RedM Natives

_SET_DOOR_KNOCKING_WHEN_LOCKED

Changes the interaction behavior for a locked door.

Hash0xA93F925F1942E434
Runtime nameSetDoorKnockingWhenLocked
NamespaceOBJECT
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _SET_DOOR_KNOCKING_WHEN_LOCKED(Hash doorHash, BOOL toggle);

Parameters

NameTypeDescription
doorHashHash—
toggleBOOL—

Returns void

Description

alloc8or RDR3 NativeDB

Changes the interaction behavior for a locked door.
When enabled, interacting with a locked door makes the character knock/tap instead of trying the handle.
This does not unlock or open the door and only changes the locked-door interaction behavior/animation.

VORPCORE RDR3natives

Changes the interaction behavior for a locked door.
Normally, when interacting with a locked door, the character tries the handle. When this native is enabled, that behavior is replaced with a knocking/tapping interaction for the specified door.
With toggle enabled:
- pressing the interact button on a locked door makes the character knock/tap on the door instead of trying the handle
- this does not unlock the door
- if the door is in a breakable/force-open state, it may still be opened by physically forcing it (e.g. sprinting into it), but normal interaction still uses the knocking behavior

Usage

Lua
SetDoorKnockingWhenLocked(doorHash, toggle)

-- always works, by hash
Citizen.InvokeNative(0xA93F925F1942E434, doorHash, toggle)
JavaScript and C#
JavaScript
SetDoorKnockingWhenLocked(doorHash, toggle);

// by hash
Citizen.invokeNative('0xA93F925F1942E434', doorHash, toggle);
C#
Function.Call((Hash)0xA93F925F1942E434, doorHash, toggle);
  • 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.

See also

Sources

alloc8or RDR3 NativeDB · VORPCORE RDR3natives

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