SET_PED_AS_GROUP_MEMBER
Adds a ped to a ped group. In RDR3 it is also what keeps a second player seated behind another player on a horse.
0x9F3480FE65DB31B5SetPedAsGroupMember0x9F3480FE65DB31B5Signature
void SET_PED_AS_GROUP_MEMBER(Ped ped, int groupId);Parameters
| Name | Type | Description |
|---|---|---|
ped | Ped | Ped to add. |
groupId | int | Target group, e.g. GET_PLAYER_GROUP(PlayerId()). |
Returns void
Verified notes
Reviewed in this portal's repository · by borderline-rp
Two players on one horse
A player who climbs onto another player's horse as passenger is dismounted after about 3 seconds, with a clean dismount animation (no ragdoll, no buck, no change of network owner). Spawn flags, mount ownership (SET_PLAYER_OWNS_MOUNT), SET_ANIMAL_IS_WILD and PLAYER↔PLAYER relationships make no difference.
The cause is RDR's companion rule: the passenger must be in the rider's ped group. Ped groups are local, so add each other on both clients:
-- on every client, for the other player's ped that shares your mount
SetPedAsGroupMember(otherPed, GetPlayerGroup(PlayerId()))
-- when they get off
RemovePedFromGroup(otherPed)Wagons and carts do not need this. There is no SET_PED_NEVER_LEAVES_GROUP in RDR3.
Verified in game on the Borderline RP server, September 2026.
Usage
SetPedAsGroupMember(ped, groupId)
-- always works, by hash
Citizen.InvokeNative(0x9F3480FE65DB31B5, ped, groupId)JavaScript and C#
SetPedAsGroupMember(ped, groupId);
// by hash
Citizen.invokeNative('0x9F3480FE65DB31B5', ped, groupId);Function.Call((Hash)0x9F3480FE65DB31B5, ped, groupId);See also
REMOVE_PED_FROM_GROUPGET_PLAYER_GROUPReturns the group ID the player is member of.GET_PED_AS_GROUP_MEMBER
Sources
alloc8or RDR3 NativeDB · RedM Natives (verified notes)
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