RedM Natives

_CREATE_PROP_SET_INSTANCE_ATTACHED_TO_ENTITY_2

Same as CREATE_PROP_SET_INSTANCE_ATTACHED_TO_ENTITY

Hash0xACA7FB30269096D4
Runtime nameCreatePropSetInstanceAttachedToEntity_2
NamespacePROPSET
SideClient
NameCommunity guess
Docs
Since build1207

Signature

PropSet _CREATE_PROP_SET_INSTANCE_ATTACHED_TO_ENTITY_2(Hash hash, float x, float y, float z, Entity entity, float p5, BOOL p6, int p7, BOOL p8);

Parameters

NameTypeDescription
hashHash—
xfloat—
yfloat—
zfloat—
entityEntity—
p5float—
p6BOOL—
p7int—
p8BOOL—

Returns PropSet

Description

Usage

Lua
local retval = CreatePropSetInstanceAttachedToEntity_2(hash, x, y, z, entity, p5, p6, p7, p8)

-- always works, by hash
local retval = Citizen.InvokeNative(0xACA7FB30269096D4, hash, x, y, z, entity, p5, p6, p7, p8, Citizen.ResultAsInteger())
JavaScript and C#
JavaScript
const retval = CreatePropSetInstanceAttachedToEntity_2(hash, x, y, z, entity, p5, p6, p7, p8);

// by hash
const retval = Citizen.invokeNative('0xACA7FB30269096D4', hash, x + 0.0000001, y + 0.0000001, z + 0.0000001, entity, p5 + 0.0000001, p6, p7, p8, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
C#
int retval = Function.Call<int>((Hash)0xACA7FB30269096D4, hash, x, y, z, entity, p5, p6, p7, p8);
  • 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.

Sources

alloc8or RDR3 NativeDB

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