOR_SHUT
Parameters:
vehicle
(Vehicle
)doord
(int
)
Returns:
Ped
set_vehicle_door_shut(vehicle
, doorId
, closeInstantly
)
enum eDoorId {
VEH_EXT_DOOR_INVALID_ID = -1, VEH_EXT_DOOR_DSIDE_F, VEH_EXT_DOOR_DSIDE_R, VEH_EXT_DOOR_PSIDE_F, VEH_EXT_DOOR_PSIDE_R, VEH_EXT_BONNET, VEH_EXT_BOOT
};
Parameters:
vehicle
(Vehicle
)doorId
(int
)closeInstantly
(bool
)
Returns:
None
set_vehicle_door_broken(vehicle
, doorId
, deleteDoor
)
doorId: see SET_VEHICLE_DOOR_SHUT
Parameters:
vehicle
(Vehicle
)doorId
(int
)deleteDoor
(bool
)
Returns:
None
set_vehicle_can_break(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
does_vehicle_have_roof(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
is_big_vehicle(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
get_number_of_vehicle_colours(vehicle
)
Actually number of color combinations
Parameters:
vehicle
(Vehicle
)
Returns:
int
set_vehicle_colour_combination(vehicle
, colorCombination
)
Sets the selected vehicle’s colors to their default value (specific variant specified using the colorCombination parameter). Range of possible values for colorCombination is currently unknown, I couldn’t find where these values are stored either (Disquse’s guess was vehicles.meta but I haven’t seen it in there.)
Parameters:
vehicle
(Vehicle
)colorCombination
(int
)
Returns:
None
get_vehicle_colour_combination(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
int
set_vehicle_xenon_lights_color(vehicle
, colorIndex
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)colorIndex
(int
)
Returns:
None
get_vehicle_xenon_lights_color(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
int
set_vehicle_is_considered_by_player(vehicle
, toggle
)
Setting this to false, makes the specified vehicle to where if you press Y your character doesn’t even attempt the animation to enter the vehicle. Hence it’s not considered aka ignored.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
get_random_vehicle_model_in_memory(p0
)
Not present in the retail version! It’s just a nullsub.
p0 always true (except in one case) successIndicator: 0 if success, -1 if failed
Parameters:
p0
(BOOL
)
Returns:
lua_table
get_vehicle_door_lock_status(vehicle
)
- enum VehicleLockStatus = {
None = 0, Unlocked = 1, Locked = 2, LockedForPlayer = 3, StickPlayerInside = 4, – Doesn’t allow players to exit the vehicle with the exit vehicle key. CanBeBrokenInto = 7, – Can be broken into the car. If the glass is broken, the value will be set to 1 CanBeBrokenIntoPersist = 8, – Can be broken into persist CannotBeTriedToEnter = 10, – Cannot be tried to enter (Nothing happens when you press the vehicle enter key).
}
Parameters:
vehicle
(Vehicle
)
Returns:
int
get_vehicle_door_destroy_type(vehicle
, doorId
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)doorId
(int
)
Returns:
int
is_vehicle_door_damaged(veh
, doorID
)
doorID starts at 0, not seeming to skip any numbers. Four door vehicles intuitively range from 0 to 3.
Parameters:
veh
(Vehicle
)doorID
(int
)
Returns:
bool
set_vehicle_door_can_break(vehicle
, doorId
, isBreakable
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)doorId
(int
)isBreakable
(bool
)
Returns:
None
is_vehicle_bumper_bouncing(vehicle
, frontBumper
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)frontBumper
(bool
)
Returns:
bool
is_vehicle_bumper_broken_off(vehicle
, front
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)front
(bool
)
Returns:
bool
is_cop_vehicle_in_area_3d(x1
, x2
, y1
, y2
, z1
, z2
)
Usage:
- public bool isCopInRange(Vector3 Location, float Range)
- {
return Function.Call<bool>(Hash.IS_COP_PED_IN_AREA_3D, Location.X - Range, Location.Y - Range, Location.Z - Range, Location.X + Range, Location.Y + Range, Location.Z + Range);
}
Parameters:
x1
(float
)x2
(float
)y1
(float
)y2
(float
)z1
(float
)z2
(float
)
Returns:
bool
is_vehicle_on_all_wheels(vehicle
)
- Public Function isVehicleOnAllWheels(vh As Vehicle) As Boolean
Return Native.Function.Call(Of Boolean)(Hash.IS_VEHICLE_ON_ALL_WHEELS, vh)
End Function
Parameters:
vehicle
(Vehicle
)
Returns:
bool
get_vehicle_model_value(vehicleModel
)
Returns nMonetaryValue from handling.meta for specific model.
Parameters:
vehicleModel
(Hash
)
Returns:
int
get_vehicle_layout_hash(vehicle
)
Full list of vehicles by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicles.json
Parameters:
vehicle
(Vehicle
)
Returns:
Hash
set_render_train_as_derailed(train
, toggle
)
makes the train all jumbled up and derailed as it moves on the tracks (though that wont stop it from its normal operations)
Parameters:
train
(Vehicle
)toggle
(bool
)
Returns:
None
set_vehicle_extra_colours(vehicle
, pearlescentColor
, wheelColor
)
They use the same color indexs as SET_VEHICLE_COLOURS.
Parameters:
vehicle
(Vehicle
)pearlescentColor
(int
)wheelColor
(int
)
Returns:
None
get_vehicle_extra_colours(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
lua_table
set_vehicle_interior_color(vehicle
, color
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)color
(int
)
Returns:
None
get_vehicle_interior_color(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
int
set_vehicle_dashboard_color(vehicle
, color
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)color
(int
)
Returns:
None
get_vehicle_dashboard_color(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
int
stop_all_garage_activity()
No documentation found for this native.
Parameters:
None
Returns:
None
set_vehicle_fixed(vehicle
)
This fixes a vehicle. If the vehicle’s engine’s broken then you cannot fix it with this native.
Parameters:
vehicle
(Vehicle
)
Returns:
None
set_vehicle_deformation_fixed(vehicle
)
This fixes the deformation of a vehicle but the vehicle health doesn’t improve
Parameters:
vehicle
(Vehicle
)
Returns:
None
set_vehicle_can_engine_missfire(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_vehicle_can_leak_oil(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_vehicle_can_leak_petrol(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_disable_vehicle_petrol_tank_fires(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_disable_vehicle_petrol_tank_damage(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_disable_vehicle_engine_fires(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_disable_pretend_occupants(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
remove_vehicles_from_generators_in_area(x1
, y1
, z1
, x2
, y2
, z2
, unk
)
No documentation found for this native.
Parameters:
x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)unk
(Any
)
Returns:
None
set_vehicle_steer_bias(vehicle
, value
)
Locks the vehicle’s steering to the desired angle, explained below.
Requires to be called onTick. Steering is unlocked the moment the function stops being called on the vehicle.
Steer bias: -1.0 = full right 0.0 = centered steering 1.0 = full left
Parameters:
vehicle
(Vehicle
)value
(float
)
Returns:
None
is_vehicle_extra_turned_on(vehicle
, extraId
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)extraId
(int
)
Returns:
bool
set_vehicle_extra(vehicle
, extraId
, disable
)
Note: only some vehicle have extras extra ids are from 1 - 9 depending on the vehicle
^ not sure if outdated or simply wrong. Max extra ID for b944 is 14
p2 is not a on/off toggle. mostly 0 means on and 1 means off. not sure if it really should be a BOOL.
Parameters:
vehicle
(Vehicle
)extraId
(int
)disable
(bool
)
Returns:
None
does_extra_exist(vehicle
, extraId
)
Checks via CVehicleModelInfo
Parameters:
vehicle
(Vehicle
)extraId
(int
)
Returns:
bool
does_vehicle_tyre_exist(vehicle
, tyreIndex
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)tyreIndex
(int
)
Returns:
bool
set_convertible_roof(vehicle
, p1
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)p1
(bool
)
Returns:
None
lower_convertible_roof(vehicle
, instantlyLower
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)instantlyLower
(bool
)
Returns:
None
raise_convertible_roof(vehicle
, instantlyRaise
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)instantlyRaise
(bool
)
Returns:
None
get_convertible_roof_state(vehicle
)
0 -> up 1 -> lowering down 2 -> down 3 -> raising up
Parameters:
vehicle
(Vehicle
)
Returns:
int
is_vehicle_a_convertible(vehicle
, p1
)
p1 is false almost always.
However, in launcher_carwash/carwash1/carwash2 scripts, p1 is true and is accompanied by DOES_VEHICLE_HAVE_ROOF
Parameters:
vehicle
(Vehicle
)p1
(bool
)
Returns:
bool
transform_to_submarine(vehicle
, noAnimation
)
Transforms the stormberg to its “water vehicle” variant. If the vehicle is already in that state then the vehicle transformation audio will still play, but the vehicle won’t change at all.
Parameters:
vehicle
(Vehicle
)noAnimation
(bool
)
Returns:
None
transform_to_car(vehicle
, noAnimation
)
Transforms the stormberg to its “road vehicle” variant. If the vehicle is already in that state then the vehicle transformation audio will still play, but the vehicle won’t change at all.
Parameters:
vehicle
(Vehicle
)noAnimation
(bool
)
Returns:
None
is_vehicle_in_submarine_mode(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
is_vehicle_stopped_at_traffic_lights(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
set_vehicle_damage(vehicle
, xOffset
, yOffset
, zOffset
, damage
, radius
, focusOnModel
)
Apply damage to vehicle at a location. Location is relative to vehicle model (not world).
Radius of effect damage applied in a sphere at impact location When focusOnModel set to true, the damage sphere will travel towards the vehicle from the given point, thus guaranteeing an impact
Parameters:
vehicle
(Vehicle
)xOffset
(float
)yOffset
(float
)zOffset
(float
)damage
(float
)radius
(float
)focusOnModel
(bool
)
Returns:
None
get_vehicle_engine_health(vehicle
)
Returns 1000.0 if the function is unable to get the address of the specified vehicle or if it’s not a vehicle.
Minimum: -4000 Maximum: 1000
-4000: Engine is destroyed 0 and below: Engine catches fire and health rapidly declines 300: Engine is smoking and losing functionality 1000: Engine is perfect
Parameters:
vehicle
(Vehicle
)
Returns:
float
set_vehicle_engine_health(vehicle
, health
)
1000 is max health Begins leaking gas at around 650 health -999.90002441406 appears to be minimum health, although nothing special occurs <- false statement
Minimum: -4000 Maximum: 1000
-4000: Engine is destroyed 0 and below: Engine catches fire and health rapidly declines 300: Engine is smoking and losing functionality 1000: Engine is perfect
Parameters:
vehicle
(Vehicle
)health
(float
)
Returns:
None
set_plane_engine_health(vehicle
, health
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)health
(float
)
Returns:
None
get_vehicle_petrol_tank_health(vehicle
)
1000 is max health Begins leaking gas at around 650 health -999.90002441406 appears to be minimum health, although nothing special occurs
Parameters:
vehicle
(Vehicle
)
Returns:
float
set_vehicle_petrol_tank_health(vehicle
, health
)
1000 is max health Begins leaking gas at around 650 health -999.90002441406 appears to be minimum health, although nothing special occurs
Parameters:
vehicle
(Vehicle
)health
(float
)
Returns:
None
is_vehicle_stuck_timer_up(vehicle
, p1
, p2
)
p1 can be anywhere from 0 to 3 in the scripts. p2 is generally somewhere in the 1000 to 10000 range.
Parameters:
vehicle
(Vehicle
)p1
(int
)p2
(int
)
Returns:
bool
reset_vehicle_stuck_timer(vehicle
, nullAttributes
)
The inner function has a switch on the second parameter. It’s the stuck timer index.
Here’s some pseudo code I wrote for the inner function: void __fastcall NATIVE_RESET_VEHICLE_STUCK_TIMER_INNER(CUnknown* unknownClassInVehicle, int timerIndex) {
- switch (timerIndex)
{
- case 0:
unknownClassInVehicle->FirstStuckTimer = (WORD)0u;
- case 1:
unknownClassInVehicle->SecondStuckTimer = (WORD)0u;
- case 2:
unknownClassInVehicle->ThirdStuckTimer = (WORD)0u;
- case 3:
unknownClassInVehicle->FourthStuckTimer = (WORD)0u;
- case 4:
unknownClassInVehicle->FirstStuckTimer = (WORD)0u;
- unknownClassInVehicle->SecondStuckTimer = (WORD)0u;
unknownClassInVehicle->ThirdStuckTimer = (WORD)0u;
- unknownClassInVehicle->FourthStuckTimer = (WORD)0u;
break;
};
}
Parameters:
vehicle
(Vehicle
)nullAttributes
(int
)
Returns:
None
is_vehicle_driveable(vehicle
, isOnFireCheck
)
p1 is always 0 in the scripts.
p1 = check if vehicle is on fire
Parameters:
vehicle
(Vehicle
)isOnFireCheck
(bool
)
Returns:
bool
set_vehicle_has_been_owned_by_player(vehicle
, owned
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)owned
(bool
)
Returns:
None
set_vehicle_needs_to_be_hotwired(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_police_focus_will_track_vehicle(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
start_vehicle_horn(vehicle
, duration
, mode
, forever
)
Sounds the horn for the specified vehicle.
vehicle: The vehicle to activate the horn for. mode: The hash of “NORMAL” or “HELDDOWN”. Can be 0. duration: The duration to sound the horn, in milliseconds.
