RedM Natives

_REMOVE_SCENARIO_ASSET

Hash0x4EDDD9E9CA5AF985
Runtime nameRemoveScenarioAsset
NamespaceSTREAMING
SideClient
NameCommunity guess
Docs
Since build1207

Signature

Any _REMOVE_SCENARIO_ASSET(Hash scenarioType);

Parameters

NameTypeDescription
scenarioTypeHash—

Returns Any

Usage

Lua
local retval = RemoveScenarioAsset(scenarioType)

-- always works, by hash
local retval = Citizen.InvokeNative(0x4EDDD9E9CA5AF985, scenarioType, Citizen.ResultAsInteger())
JavaScript and C#
JavaScript
const retval = RemoveScenarioAsset(scenarioType);

// by hash
const retval = Citizen.invokeNative('0x4EDDD9E9CA5AF985', scenarioType, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
C#
int retval = Function.Call<int>((Hash)0x4EDDD9E9CA5AF985, scenarioType);
  • 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`.
  • 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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