_ADD_EXPLOSION_WITH_USER_VFX_AND_DAMAGE_CAUSER
Adds an explosion with vfx and entity as damage causer.
Hash
0x34AE85C7CA4857AARuntime name
AddExplosionWithUserVfxAndDamageCauserNamespaceFIRE
SideClient
NameCommunity guess
Docs
Since build1207
Signature
void _ADD_EXPLOSION_WITH_USER_VFX_AND_DAMAGE_CAUSER(Entity entity, BOOL p1, float x, float y, float z, int explosionType, Hash explosionFx, float damageScale, BOOL isAudible, BOOL isInvisible, float cameraShake);Parameters
| Name | Type | Description |
|---|---|---|
entity | Entity | — |
p1 | BOOL | — |
x | float | — |
y | float | — |
z | float | — |
explosionType | int | — |
explosionFx | Hash | — |
damageScale | float | — |
isAudible | BOOL | — |
isInvisible | BOOL | — |
cameraShake | float | — |
Returns void
Description
Adds an explosion with vfx and entity as damage causer.
explosionFx: see ADD_EXPLOSION_WITH_USER_VFX
_A* - _ADD_D*
Add explosion with vfx and assign an entity as damage causer.
explosionType: https://github.com/femga/rdr3_discoveries/blob/master/graphics/explosions/README.md
explosionFx: https://github.com/femga/rdr3_discoveries/blob/master/graphics/explosions/explosion_vfxTags.lua
Usage
AddExplosionWithUserVfxAndDamageCauser(entity, p1, x, y, z, explosionType, explosionFx, damageScale, isAudible, isInvisible, cameraShake)
-- always works, by hash
Citizen.InvokeNative(0x34AE85C7CA4857AA, entity, p1, x, y, z, explosionType, explosionFx, damageScale, isAudible, isInvisible, cameraShake)JavaScript and C#
AddExplosionWithUserVfxAndDamageCauser(entity, p1, x, y, z, explosionType, explosionFx, damageScale, isAudible, isInvisible, cameraShake);
// by hash
Citizen.invokeNative('0x34AE85C7CA4857AA', entity, p1, x + 0.0000001, y + 0.0000001, z + 0.0000001, explosionType, explosionFx, damageScale + 0.0000001, isAudible, isInvisible, cameraShake + 0.0000001);Function.Call((Hash)0x34AE85C7CA4857AA, entity, p1, x, y, z, explosionType, explosionFx, damageScale, isAudible, isInvisible, cameraShake);- Hash parameters: the named function also accepts a string and hashes it for you;
Citizen.InvokeNativeneeds the number — passjoaat("name")or a backtick literal like`name`. - Float parameters: Lua integers (
10, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write10.0orvalue + 0.0. The generated JS wrappers add0.0000001to 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
InvokeNativewith the hash — it always works.
Sources
alloc8or RDR3 NativeDB · VORPCORE RDR3natives
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