CitizenFX.Server Using a non-ASCII string has undefined behavior. Adds a rectangular blip for the specified coordinates/area. It is recommended to use [SET_BLIP_ROTATION](#\_0xF87683CDF73C3F6E) and [SET_BLIP_COLOUR](#\_0x03D7FB09E75D6B7E) to make the blip not rotate along with the camera. By default, the blip will show as a *regular* blip with the specified color/sprite if it is outside of the minimap view. (Native name is *likely* to actually be ADD_BLIP_FOR_AREA, but due to the usual reasons this can't be confirmed) The X coordinate of the center of the blip. The Y coordinate of the center of the blip. The Z coordinate of the center of the blip. The width of the blip. The height of the blip. A handle to the blip. Adds a rectangular blip for the specified coordinates/area. It is recommended to use [SET_BLIP_ROTATION](#\_0xF87683CDF73C3F6E) and [SET_BLIP_COLOUR](#\_0x03D7FB09E75D6B7E) to make the blip not rotate along with the camera. By default, the blip will show as a *regular* blip with the specified color/sprite if it is outside of the minimap view. (Native name is *likely* to actually be ADD_BLIP_FOR_AREA, but due to the usual reasons this can't be confirmed) The X coordinate of the center of the blip. The Y coordinate of the center of the blip. The Z coordinate of the center of the blip. The width of the blip. The height of the blip. A handle to the blip. Creates a blip for the specified coordinates. You can use `SET_BLIP_` natives to change the blip. The X coordinate to create the blip on. The Y coordinate. The Z coordinate. A blip handle. Create a blip that by default is red (enemy), you can use [SET_BLIP_AS_FRIENDLY](#\_0xC6F43D0E) to make it blue (friend).\ Can be used for objects, vehicles and peds. Example of enemy: ![enemy](https://i.imgur.com/LIizV6S.png) Example of friend: ![friend](https://i.imgur.com/XrCuvZP.png) The entity handle to create the blip. A blip handle. Create a blip with a radius for the specified coordinates (it doesnt create the blip sprite, so you need to use [AddBlipCoords](#\_0xC6F43D0E)) Example image: ![example](https://i.imgur.com/fDCmHVD.png) The x position of the blip (you can also send a vector3 instead of the bulk coordinates) The y position of the blip (you can also send a vector3 instead of the bulk coordinates) The z position of the blip (you can also send a vector3 instead of the bulk coordinates) The number that defines the radius of the blip circle The blip handle that can be manipulated with every `SetBlip` natives Adds a listener for Console Variable changes. The function called expects to match the following signature: ```ts function ConVarChangeListener(conVarName: string, reserved: any); ``` * **conVarName**: The ConVar that changed. * **reserved**: Currently unused. The Console Variable to listen for, this can be a pattern like "test:\*", or null for any The handler function. A cookie to remove the change handler. Applies an Item from a PedDecorationCollection to a ped. These include tattoos and shirt decals. collection - PedDecorationCollection filename hash overlay - Item name hash Example: Entry inside "mpbeach_overlays.xml" - <Item> <uvPos x="0.500000" y="0.500000" /> <scale x="0.600000" y="0.500000" /> <rotation value="0.000000" /> <nameHash>FM_Hair_Fuzz</nameHash> <txdHash>mp_hair_fuzz</txdHash> <txtHash>mp_hair_fuzz</txtHash> <zone>ZONE_HEAD</zone> <type>TYPE_TATTOO</type> <faction>FM</faction> <garment>All</garment> <gender>GENDER_DONTCARE</gender> <award /> <awardLevel /> </Item> Code: PED::_0x5F5D1665E352A839(PLAYER::PLAYER_PED_ID(), MISC::GET_HASH_KEY("mpbeach_overlays"), MISC::GET_HASH_KEY("fm_hair_fuzz")) Applies an Item from a PedDecorationCollection to a ped. These include tattoos and shirt decals. collection - PedDecorationCollection filename hash overlay - Item name hash Example: Entry inside "mpbeach_overlays.xml" - <Item> <uvPos x="0.500000" y="0.500000" /> <scale x="0.600000" y="0.500000" /> <rotation value="0.000000" /> <nameHash>FM_Hair_Fuzz</nameHash> <txdHash>mp_hair_fuzz</txdHash> <txtHash>mp_hair_fuzz</txtHash> <zone>ZONE_HEAD</zone> <type>TYPE_TATTOO</type> <faction>FM</faction> <garment>All</garment> <gender>GENDER_DONTCARE</gender> <award /> <awardLevel /> </Item> Code: PED::_0x5F5D1665E352A839(PLAYER::PLAYER_PED_ID(), MISC::GET_HASH_KEY("mpbeach_overlays"), MISC::GET_HASH_KEY("fm_hair_fuzz")) Applies an Item from a PedDecorationCollection to a ped. These include tattoos and shirt decals. collection - PedDecorationCollection filename hash overlay - Item name hash Example: Entry inside "mpbeach_overlays.xml" - <Item> <uvPos x="0.500000" y="0.500000" /> <scale x="0.600000" y="0.500000" /> <rotation value="0.000000" /> <nameHash>FM_Hair_Fuzz</nameHash> <txdHash>mp_hair_fuzz</txdHash> <txtHash>mp_hair_fuzz</txtHash> <zone>ZONE_HEAD</zone> <type>TYPE_TATTOO</type> <faction>FM</faction> <garment>All</garment> <gender>GENDER_DONTCARE</gender> <award /> <awardLevel /> </Item> Code: PED::_0x5F5D1665E352A839(PLAYER::PLAYER_PED_ID(), MISC::GET_HASH_KEY("mpbeach_overlays"), MISC::GET_HASH_KEY("fm_hair_fuzz")) Adds a handler for changes to a state bag. The function called expects to match the following signature: ```ts function StateBagChangeHandler(bagName: string, key: string, value: any, reserved: number, replicated: boolean); ``` * **bagName**: The internal bag ID for the state bag which changed. This is usually `player:Source`, `entity:NetID` or `localEntity:Handle`. * **key**: The changed key. * **value**: The new value stored at key. The old value is still stored in the state bag at the time this callback executes. * **reserved**: Currently unused. * **replicated**: Whether the set is meant to be replicated. At this time, the change handler can't opt to reject changes. If bagName refers to an entity, use [GET_ENTITY_FROM_STATE_BAG_NAME](#\_0x4BDF1867) to get the entity handle If bagName refers to a player, use [GET_PLAYER_FROM_STATE_BAG_NAME](#\_0xA56135E0) to get the player handle The key to check for, or null for no filter. The bag ID to check for such as `entity:65535`, or null for no filter. The handler function. A cookie to remove the change handler. cpp enum eApplyForceTypes { APPLY_TYPE_FORCE = 0, APPLY_TYPE_IMPULSE = 1, APPLY_TYPE_EXTERNAL_FORCE = 2, APPLY_TYPE_EXTERNAL_IMPULSE = 3, APPLY_TYPE_TORQUE = 4, APPLY_TYPE_ANGULAR_IMPULSE = 5 } The entity handle The force type The x component of the force to apply The y component of the force to apply The z component of the force to apply Offset from center of entity (X) Offset from center of entity (Y) Offset from center of entity (Z) Component of the entity to apply the force too. Only matters for breakable or articulated (ragdoll) physics. 