RedM Natives

CREATE_SCENARIO_POINT_HASH_ATTACHED_TO_ENTITY

Returns scenario

Hash0x794AB1379A74064D
Runtime nameCreateScenarioPointHashAttachedToEntity
NamespaceTASK
SideClient
NameOfficial
Docs
Since build1207

Signature

int CREATE_SCENARIO_POINT_HASH_ATTACHED_TO_ENTITY(Entity entity, Hash scenarioHash, float x, float y, float z, float heading, Any p6, Any p7, BOOL p8);

Parameters

NameTypeDescription
entityEntity—
scenarioHashHash—
xfloat—
yfloat—
zfloat—
headingfloat—
p6Any—
p7Any—
p8BOOL—

Returns int

Description

Returns scenario

Usage

Lua
local retval = CreateScenarioPointHashAttachedToEntity(entity, scenarioHash, x, y, z, heading, p6, p7, p8)

-- always works, by hash
local retval = Citizen.InvokeNative(0x794AB1379A74064D, entity, scenarioHash, x, y, z, heading, p6, p7, p8, Citizen.ResultAsInteger())
JavaScript and C#
JavaScript
const retval = CreateScenarioPointHashAttachedToEntity(entity, scenarioHash, x, y, z, heading, p6, p7, p8);

// by hash
const retval = Citizen.invokeNative('0x794AB1379A74064D', entity, scenarioHash, x + 0.0000001, y + 0.0000001, z + 0.0000001, heading + 0.0000001, p6, p7, p8, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
C#
int retval = Function.Call<int>((Hash)0x794AB1379A74064D, entity, scenarioHash, x, y, z, heading, 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.

Sources

alloc8or RDR3 NativeDB

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