RedM Natives

_CREATE_AI_MEMORY

Hash0x88BC5F4AEF77FC4E
Runtime nameCreateAiMemory
NamespaceMISC
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _CREATE_AI_MEMORY(Any* args, int aiMemoryType);

Parameters

NameTypeDescription
argsAny*—
aiMemoryTypeint—

Returns void

Description

aiMemoryType: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/_CREATE_AI_MEMORY

Usage

Lua
local args = CreateAiMemory(aiMemoryType)

-- always works, by hash
local args = Citizen.InvokeNative(0x88BC5F4AEF77FC4E, Citizen.PointerValueInt(), aiMemoryType)
JavaScript and C#
JavaScript
const args = CreateAiMemory(aiMemoryType);

// by hash
const args = Citizen.invokeNative('0x88BC5F4AEF77FC4E', Citizen.pointerValueInt(), aiMemoryType);
C#
var args = new OutputArgument();
Function.Call((Hash)0x88BC5F4AEF77FC4E, args, aiMemoryType);
// args.GetResult<int>()
  • Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
  • Any* arguments are often structs. Build them with a DataView buffer and pass it with :Buffer() — see the examples and notes below.
  • 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.

Enums and flags

Sources

alloc8or RDR3 NativeDB

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