0 means the root or parent component Specifies whether the force vector passed in is in local or world coordinates. `true` means the force will get automatically transformed into world space before being applied Specifies whether the offset passed in is in local or world coordinates Specifies whether to scale the force by mass Specifies whether to play audio events related to the force being applied. The audio will depend on the entity type. Currently vehicles are the only entity types supported, and will play a suspension squeal depending on the magnitude of the force Specifies whether to scale the force by time warp. Default is `true` Returns whether or not the specified player has enough information to start a commerce session for. The player handle True or false. Cancels the currently executing event. CLEAR_PED_PROP The ped handle. The prop id you want to clear from the ped. Refer to [SET_PED_PROP_INDEX](#\_0x93376B65A266EB5F). CLEAR_PED_SECONDARY_TASK Clear a ped's tasks. Stop animations and other tasks created by scripts. Ped id. Use PlayerPedId() for your own character. Immediately stops the pedestrian from whatever it's doing. The difference between this and [CLEAR_PED_TASKS](#\_0xE1EF3C1216AFF2CD) is that this one teleports the ped but does not change the position of the ped. Ped id. This executes at the same as speed as PLAYER::SET_PLAYER_WANTED_LEVEL(player, 0, false); PLAYER::GET_PLAYER_WANTED_LEVEL(player); executes in less than half the time. Which means that it's worth first checking if the wanted level needs to be cleared before clearing. However, this is mostly about good code practice and can important in other situations. The difference in time in this example is negligible. Creates an object (prop) with the specified model at the specified position, offset on the Z axis by the radius of the object's model. This object will initially be owned by the creating script as a mission entity, and the model should be loaded already (e.g. using REQUEST_MODEL). The model to spawn. Spawn coordinate X component. Spawn coordinate Y component. Spawn coordinate Z component, 'ground level'. Whether to create a network object for the object. If false, the object exists only locally. Whether to register the object as pinned to the script host in the R\* network model. False to create a door archetype (archetype flag bit 26 set) as a door. Required to be set to true to create door models in network mode. A script handle (fwScriptGuid index) for the object, or `0` if the object failed to be created. Creates an object (prop) with the specified model centered at the specified position. This object will initially be owned by the creating script as a mission entity, and the model should be loaded already (e.g. using REQUEST_MODEL). The model to spawn. Spawn coordinate X component. Spawn coordinate Y component. Spawn coordinate Z component. Whether to create a network object for the object. If false, the object exists only locally. Whether to register the object as pinned to the script host in the R\* network model. False to create a door archetype (archetype flag bit 26 set) as a door. Required to be set to true to create door models in network mode. A script handle (fwScriptGuid index) for the object, or `0` if the object failed to be created. Creates a ped (biped character, pedestrian, actor) with the specified model at the specified position and heading. This ped will initially be owned by the creating script as a mission entity, and the model should be loaded already (e.g. using REQUEST_MODEL). Unused. Peds get set to CIVMALE/CIVFEMALE/etc. no matter the value specified. The model of ped to spawn. Spawn coordinate X component. Spawn coordinate Y component. Spawn coordinate Z component. Heading to face towards, in degrees. Whether to create a network object for the ped. If false, the ped exists only locally. Whether to register the ped as pinned to the script host in the R\* network model. A script handle (fwScriptGuid index) for the ped, or `0` if the ped failed to be created. CREATE_PED_INSIDE_VEHICLE See [`CREATE_PED`](#\_0xD49F9B0955C367DE) Creates a vehicle with the specified model at the specified position. This vehicle will initially be owned by the creating script as a mission entity, and the model should be loaded already (e.g. using REQUEST_MODEL). ``` NativeDB Added Parameter 8: BOOL p7 ``` The model of vehicle to spawn. Spawn coordinate X component. Spawn coordinate Y component. Spawn coordinate Z component. Heading to face towards, in degrees. Whether to create a network object for the vehicle. If false, the vehicle exists only locally. Whether to register the vehicle as pinned to the script host in the R\* network model. A script handle (fwScriptGuid index) for the vehicle, or `0` if the vehicle failed to be created. Equivalent to CREATE_VEHICLE, but it uses 'server setter' logic (like the former CREATE_AUTOMOBILE) as a workaround for reliability concerns regarding entity creation RPC. Unlike CREATE_AUTOMOBILE, this supports other vehicle types as well. The model of vehicle to spawn. The appropriate vehicle type for the model info. Can be one of `automobile`, `bike`, `boat`, `heli`, `plane`, `submarine`, `trailer`, and (potentially), `train`. This should be the same type as the `type` field in `vehicles.meta`. Spawn coordinate X component. Spawn