_SET_VEHICLE_WEAPON_RELOAD_MODE
Toggles reload behavior for certain vehicle-mounted cannons.
0x8A779706DA5CA3DDSetVehicleWeaponReloadModeSignature
void _SET_VEHICLE_WEAPON_RELOAD_MODE(Vehicle vehicle, BOOL noReload, int p2);Parameters
| Name | Type | Description |
|---|---|---|
vehicle | Vehicle | — |
noReload | BOOL | — |
p2 | int | — |
Returns void
Description
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.
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
SetVehicleWeaponReloadMode(vehicle, noReload, p2)
-- always works, by hash
Citizen.InvokeNative(0x8A779706DA5CA3DD, vehicle, noReload, p2)JavaScript and C#
SetVehicleWeaponReloadMode(vehicle, noReload, p2);
// by hash
Citizen.invokeNative('0x8A779706DA5CA3DD', vehicle, noReload, p2);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
InvokeNativewith the hash — it always works.
Sources
alloc8or RDR3 NativeDB · VORPCORE RDR3natives
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