Note: If a player is in the vehicle, it will only sound briefly.
Parameters:
vehicle
(Vehicle
)duration
(int
)mode
(Hash
)forever
(bool
)
Returns:
None
set_vehicle_silent(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_vehicle_has_strong_axles(vehicle
, toggle
)
if true, axles won’t bend.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
get_display_name_from_vehicle_model(modelHash
)
Returns model name of vehicle in all caps. Needs to be displayed through localizing text natives to get proper display name.
While often the case, this does not simply return the model name of the vehicle (which could be hashed to return the model hash). Variations of the same vehicle may also use the same display name.
Returns “CARNOTFOUND” if the hash doesn’t match a vehicle hash.
Using HUD::_GET_LABEL_TEXT, you can get the localized name.
Full list of vehicles by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicles.json
Parameters:
modelHash
(Hash
)
Returns:
string
get_make_name_from_vehicle_model(modelHash
)
No documentation found for this native.
Parameters:
modelHash
(Hash
)
Returns:
string
get_vehicle_deformation_at_pos(vehicle
, offsetX
, offsetY
, offsetZ
)
The only example I can find of this function in the scripts, is this:
struct _s = VEHICLE::GET_VEHICLE_DEFORMATION_AT_POS(rPtr((A_0) + 4), 1.21f, 6.15f, 0.3f);
PC scripts:
v_5/{3}/ = VEHICLE::GET_VEHICLE_DEFORMATION_AT_POS(a_0._f1, 1.21, 6.15, 0.3);
Parameters:
vehicle
(Vehicle
)offsetX
(float
)offsetY
(float
)offsetZ
(float
)
Returns:
Vector3
set_vehicle_livery(vehicle
, livery
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)livery
(int
)
Returns:
None
get_vehicle_livery(vehicle
)
-1 = no livery
Parameters:
vehicle
(Vehicle
)
Returns:
int
get_vehicle_livery_count(vehicle
)
Returns -1 if the vehicle has no livery
Parameters:
vehicle
(Vehicle
)
Returns:
int
set_vehicle_roof_livery(vehicle
, livery
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)livery
(int
)
Returns:
None
get_vehicle_roof_livery(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
int
get_vehicle_roof_livery_count(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
int
is_vehicle_window_intact(vehicle
, windowIndex
)
This will return false if the window is broken, or rolled down. Window indexes: 0 = Front Right Window 1 = Front Left Window 2 = Back Right Window 3 = Back Left Window
Those numbers go on for vehicles that have more than 4 doors with windows.
Parameters:
vehicle
(Vehicle
)windowIndex
(int
)
Returns:
bool
are_all_vehicle_windows_intact(vehicle
)
Appears to return false if any window is broken.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
are_any_vehicle_seats_free(vehicle
)
Returns false if every seat is occupied.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
reset_vehicle_wheels(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
is_heli_part_broken(vehicle
, p1
, p2
, p3
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)p1
(bool
)p2
(bool
)p3
(bool
)
Returns:
bool
get_heli_main_rotor_health(vehicle
)
Max 1000. At 0 the main rotor will stall.
Parameters:
vehicle
(Vehicle
)
Returns:
float
get_heli_tail_rotor_health(vehicle
)
Max 1000. At 0 the tail rotor will stall.
Parameters:
vehicle
(Vehicle
)
Returns:
float
get_heli_tail_boom_health(vehicle
)
Max 1000. At -100 both helicopter rotors will stall.
Parameters:
vehicle
(Vehicle
)
Returns:
float
set_heli_main_rotor_health(vehicle
, health
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)health
(float
)
Returns:
None
set_heli_tail_rotor_health(vehicle
, health
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)health
(float
)
Returns:
None
set_heli_tail_explode_throw_dashboard(vehicle
, p1
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)p1
(bool
)
Returns:
None
set_vehicle_name_debug(vehicle
, name
)
NOTE: Debugging functions are not present in the retail version of the game.
Parameters:
vehicle
(Vehicle
)name
(string
)
Returns:
None
set_vehicle_explodes_on_high_explosion_damage(vehicle
, toggle
)
Sets a vehicle to be strongly resistant to explosions. p0 is the vehicle; set p1 to false to toggle the effect on/off.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_vehicle_disable_towing(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
does_vehicle_have_landing_gear(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
control_landing_gear(vehicle
, state
)
Works for vehicles with a retractable landing gear
landing gear states:
0: Deployed 1: Closing 2: Opening 3: Retracted
what can I use to make the hydra thing forward?
Parameters:
vehicle
(Vehicle
)state
(int
)
Returns:
None
get_landing_gear_state(vehicle
)
Landing gear states:
0: Deployed 1: Closing (Retracting) 2:(Landing gear state 2 is never used.) 3: Opening (Deploying) 4: Retracted
Returns the current state of the vehicles landing gear.
Parameters:
vehicle
(Vehicle
)
Returns:
int
is_any_vehicle_near_point(x
, y
, z
, radius
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)radius
(float
)
Returns:
bool
request_vehicle_high_detail_model(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
None
remove_vehicle_high_detail_model(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
None
is_vehicle_high_detail(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
request_vehicle_asset(vehicleHash
, vehicleAsset
)
REQUEST_VEHICLE_ASSET(GET_HASH_KEY(cargobob3), 3);
vehicle found that have asset’s: cargobob3 submersible blazer
Parameters:
vehicleHash
(Hash
)vehicleAsset
(int
)
Returns:
None
has_vehicle_asset_loaded(vehicleAsset
)
No documentation found for this native.
Parameters:
vehicleAsset
(int
)
Returns:
bool
remove_vehicle_asset(vehicleAsset
)
No documentation found for this native.
Parameters:
vehicleAsset
(int
)
Returns:
None
set_vehicle_tow_truck_arm_position(vehicle
, position
)
Sets how much the crane on the tow truck is raised, where 0.0 is fully lowered and 1.0 is fully raised.
Parameters:
vehicle
(Vehicle
)position
(float
)
Returns:
None
attach_vehicle_to_tow_truck(towTruck
, vehicle
, rear
, hookOffsetX
, hookOffsetY
, hookOffsetZ
)
HookOffset defines where the hook is attached. leave at 0 for default attachment.
Parameters:
towTruck
(Vehicle
)vehicle
(Vehicle
)rear
(bool
)hookOffsetX
(float
)hookOffsetY
(float
)hookOffsetZ
(float
)
Returns:
None
detach_vehicle_from_tow_truck(towTruck
, vehicle
)
First two parameters swapped. Scripts verify that towTruck is the first parameter, not the second.
Parameters:
towTruck
(Vehicle
)vehicle
(Vehicle
)
Returns:
None
detach_vehicle_from_any_tow_truck(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
is_vehicle_attached_to_tow_truck(towTruck
, vehicle
)
Scripts verify that towTruck is the first parameter, not the second.
Parameters:
towTruck
(Vehicle
)vehicle
(Vehicle
)
Returns:
bool
get_entity_attached_to_tow_truck(towTruck
)
No documentation found for this native.
Parameters:
towTruck
(Vehicle
)
Returns:
Entity
set_vehicle_automatically_attaches(vehicle
, p1
, p2
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)p1
(bool
)p2
(Any
)
Returns:
Any
set_vehicle_bulldozer_arm_position(vehicle
, position
, p2
)
Sets the arm position of a bulldozer. Position must be a value between 0.0 and 1.0. Ignored when p2 is set to false, instead incrementing arm position by 0.1 (or 10%).
Parameters:
vehicle
(Vehicle
)position
(float
)p2
(bool
)
Returns:
None
set_vehicle_tank_turret_position(vehicle
, position
, p2
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)position
(float
)p2
(bool
)
Returns:
None
set_vehicle_turret_speed_this_frame(vehicle
, speed
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)speed
(float
)
Returns:
None
disable_vehicle_turret_movement_this_frame(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
None
set_vehicle_flight_nozzle_position(vehicle
, angleRatio
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)angleRatio
(float
)
Returns:
None
set_vehicle_flight_nozzle_position_immediate(vehicle
, angle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)angle
(float
)
Returns:
None
get_vehicle_flight_nozzle_position(plane
)
No documentation found for this native.
Parameters:
plane
(Vehicle
)
Returns:
float
set_disable_vehicle_flight_nozzle_position(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_vehicle_burnout(vehicle
, toggle
)
On accelerating, spins the driven wheels with the others braked, so you don’t go anywhere.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
is_vehicle_in_burnout(vehicle
)
Returns whether the specified vehicle is currently in a burnout.
vb.net Public Function isVehicleInBurnout(vh As Vehicle) As Boolean
Return Native.Function.Call(Of Boolean)(Hash.IS_VEHICLE_IN_BURNOUT, vh)
End Function
Parameters:
vehicle
(Vehicle
)
Returns:
bool
set_vehicle_reduce_grip(vehicle
, toggle
)
Reduces grip significantly so it’s hard to go anywhere.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_vehicle_reduce_traction(vehicle
, val
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)val
(int
)
Returns:
None
set_vehicle_indicator_lights(vehicle
, turnSignal
, toggle
)
Sets the turn signal enabled for a vehicle. Set turnSignal to 1 for left light, 0 for right light.
Parameters:
vehicle
(Vehicle
)turnSignal
(int
)toggle
(bool
)
Returns:
None
set_vehicle_brake_lights(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_vehicle_handbrake(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_vehicle_brake(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
instantly_fill_vehicle_population()
No documentation found for this native.
Parameters:
None
Returns:
None
has_instant_fill_vehicle_population_finished()
No documentation found for this native.
Parameters:
None
Returns:
bool
get_vehicle_trailer_vehicle(vehicle
)
Gets the trailer of a vehicle and puts it into the trailer parameter.
Parameters:
vehicle
(Vehicle
)
Returns:
Vehicle
set_vehicle_uses_large_rear_ramp(vehicle
, toggle
)
vehicle must be a plane
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_vehicle_rudder_broken(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_convertible_roof_latch_state(vehicle
, state
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)state
(bool
)
Returns:
None
get_vehicle_estimated_max_speed(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
float
get_vehicle_max_braking(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
float
get_vehicle_max_traction(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
float
get_vehicle_acceleration(vehicle
)
static - max acceleration
Parameters:
vehicle
(Vehicle
)
Returns:
float
get_vehicle_model_estimated_max_speed(modelHash
)
Returns max speed (without mods) of the specified vehicle model in m/s.
Full list of vehicles by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicles.json
Parameters:
modelHash
(Hash
)
Returns:
float
get_vehicle_model_max_braking(modelHash
)
Returns max braking of the specified vehicle model.
Full list of vehicles by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicles.json
Parameters:
modelHash
(Hash
)
Returns:
float
get_vehicle_model_max_braking_max_mods(modelHash
)
Full list of vehicles by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicles.json
Parameters:
modelHash
(Hash
)
Returns:
float
get_vehicle_model_max_traction(modelHash
)
Returns max traction of the specified vehicle model.
Full list of vehicles by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicles.json
Parameters:
modelHash
(Hash
)
Returns:
float
get_vehicle_model_acceleration(modelHash
)
Returns the acceleration of the specified model.
Full list of vehicles by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicles.json
Parameters:
modelHash
(Hash
)
Returns:
float
get_vehicle_model_acceleration_max_mods(modelHash
)
9.8 * thrust if air vehicle, else 0.38 + drive force?
Full list of vehicles by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicles.json
Parameters:
modelHash
(Hash
)
Returns:
float
get_flying_vehicle_model_agility(modelHash
)
Full list of vehicles by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicles.json
Parameters:
modelHash
(Hash
)
Returns:
float
get_boat_vehicle_model_agility(modelHash
)
Full list of vehicles by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicles.json
Parameters:
modelHash
(Hash
)
Returns:
float
get_vehicle_class_estimated_max_speed(vehicleClass
)
No documentation found for this native.
Parameters:
vehicleClass
(int
)
Returns:
float
get_vehicle_class_max_traction(vehicleClass
)
No documentation found for this native.
Parameters:
vehicleClass
(int
)
Returns:
float
get_vehicle_class_max_agility(vehicleClass
)
No documentation found for this native.
Parameters:
vehicleClass
(int
)
Returns:
float
get_vehicle_class_max_acceleration(vehicleClass
)
No documentation found for this native.
Parameters:
vehicleClass
(int
)
Returns:
float
get_vehicle_class_max_braking(vehicleClass
)
No documentation found for this native.
Parameters:
vehicleClass
(int
)
Returns:
float
add_road_node_speed_zone(x
, y
, z
, radius
, speed
, p5
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)radius
(float
)speed
(float
)p5
(bool
)
Returns:
int
remove_road_node_speed_zone(speedzone
)
No documentation found for this native.
Parameters:
speedzone
(int
)
Returns:
bool
open_bomb_bay_doors(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
None
close_bomb_bay_doors(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
None
are_bomb_bay_doors_open(aircraft
)
No documentation found for this native.
