RedM Natives

_SET_RELATIONSHIP_GROUP_SCRIPT_REGISTERED

Registers/unregisters a relationship group as a script resource (type 0x24).

Hash0xDC91F22F09BC6C2F
Runtime nameSetRelationshipGroupScriptRegistered
NamespacePED
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _SET_RELATIONSHIP_GROUP_SCRIPT_REGISTERED(Hash group, BOOL unregister);

Parameters

NameTypeDescription
groupHash—
unregisterBOOL—

Returns void

Description

alloc8or RDR3 NativeDB

Registers/unregisters a relationship group as a script resource (type 0x24).
Pass false to register, true to unregister.

VORPCORE RDR3natives

Used in Script Function MP_MAIN_OFFLINE__INITIALIZE_GAME
_SET_RELATIONSHIP_*

Usage

Lua
SetRelationshipGroupScriptRegistered(group, unregister)

-- always works, by hash
Citizen.InvokeNative(0xDC91F22F09BC6C2F, group, unregister)
JavaScript and C#
JavaScript
SetRelationshipGroupScriptRegistered(group, unregister);

// by hash
Citizen.invokeNative('0xDC91F22F09BC6C2F', group, unregister);
C#
Function.Call((Hash)0xDC91F22F09BC6C2F, group, unregister);
  • 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.

Sources

alloc8or RDR3 NativeDB · VORPCORE RDR3natives

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