RedM Natives

_SET_ENTITY_LOCKON_POINT_OFFSET

Sets an offset for the entity's lock-on/target focus point.

Hash0xAF7F3099B9FEB535
Runtime nameSetEntityLockonPointOffset
NamespaceENTITY
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _SET_ENTITY_LOCKON_POINT_OFFSET(Entity entity, float offsetX, float offsetY, float offsetZ);

Parameters

NameTypeDescription
entityEntity—
offsetXfloat—
offsetYfloat—
offsetZfloat—

Returns void

Description

alloc8or RDR3 NativeDB

Sets an offset for the entity's lock-on/target focus point.
This does not move the entity itself. It shifts the point used by targeting or camera focus when the entity is selected as a target.

VORPCORE RDR3natives

Sets an offset for the entity's lock-on / target focus point.

Usage

Lua
SetEntityLockonPointOffset(entity, offsetX, offsetY, offsetZ)

-- always works, by hash
Citizen.InvokeNative(0xAF7F3099B9FEB535, entity, offsetX, offsetY, offsetZ)
JavaScript and C#
JavaScript
SetEntityLockonPointOffset(entity, offsetX, offsetY, offsetZ);

// by hash
Citizen.invokeNative('0xAF7F3099B9FEB535', entity, offsetX + 0.0000001, offsetY + 0.0000001, offsetZ + 0.0000001);
C#
Function.Call((Hash)0xAF7F3099B9FEB535, entity, offsetX, offsetY, offsetZ);
  • Float parameters: Lua integers (10, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write 10.0 or value + 0.0. The generated JS wrappers add 0.0000001 to non-zero floats for the same reason.
  • 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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