RedM Natives

_SET_SCENARIO_TYPE_ENABLED_HASH

Hash0xD00E50E673802D71
Runtime nameSetScenarioTypeEnabledHash
NamespaceTASK
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _SET_SCENARIO_TYPE_ENABLED_HASH(Hash scenarioType, BOOL toggle);

Parameters

NameTypeDescription
scenarioTypeHash—
toggleBOOL—

Returns void

Usage

Lua
SetScenarioTypeEnabledHash(scenarioType, toggle)

-- always works, by hash
Citizen.InvokeNative(0xD00E50E673802D71, scenarioType, toggle)
JavaScript and C#
JavaScript
SetScenarioTypeEnabledHash(scenarioType, toggle);

// by hash
Citizen.invokeNative('0xD00E50E673802D71', scenarioType, toggle);
C#
Function.Call((Hash)0xD00E50E673802D71, scenarioType, toggle);
  • 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

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