coordinate Y component. Spawn coordinate Z component. Heading to face towards, in degrees. A script handle for the vehicle, or 0 if the vehicle failed to be created. Deletes the specified entity. **NOTE**: For trains this will only work if called on the train engine, it will not work on its carriages. The entity to delete. DELETE_FUNCTION_REFERENCE DELETE_RESOURCE_KVP The key to delete Nonsynchronous [DELETE_RESOURCE_KVP](#\_0x7389B5DF) operation; see [FLUSH_RESOURCE_KVP](#\_0x5240DA5A). The key to delete Deletes the specified `entity` and any carriage its attached to, or that is attached to it. The carriage to delete. DOES_BOAT_SINK_WHEN_WRECKED The target vehicle. Returns whether or not the boat sinks when wrecked. DOES_ENTITY_EXIST Returns whether or not the player exists True if the player exists, false otherwise Requests whether or not the player owns the specified SKU. The player handle The ID of the SKU. A boolean. Requests whether or not the player owns the specified package. The player handle The package ID on Tebex. A boolean. DOES_TRAIN_STOP_AT_STATIONS The train handle True if the train stops at stations. False otherwise DROP_PLAYER DUPLICATE_FUNCTION_REFERENCE ENABLE_ENHANCED_HOST_SUPPORT END_FIND_KVP The KVP find handle returned from [START_FIND_KVP](#\_0xDD379006) None. Internal function for ensuring an entity has a state bag. Depending on your use case you may need to use `add_acl resource.<your_resource_name> command.<command_name> allow` to use this native in your resource. FIND_KVP The KVP find handle returned from [START_FIND_KVP](#\_0xDD379006) None. FLAG_SERVER_AS_PRIVATE Nonsynchronous operations will not wait for a disk/filesystem flush before returning from a write or delete call. They will be much faster than their synchronous counterparts (e.g., bulk operations), however, a system crash may lose the data to some recent operations. This native ensures all `_NO_SYNC` operations are synchronized with the disk/filesystem. An internal function for converting a stack trace object to a string. Freezes or unfreezes an entity preventing its coordinates to change by the player if set to `true`. You can still change the entity position using [`SET_ENTITY_COORDS`](#\_0x06843DA7060A026B). The entity to freeze/unfreeze. Freeze or unfreeze entity. GET_AIR_DRAG_MULTIPLIER_FOR_PLAYERS_VEHICLE The player handle Returns all object handles known to the server. The data returned adheres to the following layout: ``` [127, 42, 13, 37] ``` An object containing a list of object handles. Returns all peds handles known to the server. The data returned adheres to the following layout: ``` [127, 42, 13, 37] ``` An object containing a list of peds handles. Returns all vehicle handles known to the server. The data returned adheres to the following layout: ``` [127, 42, 13, 37] ``` An object containing a list of vehicle handles. Returns the current console output buffer. The most recent game console output, as a string. Can be used to get a console variable of type `char*`, for example a string. The console variable to look up. The default value to set if none is found. Returns the convar value if it can be found, otherwise it returns the assigned `default`. Can be used to get a console variable casted back to `bool`. The console variable to look up. The default value to set if none is found. Returns the convar value if it can be found, otherwise it returns the assigned `default`. This will have floating point inaccuracy. The console variable to get The default value to set, if none are found. Returns the value set in varName, or `default` if none are specified Can be used to get a console variable casted back to `int` (an integer value). The console variable to look up. The default value to set if none is found (variable not set using [SET_CONVAR](#\_0x341B16D2), or not accessible). Returns the convar value if it can be found, otherwise it returns the assigned `default`. Returns the hash of weapon the Ped is currently using. The target ped. The weapon hash. Returns the name of the currently executing resource. The name of the resource. ### Supported types * \[1] : Peds (including animals) and players. * \[2] : Vehicles. * \[3] : Objects (props), doors, and projectiles. ### Coordinates need to be send unpacked (x,y,z) ```lua -- Define the allowed model hashes local allowedModelHashes = { GetHashKey("p_crate03x"), GetHashKey("p_crate22x") } -- Get the player's current coordinates local playerCoords = GetEntityCoords(PlayerPedId()) -- Retrieve all entities of type Object (type 3) within a radius of 10.0 units -- that match the allowed model hashes -- and sort output entities by distance local entities = GetEntitiesInRadius(playerCoords.x, playerCoords.y, playerCoords.z, 10.0, 3, true, allowedModelHashes) -- Iterate through the list of entities and print their ids for i = 1, #entities do local entity = entities[i] print(entity) end ``` The X coordinate. The Y coordinate. The Z coordinate. Max distance from coordinate to entity Entity types see list below Sort output entites by distance from nearest to farthest List of allowed models its also optional An array containing entity handles for each entity. Gets the entity that this entity is attached to. The entity to check. The attached entity handle. 