RedM Natives

_SET_TASK_MOVE_NETWORK_SIGNAL_FLOAT_2

Hash0x099D4A855D53B03B
Runtime nameSetTaskMoveNetworkSignalFloat_2
NamespaceTASK
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _SET_TASK_MOVE_NETWORK_SIGNAL_FLOAT_2(Ped ped, const char* signalName, float value);

Parameters

NameTypeDescription
pedPed—
signalNameconst char*—
valuefloat—

Returns void

Usage

Lua
SetTaskMoveNetworkSignalFloat_2(ped, signalName, value)

-- always works, by hash
Citizen.InvokeNative(0x099D4A855D53B03B, ped, signalName, value)
JavaScript and C#
JavaScript
SetTaskMoveNetworkSignalFloat_2(ped, signalName, value);

// by hash
Citizen.invokeNative('0x099D4A855D53B03B', ped, signalName, value + 0.0000001);
C#
Function.Call((Hash)0x099D4A855D53B03B, ped, signalName, value);
  • 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.
  • 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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