Parameters:
aircraft
(Vehicle
)
Returns:
bool
is_vehicle_searchlight_on(vehicle
)
Possibly: Returns whether the searchlight (found on police vehicles) is toggled on.
@Author Nac
Parameters:
vehicle
(Vehicle
)
Returns:
bool
set_vehicle_searchlight(heli
, toggle
, canBeUsedByAI
)
Only works during nighttime.
Parameters:
heli
(Vehicle
)toggle
(bool
)canBeUsedByAI
(bool
)
Returns:
None
does_vehicle_have_searchlight(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
is_entry_point_for_seat_clear(ped
, vehicle
, seatIndex
, side
, onEnter
)
Check if a vehicle seat is accessible. If you park your vehicle near a wall and the ped cannot enter/exit this side, the return value toggles from true (not blocked) to false (blocked).
seatIndex = -1 being the driver seat. Use GET_VEHICLE_MAX_NUMBER_OF_PASSENGERS(vehicle) - 1 for last seat index. side = only relevant for bikes/motorcycles to check if the left (false)/right (true) side is blocked. onEnter = check if you can enter (true) or exit (false) a vehicle.
Parameters:
ped
(Ped
)vehicle
(Vehicle
)seatIndex
(int
)side
(bool
)onEnter
(bool
)
Returns:
bool
get_entry_position_of_door(vehicle
, doorId
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)doorId
(int
)
Returns:
Vector3
can_shuffle_seat(vehicle
, seatIndex
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)seatIndex
(int
)
Returns:
bool
get_num_mod_kits(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
int
set_vehicle_mod_kit(vehicle
, modKit
)
Set modKit to 0 if you plan to call SET_VEHICLE_MOD. That’s what the game does. Most body modifications through SET_VEHICLE_MOD will not take effect until this is set to 0.
Full list of vehicle mod kits and mods by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicleModKits.json
Parameters:
vehicle
(Vehicle
)modKit
(int
)
Returns:
None
get_vehicle_mod_kit(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
int
get_vehicle_mod_kit_type(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
int
get_vehicle_wheel_type(vehicle
)
Returns an int
Wheel Types: 0: Sport 1: Muscle 2: Lowrider 3: SUV 4: Offroad 5: Tuner 6: Bike Wheels 7: High End
Tested in Los Santos Customs
Parameters:
vehicle
(Vehicle
)
Returns:
int
set_vehicle_wheel_type(vehicle
, WheelType
)
0: Sport 1: Muscle 2: Lowrider 3: SUV 4: Offroad 5: Tuner 6: Bike Wheels 7: High End
Parameters:
vehicle
(Vehicle
)WheelType
(int
)
Returns:
None
get_num_mod_colors(paintType
, p1
)
paintType: 0: Normal 1: Metallic 2: Pearl 3: Matte 4: Metal 5: Chrome
Parameters:
paintType
(int
)p1
(bool
)
Returns:
int
set_vehicle_mod_color_1(vehicle
, paintType
, color
, pearlescentColor
)
paintType: 0: Normal 1: Metallic 2: Pearl 3: Matte 4: Metal 5: Chrome
color: number of the color.
p3 seems to always be 0.
Full list of vehicle colors and vehicle plates by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicleColors.json
Parameters:
vehicle
(Vehicle
)paintType
(int
)color
(int
)pearlescentColor
(int
)
Returns:
None
set_vehicle_mod_color_2(vehicle
, paintType
, color
)
Changes the secondary paint type and color paintType: 0: Normal 1: Metallic 2: Pearl 3: Matte 4: Metal 5: Chrome
color: number of the color
Full list of vehicle colors and vehicle plates by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicleColors.json
Parameters:
vehicle
(Vehicle
)paintType
(int
)color
(int
)
Returns:
None
get_vehicle_mod_color_1(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
lua_table
get_vehicle_mod_color_2(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
lua_table
get_vehicle_mod_color_1_name(vehicle
, p1
)
returns a string which is the codename of the vehicle’s currently selected primary color
p1 is always 0
Parameters:
vehicle
(Vehicle
)p1
(bool
)
Returns:
string
get_vehicle_mod_color_2_name(vehicle
)
returns a string which is the codename of the vehicle’s currently selected secondary color
Parameters:
vehicle
(Vehicle
)
Returns:
string
have_vehicle_mods_streamed_in(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
set_vehicle_mod(vehicle
, modType
, modIndex
, customTires
)
In b944, there are 50 (0 - 49) mod types.
Sets the vehicle mod. The vehicle must have a mod kit first.
Any out of range ModIndex is stock.
#Mod Type Spoilers - 0 Front Bumper - 1 Rear Bumper - 2 Side Skirt - 3 Exhaust - 4 Frame - 5 Grille - 6 Hood - 7 Fender - 8 Right Fender - 9 Roof - 10 Engine - 11 Brakes - 12 Transmission - 13 Horns - 14 (modIndex from 0 to 51) Suspension - 15 Armor - 16 Front Wheels - 23 Back Wheels - 24 //only for motocycles Plate holders - 25 Trim Design - 27 Ornaments - 28 Dial Design - 30 Steering Wheel - 33 Shifter Leavers - 34 Plaques - 35 Hydraulics - 38 Livery - 48
ENUMS: pastebin.com/QzEAn02v
Parameters:
vehicle
(Vehicle
)modType
(int
)modIndex
(int
)customTires
(bool
)
Returns:
None
get_vehicle_mod(vehicle
, modType
)
In b944, there are 50 (0 - 49) mod types.
Returns -1 if the vehicle mod is stock
Parameters:
vehicle
(Vehicle
)modType
(int
)
Returns:
int
get_vehicle_mod_variation(vehicle
, modType
)
Only used for wheels(ModType = 23/24) Returns true if the wheels are custom wheels
Parameters:
vehicle
(Vehicle
)modType
(int
)
Returns:
bool
get_num_vehicle_mods(vehicle
, modType
)
Returns how many possible mods a vehicle has for a given mod type
Parameters:
vehicle
(Vehicle
)modType
(int
)
Returns:
int
remove_vehicle_mod(vehicle
, modType
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)modType
(int
)
Returns:
None
toggle_vehicle_mod(vehicle
, modType
, toggle
)
Toggles: UNK17 - 17 Turbo - 18 UNK19 - 19 Tire Smoke - 20 UNK21 - 21 Xenon Headlights - 22
Parameters:
vehicle
(Vehicle
)modType
(int
)toggle
(bool
)
Returns:
None
is_toggle_mod_on(vehicle
, modType
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)modType
(int
)
Returns:
bool
get_mod_text_label(vehicle
, modType
, modValue
)
Returns the text label of a mod type for a given vehicle
Use _GET_LABEL_TEXT to get the part name in the game’s language
Parameters:
vehicle
(Vehicle
)modType
(int
)modValue
(int
)
Returns:
string
get_mod_slot_name(vehicle
, modType
)
Returns the name for the type of vehicle mod(Armour, engine etc)
Parameters:
vehicle
(Vehicle
)modType
(int
)
Returns:
string
get_livery_name(vehicle
, liveryIndex
)
Second Param = LiveryIndex
example
int count = VEHICLE::GET_VEHICLE_LIVERY_COUNT(veh); for (int i = 0; i < count; i++)
- {
const char* LiveryName = VEHICLE::GET_LIVERY_NAME(veh, i);
}
this example will work fine to fetch all names for example for Sanchez we get
SANC_LV1 SANC_LV2 SANC_LV3 SANC_LV4 SANC_LV5
Use _GET_LABEL_TEXT, to get the localized livery name.
Full list of vehicle mod kits and mods by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicleModKits.json
Parameters:
vehicle
(Vehicle
)liveryIndex
(int
)
Returns:
string
get_vehicle_mod_modifier_value(vehicle
, modType
, modIndex
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)modType
(int
)modIndex
(int
)
Returns:
int
get_vehicle_mod_identifier_hash(vehicle
, modType
, modIndex
)
Can be used for IS_DLC_VEHICLE_MOD and _0xC098810437312FFF
Parameters:
vehicle
(Vehicle
)modType
(int
)modIndex
(int
)
Returns:
Hash
preload_vehicle_mod(p0
, modType
, p2
)
No documentation found for this native.
Parameters:
p0
(Any
)modType
(int
)p2
(Any
)
Returns:
None
has_preload_mods_finished(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
bool
release_preload_mods(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
None
set_vehicle_tyre_smoke_color(vehicle
, r
, g
, b
)
Sets the tire smoke’s color of this vehicle.
vehicle: The vehicle that is the target of this method. r: The red level in the RGB color code. g: The green level in the RGB color code. b: The blue level in the RGB color code.
Note: setting r,g,b to 0 will give the car independance day tyre smoke
Parameters:
vehicle
(Vehicle
)r
(int
)g
(int
)b
(int
)
Returns:
None
get_vehicle_tyre_smoke_color(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
lua_table
set_vehicle_window_tint(vehicle
, tint
)
enum WindowTints {
- WINDOWTINT_NONE,
- WINDOWTINT_PURE_BLACK,
WINDOWTINT_DARKSMOKE,
- WINDOWTINT_LIGHTSMOKE,
WINDOWTINT_STOCK,
- WINDOWTINT_LIMO,
WINDOWTINT_GREEN
}; Full list of all vehicle window tints by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicleColors.json
Parameters:
vehicle
(Vehicle
)tint
(int
)
Returns:
None
get_vehicle_window_tint(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
int
get_num_vehicle_window_tints()
No documentation found for this native.
Parameters:
None
Returns:
int
get_vehicle_color(vehicle
)
What’s this for? Primary and Secondary RGB have their own natives and this one doesn’t seem specific.
Parameters:
vehicle
(Vehicle
)
Returns:
lua_table
get_vehicle_cause_of_destruction(vehicle
)
iVar3 = get_vehicle_cause_of_destruction(uLocal_248[iVar2]); if (iVar3 == joaat(“weapon_stickybomb”)) {
func_171(726); iLocal_260 = 1;
}
Parameters:
vehicle
(Vehicle
)
Returns:
Hash
override_overheat_health(vehicle
, health
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)health
(float
)
Returns:
None
get_is_left_vehicle_headlight_damaged(vehicle
)
From the driver’s perspective, is the left headlight broken.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
get_is_right_vehicle_headlight_damaged(vehicle
)
From the driver’s perspective, is the right headlight broken.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
is_vehicle_engine_on_fire(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
modify_vehicle_top_speed(vehicle
, value
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)value
(float
)
Returns:
None
set_vehicle_max_speed(vehicle
, speed
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)speed
(float
)
Returns:
None
add_vehicle_combat_angled_avoidance_area(p0
, p1
, p2
, p3
, p4
, p5
, p6
)
No documentation found for this native.
Parameters:
p0
(float
)p1
(float
)p2
(float
)p3
(float
)p4
(float
)p5
(float
)p6
(float
)
Returns:
Any
remove_vehicle_combat_avoidance_area(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
None
is_any_ped_rappelling_from_heli(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
set_vehicle_cheat_power_increase(vehicle
, value
)
<1.0 - Decreased torque =1.0 - Default torque >1.0 - Increased torque
Negative values will cause the vehicle to go backwards instead of forwards while accelerating.
value - is between 0.2 and 1.8 in the decompiled scripts.
This needs to be called every frame to take effect.
Parameters:
vehicle
(Vehicle
)value
(float
)
Returns:
None
set_vehicle_is_wanted(vehicle
, state
)
Sets the wanted state of this vehicle.
Parameters:
vehicle
(Vehicle
)state
(bool
)
Returns:
None
set_boat_boom_position_ratio(vehicle
, ratio
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)ratio
(float
)
Returns:
None
get_boat_boom_position_ratio_2(vehicle
, p1
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)p1
(bool
)
Returns:
None
get_boat_boom_position_ratio_3(vehicle
, p1
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)p1
(bool
)
Returns:
None
get_boat_boom_position_ratio(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
float
disable_plane_aileron(vehicle
, p1
, p2
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)p1
(bool
)p2
(bool
)
Returns:
None
get_is_vehicle_engine_running(vehicle
)
Returns true when in a vehicle, false whilst entering/exiting.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
set_vehicle_use_alternate_handling(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_bike_on_stand(vehicle
, x
, y
)
Only works on bikes, both X and Y work in the -1 - 1 range.
X forces the bike to turn left or right (-1, 1) Y forces the bike to lean to the left or to the right (-1, 1)
Example with X -1/Y 1 http://i.imgur.com/TgIuAPJ.jpg
Parameters:
vehicle
(Vehicle
)x
(float
)y
(float
)
Returns:
None
set_last_driven_vehicle(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
None
get_last_driven_vehicle()
No documentation found for this native.
Parameters:
None
Returns:
Vehicle
clear_last_driven_vehicle()
No documentation found for this native.
Parameters:
None
Returns:
None
set_vehicle_has_been_driven_flag(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_task_vehicle_goto_plane_min_height_above_terrain(plane
, height
)
No documentation found for this native.
