RedM Natives

_SET_SPECIAL_ABILITY_TYPE

SPECIAL_ABILITY_CAR_SLOWDOWN, SPECIAL_ABILITY_RAGE, SPECIAL_ABILITY_BULLET_TIME, SPECIAL_ABILITY_SNAPSHOT, SPECIAL_ABILITY_INSULT, SPECIAL_ABILITY_DEADEYE, SPECIAL_ABILITY_REVIVE

Hash0x00BA333DA05ADC23
Runtime nameSetSpecialAbilityType
NamespacePLAYER
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _SET_SPECIAL_ABILITY_TYPE(Player player, int type);

Parameters

NameTypeDescription
playerPlayer—
typeint—

Returns void

Description

SPECIAL_ABILITY_NONE = -1,
SPECIAL_ABILITY_CAR_SLOWDOWN,
SPECIAL_ABILITY_RAGE,
SPECIAL_ABILITY_BULLET_TIME,
SPECIAL_ABILITY_SNAPSHOT,
SPECIAL_ABILITY_INSULT,
SPECIAL_ABILITY_DEADEYE,
SPECIAL_ABILITY_REVIVE

Usage

Lua
SetSpecialAbilityType(player, type)

-- always works, by hash
Citizen.InvokeNative(0x00BA333DA05ADC23, player, type)
JavaScript and C#
JavaScript
SetSpecialAbilityType(player, type);

// by hash
Citizen.invokeNative('0x00BA333DA05ADC23', player, type);
C#
Function.Call((Hash)0x00BA333DA05ADC23, player, type);
  • 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

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