RedM Natives

_NETWORK_START_GANG

Hash0xD1A226F2E05E58FC
Runtime nameNetworkStartGang
NamespaceGANG
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _NETWORK_START_GANG(BOOL openStatus, int campSize);

Parameters

NameTypeDescription
openStatusBOOL—
campSizeint—

Returns void

Description

openStatus = true -> sets privacyType = 2 (PUBLIC_ADVERTISED)
openStatus = false -> sets privacyType = 1 (INVITE_ONLY)

campSize: NET_CAMP_SIZE_SMALLEST = 4, NET_CAMP_SIZE_LARGEST = 7

Usage

Lua
NetworkStartGang(openStatus, campSize)

-- always works, by hash
Citizen.InvokeNative(0xD1A226F2E05E58FC, openStatus, campSize)
JavaScript and C#
JavaScript
NetworkStartGang(openStatus, campSize);

// by hash
Citizen.invokeNative('0xD1A226F2E05E58FC', openStatus, campSize);
C#
Function.Call((Hash)0xD1A226F2E05E58FC, openStatus, campSize);
  • 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

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.