_SET_ENTITY_LIGHTS_OFF
Controls a forced lights-off state for entities with built-in light sources.
Hash
0x2D40BCBFE9305DEARuntime name
SetEntityLightsOffNamespaceENTITY
SideClient
NameCommunity guess
Docs
Since build1207
Also known as
_SET_ENTITY_LIGHTS_DISABLEDSignature
void _SET_ENTITY_LIGHTS_OFF(Entity entity, BOOL toggle);Parameters
| Name | Type | Description |
|---|---|---|
entity | Entity | — |
toggle | BOOL | — |
Returns void
Description
Controls a forced lights-off state for entities with built-in light sources.
This does not enable lights; it overrides the light state by forcing them off. Pass false to remove the forced-off override.
Controls a forced "lights off" state for entities that have built-in light sources.
This native does not enable lights, instead it overrides the light state by forcing them off.
Usage
SetEntityLightsOff(entity, toggle)
-- always works, by hash
Citizen.InvokeNative(0x2D40BCBFE9305DEA, entity, toggle)JavaScript and C#
SetEntityLightsOff(entity, toggle);
// by hash
Citizen.invokeNative('0x2D40BCBFE9305DEA', entity, toggle);Function.Call((Hash)0x2D40BCBFE9305DEA, 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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