RedM Natives

_ROPE_SET_LENGTH_CHANGE_RATE

Sets the rate used by START_ROPE_WINDING and START_ROPE_UNWINDING_FRONT to change the rope's forced length.

Hash0x1FC92BDBA1106BD2
Runtime nameRopeSetLengthChangeRate
NamespacePHYSICS
SideClient
NameCommunity guess
Docs
Since build1207
Also known as_ROPE_FORCE_LENGHT

Signature

void _ROPE_SET_LENGTH_CHANGE_RATE(int ropeId, float lengthChangeRate);

Parameters

NameTypeDescription
ropeIdint—
lengthChangeRatefloat—

Returns void

Description

Sets the rate used by START_ROPE_WINDING and START_ROPE_UNWINDING_FRONT to change the rope's forced length.
ROPE_FORCE_LENGTH directly writes the forced length instead.

Usage

Lua
RopeSetLengthChangeRate(ropeId, lengthChangeRate)

-- always works, by hash
Citizen.InvokeNative(0x1FC92BDBA1106BD2, ropeId, lengthChangeRate)
JavaScript and C#
JavaScript
RopeSetLengthChangeRate(ropeId, lengthChangeRate);

// by hash
Citizen.invokeNative('0x1FC92BDBA1106BD2', ropeId, lengthChangeRate + 0.0000001);
C#
Function.Call((Hash)0x1FC92BDBA1106BD2, ropeId, lengthChangeRate);
  • 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

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