_FORCE_TRAIN_WAGON_POPULATION
Enable/disable automatic ambient passenger population on a train wagon (carriage).
Hash
0x119A5714578F4E05Runtime name
ForceTrainWagonPopulationNamespaceENTITY
SideClient
NameCommunity guess
Docs
Since build1207
Signature
void _FORCE_TRAIN_WAGON_POPULATION(Entity trainWagon, BOOL toggle);Parameters
| Name | Type | Description |
|---|---|---|
trainWagon | Entity | — |
toggle | BOOL | — |
Returns void
Description
Enable/disable automatic ambient passenger population on a train wagon (carriage).
- toggle=true: wagon is kept populated; removed/deleted passengers are replaced quickly.
- toggle=false: stop auto-filling; after removing passengers, no new peds spawn until re-enabled.Notes:
- Intended for train carriage entities (wagons) obtained from a train (e.g., VEHICLE::GET_TRAIN_CARRIAGE).
- Often used with passenger collection via VEHICLE::_GET_ALL_WAGON_PASSENGERS.Example (from scripts):
for (int i = 0; i < VEHICLE::_GET_NUM_CARS_FROM_TRAIN_CONFIG(trainConfig); ++i) {
Vehicle wagon = VEHICLE::GET_TRAIN_CARRIAGE(train, i);
if (ENTITY::DOES_ENTITY_EXIST(wagon) && !ENTITY::IS_ENTITY_DEAD(wagon)) {
ENTITY::_FORCE_TRAIN_WAGON_POPULATION(wagon, true);
}
}Enables or disables automatic passenger population on a specific train wagon (carriage).
When toggle == true, the game keeps this wagon filled with ambient passengers.
If a passenger ped is deleted or removed from the wagon, a new ped is spawned almost
immediately to occupy that seat.
When toggle == false, the engine stops auto-filling this wagon. After you delete or
remove the existing passengers, no new peds will spawn for that wagon until you enable
it again with true.
Usage
ForceTrainWagonPopulation(trainWagon, toggle)
-- always works, by hash
Citizen.InvokeNative(0x119A5714578F4E05, trainWagon, toggle)JavaScript and C#
ForceTrainWagonPopulation(trainWagon, toggle);
// by hash
Citizen.invokeNative('0x119A5714578F4E05', trainWagon, toggle);Function.Call((Hash)0x119A5714578F4E05, trainWagon, toggle);- The name is a community guess and may change. If the named call is missing in your client build, use
InvokeNativewith the hash — it always works.
Sources
alloc8or RDR3 NativeDB · VORPCORE RDR3natives
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