Parameters:
plane
(Vehicle
)height
(int
)
Returns:
None
set_vehicle_lod_multiplier(vehicle
, multiplier
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)multiplier
(float
)
Returns:
None
set_vehicle_can_save_in_garage(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
get_vehicle_number_of_broken_off_bones(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
int
get_vehicle_number_of_broken_bones(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
int
set_vehicle_generates_engine_shocking_events(vehicle
, toggle
)
Allows creation of CEventShockingPlaneFlyby, CEventShockingHelicopterOverhead, and other(?) Shocking events
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
copy_vehicle_damages(sourceVehicle
, targetVehicle
)
Copies sourceVehicle’s damage (broken bumpers, broken lights, etc.) to targetVehicle.
Parameters:
sourceVehicle
(Vehicle
)targetVehicle
(Vehicle
)
Returns:
None
set_lights_cutoff_distance_tweak(distance
)
No documentation found for this native.
Parameters:
distance
(float
)
Returns:
None
set_vehicle_shoot_at_target(driver
, entity
, xTarget
, yTarget
, zTarget
)
Commands the driver of an armed vehicle (p0) to shoot its weapon at a target (p1). p3, p4 and p5 are the coordinates of the target. Example:
WEAPON::SET_CURRENT_PED_VEHICLE_WEAPON(pilot,MISC::GET_HASH_KEY(“VEHICLE_WEAPON_PLANE_ROCKET”)); VEHICLE::SET_VEHICLE_SHOOT_AT_TARGET(pilot, target, targPos.x, targPos.y, targPos.z);
Parameters:
driver
(Ped
)entity
(Entity
)xTarget
(float
)yTarget
(float
)zTarget
(float
)
Returns:
None
get_vehicle_lock_on_target(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
Entity
set_force_hd_vehicle(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_vehicle_custom_path_node_streaming_radius(vehicle
, p1
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)p1
(float
)
Returns:
None
get_vehicle_plate_type(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
int
track_vehicle_visibility(vehicle
)
in script hook .net
Vehicle v = …; Function.Call(Hash.TRACK_VEHICLE_VISIBILITY, v.Handle);
Parameters:
vehicle
(Vehicle
)
Returns:
None
is_vehicle_visible(vehicle
)
must be called after TRACK_VEHICLE_VISIBILITY
it’s not instant so probabilly must pass an ‘update’ to see correct result.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
set_vehicle_gravity(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_enable_vehicle_slipstreaming(toggle
)
Enable/Disables global slipstream physics
Parameters:
toggle
(bool
)
Returns:
None
get_vehicle_current_slipstream_draft(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
float
is_vehicle_slipstream_leader(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
set_vehicle_inactive_during_playback(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_vehicle_active_during_playback(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(bool
)
Returns:
None
is_vehicle_sprayable(vehicle
)
Returns false if the vehicle has the FLAG_NO_RESPRAY flag set.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
set_vehicle_engine_can_degrade(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_vehicle_shadow_effect(vehicle
, p1
, p2
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)p1
(int
)p2
(int
)
Returns:
None
remove_vehicle_shadow_effect(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
None
is_plane_landing_gear_intact(plane
)
No documentation found for this native.
Parameters:
plane
(Vehicle
)
Returns:
bool
are_plane_propellers_intact(plane
)
No documentation found for this native.
Parameters:
plane
(Vehicle
)
Returns:
bool
set_plane_propellers_health(plane
, health
)
No documentation found for this native.
Parameters:
plane
(Vehicle
)health
(float
)
Returns:
None
set_vehicle_can_deform_wheels(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
is_vehicle_stolen(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
set_vehicle_is_stolen(vehicle
, isStolen
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)isStolen
(bool
)
Returns:
None
set_plane_turbulence_multiplier(vehicle
, multiplier
)
This native sets the turbulence multiplier. It only works for planes. 0.0 = no turbulence at all. 1.0 = heavy turbulence. Works by just calling it once, does not need to be called every tick.
Parameters:
vehicle
(Vehicle
)multiplier
(float
)
Returns:
None
are_wings_of_plane_intact(plane
)
No documentation found for this native.
Parameters:
plane
(Vehicle
)
Returns:
bool
detach_vehicle_from_cargobob(vehicle
, cargobob
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)cargobob
(Vehicle
)
Returns:
None
detach_vehicle_from_any_cargobob(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
detach_entity_from_cargobob(cargobob
, entity
)
No documentation found for this native.
Parameters:
cargobob
(Vehicle
)entity
(Entity
)
Returns:
Any
is_vehicle_attached_to_cargobob(cargobob
, vehicleAttached
)
No documentation found for this native.
Parameters:
cargobob
(Vehicle
)vehicleAttached
(Vehicle
)
Returns:
bool
get_vehicle_attached_to_cargobob(cargobob
)
Returns attached vehicle (Vehicle in parameter must be cargobob)
Parameters:
cargobob
(Vehicle
)
Returns:
Vehicle
get_entity_attached_to_cargobob(p0
)
No documentation found for this native.
Parameters:
p0
(Any
)
Returns:
Any
attach_vehicle_to_cargobob(vehicle
, cargobob
, p2
, x
, y
, z
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)cargobob
(Vehicle
)p2
(int
)x
(float
)y
(float
)z
(float
)
Returns:
None
attach_entity_to_cargobob(p0
, p1
, p2
, p3
, p4
, p5
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)p5
(Any
)
Returns:
None
set_cargobob_force_dont_detach_vehicle(cargobob
, toggle
)
Stops cargobob from being able to detach the attached vehicle.
Parameters:
cargobob
(Vehicle
)toggle
(bool
)
Returns:
None
get_cargobob_hook_position(cargobob
)
No documentation found for this native.
Parameters:
cargobob
(Vehicle
)
Returns:
Vector3
does_cargobob_have_pick_up_rope(cargobob
)
Returns true only when the hook is active, will return false if the magnet is active
Parameters:
cargobob
(Vehicle
)
Returns:
bool
create_pick_up_rope_for_cargobob(cargobob
, state
)
Drops the Hook/Magnet on a cargobob
state enum eCargobobHook {
- CARGOBOB_HOOK = 0,
CARGOBOB_MAGNET = 1,
};
Parameters:
cargobob
(Vehicle
)state
(int
)
Returns:
None
remove_pick_up_rope_for_cargobob(cargobob
)
Retracts the hook on the cargobob.
Note: after you retract it the natives for dropping the hook no longer work
Parameters:
cargobob
(Vehicle
)
Returns:
None
set_pickup_rope_length_for_cargobob(cargobob
, length1
, length2
, p3
)
min: 1.9f, max: 100.0f
Parameters:
cargobob
(Vehicle
)length1
(float
)length2
(float
)p3
(bool
)
Returns:
None
set_cargobob_pickup_rope_damping_multiplier(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
None
set_cargobob_pickup_rope_type(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
None
does_cargobob_have_pickup_magnet(cargobob
)
Returns true only when the magnet is active, will return false if the hook is active
Parameters:
cargobob
(Vehicle
)
Returns:
bool
set_cargobob_pickup_magnet_active(cargobob
, isActive
)
Won’t attract or magnetize to any helicopters or planes of course, but that’s common sense.
Parameters:
cargobob
(Vehicle
)isActive
(bool
)
Returns:
None
set_cargobob_pickup_magnet_strength(cargobob
, strength
)
No documentation found for this native.
Parameters:
cargobob
(Vehicle
)strength
(float
)
Returns:
None
set_cargobob_pickup_magnet_effect_radius(cargobob
, p1
)
No documentation found for this native.
Parameters:
cargobob
(Vehicle
)p1
(float
)
Returns:
None
set_cargobob_pickup_magnet_reduced_falloff(cargobob
, p1
)
No documentation found for this native.
Parameters:
cargobob
(Vehicle
)p1
(float
)
Returns:
None
set_cargobob_pickup_magnet_pull_rope_length(cargobob
, p1
)
No documentation found for this native.
Parameters:
cargobob
(Vehicle
)p1
(float
)
Returns:
None
set_cargobob_pickup_magnet_pull_strength(cargobob
, p1
)
No documentation found for this native.
Parameters:
cargobob
(Vehicle
)p1
(float
)
Returns:
None
set_cargobob_pickup_magnet_falloff(vehicle
, p1
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)p1
(float
)
Returns:
None
set_cargobob_pickup_magnet_reduced_strength(vehicle
, cargobob
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)cargobob
(Vehicle
)
Returns:
None
does_vehicle_have_weapons(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
disable_vehicle_weapon(disabled
, weaponHash
, vehicle
, owner
)
how does this work? Full list of weapons by DurtyFree (Search for VEHICLE_*): https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
Parameters:
disabled
(bool
)weaponHash
(Hash
)vehicle
(Vehicle
)owner
(Ped
)
Returns:
None
is_vehicle_weapon_disabled(weaponHash
, vehicle
, owner
)
No documentation found for this native.
Parameters:
weaponHash
(Hash
)vehicle
(Vehicle
)owner
(Ped
)
Returns:
bool
get_vehicle_class(vehicle
)
Returns an int
Vehicle Classes: 0: Compacts 1: Sedans 2: SUVs 3: Coupes 4: Muscle 5: Sports Classics 6: Sports 7: Super 8: Motorcycles 9: Off-road 10: Industrial 11: Utility 12: Vans 13: Cycles 14: Boats 15: Helicopters 16: Planes 17: Service 18: Emergency 19: Military 20: Commercial 21: Trains
char buffer[128]; std::sprintf(buffer, “VEH_CLASS_%i”, VEHICLE::GET_VEHICLE_CLASS(vehicle));
const char* className = HUD::_GET_LABEL_TEXT(buffer);
Parameters:
vehicle
(Vehicle
)
Returns:
int
get_vehicle_class_from_name(modelHash
)
For a full enum, see here : pastebin.com/i2GGAjY0
char buffer[128]; std::sprintf(buffer, “VEH_CLASS_%i”, VEHICLE::GET_VEHICLE_CLASS_FROM_NAME (hash));
const char* className = HUD::_GET_LABEL_TEXT(buffer);
Full list of vehicles by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicles.json
Parameters:
modelHash
(Hash
)
Returns:
int
set_players_last_vehicle(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
None
set_vehicle_can_be_used_by_fleeing_peds(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_vehicle_drops_money_when_blown_up(vehicle
, toggle
)
Money pickups are created around cars when they explode. Only works when the vehicle model is a car. A single pickup is between 1 and 18 dollars in size. All car models seem to give the same amount of money.
youtu.be/3arlUxzHl5Y i.imgur.com/WrNpYFs.jpg
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_vehicle_keep_engine_on_when_abandoned(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_vehicle_handling_hash_for_ai(vehicle
, hash
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)hash
(Hash
)
Returns:
None
set_vehicle_extended_removal_range(vehicle
, range
)
Max value is 32767
Parameters:
vehicle
(Vehicle
)range
(int
)
Returns:
None
set_vehicle_steering_bias_scalar(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(float
)
Returns:
None
set_helicopter_roll_pitch_yaw_mult(helicopter
, multiplier
)
No documentation found for this native.
Parameters:
helicopter
(Vehicle
)multiplier
(float
)
Returns:
None
set_vehicle_friction_override(vehicle
, friction
)
Seems to be related to the metal parts, not tyres (like i was expecting lol)
Parameters:
vehicle
(Vehicle
)friction
(float
)
Returns:
None
set_vehicle_wheels_can_break_off_when_blow_up(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
are_plane_control_panels_intact(vehicle
, p1
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)p1
(bool
)
Returns:
bool
set_vehicle_ceiling_height(vehicle
, height
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)height
(float
)
Returns:
None
clear_vehicle_route_history(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
None
does_vehicle_exist_with_decorator(decorator
)
No documentation found for this native.
Parameters:
decorator
(string
)
Returns:
bool
set_vehicle_exclusive_driver(vehicle
, ped
, index
)
index: 0 - 1
Used to be incorrectly named _SET_VEHICLE_EXCLUSIVE_DRIVER_2
Parameters:
vehicle
(Vehicle
)ped
(Ped
)index
(int
)
Returns:
None
is_ped_exclusive_driver_of_vehicle(ped
, vehicle
)
No documentation found for this native.
Parameters:
ped
(Ped
)vehicle
(Vehicle
)
Returns:
int
disable_individual_plane_propeller(vehicle
, propeller
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)propeller
(int
)
Returns:
None
set_vehicle_force_afterburner(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_disable_vehicle_window_collisions(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_distant_cars_enabled(toggle
)
Toggles to render distant vehicles. They may not be vehicles but images to look like vehicles.
Parameters:
toggle
(bool
)
Returns:
None
set_vehicle_neon_lights_colour(vehicle
, r
, g
, b
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)r
(int
)g
(int
)b
(int
)
Returns:
None
get_vehicle_neon_lights_colour(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
lua_table
set_vehicle_neon_light_enabled(vehicle
, index
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)index
(int
)toggle
(bool
)
Returns:
None
is_vehicle_neon_light_enabled(vehicle
, index
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)index
(int
)
Returns:
bool
disable_vehicle_neon_lights(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_disable_superdummy_mode(vehicle
, p1
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)p1
(bool
)
Returns:
None
request_vehicle_dashboard_scaleform_movie(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
None
get_vehicle_body_health(vehicle
)
Seems related to vehicle health, like the one in IV. Max 1000, min 0. Vehicle does not necessarily explode or become undrivable at 0.
