SET_ENTITY_VELOCITY
Note that the third parameter(denoted as z) is "up and down" with positive numbers encouraging upwards movement.
Signature
void SET_ENTITY_VELOCITY(Entity entity, float x, float y, float z);Parameters
| Name | Type | Description |
|---|---|---|
entity | Entity | — |
x | float | — |
y | float | — |
z | float | — |
Returns void
Description
Note that the third parameter(denoted as z) is "up and down" with positive numbers encouraging upwards movement.This is the server-side RPC native equivalent of the client native SET_ENTITY_VELOCITY.
Usage
SetEntityVelocity(entity, x, y, z)
-- always works, by hash
Citizen.InvokeNative(0xff5a1988, entity, x, y, z)JavaScript and C#
SetEntityVelocity(entity, x, y, z);
// by hash
Citizen.invokeNative('0xff5a1988', entity, x + 0.0000001, y + 0.0000001, z + 0.0000001);Function.Call((Hash)0xff5a1988, entity, x, y, z);- Float parameters: Lua integers (
10, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write10.0orvalue + 0.0. The generated JS wrappers add0.0000001to non-zero floats for the same reason.
See also
Sources
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