RedM Natives

_SET_ENTITY_LIGHTS_ENABLED

Forces entity lights to stay enabled regardless of environmental conditions such as day/night cycle.

Hash0xEBDC12861D079ABA
Runtime nameSetEntityLightsEnabled
NamespaceENTITY
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _SET_ENTITY_LIGHTS_ENABLED(Entity entity, BOOL toggle);

Parameters

NameTypeDescription
entityEntity—
toggleBOOL—

Returns void

Description

alloc8or RDR3 NativeDB

Forces entity lights to stay enabled regardless of environmental conditions such as day/night cycle.
Despite the known dump name, this acts as an always-enabled override rather than a simple light toggle. Pass false to return lights to default behavior. Related to _SET_ENTITY_LIGHTS_OFF.

VORPCORE RDR3natives

Forces entity lights to stay enabled regardless of environmental conditions (day/night cycle)
This native overrides the default behavior where lights typically only activate at night
true = lights are always enabled (day and night)
false = original behavior is restored

Usage

Lua
SetEntityLightsEnabled(entity, toggle)

-- always works, by hash
Citizen.InvokeNative(0xEBDC12861D079ABA, entity, toggle)
JavaScript and C#
JavaScript
SetEntityLightsEnabled(entity, toggle);

// by hash
Citizen.invokeNative('0xEBDC12861D079ABA', entity, toggle);
C#
Function.Call((Hash)0xEBDC12861D079ABA, entity, toggle);
  • The name is a community guess and may change. If the named call is missing in your client build, use InvokeNative with the hash — it always works.

Sources

alloc8or RDR3 NativeDB · VORPCORE RDR3natives

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