_SET_PED_DESIRED_LOCO_FOR_MODEL
Values used in the scripts: algie angry_female arthur_healthy cowboy cowboy_f default default_female free_slave_01 free_slave_02 gold_panner guard_lantern injured_general john_marston lilly_millet lone_prisoner lost_man mp_ova_hunter mp_…
0x923583741DC87BCESetPedDesiredLocoForModelSignature
void _SET_PED_DESIRED_LOCO_FOR_MODEL(Ped ped, const char* locomotionArchetype);Parameters
| Name | Type | Description |
|---|---|---|
ped | Ped | — |
locomotionArchetype | const char* | — |
Returns void
Description
Seems to set the ped's loco type.
Values used in the scripts:
algie
angry_female
arthur_healthy
cowboy
cowboy_f
default
default_female
free_slave_01
free_slave_02
gold_panner
guard_lantern
injured_general
john_marston
lilly_millet
lone_prisoner
lost_man
mp_ova_hunter
mp_ova_hunter_female
murfree
old_female
primate
rally
waiter
war_veteran
femga rdr3_discoveries · research notes
0x923583741DC87BCE
0x89F5E7ADECCCB49C
these set a stance/walking style for peds
in my testing, after using any of the "injured_" ones, I had to use arthur_healthy to remove them.
typical usage in rockstar scripts
Citizen.InvokeNative(0x923583741DC87BCE, PlayerPedId(), "default")
Citizen.InvokeNative(0x89F5E7ADECCCB49C, PlayerPedId(), "dehydrated_unarmed")
--[[femga rdr3_discoveries · research notes
0x923583741DC87BCE = {
"default",
"gold_panner",
"lone_prisoner",
"lost_Man",
"rally",
"default_female",
"murfree",
"angry_female",
"primate",
"old_female",
"algie",
"waiter",
"lilly_millet",
"casual",
"john_marston",
"guard_lantern",
"free_slave_01",
"free_slave_02",
"war_veteran",
"arthur_healthy"
}femga rdr3_discoveries · research notes
_0x923583741DC87BCE
And I think this is ped weapon clipsetfemga rdr3_discoveries · research notes
PED::_0x923583741DC87BCE(&(iLocal_263[0]), "cowboy_f");
PED::_0x89F5E7ADECCCB49C(&(iLocal_263[0]), "very_drunk");Usage
SetPedDesiredLocoForModel(ped, locomotionArchetype)
-- always works, by hash
Citizen.InvokeNative(0x923583741DC87BCE, ped, locomotionArchetype)JavaScript and C#
SetPedDesiredLocoForModel(ped, locomotionArchetype);
// by hash
Citizen.invokeNative('0x923583741DC87BCE', ped, locomotionArchetype);Function.Call((Hash)0x923583741DC87BCE, ped, locomotionArchetype);- The name is a community guess and may change. If the named call is missing in your client build, use
InvokeNativewith the hash — it always works.
See also
_CLEAR_PED_DESIRED_LOCO_FOR_MODELClears locomotion archetype
Sources
alloc8or RDR3 NativeDB · femga rdr3_discoveries
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