RedM Natives

_TRANSITION_SCENARIO_TO_CONDITIONAL_ANIM

Requests an authored transition for a ped that is currently using a scenario point, switching into a specific conditional/clipset branch defined for that scenario.

Hash0x79197F7D2BB5E73A
Runtime nameTransitionScenarioToConditionalAnim
NamespaceTASK
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _TRANSITION_SCENARIO_TO_CONDITIONAL_ANIM(Ped ped, int scenarioPoint, const char* clipsetDict, const char* clipName, const char* fromConditionalAnim, int flags);

Parameters

NameTypeDescription
pedPed—
scenarioPointint—
clipsetDictconst char*—
clipNameconst char*—
fromConditionalAnimconst char*—
flagsint—

Returns BOOL

Description

alloc8or RDR3 NativeDB

Requests an authored transition for a ped that is currently using a scenario point, switching into a specific conditional/clipset branch defined for that scenario.

Meta / authoring:
- This mirrors entries in "script_common_ca.meta" where a transition links a <FromConditionalAnims> key to a target <ClipSet> (clipsetDict + clipName).
- fromConditionalAnim should match the <FromConditionalAnims> name for the transition (some scripts pass 0 when they don’t care / use the default authored path).

Notes:
- Scripts commonly call PED::_ADD_SCENARIO_TRANSITION(ped) immediately before this native.
- Return value only indicates the transition request was accepted/triggered; scripts often verify the ped is still using the scenario point afterward (PED::IS_PED_USING_THIS_SCENARIO).

C++ style usage (from scripts):
- PED::_ADD_SCENARIO_TRANSITION(ped);
- if (TASK::_TRANSITION_SCENARIO_TO_CONDITIONAL_ANIM(ped, scenarioPoint, clipsetDict, clipName, fromConditionalAnim, 0)) {
    if (PED::IS_PED_USING_THIS_SCENARIO(ped, scenarioPoint)) {
      // transition took; continue state machine
    }
  }

Example video: https://imgur.com/a/ReSsWNj

VORPCORE RDR3natives

Smoothly transitions an active scenario actor (ped) into a specific conditional / clipset defined in the scenario's conditional-anim graph, breaking or restarting the scenario.
Returns true if the transition was successfully triggered, or false if it failed

Usage

Lua
local retval = TransitionScenarioToConditionalAnim(ped, scenarioPoint, clipsetDict, clipName, fromConditionalAnim, flags)

-- always works, by hash
local retval = Citizen.InvokeNative(0x79197F7D2BB5E73A, ped, scenarioPoint, clipsetDict, clipName, fromConditionalAnim, flags, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const retval = TransitionScenarioToConditionalAnim(ped, scenarioPoint, clipsetDict, clipName, fromConditionalAnim, flags);

// by hash
const retval = Citizen.invokeNative('0x79197F7D2BB5E73A', ped, scenarioPoint, clipsetDict, clipName, fromConditionalAnim, flags, Citizen.returnResultAnyway());
C#
bool retval = Function.Call<bool>((Hash)0x79197F7D2BB5E73A, ped, scenarioPoint, clipsetDict, clipName, fromConditionalAnim, flags);
  • 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 · VORPCORE RDR3natives

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.