RedM Natives

_START_PRELOADED_SCRIPT_BRAIN

Returns threadId

Hash0x4E4507CC5E4DB869
Runtime nameStartPreloadedScriptBrain
NamespaceBRAIN
SideClient
NameCommunity guess
Docs
Since build1207

Signature

int _START_PRELOADED_SCRIPT_BRAIN(Entity entity, const char* scriptName, int scriptStackSize, BOOL p3);

Parameters

NameTypeDescription
entityEntity—
scriptNameconst char*—
scriptStackSizeint—
p3BOOL—

Returns int

Description

Returns threadId

Usage

Lua
local retval = StartPreloadedScriptBrain(entity, scriptName, scriptStackSize, p3)

-- always works, by hash
local retval = Citizen.InvokeNative(0x4E4507CC5E4DB869, entity, scriptName, scriptStackSize, p3, Citizen.ResultAsInteger())
JavaScript and C#
JavaScript
const retval = StartPreloadedScriptBrain(entity, scriptName, scriptStackSize, p3);

// by hash
const retval = Citizen.invokeNative('0x4E4507CC5E4DB869', entity, scriptName, scriptStackSize, p3, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
C#
int retval = Function.Call<int>((Hash)0x4E4507CC5E4DB869, entity, scriptName, scriptStackSize, p3);
  • The name is a community guess and may change. If the named call is missing in your client build, use InvokeNative with the hash — it always works.

Sources

alloc8or RDR3 NativeDB

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