Parameters:
vehicle
(Vehicle
)
Returns:
float
set_vehicle_body_health(vehicle
, value
)
p2 often set to 1000.0 in the decompiled scripts.
Parameters:
vehicle
(Vehicle
)value
(float
)
Returns:
None
get_vehicle_suspension_bounds(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
lua_table
get_vehicle_suspension_height(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
float
set_car_high_speed_bump_severity_multiplier(multiplier
)
No documentation found for this native.
Parameters:
multiplier
(float
)
Returns:
None
get_number_of_vehicle_doors(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
int
set_hydraulic_raised(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
None
get_vehicle_health_percentage(vehicle
, maxEngineHealth
, maxPetrolTankHealth
, maxBodyHealth
, maxMainRotorHealth
, maxTailRotorHealth
, maxUnkHealth
)
0 min 100 max starts at 100 Seams to have health zones Front of vehicle when damaged goes from 100-50 and stops at 50. Rear can be damaged from 100-0 Only tested with two cars.
any idea how this differs from the first one?
– May return the vehicle health on a scale of 0.0 - 100.0 (needs to be confirmed)
example:
v_F = ENTITY::GET_ENTITY_MODEL(v_3); if (((v_F == ${tanker}) || (v_F == ${armytanker})) || (v_F == ${tanker2})) {
- if (VEHICLE::_GET_VEHICLE_BODY_HEALTH_2(v_3) <= 1.0) {
NETWORK::NETWORK_EXPLODE_VEHICLE(v_3, 1, 1, -1);
}
}
Parameters:
vehicle
(Vehicle
)maxEngineHealth
(float
)maxPetrolTankHealth
(float
)maxBodyHealth
(float
)maxMainRotorHealth
(float
)maxTailRotorHealth
(float
)maxUnkHealth
(float
)
Returns:
float
get_vehicle_is_mercenary(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
set_vehicle_kers_allowed(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
get_vehicle_has_kers(vehicle
)
Returns true if the vehicle has a kers boost (for instance the lectro or the vindicator)
Parameters:
vehicle
(Vehicle
)
Returns:
bool
set_plane_resist_to_explosion(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_heli_resist_to_explosion(vehicle
, p1
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)p1
(bool
)
Returns:
None
set_hydraulic_wheel_value(vehicle
, wheelId
, value
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)wheelId
(int
)value
(float
)
Returns:
None
get_hydraulic_wheel_value(vehicle
, wheelId
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)wheelId
(int
)
Returns:
float
set_cambered_wheels_disabled(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
None
set_hydraulic_wheel_state(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
None
set_hydraulic_wheel_state_transition(vehicle
, wheelId
, state
, value
, p4
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)wheelId
(int
)state
(int
)value
(float
)p4
(Any
)
Returns:
None
set_vehicle_damage_modifier(vehicle
, p1
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)p1
(float
)
Returns:
Any
set_vehicle_unk_damage_multiplier(vehicle
, multiplier
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)multiplier
(float
)
Returns:
None
set_vehicle_controls_inverted(vehicle
, state
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)state
(bool
)
Returns:
None
set_vehicle_ramp_launch_modifier(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
None
get_is_door_valid(vehicle
, doorId
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)doorId
(int
)
Returns:
bool
set_vehicle_rocket_boost_refill_time(vehicle
, seconds
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)seconds
(float
)
Returns:
None
get_has_rocket_boost(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
is_vehicle_rocket_boost_active(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
set_vehicle_rocket_boost_active(vehicle
, active
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)active
(bool
)
Returns:
None
get_has_retractable_wheels(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
get_is_wheels_lowered_state_active(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
raise_retractable_wheels(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
None
lower_retractable_wheels(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
None
get_can_vehicle_jump(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
set_use_higher_vehicle_jump_force(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_vehicle_weapon_capacity(vehicle
, weaponIndex
, capacity
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)weaponIndex
(int
)capacity
(int
)
Returns:
None
get_vehicle_weapon_capacity(vehicle
, weaponIndex
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)weaponIndex
(int
)
Returns:
int
get_vehicle_has_parachute(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
get_vehicle_can_activate_parachute(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
set_vehicle_parachute_active(vehicle
, active
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)active
(bool
)
Returns:
None
set_vehicle_receives_ramp_damage(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_vehicle_ramp_sideways_launch_motion(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
None
set_vehicle_ramp_upwards_launch_motion(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
None
set_vehicle_weapons_disabled(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
None
set_vehicle_parachute_model(vehicle
, modelHash
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)modelHash
(Hash
)
Returns:
None
set_vehicle_parachute_texture_variation(vehicle
, textureVariation
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)textureVariation
(int
)
Returns:
None
get_all_vehicles(vehsStruct
)
No documentation found for this native.
Parameters:
vehsStruct
(vector<Any>
)
Returns:
int
set_vehicle_rocket_boost_percentage(vehicle
, percentage
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)percentage
(float
)
Returns:
None
set_oppressor_transform_state(vehicle
, state
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)state
(bool
)
Returns:
None
disable_vehicle_world_collision(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
None
set_cargobob_hook_can_attach(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_vehicle_bomb_count(vehicle
, bombCount
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)bombCount
(int
)
Returns:
None
get_vehicle_bomb_count(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
int
set_vehicle_countermeasure_count(vehicle
, counterMeasureCount
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)counterMeasureCount
(int
)
Returns:
None
get_vehicle_countermeasure_count(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
int
set_vehicle_hover_transform_ratio(vehicle
, ratio
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)ratio
(float
)
Returns:
None
set_vehicle_hover_transform_percentage(vehicle
, percentage
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)percentage
(float
)
Returns:
None
set_vehicle_hover_transform_enabled(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_vehicle_hover_transform_active(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
are_chernobog_stabilizers_deployed(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
find_random_point_in_space(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
Vector3
set_deploy_heli_stub_wings(vehicle
, deploy
, p2
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)deploy
(bool
)p2
(bool
)
Returns:
None
are_heli_stub_wings_deployed(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
set_vehicle_turret_unk(vehicle
, index
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)index
(int
)toggle
(bool
)
Returns:
None
set_specialflight_wing_ratio(vehicle
, ratio
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)ratio
(float
)
Returns:
None
set_disable_turret_movement_this_frame(vehicle
, turretId
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)turretId
(int
)
Returns:
None
set_unk_float_for_submarine_vehicle_task(vehicle
, value
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)value
(float
)
Returns:
None
set_unk_bool_for_submarine_vehicle_task(vehicle
, value
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)value
(bool
)
Returns:
None
get_is_vehicle_shunt_boost_active(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
get_last_rammed_vehicle(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
Vehicle
set_disable_vehicle_unk(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
set_vehicle_nitro_enabled(vehicle
, toggle
, level
, power
, rechargeTime
, disableSound
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)level
(float
)power
(float
)rechargeTime
(float
)disableSound
(bool
)
Returns:
None
set_vehicle_wheels_deal_damage(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
set_disable_vehicle_unk_2(toggle
)
No documentation found for this native.
Parameters:
toggle
(bool
)
Returns:
None
get_does_vehicle_have_tombstone(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
hide_vehicle_tombstone(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
get_is_vehicle_emp_disabled(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
get_tyre_health(vehicle
, wheelIndex
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)wheelIndex
(int
)
Returns:
float
set_tyre_health(vehicle
, wheelIndex
, health
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)wheelIndex
(int
)health
(float
)
Returns:
None
get_tyre_wear_multiplier(vehicle
, wheelIndex
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)wheelIndex
(int
)
Returns:
float
set_tyre_wear_multiplier(vehicle
, wheelIndex
, multiplier
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)wheelIndex
(int
)multiplier
(float
)
Returns:
None
set_tyre_softness_multiplier(vehicle
, wheelIndex
, multiplier
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)wheelIndex
(int
)multiplier
(float
)
Returns:
None
set_tyre_traction_loss_multiplier(vehicle
, wheelIndex
, multiplier
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)wheelIndex
(int
)multiplier
(float
)
Returns:
None
set_reduce_drift_vehicle_suspension(vehicle
, enable
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)enable
(bool
)
Returns:
None
set_drift_tyres_enabled(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
get_drift_tyres_enabled(vehicle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)
Returns:
bool
network_use_high_precision_vehicle_blending(vehicle
, toggle
)
No documentation found for this native.
Parameters:
vehicle
(Vehicle
)toggle
(bool
)
Returns:
None
Water namespace
Documentation for the water namespace.
get_water_height(x
, y
, z
)
This function set height to the value of z-axis of the water surface.
This function works with sea and lake. However it does not work with shallow rivers (e.g. raton canyon will return -100000.0f)
note: seems to return true when you are in water
Parameters:
x
(float
)y
(float
)z
(float
)
Returns:
float
get_water_height_no_waves(x
, y
, z
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)
Returns:
float
test_probe_against_water(x1
, y1
, z1
, x2
, y2
, z2
, result
)
No documentation found for this native.
Parameters:
x1
(float
)y1
(float
)z1
(float
)x2
(float
)y2
(float
)z2
(float
)result
(vector<Vector3>
)
Returns:
None
test_probe_against_all_water(p0
, p1
, p2
, p3
, p4
, p5
, p6
, p7
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)p2
(Any
)p3
(Any
)p4
(Any
)p5
(Any
)p6
(Any
)p7
(Any
)
Returns:
bool
test_vertical_probe_against_all_water(x
, y
, z
, p3
, height
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)p3
(Any
)height
(vector<float>
)
Returns:
None
modify_water(x
, y
, radius
, height
)
Sets the water height for a given position and radius.
Parameters:
x
(float
)y
(float
)radius
(float
)height
(float
)
Returns:
None
add_extra_calming_quad(xLow
, yLow
, xHigh
, yHigh
, height
)
No documentation found for this native.
Parameters:
xLow
(float
)yLow
(float
)xHigh
(float
)yHigh
(float
)height
(float
)
Returns:
int
remove_extra_calming_quad(p0
)
p0 is the handle returned from _0xFDBF4CDBC07E1706
Parameters:
p0
(int
)
Returns:
None
set_deep_ocean_scaler(intensity
)
Sets a value that determines how aggressive the ocean waves will be. Values of 2.0 or more make for very aggressive waves like you see during a thunderstorm.
Works only ~200 meters around the player.
Parameters:
intensity
(float
)
Returns:
None
get_deep_ocean_scaler()
Gets the aggressiveness factor of the ocean waves.
Parameters:
None
Returns:
float
reset_deep_ocean_scaler()
Sets the waves intensity back to original (1.0 in most cases).
Parameters:
None
Returns:
None
Weapon namespace
Documentation for the weapon namespace.
enable_laser_sight_rendering(toggle
)
Enables laser sight on any weapon.
It doesn’t work. Neither on tick nor OnKeyDown
Parameters:
toggle
(bool
)
Returns:
None
get_weapon_component_type_model(componentHash
)
No documentation found for this native.
Parameters:
componentHash
(Hash
)
Returns:
Hash
get_weapontype_model(weaponHash
)
Returns the model of any weapon.
Can also take an ammo hash? sub_6663a(&l_115B, WEAPON::GET_WEAPONTYPE_MODEL(${ammo_rpg}));
Parameters:
weaponHash
(Hash
)
Returns:
Hash
get_weapontype_slot(weaponHash
)
No documentation found for this native.
Parameters:
weaponHash
(Hash
)
Returns:
Hash
get_weapontype_group(weaponHash
)
No documentation found for this native.
Parameters:
weaponHash
(Hash
)
Returns:
Hash
get_weapon_component_variant_extra_component_count(componentHash
)
No documentation found for this native.
Parameters:
componentHash
(Hash
)
Returns:
int
get_weapon_component_variant_extra_component_model(componentHash
, extraComponentIndex
)
No documentation found for this native.
Parameters:
componentHash
(Hash
)extraComponentIndex
(int
)
Returns:
Hash
set_current_ped_weapon(ped
, weaponHash
, bForceInHand
)
Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
Parameters:
ped
(Ped
)weaponHash
(Hash
)bForceInHand
(bool
)
Returns:
None
get_current_ped_weapon(ped
, p2
)
The return value seems to indicate returns true if the hash of the weapon object weapon equals the weapon hash. p2 seems to be 1 most of the time.
p2 is not implemented
disassembly said that?
Parameters:
ped
(Ped
)p2
(BOOL
)
Returns:
Hash
get_current_ped_weapon_entity_index(ped
, p1
)
No documentation found for this native.
Parameters:
ped
(Ped
)p1
(Any
)
Returns:
Entity
get_best_ped_weapon(ped
, p1
)
p1 is always 0 in the scripts.
