_SET_ENTITY_LIGHTS_ENABLED
Forces entity lights to stay enabled regardless of environmental conditions such as day/night cycle.
0xEBDC12861D079ABASetEntityLightsEnabledSignature
void _SET_ENTITY_LIGHTS_ENABLED(Entity entity, BOOL toggle);Parameters
| Name | Type | Description |
|---|---|---|
entity | Entity | — |
toggle | BOOL | — |
Returns void
Description
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.
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
SetEntityLightsEnabled(entity, toggle)
-- always works, by hash
Citizen.InvokeNative(0xEBDC12861D079ABA, entity, toggle)JavaScript and C#
SetEntityLightsEnabled(entity, toggle);
// by hash
Citizen.invokeNative('0xEBDC12861D079ABA', entity, toggle);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
InvokeNativewith the hash — it always works.
Sources
alloc8or RDR3 NativeDB · VORPCORE RDR3natives
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