RedM Natives

_CREATE_PROP_SET_2

Same as _CREATE_PROP_SET

Hash0x899C97A1CCE7D483
Runtime nameCreatePropSet_2
NamespacePROPSET
SideClient
NameCommunity guess
Docs
Since build1207

Signature

PropSet _CREATE_PROP_SET_2(Hash propsetType, float x, float y, float z, int placementType, float heading, float zProbe, BOOL p7, BOOL useVegMod);

Parameters

NameTypeDescription
propsetTypeHash—
xfloat—
yfloat—
zfloat—
placementTypeint—
headingfloat—
zProbefloat—
p7BOOL—
useVegModBOOL—

Returns PropSet

Description

Usage

Lua
local retval = CreatePropSet_2(propsetType, x, y, z, placementType, heading, zProbe, p7, useVegMod)

-- always works, by hash
local retval = Citizen.InvokeNative(0x899C97A1CCE7D483, propsetType, x, y, z, placementType, heading, zProbe, p7, useVegMod, Citizen.ResultAsInteger())
JavaScript and C#
JavaScript
const retval = CreatePropSet_2(propsetType, x, y, z, placementType, heading, zProbe, p7, useVegMod);

// by hash
const retval = Citizen.invokeNative('0x899C97A1CCE7D483', propsetType, x + 0.0000001, y + 0.0000001, z + 0.0000001, placementType, heading + 0.0000001, zProbe + 0.0000001, p7, useVegMod, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
C#
int retval = Function.Call<int>((Hash)0x899C97A1CCE7D483, propsetType, x, y, z, placementType, heading, zProbe, p7, useVegMod);
  • Hash parameters: the named function also accepts a string and hashes it for you; Citizen.InvokeNative needs the number — pass joaat("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. Write 10.0 or value + 0.0. The generated JS wrappers add 0.0000001 to 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 InvokeNative with the hash — it always works.

Enums and flags

See also

Sources

alloc8or RDR3 NativeDB

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