ATTACH_ENTITIES_TO_ROPE
Attaches entity 1 to entity 2.
Hash
0x3D95EC8B6D940AC3Runtime name
AttachEntitiesToRopeNamespacePHYSICS
SideClient
NameOfficial
Docs
Since build1207
GTA V hash
0x3D95EC8B6D940AC3Signature
void ATTACH_ENTITIES_TO_ROPE(int ropeId, Entity entity1, Entity entity2, float ent1X, float ent1Y, float ent1Z, float ent2X, float ent2Y, float ent2Z, float length, int alwaysZero1, int alwaysZero2, const char* boneName1, const char* boneName2, BOOL p14, int boneId1, int boneId2, int alwaysZero3, int alwaysZero4, BOOL p19, BOOL p20);Parameters
| Name | Type | Description |
|---|---|---|
ropeId | int | — |
entity1 | Entity | — |
entity2 | Entity | — |
ent1X | float | — |
ent1Y | float | — |
ent1Z | float | — |
ent2X | float | — |
ent2Y | float | — |
ent2Z | float | — |
length | float | — |
alwaysZero1 | int | — |
alwaysZero2 | int | — |
boneName1 | const char* | — |
boneName2 | const char* | — |
p14 | BOOL | — |
boneId1 | int | — |
boneId2 | int | — |
alwaysZero3 | int | — |
alwaysZero4 | int | — |
p19 | BOOL | — |
p20 | BOOL | — |
Returns void
Description
Attaches entity 1 to entity 2.
If you use a boneName (p12/p13) make sure boneId (p15/p16) is set to -1.
Usage
AttachEntitiesToRope(ropeId, entity1, entity2, ent1X, ent1Y, ent1Z, ent2X, ent2Y, ent2Z, length, alwaysZero1, alwaysZero2, boneName1, boneName2, p14, boneId1, boneId2, alwaysZero3, alwaysZero4, p19, p20)
-- always works, by hash
Citizen.InvokeNative(0x3D95EC8B6D940AC3, ropeId, entity1, entity2, ent1X, ent1Y, ent1Z, ent2X, ent2Y, ent2Z, length, alwaysZero1, alwaysZero2, boneName1, boneName2, p14, boneId1, boneId2, alwaysZero3, alwaysZero4, p19, p20)JavaScript and C#
AttachEntitiesToRope(ropeId, entity1, entity2, ent1X, ent1Y, ent1Z, ent2X, ent2Y, ent2Z, length, alwaysZero1, alwaysZero2, boneName1, boneName2, p14, boneId1, boneId2, alwaysZero3, alwaysZero4, p19, p20);
// by hash
Citizen.invokeNative('0x3D95EC8B6D940AC3', ropeId, entity1, entity2, ent1X + 0.0000001, ent1Y + 0.0000001, ent1Z + 0.0000001, ent2X + 0.0000001, ent2Y + 0.0000001, ent2Z + 0.0000001, length + 0.0000001, alwaysZero1, alwaysZero2, boneName1, boneName2, p14, boneId1, boneId2, alwaysZero3, alwaysZero4, p19, p20);Function.Call((Hash)0x3D95EC8B6D940AC3, ropeId, entity1, entity2, ent1X, ent1Y, ent1Z, ent2X, ent2Y, ent2Z, length, alwaysZero1, alwaysZero2, boneName1, boneName2, p14, boneId1, boneId2, alwaysZero3, alwaysZero4, p19, p20);- 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.
Enums and flags
- eAnimBoneTag 911 values
Sources
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