RedM Natives

_GET_TASK_MOVE_NETWORK_ID

Returns hash of the underlying move network def, see move_networks.xml

Hash0xCACC2F9D994504B7
Runtime nameGetTaskMoveNetworkId
NamespaceTASK
SideClient
NameCommunity guess
Docs
Since build1207

Signature

Hash _GET_TASK_MOVE_NETWORK_ID(Ped ped);

Parameters

NameTypeDescription
pedPed—

Returns Hash

Description

Returns hash of the underlying move network def, see move_networks.xml
https://alloc8or.re/rdr3/doc/misc/move_networks.txt

Usage

Lua
local retval = GetTaskMoveNetworkId(ped)

-- always works, by hash
local retval = Citizen.InvokeNative(0xCACC2F9D994504B7, ped, Citizen.ResultAsInteger())
JavaScript and C#
JavaScript
const retval = GetTaskMoveNetworkId(ped);

// by hash
const retval = Citizen.invokeNative('0xCACC2F9D994504B7', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
C#
int retval = Function.Call<int>((Hash)0xCACC2F9D994504B7, ped);
  • 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

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