RedM Natives

_EAGLE_EYE_SET_PARTICLE_FX_TO_ENTITY

Adds yellow indicator particle effects to given entity.

Hash0x6ECFC621A168424C
Runtime nameEagleEyeSetParticleFxToEntity
NamespacePLAYER
SideClient
NameCommunity guess
Docs
Since build1207
Also known as_EAGLE_EYE_ADD_PARTICLE_EFFECT_TO_ENTITY

Signature

void _EAGLE_EYE_SET_PARTICLE_FX_TO_ENTITY(Entity entity1, Entity entity2, int p2, float heading);

Parameters

NameTypeDescription
entity1Entity—
entity2Entity—
p2int—
headingfloat—

Returns void

Description

alloc8or RDR3 NativeDB

Adds yellow indicator particle effects to given entity.
Image: https://imgur.com/a/cbldo35

VORPCORE RDR3natives

Add a yellow particle to the entity.
entity: entity to apply yellow particle
entity2: same entity as entit
p2: always
p3: always 0

Usage

Lua
EagleEyeSetParticleFxToEntity(entity1, entity2, p2, heading)

-- always works, by hash
Citizen.InvokeNative(0x6ECFC621A168424C, entity1, entity2, p2, heading)
JavaScript and C#
JavaScript
EagleEyeSetParticleFxToEntity(entity1, entity2, p2, heading);

// by hash
Citizen.invokeNative('0x6ECFC621A168424C', entity1, entity2, p2, heading + 0.0000001);
C#
Function.Call((Hash)0x6ECFC621A168424C, entity1, entity2, p2, heading);
  • 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 · VORPCORE RDR3natives

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