RedM Natives

ENABLE_ATTRIBUTE_OVERPOWER

Old name: _SET_ATTRIBUTE_OVERPOWER_VALUE

Hash0xF6A7C08DF2E28B28
Runtime nameEnableAttributeOverpower
NamespaceATTRIBUTE
SideClient
NameOfficial
Docs
Since build1207

Signature

void ENABLE_ATTRIBUTE_OVERPOWER(Ped ped, int attributeIndex, float value, BOOL makeSound);

Parameters

NameTypeDescription
pedPed—
attributeIndexint—
valuefloat—
makeSoundBOOL—

Returns void

Description

alloc8or RDR3 NativeDB

attributeIndex: see SET_ATTRIBUTE_BASE_RANK

Old name: _SET_ATTRIBUTE_OVERPOWER_VALUE

femga rdr3_discoveries · research notes

// 0xF6A7C08DF2E28B28
void _SET_ATTRIBUTE_OVERPOWER_AMOUNT(int ped, int coreIndex, float value, BOOL makeSound);

Use this native to make the outer core overpowered. Value is between `0.0` and more than `5000.0`, the higher the number, the longer it takes for the core to drain the overpowered status.
Example for the Dead Eye core (index `2`) set to `5000.0`:
![](https://i.imgur.com/otm6HiP.png)
so far these both only seem to work with localGame, does not appear to be working in "online" mode.

Usage

Lua
EnableAttributeOverpower(ped, attributeIndex, value, makeSound)

-- always works, by hash
Citizen.InvokeNative(0xF6A7C08DF2E28B28, ped, attributeIndex, value, makeSound)
JavaScript and C#
JavaScript
EnableAttributeOverpower(ped, attributeIndex, value, makeSound);

// by hash
Citizen.invokeNative('0xF6A7C08DF2E28B28', ped, attributeIndex, value + 0.0000001, makeSound);
C#
Function.Call((Hash)0xF6A7C08DF2E28B28, ped, attributeIndex, value, makeSound);
  • Float parameters: Lua integers (10, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write 10.0 or value + 0.0. The generated JS wrappers add 0.0000001 to non-zero floats for the same reason.

Enums and flags

See also

Sources

alloc8or RDR3 NativeDB · femga rdr3_discoveries

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.