RedM Natives

_SET_ENTITY_LIGHTS_OFF

Controls a forced lights-off state for entities with built-in light sources.

Hash0x2D40BCBFE9305DEA
Runtime nameSetEntityLightsOff
NamespaceENTITY
SideClient
NameCommunity guess
Docs
Since build1207
Also known as_SET_ENTITY_LIGHTS_DISABLED

Signature

void _SET_ENTITY_LIGHTS_OFF(Entity entity, BOOL toggle);

Parameters

NameTypeDescription
entityEntity—
toggleBOOL—

Returns void

Description

alloc8or RDR3 NativeDB

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.

VORPCORE RDR3natives

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

Lua
SetEntityLightsOff(entity, toggle)

-- always works, by hash
Citizen.InvokeNative(0x2D40BCBFE9305DEA, entity, toggle)
JavaScript and C#
JavaScript
SetEntityLightsOff(entity, toggle);

// by hash
Citizen.invokeNative('0x2D40BCBFE9305DEA', entity, toggle);
C#
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 InvokeNative with the hash — it always works.

Sources

alloc8or RDR3 NativeDB · VORPCORE RDR3natives

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