RedM Natives

_MISSIONDATA_SET_MISSION_RATING

MISSION_RATING_SKIPPED, MISSION_RATING_COMPLETE, MISSION_RATING_BRONZE, MISSION_RATING_SILVER, MISSION_RATING_GOLD,

Hash0xE824CE7D13FCB300
Runtime nameMissiondataSetMissionRating
NamespaceMISSIONDATA
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _MISSIONDATA_SET_MISSION_RATING(Hash missionId, int rating);

Parameters

NameTypeDescription
missionIdHash—
ratingint—

Returns void

Description

MISSION_RATING_INCOMPLETE = 0,
MISSION_RATING_SKIPPED,
MISSION_RATING_COMPLETE,
MISSION_RATING_BRONZE,
MISSION_RATING_SILVER,
MISSION_RATING_GOLD,

Usage

Lua
MissiondataSetMissionRating(missionId, rating)

-- always works, by hash
Citizen.InvokeNative(0xE824CE7D13FCB300, missionId, rating)
JavaScript and C#
JavaScript
MissiondataSetMissionRating(missionId, rating);

// by hash
Citizen.invokeNative('0xE824CE7D13FCB300', missionId, rating);
C#
Function.Call((Hash)0xE824CE7D13FCB300, missionId, rating);
  • 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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