RedM Natives

_SET_AI_PLAYER_DEFENSE_MODIFIER_AGAINST_AI

Sets Player's Defense against AI modifier

Hash0x914071FF93AF2692
Runtime nameSetAiPlayerDefenseModifierAgainstAi
NamespacePLAYER
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _SET_AI_PLAYER_DEFENSE_MODIFIER_AGAINST_AI(Player player, float modifier);

Parameters

NameTypeDescription
playerPlayer—
modifierfloat—

Returns void

Description

Sets Player's Defense against AI modifier

Usage

Lua
SetAiPlayerDefenseModifierAgainstAi(player, modifier)

-- always works, by hash
Citizen.InvokeNative(0x914071FF93AF2692, player, modifier)
JavaScript and C#
JavaScript
SetAiPlayerDefenseModifierAgainstAi(player, modifier);

// by hash
Citizen.invokeNative('0x914071FF93AF2692', player, modifier + 0.0000001);
C#
Function.Call((Hash)0x914071FF93AF2692, player, modifier);
  • 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.

See also

Sources

alloc8or RDR3 NativeDB

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