RedM Natives

SET_WEATHER_TYPE

Hash0x59174F1AFE095B5A
Runtime nameSetWeatherType
NamespaceMISC
SideClient
NameOfficial
Docs
Since build1207

Signature

void SET_WEATHER_TYPE(Hash weatherType, BOOL p1, BOOL p2, BOOL transition, float transitionTime, BOOL p5);

Parameters

NameTypeDescription
weatherTypeHash—
p1BOOL—
p2BOOL—
transitionBOOL—
transitionTimefloat—
p5BOOL—

Returns void

Description

https://github.com/femga/rdr3_discoveries/blob/master/weather/weather_types.lua

Usage

Lua
SetWeatherType(weatherType, p1, p2, transition, transitionTime, p5)

-- always works, by hash
Citizen.InvokeNative(0x59174F1AFE095B5A, weatherType, p1, p2, transition, transitionTime, p5)
JavaScript and C#
JavaScript
SetWeatherType(weatherType, p1, p2, transition, transitionTime, p5);

// by hash
Citizen.invokeNative('0x59174F1AFE095B5A', weatherType, p1, p2, transition, transitionTime + 0.0000001, p5);
C#
Function.Call((Hash)0x59174F1AFE095B5A, weatherType, p1, p2, transition, transitionTime, p5);
  • 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`.
  • 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.

Sources

alloc8or RDR3 NativeDB

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