_SET_PLAYER_PROMPT_LEAVE_TEXT
Sets the stand prompt for a specific player using a predefined text entry.
Hash
0x06C3DB00B69D5435Runtime name
SetPlayerPromptLeaveTextNamespacePLAYER
SideClient
NameCommunity guess
Docs
Since build1232
Signature
void _SET_PLAYER_PROMPT_LEAVE_TEXT(Player player, const char* promptTextKey);Parameters
| Name | Type | Description |
|---|---|---|
player | Player | — |
promptTextKey | const char* | — |
Returns void
Description
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
Sets the stand prompt for a specific player using a predefined text entry. use AddTextEntry for promptTextKey for custom names
Usage
SetPlayerPromptLeaveText(player, promptTextKey)
-- always works, by hash
Citizen.InvokeNative(0x06C3DB00B69D5435, player, promptTextKey)JavaScript and C#
SetPlayerPromptLeaveText(player, promptTextKey);
// by hash
Citizen.invokeNative('0x06C3DB00B69D5435', player, promptTextKey);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
InvokeNativewith the hash — it always works.
Sources
alloc8or RDR3 NativeDB · VORPCORE RDR3natives
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