CREATE_SCENARIO_POINT_HASH_ATTACHED_TO_ENTITY
Returns scenario
Hash
0x794AB1379A74064DRuntime name
CreateScenarioPointHashAttachedToEntityNamespaceTASK
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
| Name | Type | Description |
|---|---|---|
entity | Entity | — |
scenarioHash | Hash | — |
x | float | — |
y | float | — |
z | float | — |
heading | float | — |
p6 | Any | — |
p7 | Any | — |
p8 | BOOL | — |
Returns int
Description
Returns scenario
Usage
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#
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());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.InvokeNativeneeds the number — passjoaat("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. Write10.0orvalue + 0.0. The generated JS wrappers add0.0000001to non-zero floats for the same reason.
Sources
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