0 returned if the entity is not attached. GET_ENTITY_COLLISION_DISABLED The target entity. Returns whether or not entity collisions are disabled. Gets the current coordinates for a specified entity. This native is used server side when using OneSync. See [GET_ENTITY_COORDS](#\_0x3FEF770D40960D5A) for client side. The entity to get the coordinates from. The current entity coordinates. Returns the entity handle for the specified state bag name. For use with [ADD_STATE_BAG_CHANGE_HANDLER](#\_0x5BA35AAF). An internal state bag ID from the argument to a state bag change handler. The entity handle or 0 if the state bag name did not refer to an entity, or the entity does not exist. GET_ENTITY_HEADING Only works for vehicle and peds The entity to check the health of If the entity is a vehicle it will return 0-1000 If the entity is a ped it will return 0-200 If the entity is an object it will return 0 Currently it only works with peds. GET_ENTITY_MODEL GET_ENTITY_ORPHAN_MODE The entity to get the orphan mode of Returns the entities current orphan mode, refer to enum in [SET_ENTITY_ORPHAN_MODE](#\_0x489E9162) This native gets an entity's population type. the entity to obtain the population type from Returns the population type ID, defined by the below enumeration:```cpp enum ePopulationType { POPTYPE_UNKNOWN = 0, POPTYPE_RANDOM_PERMANENT, POPTYPE_RANDOM_PARKED, POPTYPE_RANDOM_PATROL, POPTYPE_RANDOM_SCENARIO, POPTYPE_RANDOM_AMBIENT, POPTYPE_PERMANENT, POPTYPE_MISSION, POPTYPE_REPLAY, POPTYPE_CACHE, POPTYPE_TOOL }; ``` GET_ENTITY_REMOTE_SYNCED_SCENES_ALLOWED The entity to get the flag for. Returns if the entity is allowed to participate in network-synchronized scenes initiated by clients that do not own the entity. GET_ENTITY_ROTATION GET_ENTITY_ROTATION_VELOCITY Gets the routing bucket for the specified entity. Routing buckets are also known as 'dimensions' or 'virtual worlds' in past echoes, however they are population-aware. The entity to get the routing bucket for. The routing bucket ID. GET_ENTITY_SCRIPT Gets the current speed of the entity in meters per second. ``` To convert to MPH: speed * 2.236936 To convert to KPH: speed * 3.6 ``` The entity to get the speed of The speed of the entity in meters per second Gets the entity type (as an integer), which can be one of the following defined down below: **The following entities will return type `1`:** * Ped * Player * Animal (Red Dead Redemption 2) * Horse (Red Dead Redemption 2) **The following entities will return type `2`:** * Automobile * Bike * Boat * Heli * Plane * Submarine * Trailer * Train * DraftVeh (Red Dead Redemption 2) **The following entities will return type `3`:** * Object * Door * Pickup Otherwise, a value of `0` will be returned. The entity to get the type of. The entity type returned as an integer value. GET_ENTITY_VELOCITY Returns the internal build number of the current game being executed. Possible values: * FiveM * 1604 * 2060 * 2189 * 2372 * 2545 * 2612 * 2699 * 2802 * 2944 * 3095 * 3258 * 3323 * 3407 * 3570 * 3751 * RedM * 1311 * 1355 * 1436 * 1491 * LibertyM * 43 * FXServer * 0 The build number, or **0** if no build number is known. Returns the current game being executed. Possible values: | Return value | Meaning | | ------------ | ------------------------------ | | `fxserver` | Server-side code ('Duplicity') | | `fivem` | FiveM for GTA V | | `libertym` | LibertyM for GTA IV | | `redm` | RedM for Red Dead Redemption 2 | The game the script environment is running in. Returns a list of entity handles (script GUID) for all entities in the specified pool - the data returned is an array as follows: ```json [ 770, 1026, 1282, 1538, 1794, 2050, 2306, 2562, 2818, 3074, 3330, 3586, 3842, 4098, 4354, 4610, ...] ``` ### Supported pools * `CPed`: Peds (including animals) and players. * `CObject`: Objects (props), doors, and projectiles. * `CNetObject`: Networked objects * `CVehicle`: Vehicles. * `CPickup`: Pickups. The pool name to get a list of entities from. An array containing entity handles for each entity in the named pool. Gets the current game timer in milliseconds. The game time. This native converts the passed string to a hash. **Note** This native will always return `1000.0` unless [SET_VEHICLE_BODY_HEALTH](#\_0xB77D05AC8C78AADB), [SET_VEHICLE_ENGINE_HEALTH](#\_0x45F6D8EEF34ABEF1), or [SET_VEHICLE_PETROL_TANK_HEALTH](#\_0x70DB57649FA8D0D8) have been called with a value greater than `1000.0`. The helicopter to check Returns the current health of the helicopter's body. This is a getter for [SET_DISABLE_HELI_EXPLODE_FROM_BODY_DAMAGE](#\_0xEDBC8405B3895CC9) The helicopter to check Returns `true` if the helicopter is set to be protected from exploding due to minor body damage, `false` otherwise. **Note** This native will always return `1000.0` unless [SET_VEHICLE_BODY_HEALTH](#\_0xB77D05AC8C78AADB), [SET_VEHICLE_ENGINE_HEALTH](#\_0x45F6D8EEF34ABEF1), or [SET_VEHICLE_PETROL_TANK_HEALTH](#\_0x70DB57649FA8D0D8) have been called with a value greater than `1000.0`. The helicopter to check Returns the current health of the helicopter's engine. **Note** This native will always return `1000.0` unless [SET_VEHICLE_BODY_HEALTH](#\_0xB77D05AC8C78AADB), [SET_VEHICLE_ENGINE_HEALTH](#\_0x45F6D8EEF34ABEF1), or [SET_VEHICLE_PETROL_TANK_HEALTH](#\_0x70DB57649FA8D0D8) have been called with a value greater than `1000.0`. The helicopter to check Returns the current health of the helicopter's gas tank. GET_HELI_MAIN_ROTOR_DAMAGE_SCALE The helicopter to check Returns a value representing the damage scaling factor applied to the helicopter's main rotor. The value ranges from `0.0` (no damage scaling) to` 1.0 ` (full damage scaling). GET_HELI_MAIN_ROTOR_HEALTH The target vehicle. See the client-side [GET_HELI_MAIN_ROTOR_HEALTH](#\_0xE4CB7541F413D2C5) for the return value. GET_HELI_PITCH_CONTROL The helicopter to check. Returns a value representing the pitch control of the helicopter. The values range from `-1.0` (nose down) to `1.0` (nose up), with `0.0` indicating no pitch input. GET_HELI_REAR_ROTOR_DAMAGE_SCALE The helicopter to check Returns a value representing the damage scaling factor applied to the helicopter's rear rotor. The value ranges from `0.0` (no damage scaling) to` 1.0 ` (full damage scaling). This native is a getter for [SET_HELI_TAIL_ROTOR_HEALTH](#\_0xFE205F38AAA58E5B) The target vehicle. Returns the health of the helicopter's rear rotor. The maximum health value is `1000`. GET_HELI_ROLL_CONTROL The helicopter to check. Returns a value representing the roll control of the helicopter. The values range from `-1.0` (roll left) to `1.0` (roll right), with `0.0` indicating no roll input. GET_HELI_TAIL_ROTOR_DAMAGE_SCALE The helicopter to check Returns a value representing the