RedM Natives

_SET_PED_GRAPPLE_EFFECT_MULTIPLIER

Hash0x99A6E246C315BF60
Runtime nameSetPedGrappleEffectMultiplier
NamespacePED
SideClient
NameCommunity guess
Docs
Since build1207

Signature

Any _SET_PED_GRAPPLE_EFFECT_MULTIPLIER(Ped ped, float multiplier);

Parameters

NameTypeDescription
pedPed—
multiplierfloat—

Returns Any

Usage

Lua
local retval = SetPedGrappleEffectMultiplier(ped, multiplier)

-- always works, by hash
local retval = Citizen.InvokeNative(0x99A6E246C315BF60, ped, multiplier, Citizen.ResultAsInteger())
JavaScript and C#
JavaScript
const retval = SetPedGrappleEffectMultiplier(ped, multiplier);

// by hash
const retval = Citizen.invokeNative('0x99A6E246C315BF60', ped, multiplier + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
C#
int retval = Function.Call<int>((Hash)0x99A6E246C315BF60, ped, multiplier);
  • 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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