_SET_LIGHT_INTENSITY_FOR_OBJECT
Hash
0xF49574E2332A8F06Runtime name
SetLightIntensityForObjectNamespaceOBJECT
SideClient
NameCommunity guess
Docs
Since build1207
Signature
void _SET_LIGHT_INTENSITY_FOR_OBJECT(Object object, float lightIntensity);Parameters
| Name | Type | Description |
|---|---|---|
object | Object | — |
lightIntensity | float | — |
Returns void
Usage
SetLightIntensityForObject(object, lightIntensity)
-- always works, by hash
Citizen.InvokeNative(0xF49574E2332A8F06, object, lightIntensity)JavaScript and C#
SetLightIntensityForObject(object, lightIntensity);
// by hash
Citizen.invokeNative('0xF49574E2332A8F06', object, lightIntensity + 0.0000001);Function.Call((Hash)0xF49574E2332A8F06, object, lightIntensity);- Float parameters: Lua integers (
10, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write10.0orvalue + 0.0. The generated JS wrappers add0.0000001to non-zero floats for the same reason. - 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.
Sources
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