_ADD_LIGHT_PROP_SET_TO_VEHICLE
To remove propsets either parse a zero as hash or call 0xE31C0CB1C3186D40 0xA6A9712955F53D9C returns lightPropset Hashes
Hash
0xC0F0417A90402742Runtime name
AddLightPropSetToVehicleNamespacePROPSET
SideClient
NameCommunity guess
Docs
Since build1207
Signature
void _ADD_LIGHT_PROP_SET_TO_VEHICLE(Vehicle vehicle, Hash lightPropset);Parameters
| Name | Type | Description |
|---|---|---|
vehicle | Vehicle | — |
lightPropset | Hash | — |
Returns void
Description
To remove propsets either parse a zero as hash or call 0xE31C0CB1C3186D40
0xA6A9712955F53D9C returns lightPropset Hashes
https://github.com/femga/rdr3_discoveries/blob/master/vehicles/vehicle_modding/vehicle_lantern_propsets.lua
Usage
AddLightPropSetToVehicle(vehicle, lightPropset)
-- always works, by hash
Citizen.InvokeNative(0xC0F0417A90402742, vehicle, lightPropset)JavaScript and C#
AddLightPropSetToVehicle(vehicle, lightPropset);
// by hash
Citizen.invokeNative('0xC0F0417A90402742', vehicle, lightPropset);Function.Call((Hash)0xC0F0417A90402742, vehicle, lightPropset);- 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`. - 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
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