_SET_PED_WETNESS_AMOUNT
To be used with SET_PED_WETNESS_HEIGHT, see R* Scripts
Hash
0xF9CFF5BB70E8A2CBRuntime name
SetPedWetnessAmountNamespacePED
SideClient
NameCommunity guess
Docs
Since build1207
Signature
void _SET_PED_WETNESS_AMOUNT(Ped ped, float amount);Parameters
| Name | Type | Description |
|---|---|---|
ped | Ped | — |
amount | float | — |
Returns void
Description
To be used with SET_PED_WETNESS_HEIGHT, see R* Scripts
only works when you use SET_PED_WETNESS_HEIGHT first , if you do 0.0 (it resets) you need to apply again with SET_PED_WETNESS_HEIGHT to see the wetness effects again
Usage
SetPedWetnessAmount(ped, amount)
-- always works, by hash
Citizen.InvokeNative(0xF9CFF5BB70E8A2CB, ped, amount)JavaScript and C#
SetPedWetnessAmount(ped, amount);
// by hash
Citizen.invokeNative('0xF9CFF5BB70E8A2CB', ped, amount + 0.0000001);Function.Call((Hash)0xF9CFF5BB70E8A2CB, ped, amount);- Float parameters: Lua integers (
10, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write10.0orvalue + 0.0. The generated JS wrappers add0.0000001to 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
InvokeNativewith the hash — it always works.
Sources
alloc8or RDR3 NativeDB · VORPCORE RDR3natives
Something wrong or missing? Contribute a verified note — corrections ship through pull requests.