RedM Natives

_SET_PED_INTERACTION_PERSONALITY

personality (script_mp_rel): NONE, AGGRESSIVE, TIMID (non-aggressive), CRIPPS, SCRIPTEDINTIMIDATION, MAGGIE, MARCEL, SCRIPTEDSALOON personality (script_rel): AVOID, SCRIPTEDOUTLAW, TIMIDGUARDDOG, SCRIPTEDTIMIDROB, AGGRESSIVECAMPER, LAZYD…

Hash0x24C82EF607105FAA
Runtime nameSetPedInteractionPersonality
NamespacePED
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _SET_PED_INTERACTION_PERSONALITY(Ped ped, Hash personality);

Parameters

NameTypeDescription
pedPed—
personalityHash—

Returns void

Description

personality (script_mp_rel): NONE, AGGRESSIVE, TIMID (non-aggressive), CRIPPS, SCRIPTEDINTIMIDATION, MAGGIE, MARCEL, SCRIPTEDSALOON
personality (script_rel): AVOID, SCRIPTEDOUTLAW, TIMIDGUARDDOG, SCRIPTEDTIMIDROB, AGGRESSIVECAMPER, LAZYDOG, KIERANTIEDUP, SCRIPTEDGALA

Usage

Lua
SetPedInteractionPersonality(ped, personality)

-- always works, by hash
Citizen.InvokeNative(0x24C82EF607105FAA, ped, personality)
JavaScript and C#
JavaScript
SetPedInteractionPersonality(ped, personality);

// by hash
Citizen.invokeNative('0x24C82EF607105FAA', ped, personality);
C#
Function.Call((Hash)0x24C82EF607105FAA, ped, personality);
  • 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.

See also

Sources

alloc8or RDR3 NativeDB

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