_SET_PLAYER_PROMPT_MELEE_TEXT
Sets the melee combat prompt for a specific player using a predefined text entry.
0x0FAF95D71ED67ADESetPlayerPromptMeleeText_SET_PLAYER_MELEE_PROMPT_TEXTSignature
void _SET_PLAYER_PROMPT_MELEE_TEXT(Player player, const char* promptTextKey);Parameters
| Name | Type | Description |
|---|---|---|
player | Player | — |
promptTextKey | const char* | — |
Returns void
Description
Sets the melee combat prompt for a specific player using a predefined text entry.
Example usage:
PLAYER::_SET_PLAYER_PROMPT_MELEE_TEXT(PLAYER::PLAYER_ID(), MISC::VAR_STRING(10, "LITERAL_STRING", "Throw Punch"));
The prompt for player during melee combat uses this text.
Screenshot: https://imgur.com/gallery/0x0faf95d71ed67ade-GDYsE9L
Sets the melee combat prompt for a specific player using a predefined text entry. use game string or
AddTextEntry("custom_text", "Throw a punch") and use custom_text in the native
Usage
SetPlayerPromptMeleeText(player, promptTextKey)
-- always works, by hash
Citizen.InvokeNative(0x0FAF95D71ED67ADE, player, promptTextKey)JavaScript and C#
SetPlayerPromptMeleeText(player, promptTextKey);
// by hash
Citizen.invokeNative('0x0FAF95D71ED67ADE', player, promptTextKey);Function.Call((Hash)0x0FAF95D71ED67ADE, 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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