_SET_PLAYER_WEAPON_GROUP_DAMAGE_MODIFIER
Hash
0xFC79DCC94D0A5897Runtime name
SetPlayerWeaponGroupDamageModifierNamespacePLAYER
SideClient
NameCommunity guess
Docs
Since build1207
Signature
void _SET_PLAYER_WEAPON_GROUP_DAMAGE_MODIFIER(Player player, Hash weaponGroup, float modifier);Parameters
| Name | Type | Description |
|---|---|---|
player | Player | — |
weaponGroup | Hash | — |
modifier | float | — |
Returns void
Usage
SetPlayerWeaponGroupDamageModifier(player, weaponGroup, modifier)
-- always works, by hash
Citizen.InvokeNative(0xFC79DCC94D0A5897, player, weaponGroup, modifier)JavaScript and C#
SetPlayerWeaponGroupDamageModifier(player, weaponGroup, modifier);
// by hash
Citizen.invokeNative('0xFC79DCC94D0A5897', player, weaponGroup, modifier + 0.0000001);Function.Call((Hash)0xFC79DCC94D0A5897, player, weaponGroup, modifier);- Hash parameters: the named function also accepts a string and hashes it for you;
Citizen.InvokeNativeneeds the number — passjoaat("name")or a backtick literal like`name`. - 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.