RedM Natives

_SET_CUSTOM_LAW_DISPATCH_RESPONSE

Hash0x009CF9A29972C298
Runtime nameSetCustomLawDispatchResponse
NamespaceLAW
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _SET_CUSTOM_LAW_DISPATCH_RESPONSE(Hash dispatchResponseHash);

Parameters

NameTypeDescription
dispatchResponseHashHash—

Returns void

Description

Note: This native is only used in multiplayer scripts
dispatchResponseHash: see update1/common/data/dispatchresponses/..

Usage

Lua
SetCustomLawDispatchResponse(dispatchResponseHash)

-- always works, by hash
Citizen.InvokeNative(0x009CF9A29972C298, dispatchResponseHash)
JavaScript and C#
JavaScript
SetCustomLawDispatchResponse(dispatchResponseHash);

// by hash
Citizen.invokeNative('0x009CF9A29972C298', dispatchResponseHash);
C#
Function.Call((Hash)0x009CF9A29972C298, dispatchResponseHash);
  • Hash parameters: the named function also accepts a string and hashes it for you; Citizen.InvokeNative needs the number — pass joaat("name") or a backtick literal like `name`.
  • 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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