SET_PLAYER_WANTED_LEVEL
SET_PLAYER_WANTED_LEVEL This is the server-side RPC native equivalent of the client native SET_PLAYER_WANTED_LEVEL.
Signature
void SET_PLAYER_WANTED_LEVEL(Player player, int wantedLevel, BOOL delayedResponse);Parameters
| Name | Type | Description |
|---|---|---|
player | Player | the target player |
wantedLevel | int | the wanted level 1-5 |
delayedResponse | BOOL | false = 0-10sec police spawn response time, true = 10-20sec police spawn response time |
Returns void
Description
This is the server-side RPC native equivalent of the client native SET_PLAYER_WANTED_LEVEL.
Usage
SetPlayerWantedLevel(player, wantedLevel, delayedResponse)
-- always works, by hash
Citizen.InvokeNative(0xb7a0914b, player, wantedLevel, delayedResponse)JavaScript and C#
SetPlayerWantedLevel(player, wantedLevel, delayedResponse);
// by hash
Citizen.invokeNative('0xb7a0914b', player, wantedLevel, delayedResponse);Function.Call((Hash)0xb7a0914b, player, wantedLevel, delayedResponse);See also
GET_PLAYER_WANTED_LEVELReturns given players wanted level server-side.CLEAR_PLAYER_WANTED_LEVELThis executes at the same as speed as PLAYER::SET_PLAYER_WANTED_LEVEL(player, 0, false); This is the server-side RPC native equivalent of the client native CLEAR_PLAYER_WANTED_LEVEL.
Sources
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