Parameters:
ped
(Ped
)p1
(bool
)
Returns:
Hash
set_current_ped_vehicle_weapon(ped
, weaponHash
)
Full list of weapons by DurtyFree (Search for VEHICLE_*): https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
Parameters:
ped
(Ped
)weaponHash
(Hash
)
Returns:
bool
get_current_ped_vehicle_weapon(ped
)
Example in VB
- Public Shared Function GetVehicleCurrentWeapon(Ped As Ped) As Integer
Dim arg As New OutputArgument() Native.Function.Call(Hash.GET_CURRENT_PED_VEHICLE_WEAPON, Ped, arg) Return arg.GetResult(Of Integer)()
End Function
Usage: If GetVehicleCurrentWeapon(Game.Player.Character) = -821520672 Then …Do something Note: -821520672 = VEHICLE_WEAPON_PLANE_ROCKET
Parameters:
ped
(Ped
)
Returns:
Hash
is_ped_armed(ped
, typeFlags
)
Checks if the ped is currently equipped with a weapon matching a bit specified using a bitwise-or in typeFlags.
Type flag bit values: 1 = Melee weapons 2 = Explosive weapons 4 = Any other weapons
Not specifying any bit will lead to the native always returning ‘false’, and for example specifying ‘4 | 2’ will check for any weapon except fists and melee weapons. 7 returns true if you are equipped with any weapon except your fists. 6 returns true if you are equipped with any weapon except melee weapons. 5 returns true if you are equipped with any weapon except the Explosives weapon group. 4 returns true if you are equipped with any weapon except Explosives weapon group AND melee weapons. 3 returns true if you are equipped with either Explosives or Melee weapons (the exact opposite of 4). 2 returns true only if you are equipped with any weapon from the Explosives weapon group. 1 returns true only if you are equipped with any Melee weapon. 0 never returns true.
Note: When I say “Explosives weapon group”, it does not include the Jerry can and Fire Extinguisher.
Parameters:
ped
(Ped
)typeFlags
(int
)
Returns:
bool
is_weapon_valid(weaponHash
)
Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
Parameters:
weaponHash
(Hash
)
Returns:
bool
has_ped_got_weapon(ped
, weaponHash
, p2
)
p2 should be FALSE, otherwise it seems to always return FALSE
Bool does not check if the weapon is current equipped, unfortunately. Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
Parameters:
ped
(Ped
)weaponHash
(Hash
)p2
(bool
)
Returns:
bool
is_ped_weapon_ready_to_shoot(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
get_ped_weapontype_in_slot(ped
, weaponSlot
)
No documentation found for this native.
Parameters:
ped
(Ped
)weaponSlot
(Hash
)
Returns:
Hash
get_ammo_in_ped_weapon(ped
, weaponhash
)
WEAPON::GET_AMMO_IN_PED_WEAPON(PLAYER::PLAYER_PED_ID(), a_0)
From decompiled scripts Returns total ammo in weapon
GTALua Example : natives.WEAPON.GET_AMMO_IN_PED_WEAPON(plyPed, WeaponHash) Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
Parameters:
ped
(Ped
)weaponhash
(Hash
)
Returns:
int
add_ammo_to_ped(ped
, weaponHash
, ammo
)
Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
Parameters:
ped
(Ped
)weaponHash
(Hash
)ammo
(int
)
Returns:
None
set_ped_ammo(ped
, weaponHash
, ammo
, p3
)
Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
Parameters:
ped
(Ped
)weaponHash
(Hash
)ammo
(int
)p3
(bool
)
Returns:
None
set_ped_infinite_ammo(ped
, toggle
, weaponHash
)
Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
Parameters:
ped
(Ped
)toggle
(bool
)weaponHash
(Hash
)
Returns:
None
set_ped_infinite_ammo_clip(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
give_delayed_weapon_to_ped(ped
, weaponHash
, ammoCount
, bForceInHand
)
Gives a weapon to PED with a delay, example:
WEAPON::GIVE_DELAYED_WEAPON_TO_PED(PED::PLAYER_PED_ID(), MISC::GET_HASH_KEY(“WEAPON_PISTOL”), 1000, false) Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
Parameters:
ped
(Ped
)weaponHash
(Hash
)ammoCount
(int
)bForceInHand
(bool
)
Returns:
None
remove_all_ped_weapons(ped
, p1
)
setting the last params to false it does that same so I would suggest its not a toggle
Parameters:
ped
(Ped
)p1
(bool
)
Returns:
None
remove_weapon_from_ped(ped
, weaponHash
)
This native removes a specified weapon from your selected ped. Weapon Hashes: pastebin.com/0wwDZgkF
Example: C#: Function.Call(Hash.REMOVE_WEAPON_FROM_PED, Game.Player.Character, 0x99B507EA);
C++: WEAPON::REMOVE_WEAPON_FROM_PED(PLAYER::PLAYER_PED_ID(), 0x99B507EA);
The code above removes the knife from the player. Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
Parameters:
ped
(Ped
)weaponHash
(Hash
)
Returns:
None
hide_ped_weapon_for_scripted_cutscene(ped
, toggle
)
Hides the players weapon during a cutscene.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
set_ped_current_weapon_visible(ped
, visible
, deselectWeapon
, p3
, p4
)
Has 5 parameters since latest patches.
Parameters:
ped
(Ped
)visible
(bool
)deselectWeapon
(bool
)p3
(bool
)p4
(bool
)
Returns:
None
set_ped_drops_weapons_when_dead(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
has_ped_been_damaged_by_weapon(ped
, weaponHash
, weaponType
)
It determines what weapons caused damage:
If you want to define only a specific weapon, second parameter=weapon hash code, third parameter=0 If you want to define any melee weapon, second parameter=0, third parameter=1. If you want to identify any weapon (firearms, melee, rockets, etc.), second parameter=0, third parameter=2. Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
Parameters:
ped
(Ped
)weaponHash
(Hash
)weaponType
(int
)
Returns:
bool
clear_ped_last_weapon_damage(ped
)
Does NOT seem to work with HAS_PED_BEEN_DAMAGED_BY_WEAPON. Use CLEAR_ENTITY_LAST_WEAPON_DAMAGE and HAS_ENTITY_BEEN_DAMAGED_BY_WEAPON instead.
Parameters:
ped
(Ped
)
Returns:
None
has_entity_been_damaged_by_weapon(entity
, weaponHash
, weaponType
)
It determines what weapons caused damage:
If you want to define only a specific weapon, second parameter=weapon hash code, third parameter=0 If you want to define any melee weapon, second parameter=0, third parameter=1. If you want to identify any weapon (firearms, melee, rockets, etc.), second parameter=0, third parameter=2. Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
Parameters:
entity
(Entity
)weaponHash
(Hash
)weaponType
(int
)
Returns:
bool
clear_entity_last_weapon_damage(entity
)
No documentation found for this native.
Parameters:
entity
(Entity
)
Returns:
None
set_ped_drops_weapon(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
None
set_ped_drops_inventory_weapon(ped
, weaponHash
, xOffset
, yOffset
, zOffset
, ammoCount
)
Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
Parameters:
ped
(Ped
)weaponHash
(Hash
)xOffset
(float
)yOffset
(float
)zOffset
(float
)ammoCount
(int
)
Returns:
None
get_max_ammo_in_clip(ped
, weaponHash
, p2
)
p2 is mostly 1 in the scripts. Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
Parameters:
ped
(Ped
)weaponHash
(Hash
)p2
(bool
)
Returns:
int
get_ammo_in_clip(ped
, weaponHash
)
Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
Parameters:
ped
(Ped
)weaponHash
(Hash
)
Returns:
int
set_ammo_in_clip(ped
, weaponHash
, ammo
)
Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
Parameters:
ped
(Ped
)weaponHash
(Hash
)ammo
(int
)
Returns:
bool
get_max_ammo(ped
, weaponHash
)
Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
Parameters:
ped
(Ped
)weaponHash
(Hash
)
Returns:
int
get_max_ammo_by_type(ped
, ammoTypeHash
)
No documentation found for this native.
Parameters:
ped
(Ped
)ammoTypeHash
(Hash
)
Returns:
int
add_ammo_to_ped_by_type(ped
, ammoTypeHash
, ammo
)
No documentation found for this native.
Parameters:
ped
(Ped
)ammoTypeHash
(Hash
)ammo
(int
)
Returns:
None
set_ped_ammo_by_type(ped
, ammoTypeHash
, ammo
)
Ammo types: https://gist.github.com/root-cause/faf41f59f7a6d818b7db0b839bd147c1
Parameters:
ped
(Ped
)ammoTypeHash
(Hash
)ammo
(int
)
Returns:
None
get_ped_ammo_by_type(ped
, ammoTypeHash
)
No documentation found for this native.
Parameters:
ped
(Ped
)ammoTypeHash
(Hash
)
Returns:
int
set_ped_ammo_to_drop(ped
, p1
)
No documentation found for this native.
Parameters:
ped
(Ped
)p1
(int
)
Returns:
None
set_pickup_ammo_amount_scaler(p0
)
No documentation found for this native.
Parameters:
p0
(float
)
Returns:
None
get_ped_ammo_type_from_weapon(ped
, weaponHash
)
Returns the current ammo type of the specified ped’s specified weapon. MkII magazines will change the return value, like Pistol MkII returning AMMO_PISTOL without any components and returning AMMO_PISTOL_TRACER after Tracer Rounds component is attached. Use 0xF489B44DD5AF4BD9 if you always want AMMO_PISTOL. Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
Parameters:
ped
(Ped
)weaponHash
(Hash
)
Returns:
Hash
get_ped_ammo_type_from_weapon_2(ped
, weaponHash
)
No documentation found for this native.
Parameters:
ped
(Ped
)weaponHash
(Hash
)
Returns:
Hash
get_ped_last_weapon_impact_coord(ped
)
Pass ped. Pass address of Vector3. The coord will be put into the Vector3. The return will determine whether there was a coord found or not.
Parameters:
ped
(Ped
)
Returns:
Vector3
set_ped_gadget(ped
, gadgetHash
, p2
)
p1/gadgetHash was always 0xFBAB5776 (“GADGET_PARACHUTE”). p2 is always true.
Parameters:
ped
(Ped
)gadgetHash
(Hash
)p2
(bool
)
Returns:
None
get_is_ped_gadget_equipped(ped
, gadgetHash
)
gadgetHash - was always 0xFBAB5776 (“GADGET_PARACHUTE”).
Parameters:
ped
(Ped
)gadgetHash
(Hash
)
Returns:
bool
get_selected_ped_weapon(ped
)
Returns the hash of the weapon.
var num7 = WEAPON::GET_SELECTED_PED_WEAPON(num4); sub_27D3(num7); switch (num7) {
case 0x24B17070:
Also see WEAPON::GET_CURRENT_PED_WEAPON. Difference?
The difference is that GET_SELECTED_PED_WEAPON simply returns the ped’s current weapon hash but GET_CURRENT_PED_WEAPON also checks the weapon object and returns true if the hash of the weapon object equals the weapon hash Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
Parameters:
ped
(Ped
)
Returns:
Hash
explode_projectiles(ped
, weaponHash
, p2
)
WEAPON::EXPLODE_PROJECTILES(PLAYER::PLAYER_PED_ID(), func_221(0x00000003), 0x00000001);
Parameters:
ped
(Ped
)weaponHash
(Hash
)p2
(bool
)
Returns:
None
remove_all_projectiles_of_type(weaponHash
, explode
)
If explode true, then removal is done through exploding the projectile. Basically the same as EXPLODE_PROJECTILES but without defining the owner ped.
Parameters:
weaponHash
(Hash
)explode
(bool
)
Returns:
None
get_lockon_distance_of_current_ped_weapon(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
float
get_max_range_of_current_ped_weapon(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
float
has_vehicle_got_projectile_attached(driver
, vehicle
, weaponHash
, p3
)
Third Parameter = unsure, but pretty sure it is weapon hash –> get_hash_key(“weapon_stickybomb”)
Fourth Parameter = unsure, almost always -1
Parameters:
driver
(Ped
)vehicle
(Vehicle
)weaponHash
(Hash
)p3
(Any
)
Returns:
bool
give_weapon_component_to_ped(ped
, weaponHash
, componentHash
)
Full list of weapons & components by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
Parameters:
ped
(Ped
)weaponHash
(Hash
)componentHash
(Hash
)
Returns:
None
remove_weapon_component_from_ped(ped
, weaponHash
, componentHash
)
Full list of weapons & components by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
Parameters:
ped
(Ped
)weaponHash
(Hash
)componentHash
(Hash
)
Returns:
None
has_ped_got_weapon_component(ped
, weaponHash
, componentHash
)
Full list of weapons & components by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
Parameters:
ped
(Ped
)weaponHash
(Hash
)componentHash
(Hash
)
Returns:
bool
is_ped_weapon_component_active(ped
, weaponHash
, componentHash
)
Full list of weapons & components by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
Parameters:
ped
(Ped
)weaponHash
(Hash
)componentHash
(Hash
)
Returns:
bool
refill_ammo_instantly(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
make_ped_reload(ped
)
Forces a ped to reload only if they are able to; if they have a full magazine, they will not reload.
Parameters:
ped
(Ped
)
Returns:
bool
request_weapon_asset(weaponHash
, p1
, p2
)
Nearly every instance of p1 I found was 31. Nearly every instance of p2 I found was 0.
REQUEST_WEAPON_ASSET(iLocal_1888, 31, 26);
Parameters:
weaponHash
(Hash
)p1
(int
)p2
(int
)
Returns:
None
has_weapon_asset_loaded(weaponHash
)
No documentation found for this native.
