RedM Natives

_REQUEST_PED_FOR_SCENARIO_TYPE

Hash0xBDED916A9F9B0604
Runtime nameRequestPedForScenarioType
NamespacePED
SideClient
NameCommunity guess
Docs
Since build1207

Signature

Any _REQUEST_PED_FOR_SCENARIO_TYPE(Ped ped, Object object, const char* p2, Hash scenarioType, const char* p4, BOOL p5);

Parameters

NameTypeDescription
pedPed—
objectObject—
p2const char*—
scenarioTypeHash—
p4const char*—
p5BOOL—

Returns Any

Usage

Lua
local retval = RequestPedForScenarioType(ped, object, p2, scenarioType, p4, p5)

-- always works, by hash
local retval = Citizen.InvokeNative(0xBDED916A9F9B0604, ped, object, p2, scenarioType, p4, p5, Citizen.ResultAsInteger())
JavaScript and C#
JavaScript
const retval = RequestPedForScenarioType(ped, object, p2, scenarioType, p4, p5);

// by hash
const retval = Citizen.invokeNative('0xBDED916A9F9B0604', ped, object, p2, scenarioType, p4, p5, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
C#
int retval = Function.Call<int>((Hash)0xBDED916A9F9B0604, ped, object, p2, scenarioType, p4, p5);
  • 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.

Sources

alloc8or RDR3 NativeDB

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