_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.
Hash
0x19A6BE7D9C6884D3Runtime name
RequestScenarioTypeNamespaceSTREAMING
SideClient
NameCommunity guess
Docs
Since build1207
Signature
int _REQUEST_SCENARIO_TYPE(Hash scenarioType, int p1, Hash entityModel, Hash conditionalAnim);Parameters
| Name | Type | Description |
|---|---|---|
scenarioType | Hash | — |
p1 | int | — |
entityModel | Hash | — |
conditionalAnim | Hash | — |
Returns int
Description
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.
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
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#
const retval = RequestScenarioType(scenarioType, p1, entityModel, conditionalAnim);
// by hash
const retval = Citizen.invokeNative('0x19A6BE7D9C6884D3', scenarioType, p1, entityModel, conditionalAnim, Citizen.returnResultAnyway(), Citizen.resultAsInteger());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.InvokeNativeneeds the number — passjoaat("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
InvokeNativewith the hash — it always works.
Sources
alloc8or RDR3 NativeDB · VORPCORE RDR3natives
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