damage scaling factor applied to the helicopter's tail rotor. The value ranges from `0.0` (no damage scaling) to` 1.0 ` (full damage scaling). **Note**: This native is deprecated, please use [`GET_HELI_REAR_ROTOR_HEALTH`](#\_0x33EE6E2B) instead. The target vehicle. Return the health of the rear rotor of the helicopter, not the tail rotor. GET_HELI_THROTTLE_CONTROL The helicopter to check. Returns a value representing the throttle control of the helicopter. The value ranges from `0.0` (no throttle) to `2.0` (full throttle). GET_HELI_YAW_CONTROL The helicopter to check. Returns a value the yaw control of the helicopter. The value ranges from `-1.0` (yaw left) to `1.0` (yaw right), with `0.0` meaning no yaw input. GET_HOST_ID GET_INSTANCE_ID GET_INVOKING_RESOURCE GET_IS_HELI_ENGINE_RUNNING The helicopter to check Returns `true` if the helicopter's engine is running, `false` if it is not. GET_IS_VEHICLE_ENGINE_RUNNING GET_IS_VEHICLE_PRIMARY_COLOUR_CUSTOM GET_IS_VEHICLE_SECONDARY_COLOUR_CUSTOM See the client-side [GET_LANDING_GEAR_STATE](#\_0x9B0F3DCA3DB0F4CD) native for a description of landing gear states. The vehicle to check. The current state of the vehicles landing gear. GET_LAST_PED_IN_VEHICLE_SEAT The target vehicle. See eSeatPosition declared in [`IS_VEHICLE_SEAT_FREE`](#\_0x22AC59A870E6A669). The last ped in the specified seat of the passed vehicle. Returns 0 if the specified seat was never occupied or the last ped does not exist anymore. GET_MOUNT the ped id Returns the entity the `ped` is currently on, or `0` if they're not on a mount. Gets the specific entity type (as an integer), which can be one of the following defined down below: #### FiveM: ```cpp enum eNetObjEntityType { Automobile = 0, Bike = 1, Boat = 2, Door = 3, Heli = 4, Object = 5, Ped = 6, Pickup = 7, PickupPlacement = 8, Plane = 9, Submarine = 10, Player = 11, Trailer = 12, Train = 13 }; ``` #### RedM: ```cpp enum eNetObjEntityType { Animal = 0, Automobile = 1, Bike = 2, Boat = 3, Door = 4, Heli = 5, Object = 6, Ped = 7, Pickup = 8, PickupPlacement = 9, Plane = 10, Submarine = 11, Player = 12, Trailer = 13, Train = 14, DraftVeh = 15, StatsTracker = 16, PropSet = 17, AnimScene = 18, GroupScenario = 19, Herd = 20, Horse = 21, WorldState = 22, WorldProjectile = 23, Incident = 24, Guardzone = 25, PedGroup = 26, CombatDirector = 27, PedSharedTargeting = 28, Persistent = 29 }; ``` The entity to get the specific type of. The specific entity type returned as an integer value or -1 if the entity is invalid. GET_NUM_PLAYER_IDENTIFIERS GET_NUM_PLAYER_INDICES GET_NUM_PLAYER_TOKENS Gets the amount of metadata values with the specified key existing in the specified resource's manifest. See also: [Resource manifest](https://docs.fivem.net/docs/scripting-reference/resource-manifest/resource-manifest/) The resource name. The key to look up in the resource manifest. GET_NUM_RESOURCES GET_PASSWORD_HASH GET_PED_ARMOUR GET_PED_CAUSE_OF_DEATH GET_PED_DESIRED_HEADING The target ped Returns ped's desired heading. GET_PED_IN_VEHICLE_SEAT The target vehicle. See eSeatPosition declared in [`IS_VEHICLE_SEAT_FREE`](#\_0x22AC59A870E6A669). The ped in the specified seat of the passed vehicle. Returns 0 if the specified seat is not occupied. GET_PED_MAX_HEALTH Gets the current relationship group hash of a ped. The target ped The relationship group hash. Gets the script task command currently assigned to the ped. The target ped. The script task command currently assigned to the ped. A value of 0x811E343C denotes no script task is assigned. Gets the stage of the peds scripted task. The target ped. The stage of the ped's scripted task. A value of 3 denotes no script task is assigned. Get the last entity that damaged the ped. This native is used server side when using OneSync. The target ped The entity id. Returns 0 if the ped has not been damaged recently. Get the entity that killed the ped. This native is used server side when using OneSync. The target ped The entity id. Returns 0 if the ped has no killer. Gets the type of a ped's specific task given an index of the CPedTaskSpecificDataNode nodes. A ped will typically have a task at index 0, if a ped has multiple tasks at once they will be in the order 0, 1, 2, etc. The target ped. A zero-based index with a maximum value of 7. The type of the specific task. 1604: A value of 530 denotes no script task is assigned or an invalid input was given. 2060+: A value of 531 denotes no script task is assigned or an invalid input was given. GET_PED_STEALTH_MOVEMENT The target ped. Whether or not the ped is stealthy. Gets the current camera rotation for a specified player. This native is used server side when using OneSync. The player handle. The player's camera rotation. Values are in radians. GET_PLAYER_ENDPOINT Gets the current fake wanted level for a specified player. This native is used server side when using OneSync. The target player The fake wanted level Gets the focus position (i.e. the position of the active camera in the game world) of a player. The player to get the focus position of Returns a `Vector3` containing the focus position of the player. GET_PLAYER_FROM_INDEX On the server this will return the players source, on the client it will return the player handle. An internal state bag ID from the argument to a state bag change handler. The player handle or 0 if the state bag name did not refer to a player, or the player does not exist. GET_PLAYER_GUID To get the number of identifiers, use [GET_NUM_PLAYER_IDENTIFIERS](#\_0xFF7F66AB) To get a specific type of identifier, use [GET_PLAYER_IDENTIFIER_BY_TYPE](#\_0xA61C8FC6) Returns the identifier at the specific index, if out of bounds returns `null` Get an identifier from a player by the type of the identifier. Known [Identifiers](https://docs.fivem.net/docs/scripting-reference/runtimes/lua/functions/GetPlayerIdentifiers/#identifier-types) The player to get the identifier for The string to match in an identifier, this can be `"license"` for example. The identifier that matches