RedM Natives

_SET_DISPLAY_BLIP_ICON_FOR_ENTITY_PROMPT_WITHOUT_LOCKON

Activates a blip icon prompt for a specific entity, allowing it to be displayed without requiring a lock-on.

Hash0x1726963E6049DB53
Runtime nameSetDisplayBlipIconForEntityPromptWithoutLockon
NamespaceMAP
SideClient
NameCommunity guess
Docs
Since build1207
Also known as_SET_BLIP_ICON_ON_ENTITY_ACTIVE_PROMPT

Signature

void _SET_DISPLAY_BLIP_ICON_FOR_ENTITY_PROMPT_WITHOUT_LOCKON(Entity entity);

Parameters

NameTypeDescription
entityEntity—

Returns void

Description

alloc8or RDR3 NativeDB

Activates a blip icon prompt for a specific entity, allowing it to be displayed without requiring a lock-on. This function enables the blip to appear associated with the given entity, making it visible without the need to focus or target the entity directly.
Video: https://imgur.com/gallery/0x1726963e6049db53-vuuCwqe

VORPCORE RDR3natives

It adds blip a icon to active prompts like from scenarios or pickups without the need to use lockon

Usage

Lua
SetDisplayBlipIconForEntityPromptWithoutLockon(entity)

-- always works, by hash
Citizen.InvokeNative(0x1726963E6049DB53, entity)
JavaScript and C#
JavaScript
SetDisplayBlipIconForEntityPromptWithoutLockon(entity);

// by hash
Citizen.invokeNative('0x1726963E6049DB53', entity);
C#
Function.Call((Hash)0x1726963E6049DB53, entity);
  • 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

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