Parameters:
weaponHash
(Hash
)
Returns:
bool
remove_weapon_asset(weaponHash
)
No documentation found for this native.
Parameters:
weaponHash
(Hash
)
Returns:
None
create_weapon_object(weaponHash
, ammoCount
, x
, y
, z
, showWorldModel
, scale
, p7
, p8
, p9
)
Now has 8 params.
Parameters:
weaponHash
(Hash
)ammoCount
(int
)x
(float
)y
(float
)z
(float
)showWorldModel
(bool
)scale
(float
)p7
(Any
)p8
(Any
)p9
(Any
)
Returns:
Object
give_weapon_component_to_weapon_object(weaponObject
, addonHash
)
addonHash: (use WEAPON::GET_WEAPON_COMPONENT_TYPE_MODEL() to get hash value) ${component_at_ar_flsh}, ${component_at_ar_supp}, ${component_at_pi_flsh}, ${component_at_scope_large}, ${component_at_ar_supp_02}
Parameters:
weaponObject
(Object
)addonHash
(Hash
)
Returns:
None
remove_weapon_component_from_weapon_object(p0
, p1
)
No documentation found for this native.
Parameters:
p0
(Any
)p1
(Any
)
Returns:
None
has_weapon_got_weapon_component(weapon
, addonHash
)
No documentation found for this native.
Parameters:
weapon
(Object
)addonHash
(Hash
)
Returns:
bool
give_weapon_object_to_ped(weaponObject
, ped
)
No documentation found for this native.
Parameters:
weaponObject
(Object
)ped
(Ped
)
Returns:
None
does_weapon_take_weapon_component(weaponHash
, componentHash
)
Full list of weapons & components by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
Parameters:
weaponHash
(Hash
)componentHash
(Hash
)
Returns:
bool
get_weapon_object_from_ped(ped
, p1
)
Drops the current weapon and returns the object
Unknown behavior when unarmed.
Parameters:
ped
(Ped
)p1
(bool
)
Returns:
Object
give_loadout_to_ped(ped
, loadoutHash
)
No documentation found for this native.
Parameters:
ped
(Ped
)loadoutHash
(Hash
)
Returns:
None
set_ped_weapon_tint_index(ped
, weaponHash
, tintIndex
)
tintIndex can be the following:
0 - Normal 1 - Green 2 - Gold 3 - Pink 4 - Army 5 - LSPD 6 - Orange 7 - Platinum Full list of weapons, components & tint indexes by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
Parameters:
ped
(Ped
)weaponHash
(Hash
)tintIndex
(int
)
Returns:
None
get_ped_weapon_tint_index(ped
, weaponHash
)
Full list of weapons, components & tint indexes by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
Parameters:
ped
(Ped
)weaponHash
(Hash
)
Returns:
int
set_weapon_object_tint_index(weapon
, tintIndex
)
Full list of weapons, components & tint indexes by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
Parameters:
weapon
(Object
)tintIndex
(int
)
Returns:
None
get_weapon_object_tint_index(weapon
)
No documentation found for this native.
Parameters:
weapon
(Object
)
Returns:
int
get_weapon_tint_count(weaponHash
)
Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
Parameters:
weaponHash
(Hash
)
Returns:
int
set_ped_weapon_livery_color(ped
, weaponHash
, camoComponentHash
, colorIndex
)
No documentation found for this native.
Parameters:
ped
(Ped
)weaponHash
(Hash
)camoComponentHash
(Hash
)colorIndex
(int
)
Returns:
None
get_ped_weapon_livery_color(ped
, weaponHash
, camoComponentHash
)
No documentation found for this native.
Parameters:
ped
(Ped
)weaponHash
(Hash
)camoComponentHash
(Hash
)
Returns:
int
set_weapon_object_livery_color(weaponObject
, camoComponentHash
, colorIndex
)
No documentation found for this native.
Parameters:
weaponObject
(Object
)camoComponentHash
(Hash
)colorIndex
(int
)
Returns:
None
get_weapon_object_livery_color(weaponObject
, camoComponentHash
)
No documentation found for this native.
Parameters:
weaponObject
(Object
)camoComponentHash
(Hash
)
Returns:
int
get_weapon_hud_stats(weaponHash
)
struct WeaponHudStatsData {
BYTE hudDamage; // 0x0000 char _0x0001[0x7]; // 0x0001 BYTE hudSpeed; // 0x0008 char _0x0009[0x7]; // 0x0009 BYTE hudCapacity; // 0x0010 char _0x0011[0x7]; // 0x0011 BYTE hudAccuracy; // 0x0018 char _0x0019[0x7]; // 0x0019 BYTE hudRange; // 0x0020
};
Usage:
WeaponHudStatsData data; if (GET_WEAPON_HUD_STATS(weaponHash, (int *)&data)) {
// BYTE damagePercentage = data.hudDamage and so on
} Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
Parameters:
weaponHash
(Hash
)
Returns:
Any
get_weapon_component_hud_stats(componentHash
)
No documentation found for this native.
Parameters:
componentHash
(Hash
)
Returns:
Any
get_weapon_damage(weaponHash
, componentHash
)
This native does not return damages of weapons from the melee and explosive group. Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
Parameters:
weaponHash
(Hash
)componentHash
(Hash
)
Returns:
float
get_weapon_clip_size(weaponHash
)
// Returns the size of the default weapon component clip.
Use it like this:
char cClipSize[32]; Hash cur; if (WEAPON::GET_CURRENT_PED_WEAPON(playerPed, &cur, 1)) {
if (WEAPON::IS_WEAPON_VALID(cur)) {
int iClipSize = WEAPON::GET_WEAPON_CLIP_SIZE(cur); sprintf_s(cClipSize, “ClipSize: %.d”, iClipSize); vDrawString(cClipSize, 0.5f, 0.5f);
}
} Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
Parameters:
weaponHash
(Hash
)
Returns:
int
get_weapon_time_between_shots(weaponHash
)
No documentation found for this native.
Parameters:
weaponHash
(Hash
)
Returns:
float
set_ped_chance_of_firing_blanks(ped
, xBias
, yBias
)
No documentation found for this native.
Parameters:
ped
(Ped
)xBias
(float
)yBias
(float
)
Returns:
None
set_ped_shoot_ordnance_weapon(ped
, p1
)
Returns handle of the projectile.
Parameters:
ped
(Ped
)p1
(float
)
Returns:
Object
request_weapon_high_detail_model(weaponObject
)
No documentation found for this native.
Parameters:
weaponObject
(Entity
)
Returns:
None
set_weapon_damage_modifier_this_frame(weaponHash
, damageMultiplier
)
No documentation found for this native.
Parameters:
weaponHash
(Hash
)damageMultiplier
(float
)
Returns:
None
set_weapon_explosion_radius_multiplier(weaponHash
, multiplier
)
No documentation found for this native.
Parameters:
weaponHash
(Hash
)multiplier
(float
)
Returns:
None
is_ped_current_weapon_silenced(ped
)
This native returns a true or false value.
Ped ped = The ped whose weapon you want to check.
Parameters:
ped
(Ped
)
Returns:
bool
is_flash_light_on(ped
)
No documentation found for this native.
Parameters:
ped
(Ped
)
Returns:
bool
set_flash_light_fade_distance(distance
)
No documentation found for this native.
Parameters:
distance
(float
)
Returns:
Any
set_flash_light_enabled(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
set_weapon_animation_override(ped
, animStyle
)
Changes the selected ped aiming animation style. Note : You must use GET_HASH_KEY!
Strings to use with GET_HASH_KEY :
“Ballistic”, “Default”,
“Fat”, “Female”,
“FirstPerson”,
- “FirstPersonAiming”,
“FirstPersonFranklin”,
- “FirstPersonFranklinAiming”,
“FirstPersonFranklinRNG”,
“FirstPersonFranklinScope”,
- “FirstPersonMPFemale”,
- “FirstPersonMichael”,
“FirstPersonMichaelAiming”,
- “FirstPersonMichaelRNG”,
“FirstPersonMichaelScope”,
- “FirstPersonRNG”,
“FirstPersonScope”,
- “FirstPersonTrevor”,
“FirstPersonTrevorAiming”,
“FirstPersonTrevorRNG”,
- “FirstPersonTrevorScope”,
“Franklin”,
“Gang”, “Gang1H”,
“GangFemale”, “Hillbilly”,
“MP_F_Freemode”, “Michael”,
“SuperFat”,
“Trevor”
Parameters:
ped
(Ped
)animStyle
(Hash
)
Returns:
None
get_weapon_damage_type(weaponHash
)
enum class eDamageType {
UNKNOWN = 0, NONE = 1, MELEE = 2, BULLET = 3, BULLET_RUBBER = 4, EXPLOSIVE = 5, FIRE = 6, COLLISION = 7, FALL = 8, DROWN = 9, ELECTRIC = 10, BARBED_WIRE = 11, FIRE_EXTINGUISHER = 12, SMOKE = 13, WATER_CANNON = 14, TRANQUILIZER = 15,
};
Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
Parameters:
weaponHash
(Hash
)
Returns:
int
can_use_weapon_on_parachute(weaponHash
)
this returns if you can use the weapon while using a parachute Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
Parameters:
weaponHash
(Hash
)
Returns:
bool
create_air_defense_sphere(x
, y
, z
, radius
, p4
, p5
, p6
, weaponHash
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)radius
(float
)p4
(float
)p5
(float
)p6
(float
)weaponHash
(Hash
)
Returns:
int
create_air_defense_area(p0
, p1
, p2
, p3
, p4
, p5
, p6
, p7
, p8
, p9
, weaponHash
)
No documentation found for this native.
Parameters:
p0
(float
)p1
(float
)p2
(float
)p3
(float
)p4
(float
)p5
(float
)p6
(float
)p7
(float
)p8
(float
)p9
(float
)weaponHash
(Hash
)
Returns:
int
remove_air_defense_zone(zoneId
)
No documentation found for this native.
Parameters:
zoneId
(int
)
Returns:
bool
remove_all_air_defense_zones()
No documentation found for this native.
Parameters:
None
Returns:
None
set_player_air_defense_zone_flag(player
, zoneId
, enable
)
No documentation found for this native.
Parameters:
player
(Player
)zoneId
(int
)enable
(bool
)
Returns:
None
is_any_air_defense_zone_inside_sphere(x
, y
, z
, radius
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)radius
(float
)
Returns:
int
fire_air_defense_weapon(zoneId
, x
, y
, z
)
No documentation found for this native.
Parameters:
zoneId
(int
)x
(float
)y
(float
)z
(float
)
Returns:
None
does_air_defense_zone_exist(zoneId
)
No documentation found for this native.
Parameters:
zoneId
(int
)
Returns:
bool
set_can_ped_equip_weapon(ped
, weaponHash
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)weaponHash
(Hash
)toggle
(bool
)
Returns:
None
set_can_ped_equip_all_weapons(ped
, toggle
)
No documentation found for this native.
Parameters:
ped
(Ped
)toggle
(bool
)
Returns:
None
Zone namespace
Documentation for the zone namespace.
get_zone_at_coords(x
, y
, z
)
No documentation found for this native.
Parameters:
x
(float
)y
(float
)z
(float
)
Returns:
int
get_zone_from_name_id(zoneName
)
‘zoneName’ corresponds to an entry in ‘popzone.ipl’.
AIRP = Los Santos International Airport ALAMO = Alamo Sea ALTA = Alta ARMYB = Fort Zancudo BANHAMC = Banham Canyon Dr BANNING = Banning BEACH = Vespucci Beach BHAMCA = Banham Canyon BRADP = Braddock Pass BRADT = Braddock Tunnel BURTON = Burton CALAFB = Calafia Bridge CANNY = Raton Canyon CCREAK = Cassidy Creek CHAMH = Chamberlain Hills CHIL = Vinewood Hills CHU = Chumash CMSW = Chiliad Mountain State Wilderness CYPRE = Cypress Flats DAVIS = Davis DELBE = Del Perro Beach DELPE = Del Perro DELSOL = La Puerta DESRT = Grand Senora Desert DOWNT = Downtown DTVINE = Downtown Vinewood EAST_V = East Vinewood EBURO = El Burro Heights ELGORL = El Gordo Lighthouse ELYSIAN = Elysian Island GALFISH = Galilee GOLF = GWC and Golfing Society GRAPES = Grapeseed GREATC = Great Chaparral HARMO = Harmony HAWICK = Hawick HORS = Vinewood Racetrack HUMLAB = Humane Labs and Research JAIL = Bolingbroke Penitentiary KOREAT = Little Seoul LACT = Land Act Reservoir LAGO = Lago Zancudo LDAM = Land Act Dam LEGSQU = Legion Square LMESA = La Mesa LOSPUER = La Puerta MIRR = Mirror Park MORN = Morningwood MOVIE = Richards Majestic MTCHIL = Mount Chiliad MTGORDO = Mount Gordo MTJOSE = Mount Josiah MURRI = Murrieta Heights NCHU = North Chumash NOOSE = N.O.O.S.E OCEANA = Pacific Ocean PALCOV = Paleto Cove PALETO = Paleto Bay PALFOR = Paleto Forest PALHIGH = Palomino Highlands PALMPOW = Palmer-Taylor Power Station PBLUFF = Pacific Bluffs PBOX = Pillbox Hill PROCOB = Procopio Beach RANCHO = Rancho RGLEN = Richman Glen RICHM = Richman ROCKF = Rockford Hills RTRAK = Redwood Lights Track SANAND = San Andreas SANCHIA = San Chianski Mountain Range SANDY = Sandy Shores SKID = Mission Row SLAB = Stab City STAD = Maze Bank Arena STRAW = Strawberry TATAMO = Tataviam Mountains TERMINA = Terminal TEXTI = Textile City TONGVAH = Tongva Hills TONGVAV = Tongva Valley VCANA = Vespucci Canals VESP = Vespucci VINE = Vinewood WINDF = Ron Alternates Wind Farm WVINE = West Vinewood ZANCUDO = Zancudo River ZP_ORT = Port of South Los Santos ZQ_UAR = Davis Quartz
Full list of zones by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/zones.json
Parameters:
zoneName
(string
)
Returns:
int
get_zone_popschedule(zoneId
)
No documentation found for this native.
