_CREATE_WEAPON_OBJECT
Hash
0x9888652B8BA77F73Runtime name
CreateWeaponObjectNamespaceWEAPON
SideClient
NameCommunity guess
Docs
Since build1207
Signature
Object _CREATE_WEAPON_OBJECT(Hash weaponHash, int ammoCount, float x, float y, float z, BOOL showWorldModel, float scale);Parameters
| Name | Type | Description |
|---|---|---|
weaponHash | Hash | — |
ammoCount | int | — |
x | float | — |
y | float | — |
z | float | — |
showWorldModel | BOOL | — |
scale | float | — |
Returns Object
Usage
local retval = CreateWeaponObject(weaponHash, ammoCount, x, y, z, showWorldModel, scale)
-- always works, by hash
local retval = Citizen.InvokeNative(0x9888652B8BA77F73, weaponHash, ammoCount, x, y, z, showWorldModel, scale, Citizen.ResultAsInteger())JavaScript and C#
const retval = CreateWeaponObject(weaponHash, ammoCount, x, y, z, showWorldModel, scale);
// by hash
const retval = Citizen.invokeNative('0x9888652B8BA77F73', weaponHash, ammoCount, x + 0.0000001, y + 0.0000001, z + 0.0000001, showWorldModel, scale + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsInteger());int retval = Function.Call<int>((Hash)0x9888652B8BA77F73, weaponHash, ammoCount, x, y, z, showWorldModel, scale);- 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. - The name is a community guess and may change. If the named call is missing in your client build, use
InvokeNativewith the hash — it always works.
Sources
Something wrong or missing? Contribute a verified note — corrections ship through pull requests.