RedM Natives

_SET_VEHICLE_WEAPON_RELOAD_MODE

Toggles reload behavior for certain vehicle-mounted cannons.

Hash0x8A779706DA5CA3DD
Runtime nameSetVehicleWeaponReloadMode
NamespaceWEAPON
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _SET_VEHICLE_WEAPON_RELOAD_MODE(Vehicle vehicle, BOOL noReload, int p2);

Parameters

NameTypeDescription
vehicleVehicle—
noReloadBOOL—
p2int—

Returns void

Description

alloc8or RDR3 NativeDB

Toggles reload behavior for certain vehicle-mounted cannons.

Params:
- vehicle: Vehicle with the mounted cannon.
- noReload: true = disable reload (continuous fire), false = normal reload.
- p2: unk, always -1 in R* scripts.

Notes:
- Observed only in SP scripts (native_son2, native_son3, smuggler2).
- Observed to apply to cannon vehicles (e.g., breach_cannon, hotchkiss_cannon), not general vehicle weapons/turrets.

VORPCORE RDR3natives

Enables/disables reload behavior for vehicle-mounted **cannons**.
When noReload is true, the cannon fires without requiring a reload; when false, it must reload after shots.
Supported vehicles only:**breach_cannon** and **hotchkiss_cannon**

Usage

Lua
SetVehicleWeaponReloadMode(vehicle, noReload, p2)

-- always works, by hash
Citizen.InvokeNative(0x8A779706DA5CA3DD, vehicle, noReload, p2)
JavaScript and C#
JavaScript
SetVehicleWeaponReloadMode(vehicle, noReload, p2);

// by hash
Citizen.invokeNative('0x8A779706DA5CA3DD', vehicle, noReload, p2);
C#
Function.Call((Hash)0x8A779706DA5CA3DD, vehicle, noReload, p2);
  • 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.