# PHYSICS::_CREATE_ROPE_WINDING_ABILITY

- **Hash:** `0x3C6490D940FF5D0B`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `CreateRopeWindingAbility`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/_CREATE_ROPE_WINDING_ABILITY

## Signature

```c
void _CREATE_ROPE_WINDING_ABILITY(int ropeId, const char* p1, const char* ropeModelType, float length, BOOL p4);
```

## Parameters

- `ropeId` (`int`)
- `p1` (`const char*`)
- `ropeModelType` (`const char*`)
- `length` (`float`)
- `p4` (`BOOL`)

## Returns

`void`

## Description

Combining this with ADD_ROPE enables winding
p1: mostly empty (0)
ropeModelType: RB_L_Wrist02, RB_R_Wrist02, ropeAttach, noose01x_Rope_03, SKEL_Neck0, SKEL_L_FOOT, SKEL_Neck1, Root_s_meatbit_Chunck_Xlarge01x
_CREATE_*

## Usage

### Lua

```lua
CreateRopeWindingAbility(ropeId, p1, ropeModelType, length, p4)

-- always available, by hash
Citizen.InvokeNative(0x3C6490D940FF5D0B, ropeId, p1, ropeModelType, length, p4)
```

### JavaScript

```js
CreateRopeWindingAbility(ropeId, p1, ropeModelType, length, p4);

// by hash
Citizen.invokeNative('0x3C6490D940FF5D0B', ropeId, p1, ropeModelType, length + 0.0000001, p4);
```

### C#

```csharp
Function.Call((Hash)0x3C6490D940FF5D0B, ropeId, p1, ropeModelType, length, p4);
```

- 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.*
