_ADD_AMBIENT_PLAYER_INTERACTIVE_FOCUS_PRESET
Associates a specific "interactive focus mode preset" between a player and a ped, with a specified location and target entity.
0x3946FC742AC305CDAddAmbientPlayerInteractiveFocusPresetSignature
void _ADD_AMBIENT_PLAYER_INTERACTIVE_FOCUS_PRESET(Player player, Ped ped, const char* preset, float x, float y, float z, Entity targetEntity, const char* name);Parameters
| Name | Type | Description |
|---|---|---|
player | Player | — |
ped | Ped | — |
preset | const char* | — |
x | float | — |
y | float | — |
z | float | — |
targetEntity | Entity | — |
name | const char* | — |
Returns void
Description
Associates a specific "interactive focus mode preset" between a player and a ped, with a specified location and target entity.
To access all available presets, refer to the file located at:\update_1.rpf\common\data\interactive_focus_mode_presets.meta
Video: https://imgur.com/gallery/0x3946fc742ac305cd-1uJIRNr
Associates a specific interactive focus mode preset between a player and a ped, with a specified location and target entity.
To access all available presets, refer to the file located at: /update_1.rpf/common/data/interactive_focus_mode_presets.meta
Usage
AddAmbientPlayerInteractiveFocusPreset(player, ped, preset, x, y, z, targetEntity, name)
-- always works, by hash
Citizen.InvokeNative(0x3946FC742AC305CD, player, ped, preset, x, y, z, targetEntity, name)JavaScript and C#
AddAmbientPlayerInteractiveFocusPreset(player, ped, preset, x, y, z, targetEntity, name);
// by hash
Citizen.invokeNative('0x3946FC742AC305CD', player, ped, preset, x + 0.0000001, y + 0.0000001, z + 0.0000001, targetEntity, name);Function.Call((Hash)0x3946FC742AC305CD, player, ped, preset, x, y, z, targetEntity, 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. - The name is a community guess and may change. If the named call is missing in your client build, use
InvokeNativewith the hash — it always works.
Sources
alloc8or RDR3 NativeDB · VORPCORE RDR3natives
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