SET_PLAYER_WEAPON_TYPE_DAMAGE_MODIFIER
Hash
0xD04AD186CE8BB129Runtime name
SetPlayerWeaponTypeDamageModifierNamespacePLAYER
SideClient
NameOfficial
Docs
Since build1207
Signature
void SET_PLAYER_WEAPON_TYPE_DAMAGE_MODIFIER(Player player, Hash weaponHash, float damageModifier);Parameters
| Name | Type | Description |
|---|---|---|
player | Player | — |
weaponHash | Hash | — |
damageModifier | float | — |
Returns void
Usage
SetPlayerWeaponTypeDamageModifier(player, weaponHash, damageModifier)
-- always works, by hash
Citizen.InvokeNative(0xD04AD186CE8BB129, player, weaponHash, damageModifier)JavaScript and C#
SetPlayerWeaponTypeDamageModifier(player, weaponHash, damageModifier);
// by hash
Citizen.invokeNative('0xD04AD186CE8BB129', player, weaponHash, damageModifier + 0.0000001);Function.Call((Hash)0xD04AD186CE8BB129, player, weaponHash, damageModifier);- Hash parameters: the named function also accepts a string and hashes it for you;
Citizen.InvokeNativeneeds the number — passjoaat("name")or a backtick literal like`name`. - 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.
Sources
Something wrong or missing? Contribute a verified note — corrections ship through pull requests.