_SET_CARRIABLE_PICKUP_LIGHT
Enables or disables the pickup light effect for carriable/interactable entities.
0xA48E4801DEBDF7E4SetCarriablePickupLightSignature
void _SET_CARRIABLE_PICKUP_LIGHT(Entity entity, BOOL toggle);Parameters
| Name | Type | Description |
|---|---|---|
entity | Entity | — |
toggle | BOOL | — |
Returns void
Description
Enables or disables the pickup light effect for carriable/interactable entities.
Unlike SET_PICKUP_LIGHT, this does not apply a generic light effect to all objects.
It highlights entities that can be interacted with in a pickup context and has no visible effect if the entity is not carriable or interactable.
Enables or disables the pickup light effect for carriable/interactable entities
This native specifically works on entities that are carriable and can be interacted with (e.g. after TASK::_MAKE_OBJECT_CARRIABLE).
- Unlike SET_PICKUP_LIGHT, this does NOT apply a generic light effect to all objects.
Instead, it only highlights entities that the player can interact with (pickup context)
Usage
SetCarriablePickupLight(entity, toggle)
-- always works, by hash
Citizen.InvokeNative(0xA48E4801DEBDF7E4, entity, toggle)JavaScript and C#
SetCarriablePickupLight(entity, toggle);
// by hash
Citizen.invokeNative('0xA48E4801DEBDF7E4', entity, toggle);Function.Call((Hash)0xA48E4801DEBDF7E4, entity, 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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