RedM Natives

_SET_LIGHTS_INTENSITY_FOR_ENTITY

Hash0x07C0F87AAC57F2E4
Runtime nameSetLightsIntensityForEntity
NamespaceGRAPHICS
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _SET_LIGHTS_INTENSITY_FOR_ENTITY(Entity entity, float intensity);

Parameters

NameTypeDescription
entityEntity—
intensityfloat—

Returns void

Usage

Lua
SetLightsIntensityForEntity(entity, intensity)

-- always works, by hash
Citizen.InvokeNative(0x07C0F87AAC57F2E4, entity, intensity)
JavaScript and C#
JavaScript
SetLightsIntensityForEntity(entity, intensity);

// by hash
Citizen.invokeNative('0x07C0F87AAC57F2E4', entity, intensity + 0.0000001);
C#
Function.Call((Hash)0x07C0F87AAC57F2E4, entity, intensity);
  • 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

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