_CREATE_AI_MEMORY
Hash
0x88BC5F4AEF77FC4ERuntime name
CreateAiMemoryNamespaceMISC
SideClient
NameCommunity guess
Docs
Since build1207
Signature
void _CREATE_AI_MEMORY(Any* args, int aiMemoryType);Parameters
| Name | Type | Description |
|---|---|---|
args | Any* | — |
aiMemoryType | int | — |
Returns void
Description
aiMemoryType: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/_CREATE_AI_MEMORY
Usage
local args = CreateAiMemory(aiMemoryType)
-- always works, by hash
local args = Citizen.InvokeNative(0x88BC5F4AEF77FC4E, Citizen.PointerValueInt(), aiMemoryType)JavaScript and C#
const args = CreateAiMemory(aiMemoryType);
// by hash
const args = Citizen.invokeNative('0x88BC5F4AEF77FC4E', Citizen.pointerValueInt(), aiMemoryType);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
InvokeNativewith the hash — it always works.
Enums and flags
- _CREATE_AI_MEMORY 50 values
Sources
Something wrong or missing? Contribute a verified note — corrections ship through pull requests.