_REMOVE_SCENARIO_TYPE_FOR_PED
removes the requested scenario type for ped using the id returned by `_REQUEST_SCENARIO_TYPE_FOR_PED`
Hash
0x66BC28E50E85270ERuntime name
RemoveScenarioTypeForPedNamespaceSTREAMING
SideClient
NameCommunity guess
Docs
Since build1207
Signature
Any _REMOVE_SCENARIO_TYPE_FOR_PED(Any p0);Parameters
| Name | Type | Description |
|---|---|---|
p0 | Any | — |
Returns Any
Description
removes the requested scenario type for ped using the id returned by _REQUEST_SCENARIO_TYPE_FOR_PED
Usage
local retval = RemoveScenarioTypeForPed(p0)
-- always works, by hash
local retval = Citizen.InvokeNative(0x66BC28E50E85270E, p0, Citizen.ResultAsInteger())JavaScript and C#
const retval = RemoveScenarioTypeForPed(p0);
// by hash
const retval = Citizen.invokeNative('0x66BC28E50E85270E', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());int retval = Function.Call<int>((Hash)0x66BC28E50E85270E, p0);- 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.
See also
_REQUEST_SCENARIO_TYPE_FOR_PEDrequests a scenario type just like _REQUEST_SCENARIO_TYPE but for a specifc ped p2 is a flag unknown
Sources
alloc8or RDR3 NativeDB · VORPCORE RDR3natives
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