_REQUEST_ENTITY_VISIBILITY_TRACKING
Enables visibility tracking for the specified entity.
0x3F08C6163A4AB1D6RequestEntityVisibilityTrackingSignature
void _REQUEST_ENTITY_VISIBILITY_TRACKING(Entity entity);Parameters
| Name | Type | Description |
|---|---|---|
entity | Entity | — |
Returns void
Description
Enables visibility tracking for the specified entity.
Observed behavior:
- For peds, PED::_IS_PED_VISIBILITY_TRACKED can return true after this is called.
- For vehicles, IS_VEHICLE_VISIBLE returns true in the tracked/visible-state context observed from scripts.
Commonly called right after creating or spawning an entity.
Enables visibility tracking for the specified entity
For peds, calling this makes PED::_IS_PED_VISIBILITY_TRACKED(ped) return true.
For vehicles, calling this makes VEHICLE::IS_VEHICLE_VISIBLE(vehicle) return true in the tracked/visible state context observed from scripts
Usage
RequestEntityVisibilityTracking(entity)
-- always works, by hash
Citizen.InvokeNative(0x3F08C6163A4AB1D6, entity)JavaScript and C#
RequestEntityVisibilityTracking(entity);
// by hash
Citizen.invokeNative('0x3F08C6163A4AB1D6', entity);Function.Call((Hash)0x3F08C6163A4AB1D6, entity);- 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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