RedM Natives

_SET_PED_CULL_RANGE

The higher the multiplier the less the engine renders culls (

Hash0x8AC1D721B2097B6E
Runtime nameSetPedCullRange
NamespacePED
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _SET_PED_CULL_RANGE(Ped ped, float p1, float p2);

Parameters

NameTypeDescription
pedPed—
p1float—
p2float—

Returns void

Description

The higher the multiplier the less the engine renders culls (https://docs.unity3d.com/Manual/OcclusionCulling.html)

Usage

Lua
SetPedCullRange(ped, p1, p2)

-- always works, by hash
Citizen.InvokeNative(0x8AC1D721B2097B6E, ped, p1, p2)
JavaScript and C#
JavaScript
SetPedCullRange(ped, p1, p2);

// by hash
Citizen.invokeNative('0x8AC1D721B2097B6E', ped, p1 + 0.0000001, p2 + 0.0000001);
C#
Function.Call((Hash)0x8AC1D721B2097B6E, ped, p1, p2);
  • 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

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.