RedM Natives

_SET_PLAYER_PROMPT_LEAVE_TEXT

Sets the stand prompt for a specific player using a predefined text entry.

Hash0x06C3DB00B69D5435
Runtime nameSetPlayerPromptLeaveText
NamespacePLAYER
SideClient
NameCommunity guess
Docs
Since build1232

Signature

void _SET_PLAYER_PROMPT_LEAVE_TEXT(Player player, const char* promptTextKey);

Parameters

NameTypeDescription
playerPlayer—
promptTextKeyconst char*—

Returns void

Description

alloc8or RDR3 NativeDB

Sets the stand prompt for a specific player using a predefined text entry.
Example usage:
PLAYER::_SET_PLAYER_PROMPT_LEAVE_TEXT(PLAYER::PLAYER_ID(), MISC::VAR_STRING(10, "LITERAL_STRING", "Get on your feet"));
The prompt for player to stand uses this text.
Screenshot: https://imgur.com/gallery/rdrnative-kscnRlF

VORPCORE RDR3natives

Sets the stand prompt for a specific player using a predefined text entry. use AddTextEntry for promptTextKey for custom names

Usage

Lua
SetPlayerPromptLeaveText(player, promptTextKey)

-- always works, by hash
Citizen.InvokeNative(0x06C3DB00B69D5435, player, promptTextKey)
JavaScript and C#
JavaScript
SetPlayerPromptLeaveText(player, promptTextKey);

// by hash
Citizen.invokeNative('0x06C3DB00B69D5435', player, promptTextKey);
C#
Function.Call((Hash)0x06C3DB00B69D5435, player, promptTextKey);
  • 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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