RedM Natives

_GIVE_PED_HASH_COMMAND

Ped Command Hash are special commands, that can be activated to change conditional anim variations or trigger transitions between conditional anims.

Hash0xD65FDC686A031C83
Runtime nameGivePedHashCommand
NamespacePED
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _GIVE_PED_HASH_COMMAND(Ped ped, Hash commandHash, float activationDuration);

Parameters

NameTypeDescription
pedPed—
commandHashHash—
activationDurationfloat—

Returns void

Description

Ped Command Hash are special commands, that can be activated to change conditional anim variations or trigger transitions between conditional anims.
https://github.com/femga/rdr3_discoveries/blob/master/animations/scenarios

Usage

Lua
GivePedHashCommand(ped, commandHash, activationDuration)

-- always works, by hash
Citizen.InvokeNative(0xD65FDC686A031C83, ped, commandHash, activationDuration)
JavaScript and C#
JavaScript
GivePedHashCommand(ped, commandHash, activationDuration);

// by hash
Citizen.invokeNative('0xD65FDC686A031C83', ped, commandHash, activationDuration + 0.0000001);
C#
Function.Call((Hash)0xD65FDC686A031C83, ped, commandHash, activationDuration);
  • 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`.
  • Float parameters: Lua integers (10, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write 10.0 or value + 0.0. The generated JS wrappers add 0.0000001 to 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 InvokeNative with the hash — it always works.

Sources

alloc8or RDR3 NativeDB

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