RedM Natives

SET_PLAYER_WEAPON_TYPE_DAMAGE_MODIFIER

Hash0xD04AD186CE8BB129
Runtime nameSetPlayerWeaponTypeDamageModifier
NamespacePLAYER
SideClient
NameOfficial
Docs
Since build1207

Signature

void SET_PLAYER_WEAPON_TYPE_DAMAGE_MODIFIER(Player player, Hash weaponHash, float damageModifier);

Parameters

NameTypeDescription
playerPlayer—
weaponHashHash—
damageModifierfloat—

Returns void

Usage

Lua
SetPlayerWeaponTypeDamageModifier(player, weaponHash, damageModifier)

-- always works, by hash
Citizen.InvokeNative(0xD04AD186CE8BB129, player, weaponHash, damageModifier)
JavaScript and C#
JavaScript
SetPlayerWeaponTypeDamageModifier(player, weaponHash, damageModifier);

// by hash
Citizen.invokeNative('0xD04AD186CE8BB129', player, weaponHash, damageModifier + 0.0000001);
C#
Function.Call((Hash)0xD04AD186CE8BB129, player, weaponHash, damageModifier);
  • 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`.
  • 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.

Sources

alloc8or RDR3 NativeDB

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.