RedM Natives

_NAVMESH_REQUESTED_PATH_WAYPOINT_BY_INDEX

Returns a vector3 waypoint at the specified index for a path.

Hash0x430F8319AE56C8A9
Runtime nameNavmeshRequestedPathWaypointByIndex
NamespacePATH
SideClient
NameCommunity guess
Docs
Since build1207

Signature

Vector3 _NAVMESH_REQUESTED_PATH_WAYPOINT_BY_INDEX(int path, int waypointIndex);

Parameters

NameTypeDescription
pathint—
waypointIndexint—

Returns Vector3

Description

Returns a vector3 waypoint at the specified index for a path. Use _NAVMESH_REQUESTED_PATH_NUM_WAYPOINTS to get available indexes.

Usage

Lua
local retval = NavmeshRequestedPathWaypointByIndex(path, waypointIndex)

-- always works, by hash
local retval = Citizen.InvokeNative(0x430F8319AE56C8A9, path, waypointIndex, Citizen.ResultAsVector())
JavaScript and C#
JavaScript
const retval = NavmeshRequestedPathWaypointByIndex(path, waypointIndex);

// by hash
const retval = Citizen.invokeNative('0x430F8319AE56C8A9', path, waypointIndex, Citizen.returnResultAnyway(), Citizen.resultAsVector());
C#
Vector3 retval = Function.Call<Vector3>((Hash)0x430F8319AE56C8A9, path, waypointIndex);
  • 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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