Parameters:
zoneId
(int
)
Returns:
int
get_name_of_zone(x
, y
, z
)
AIRP = Los Santos International Airport ALAMO = Alamo Sea ALTA = Alta ARMYB = Fort Zancudo BANHAMC = Banham Canyon Dr BANNING = Banning BEACH = Vespucci Beach BHAMCA = Banham Canyon BRADP = Braddock Pass BRADT = Braddock Tunnel BURTON = Burton CALAFB = Calafia Bridge CANNY = Raton Canyon CCREAK = Cassidy Creek CHAMH = Chamberlain Hills CHIL = Vinewood Hills CHU = Chumash CMSW = Chiliad Mountain State Wilderness CYPRE = Cypress Flats DAVIS = Davis DELBE = Del Perro Beach DELPE = Del Perro DELSOL = La Puerta DESRT = Grand Senora Desert DOWNT = Downtown DTVINE = Downtown Vinewood EAST_V = East Vinewood EBURO = El Burro Heights ELGORL = El Gordo Lighthouse ELYSIAN = Elysian Island GALFISH = Galilee GOLF = GWC and Golfing Society GRAPES = Grapeseed GREATC = Great Chaparral HARMO = Harmony HAWICK = Hawick HORS = Vinewood Racetrack HUMLAB = Humane Labs and Research JAIL = Bolingbroke Penitentiary KOREAT = Little Seoul LACT = Land Act Reservoir LAGO = Lago Zancudo LDAM = Land Act Dam LEGSQU = Legion Square LMESA = La Mesa LOSPUER = La Puerta MIRR = Mirror Park MORN = Morningwood MOVIE = Richards Majestic MTCHIL = Mount Chiliad MTGORDO = Mount Gordo MTJOSE = Mount Josiah MURRI = Murrieta Heights NCHU = North Chumash NOOSE = N.O.O.S.E OCEANA = Pacific Ocean PALCOV = Paleto Cove PALETO = Paleto Bay PALFOR = Paleto Forest PALHIGH = Palomino Highlands PALMPOW = Palmer-Taylor Power Station PBLUFF = Pacific Bluffs PBOX = Pillbox Hill PROCOB = Procopio Beach RANCHO = Rancho RGLEN = Richman Glen RICHM = Richman ROCKF = Rockford Hills RTRAK = Redwood Lights Track SANAND = San Andreas SANCHIA = San Chianski Mountain Range SANDY = Sandy Shores SKID = Mission Row SLAB = Stab City STAD = Maze Bank Arena STRAW = Strawberry TATAMO = Tataviam Mountains TERMINA = Terminal TEXTI = Textile City TONGVAH = Tongva Hills TONGVAV = Tongva Valley VCANA = Vespucci Canals VESP = Vespucci VINE = Vinewood WINDF = Ron Alternates Wind Farm WVINE = West Vinewood ZANCUDO = Zancudo River ZP_ORT = Port of South Los Santos ZQ_UAR = Davis Quartz
Full list of zones by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/zones.json
Parameters:
x
(float
)y
(float
)z
(float
)
Returns:
string
set_zone_enabled(zoneId
, toggle
)
No documentation found for this native.
Parameters:
zoneId
(int
)toggle
(bool
)
Returns:
None
get_zone_scumminess(zoneId
)
cellphone range 1- 5 used for signal bar in iFruit phone
Parameters:
zoneId
(int
)
Returns:
int
override_popschedule_vehicle_model(scheduleId
, vehicleHash
)
Only used once in the decompiled scripts. Seems to be related to scripted vehicle generators.
Modified example from “am_imp_exp.c4”, line 6406: /* popSchedules[0] = ZONE::GET_ZONE_POPSCHEDULE(ZONE::GET_ZONE_AT_COORDS(891.3, 807.9, 188.1)); etc. */ ZONE::OVERRIDE_POPSCHEDULE_VEHICLE_MODEL(popSchedules[index], vehicleHash); STREAMING::REQUEST_MODEL(vehicleHash);
Parameters:
scheduleId
(int
)vehicleHash
(Hash
)
Returns:
None
clear_popschedule_override_vehicle_model(scheduleId
)
Only used once in the decompiled scripts. Seems to be related to scripted vehicle generators.
Modified example from “am_imp_exp.c4”, line 6418: /* popSchedules[0] = ZONE::GET_ZONE_POPSCHEDULE(ZONE::GET_ZONE_AT_COORDS(891.3, 807.9, 188.1)); etc. */ STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(vehicleHash); ZONE::CLEAR_POPSCHEDULE_OVERRIDE_VEHICLE_MODEL(popSchedules[index]);
Parameters:
scheduleId
(int
)
Returns:
None
get_hash_of_map_area_at_coords(x
, y
, z
)
Returns a hash representing which part of the map the given coords are located.
Possible return values: (Hash of) city -> -289320599 (Hash of) countryside -> 2072609373
C# Example :
Ped player = Game.Player.Character; Hash h = Function.Call<Hash>(Hash.GET_HASH_OF_MAP_AREA_AT_COORDS, player.Position.X, player.Position.Y, player.Position.Z);
Parameters:
x
(float
)y
(float
)z
(float
)
Returns:
Hash
Socialclub namespace
Documentation for the socialclub namespace.
sc_inbox_get_total_num_messages()
Get the total number of messages in the inbox.
Parameters:
None
Returns:
int
Example:
sc_inbox_get_message_type_at_index(
msgIndex
)No documentation found for this native.
Parameters:
msgIndex
(int
)Returns:
Hash
sc_inbox_get_message_is_read_at_index(
msgIndex
)No documentation found for this native.
Parameters:
msgIndex
(int
)Returns:
bool
sc_inbox_set_message_as_read_at_index(
msgIndex
)No documentation found for this native.
Parameters:
msgIndex
(int
)Returns:
bool
sc_inbox_message_get_data_int(
p0
,context
)No documentation found for this native.
Parameters:
p0
(int
)context
(string
)Returns:
int
sc_inbox_message_get_data_bool(
p0
,p1
)No documentation found for this native.
Parameters:
p0
(int
)p1
(string
)Returns:
bool
sc_inbox_message_get_data_string(
p0
,context
,out
)No documentation found for this native.
Parameters:
p0
(int
)context
(string
)out
(char
)Returns:
bool
sc_inbox_message_do_apply(
p0
)No documentation found for this native.
Parameters:
p0
(int
)Returns:
bool
sc_inbox_message_get_raw_type_at_index(
p0
)No documentation found for this native.
Parameters:
p0
(int
)Returns:
string
sc_inbox_message_push_gamer_to_event_recip_list(
gamerHandle
)No documentation found for this native.
Parameters:
gamerHandle
(vector<Any>
)Returns:
None
sc_inbox_message_send_ugc_stat_update_event(
data
)No documentation found for this native.
Parameters:
data
(vector<Any>
)Returns:
None
sc_inbox_message_get_ugcdata(
p0
,p1
)No documentation found for this native.
Parameters:
p0
(int
)p1
(vector<Any>
)Returns:
bool
sc_inbox_message_send_bounty_presence_event(
data
)No documentation found for this native.
Parameters:
data
(vector<Any>
)Returns:
bool
sc_inbox_message_get_bounty_data(
index
)No documentation found for this native.
Parameters:
index
(int
)Returns:
Any
sc_inbox_get_emails(
offset
,limit
)No documentation found for this native.
Parameters:
offset
(int
)limit
(int
)Returns:
None
sc_email_message_push_gamer_to_recip_list(
gamerHandle
)No documentation found for this native.
Parameters:
gamerHandle
(vector<Any>
)Returns:
None
sc_email_message_clear_recip_list()
No documentation found for this native.
Parameters:
None
Returns:
None
set_handle_rockstar_message_via_script(
toggle
)No documentation found for this native.
Parameters:
toggle
(bool
)Returns:
None
is_rockstar_message_ready_for_script()
No documentation found for this native.
Parameters:
None
Returns:
bool
rockstar_message_get_string()
No documentation found for this native.
Parameters:
None
Returns:
string
sc_presence_attr_set_int(
attrHash
,value
)No documentation found for this native.
Parameters:
attrHash
(Hash
)value
(int
)Returns:
bool
sc_presence_attr_set_float(
attrHash
,value
)No documentation found for this native.
Parameters:
attrHash
(Hash
)value
(float
)Returns:
bool
sc_presence_attr_set_string(
attrHash
,value
)No documentation found for this native.
Parameters:
attrHash
(Hash
)value
(string
)Returns:
bool
sc_gamerdata_get_int()
No documentation found for this native.
Parameters:
None
Returns:
Any
sc_gamerdata_get_float()
No documentation found for this native.
Parameters:
None
Returns:
Any
sc_gamerdata_get_bool(
name
)No documentation found for this native.
Parameters:
name
(string
)Returns:
bool
sc_gamerdata_get_string()
No documentation found for this native.
Parameters:
None
Returns:
Any
sc_profanity_check_string(
string
,token
)Starts a task to check an entered string for profanity on the ROS/Social Club services.
See also: 1753344C770358AE, 82E4A58BABC15AE7.
Parameters:
string
(string
)token
(vector<int>
)Returns:
None
sc_profanity_check_ugc_string(
string
,token
)No documentation found for this native.
Parameters:
string
(string
)token
(vector<int>
)Returns:
None
sc_profanity_get_check_is_valid(
token
)No documentation found for this native.
Parameters:
token
(int
)Returns:
bool
sc_profanity_get_check_is_pending(
token
)No documentation found for this native.
Parameters:
token
(int
)Returns:
bool
sc_profanity_get_string_passed(
token
)No documentation found for this native.
Parameters:
token
(int
)Returns:
bool
sc_profanity_get_string_status(
token
)No documentation found for this native.
Parameters:
token
(int
)Returns:
int
sc_licenseplate_check_string(
p0
,p1
)No documentation found for this native.
Parameters:
p0
(string
)p1
(vector<int>
)Returns:
None
sc_licenseplate_get_check_is_valid(
p0
)No documentation found for this native.
Parameters:
p0
(Any
)Returns:
bool
sc_licenseplate_get_check_is_pending(
p0
)No documentation found for this native.
Parameters:
p0
(Any
)Returns:
Any
sc_licenseplate_get_count(
token
)No documentation found for this native.
Parameters:
token
(int
)Returns:
int
sc_licenseplate_get_plate(
token
,plateIndex
)No documentation found for this native.
Parameters:
token
(int
)plateIndex
(int
)Returns:
string
sc_licenseplate_get_plate_data(
token
,plateIndex
)No documentation found for this native.
Parameters:
token
(int
)plateIndex
(int
)Returns:
string
sc_licenseplate_set_plate_data(
oldPlateText
,newPlateText
,plateData
)No documentation found for this native.
Parameters:
oldPlateText
(string
)newPlateText
(string
)plateData
(vector<Any>
)Returns:
bool
sc_licenseplate_add(
plateText
,plateData
,token
)No documentation found for this native.
Parameters:
plateText
(string
)plateData
(vector<Any>
)token
(vector<int>
)Returns:
bool
sc_licenseplate_get_add_is_pending(
token
)No documentation found for this native.
Parameters:
token
(int
)Returns:
Any
sc_licenseplate_get_add_status(
token
)No documentation found for this native.
Parameters:
token
(int
)Returns:
Any
sc_licenseplate_isvalid(
plateText
,token
)No documentation found for this native.
Parameters:
plateText
(string
)token
(vector<int>
)Returns:
None
sc_licenseplate_get_isvalid_is_pending(
token
)No documentation found for this native.
Parameters:
token
(int
)Returns:
int
sc_licenseplate_get_isvalid_status(
token
)No documentation found for this native.
Parameters:
token
(int
)Returns:
int
sc_get_nickname()
No documentation found for this native.
Parameters:
None
Returns:
string
sc_get_has_achievement_been_passed(
achievementId
)No documentation found for this native.
Parameters:
achievementId
(int
)Returns:
bool