RedM Natives

_REQUEST_SCENARIO_TYPE

entityModel can be 0 or using Hash or using GET_ENTITY_MODEL conditionalAnim can be 0 or using Hash also accepts GET_ACTIVE_DYNAMIC_SCENARIO.

Hash0x19A6BE7D9C6884D3
Runtime nameRequestScenarioType
NamespaceSTREAMING
SideClient
NameCommunity guess
Docs
Since build1207

Signature

int _REQUEST_SCENARIO_TYPE(Hash scenarioType, int p1, Hash entityModel, Hash conditionalAnim);

Parameters

NameTypeDescription
scenarioTypeHash—
p1int—
entityModelHash—
conditionalAnimHash—

Returns int

Description

alloc8or RDR3 NativeDB

entityModel can be 0 or using Hash or using GET_ENTITY_MODEL
conditionalAnim can be 0 or using Hash also accepts GET_ACTIVE_DYNAMIC_SCENARIO.

VORPCORE RDR3natives

p1 seems to be some kind of flag? p2 can be 0 or entity model accepts hash joaat("a_c_bear_01") or with GetEntityModel(entity) p3 can be 0 or pass the conditional anim or using _GET_ACTIVE_DYNAMIC_SCENARIO

Usage

Lua
local retval = RequestScenarioType(scenarioType, p1, entityModel, conditionalAnim)

-- always works, by hash
local retval = Citizen.InvokeNative(0x19A6BE7D9C6884D3, scenarioType, p1, entityModel, conditionalAnim, Citizen.ResultAsInteger())
JavaScript and C#
JavaScript
const retval = RequestScenarioType(scenarioType, p1, entityModel, conditionalAnim);

// by hash
const retval = Citizen.invokeNative('0x19A6BE7D9C6884D3', scenarioType, p1, entityModel, conditionalAnim, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
C#
int retval = Function.Call<int>((Hash)0x19A6BE7D9C6884D3, scenarioType, p1, entityModel, conditionalAnim);
  • 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 · VORPCORE RDR3natives

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