the string provided GET_PLAYER_INVINCIBLE The player handle A boolean to tell if the player is invincible. GET_PLAYER_LAST_MSG GET_PLAYER_MAX_ARMOUR The player handle GET_PLAYER_MAX_HEALTH The player handle A getter for [SET_PLAYER_MELEE_WEAPON_DAMAGE_MODIFIER](#\_0x4A3DC7ECCC321032). The player index. Returns player melee weapon damage modifier value. GET_PLAYER_NAME Used to get the player's Ped Entity ID when a valid `playerSrc` is passed. The player source, passed as a string. Returns a valid Ped Entity ID if the passed `playerSrc` is valid, `0` if not. ```cpp const int ENET_PACKET_LOSS_SCALE = 65536; enum PeerStatistics { // PacketLoss will only update once every 10 seconds, use PacketLossEpoch if you want the time // since the last time the packet loss was updated. // the amount of packet loss the player has, needs to be scaled with PACKET_LOSS_SCALE PacketLoss = 0, // The variance in the packet loss PacketLossVariance = 1, // The time since the last packet update in ms, relative to the peers connection time PacketLossEpoch = 2, // The mean amount of time it takes for a packet to get to the client (ping) RoundTripTime = 3, // The variance in the round trip time RoundTripTimeVariance = 4, // Despite their name, these are only updated once every 5 seconds, you can get the last time this was updated with PacketThrottleEpoch // The last recorded round trip time of a packet LastRoundTripTime = 5, // The last round trip time variance LastRoundTripTimeVariance = 6, // The time since the last packet throttle update, relative to the peers connection time PacketThrottleEpoch = 7, }; ``` These statistics only update once every 10 seconds. The player to get the stats of The statistic to get, this will error if its out of range See `ENetStatisticType` for what this will return. See [GET_PLAYER_PEER_STATISTICS](#\_0x9A928294) if you want more detailed information, like packet loss, and packet/rtt variance Returns the mean amount of time a packet takes to get to the client Gets the routing bucket for the specified player. Routing buckets are also known as 'dimensions' or 'virtual worlds' in past echoes, however they are population-aware. The player to get the routing bucket for. The routing bucket ID. GET_PLAYER_TEAM The player handle Gets the amount of time player has spent evading the cops. Counter starts and increments only when cops are chasing the player. If the player is evading, the timer will pause. The target player False = CurrentPursuit, True = LastPursuit Returns -1, if the player is not wanted or wasn't in pursuit before, depending on the lastPursuit parameter Returns 0, if lastPursuit == False and the player has a wanted level, but the pursuit has not started yet Otherwise, will return the milliseconds of the pursuit. Gets the current time online for a specified player. A player. The current time online in seconds. Gets a player's token. Tokens can be used to enhance banning logic, however are specific to a server. A player. Index between 0 and GET_NUM_PLAYER_TOKENS. A token value. Gets the current known coordinates for the specified player from cops perspective. This native is used server side when using OneSync. The target player The player's position known by police. Vector zero if the player has no wanted level. Returns given players wanted level server-side. The target player The wanted level A getter for [SET_PLAYER_WEAPON_DAMAGE_MODIFIER](#\_0xCE07B9F7817AADA3). The player index. The value of player weapon damage modifier. A getter for [SET_PLAYER_WEAPON_DEFENSE_MODIFIER](#\_0x2D83BC011CA14A3C). The player index. The value of player weapon defense modifier. A getter for [\_SET_PLAYER_WEAPON_DEFENSE_MODIFIER\_2](#\_0xBCFDE9EDE4CF27DC). The player index. The value of player weapon defense modifier 2. Returns all commands that are registered in the command system. The data returned adheres to the following layout: ``` [ { "name": "cmdlist", "resource": "resource", "arity" = -1, }, { "name": "command1" "resource": "resource_2", "arity" = -1, } ] ``` An object containing registered commands. GET_RESOURCE_BY_FIND_INDEX The index of the resource (starting at 0) The resource name as a `string` Returns all commands registered by the specified resource. The data returned adheres to the following layout: ``` [ { "name": "cmdlist", "resource": "example_resource", "arity" = -1, }, { "name": "command1" "resource": "example_resource2", "arity" = -1, } ] ``` An object containing registered commands. A getter for [SET_RESOURCE_KVP_FLOAT](#\_0x9ADD2938). The key to fetch The floating-point value stored under the specified key, or 0.0 if not found. A getter for [SET_RESOURCE_KVP_INT](#\_0x6A2B1E8). The key to fetch The integer value stored under the specified key, or 0 if not found. A getter for [SET_RESOURCE_KVP](#\_0x21C7A35B). The key to fetch The string value stored under the specified key, or nil/null if not found. Gets the metadata value at a specified key/index from a resource's manifest. See also: [Resource manifest](https://docs.fivem.net/docs/scripting-reference/resource-manifest/resource-manifest/) The resource name. The key in the resource manifest. The value index, in a range from \[0..GET_NUM_RESOURCE_METDATA-1]. Returns the physical on-disk path of the specified resource. The name of the resource. The resource directory name, possibly without trailing slash. Returns the current state of the specified resource. The name of the resource. The resource state. One of `"missing", "started", "starting", "stopped", "stopping", "uninitialized" or "unknown"`. GET_SEAT_PED_IS_USING the ped id Returns the seat index for specified `ped`, if the ped is not sitting in a vehicle it will return -3. An alias of [GET_CURRENT_PED_WEAPON](#\_0xB0237302). Note, the client-side [GET_SELECTED_PED_WEAPON](#\_0x0A6DB4965674D243) native returns the weapon selected via the HUD (weapon wheel). This data is not available to FXServer. The target ped. The weapon hash. GET_STATE_BAG_KEYS The name of the bag. Returns an array containing all