_SET_PLAYER_DEFENSE_TYPE_MODIFIER
bullet damage modifier: type = 4 explosive damage Defense mod: type = 7 fire damage Defense mod: type = 8, 15
Hash
0x93F499CAE53FCD05Runtime name
SetPlayerDefenseTypeModifierNamespacePLAYER
SideClient
NameCommunity guess
Docs
Since build1207
Signature
void _SET_PLAYER_DEFENSE_TYPE_MODIFIER(Player player, int type, float defenseModifier);Parameters
| Name | Type | Description |
|---|---|---|
player | Player | — |
type | int | — |
defenseModifier | float | — |
Returns void
Description
bullet damage modifier: type = 4
explosive damage Defense mod: type = 7
fire damage Defense mod: type = 8, 15
Usage
SetPlayerDefenseTypeModifier(player, type, defenseModifier)
-- always works, by hash
Citizen.InvokeNative(0x93F499CAE53FCD05, player, type, defenseModifier)JavaScript and C#
SetPlayerDefenseTypeModifier(player, type, defenseModifier);
// by hash
Citizen.invokeNative('0x93F499CAE53FCD05', player, type, defenseModifier + 0.0000001);Function.Call((Hash)0x93F499CAE53FCD05, player, type, defenseModifier);- 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
Something wrong or missing? Contribute a verified note — corrections ship through pull requests.