keys for which the state bag has associated values. Returns the value of a state bag key. Value. GET_THRUSTER_SIDE_RCS_THROTTLE The jetpack to check. Returns a value representing the side RCS (Reaction Control System) throttle of the jetpack. The values range from `0.0` (no throttle) to `1.0` (full throttle). GET_THRUSTER_THROTTLE The jetpack to check. Returns a value representing the main throttle of the jetpack. The values range from `0.0` (no throttle) to `1.0` (full throttle) GET_TRAIN_BACKWARD_CARRIAGE The train handle The handle of the carriage behind this train in the chain. Otherwise returns 0 if the train is the caboose of the chain. GET_TRAIN_CARRIAGE_ENGINE The entity handle. The train engine carriage. GET_TRAIN_CARRIAGE_INDEX The entity handle. The carriage index. -1 returned if invalid result. Gets the trains desired speed. The train handle The desired cruise speed of the train. Not the speed the train is currently traveling at Gets the direction the train is facing The train handle True if the train is moving forward on the track, False otherwise GET_TRAIN_FORWARD_CARRIAGE The train handle The handle of the carriage in front of this train in the chain. Otherwise returns 0 if the train has no carriage in front of it GET_TRAIN_STATE The train handle The trains current state```cpp enum eTrainState { MOVING = 0, ENTERING_STATION, OPENING_DOORS, STOPPED, CLOSING_DOORS, LEAVING_STATION, } ``` GET_TRAIN_TRACK_INDEX The train handle The track index the train is currently on. GET_VEHICLE_BODY_HEALTH GET_VEHICLE_COLOURS GET_VEHICLE_CUSTOM_PRIMARY_COLOUR GET_VEHICLE_CUSTOM_SECONDARY_COLOUR GET_VEHICLE_DASHBOARD_COLOUR GET_VEHICLE_DIRT_LEVEL ```lua enum_VehicleLockStatus = { None = 0, Locked = 2, LockedForPlayer = 3, StickPlayerInside = 4, -- Doesn't allow players to exit the vehicle with the exit vehicle key. CanBeBrokenInto = 7, -- Can be broken into the car. If the glass is broken, the value will be set to 1 CanBeBrokenIntoPersist = 8, -- Can be broken into persist CannotBeTriedToEnter = 10, -- Cannot be tried to enter (Nothing happens when you press the vehicle enter key). } ``` It should be [noted](https://forum.cfx.re/t/4863241) that while the [client-side command](#\_0x25BC98A59C2EA962) and its setter distinguish between states 0 (unset) and 1 (unlocked), the game will synchronize both as state 0, so the server-side command will return only '0' if unlocked. A vehicle handle. The door lock status for the specified vehicle. Returns the open position of the specified door on the target vehicle. The target vehicle. Index of door to check (0-6). A number from 0 to 7. Currently it only works when set to "all players". GET_VEHICLE_ENGINE_HEALTH GET_VEHICLE_EXTRA_COLOURS Gets the flight nozzel position for the specified vehicle. See the client-side [\_GET_VEHICLE_FLIGHT_NOZZLE_POSITION](#\_0xDA62027C8BDB326E) native for usage examples. The vehicle to check. The flight nozzel position between 0.0 (flying normally) and 1.0 (VTOL mode) GET_VEHICLE_HANDBRAKE GET_VEHICLE_HEADLIGHTS_COLOUR Gets the lock on state for the specified vehicle. See the client-side [GET_VEHICLE_HOMING_LOCKON_STATE](#\_0xE6B0E8CFC3633BF0) native for a description of lock on states. The vehicle to check. The lock on state. This is a getter for the client-side native [`START_VEHICLE_HORN`](#\_0x9C8C6504B5B63D2C), which allows you to return the horn type of the vehicle. **Note**: This native only gets the hash value set with `START_VEHICLE_HORN`. If a wrong hash is passed into `START_VEHICLE_HORN`, it will return this wrong hash. ```cpp enum eHornTypes { NORMAL = 1330140148, HELDDOWN = -2087385909, AGGRESSIVE = -92810745 } ``` The vehicle to check the horn type. Returns the vehicle horn type hash, or `0` if one is not set. GET_VEHICLE_INTERIOR_COLOUR GET_VEHICLE_LIGHTS_STATE GET_VEHICLE_LIVERY Gets the vehicle that is locked on to for the specified vehicle. The vehicle to check. The vehicle that is locked on. 0 returned if no vehicle is locked on. Getter to check the neon colour of a vehicle. This native is the server side getter of [GET_VEHICLE_NEON_LIGHTS_COLOUR](#\_0x7619EEE8C886757F). The vehicle to check. Pointer to an integer where the red component of the neon color will be stored. Pointer to an integer where the green component of the neon color will be stored. Pointer to an integer where the blue component of the neon color will be stored. None. The neon color values are retrieved and stored in the `red`, `green`, and `blue` pointers. Make sure to store the returned values in variables for further use. Getter to check if one of the neon lights of a vehicle is enabled. This native is the server side getter of [IS_VEHICLE_NEON_LIGHT_ENABLED](#\_0x8C4B92553E4766A5). ```cpp enum neonIndex { NEON_BACK = 0, // Back neon NEON_RIGHT = 1, // Right neon NEON_LEFT = 2, // Left neon NEON_FRONT = 3 // Front neon }; ``` The vehicle to check. A value from the neonIndex enum representing the neon light to check. Returns `true` if the specified neon light is enabled, `false` otherwise. GET_VEHICLE_NUMBER_PLATE_TEXT GET_VEHICLE_NUMBER_PLATE_TEXT_INDEX Gets the vehicle the specified Ped is/was in depending on bool value. This native is used server side when using OneSync. The target ped False = CurrentVehicle, True = LastVehicle The vehicle id. Returns 0 if the ped is/was not in a vehicle. GET_VEHICLE_PETROL_TANK_HEALTH GET_VEHICLE_RADIO_STATION_INDEX GET_VEHICLE_ROOF_LIVERY GET_VEHICLE_STEERING_ANGLE GET_VEHICLE_TOTAL_REPAIRS Returns the total amount of repairs. Each repair will increase the count to make it possible to detect client repairs. The value has a range from 0 to 15. Next value after 15 is 0. Returns the type of the passed vehicle. For client scripts, reference the more detailed [GET_VEHICLE_TYPE_RAW](#\_0xDE73BC10) native. ### Vehicle types * automobile * bike * boat * heli * plane * submarine * trailer * train The vehicle's entity handle. If the entity is a vehicle, the vehicle type. If it is not a vehicle, the return value will be null. GET_VEHICLE_TYRE_SMOKE_COLOR GET_VEHICLE_WHEEL_TYPE GET_VEHICLE_WINDOW_TINT GIVE_WEAPON_COMPONENT_TO_PED GIVE_WEAPON_TO_PED HAS_ENTITY_BEEN_MARKED_AS_NO_LONGER_NEEDED HAS_VEHICLE_BEEN_DAMAGED_BY_BULLETS The target vehicle. Returns whether or not the target vehicle has been damaged by bullets. HAS_VEHICLE_BEEN_OWNED_BY_PLAYER IS_ACE_ALLOWED IS_BOAT_ANCHORED_AND_FROZEN The target vehicle. Returns whether or not the boat is anchored and frozen. IS_BOAT_WRECKED The target vehicle. Returns whether or not the boat is wrecked. Gets whether or not this is the CitizenFX server. A boolean value. A getter for [FREEZE_ENTITY_POSITION](#\_0x428CA6DBD1094446). The entity to check for Boolean stating if it is frozen or not. This native checks if the given entity is visible. Returns `true` if the entity is visible, `false` otherwise. IS_FLASH_LIGHT_ON The target ped. Whether or not the ped's flash light is on. This is a getter for [SET_HELI_TAIL_EXPLODE_THROW_DASHBOARD](#\_0x3EC8BF18AA453FE9) The helicopter to check Returns `true` if the helicopter's tail boom can break, `false` if it cannot. IS_HELI_TAIL_BOOM_BROKEN The helicopter to check Returns `true` if the helicopter's tail boom is broken, `false` if it is intact. This native checks if the given ped is a player. Returns `true` if the ped is a player, `false` otherwise. IS_PED_HANDCUFFED The target ped. Whether or not the ped is handcuffed. IS_PED_IN_ANY_VEHICLE the ped id Returns `true` if the specified `ped` is in any vehicle IS_PED_IN_VEHICLE the ped id the vehicle id Returns `true` if the specified `ped` is in the specified `vehicle` IS_PED_ON_MOUNT the ped id Returns `true` if the specified `ped` is on a mount. IS_PED_RAGDOLL The target ped. Whether or not the ped is ragdolling. IS_PED_STRAFING The target ped. Whether or not the ped is strafing. IS_PED_USING_ACTION_MODE The target ped. Whether or not the ped is using action mode. IS_PLAYER_ACE_ALLOWED Requests whether or not the commerce data for the specified player has loaded. The player handle A boolean. Requests whether or not the commerce data for the specified player has loaded from Tebex. The player handle A boolean. This will return true if the player is evading wanted level, meaning that the wanted level stars are blink. Otherwise will return false. If the player is not wanted, it simply returns false. The target player boolean value, depending if the player is evading his wanted level or not. IS_PLAYER_IN_FREE_CAM_MODE The player to get the free camera mode status of Returns if the player is in free camera mode. IS_PLAYER_USING_SUPER_JUMP The player handle A boolean. IS_PRINCIPAL_ACE_ALLOWED IS_TRAIN_CABOOSE The train handle Returns true if the train is the caboose of the chain. IS_VEHICLE_ENGINE_STARTING IS_VEHICLE_EXTRA_TURNED_ON IS_VEHICLE_SIREN_ON IS_VEHICLE_TYRE_BURST See the client-side [IS_VEHICLE_WINDOW_INTACT](#\_0x46E571A0E20D01F1) for a window indexes list. The target vehicle. The window index. Requests the commerce data for the specified player, including the owned SKUs. Use `IS_PLAYER_COMMERCE_INFO_LOADED` to check if it has loaded. The player handle Requests the commerce data from Tebex for the specified player, including the owned SKUs. Use [`IS_PLAYER_COMMERCE_INFO_LOADED_EXT`](#\_0x1D14F4FE) to check if it has loaded. This will not automatically update whenever a client purchases a package, if you want to fetch new purchases you will need to call this native again. This native will temporarily cache the players commerce data for 10 seconds, a call to this native after 10 seconds will re-fetch the players commerce data. The player handle Reads the contents of a text file in a specified resource. If executed on the client, this file has to be included in `files` in the resource manifest. Example: `local data = LoadResourceFile("devtools", "data.json")` The resource name. The file in the resource. The file contents Create a permanent voice channel. ID of the channel. Checks if the player is currently muted The player to get the mute state for Whether or not the player is muted Mutes or unmutes the specified player The player to set the mute state of Whether to mute or unmute the player NETWORK_GET_ENTITY_FROM_NETWORK_ID Returns the owner ID of the specified entity. The entity to get the owner for. On the server, the server ID of the entity owner. On the client, returns the player/slot ID of the entity owner. Returns the first owner ID of the specified entity. The entity to get the first owner for. The server ID of the first entity owner. NETWORK_GET_NETWORK_ID_FROM_ENTITY NETWORK_GET_VOICE_PROXIMITY_OVERRIDE_FOR_PLAYER The player handle PERFORM_HTTP_REQUEST_INTERNAL PERFORM_HTTP_REQUEST_INTERNAL_EX Prints 'structured trace' data to the server `file descriptor 3` channel. This is not generally useful outside of server monitoring utilities. JSON data to submit as `payload` in the `script_structured_trace` event. Scope entry for profiler. Scope name. Scope exit for profiler. Returns true if the profiler is active. True or false. Registered commands can be executed by entering them in the client console (this works for client side and server side registered commands). Or by entering them in the server console/through an RCON client (only works for server side registered commands). Or if you use a supported chat resource, like the default one provided in the cfx-server-data repository, then you can enter the command in chat by prefixing it with a `/`. Commands registered using this function can also be executed by resources, using the [`ExecuteCommand` native](#\_0x561C060B). The restricted bool is not used on the client side. Permissions can only be checked on the server side, so if you want to limit your command with an ace permission automatically, make it a server command (by registering it in a server script). **Example result**: ![](https://i.imgur.com/TaCnG09.png) The command you want to register. A handler function that gets called whenever the command is executed. If this is a server command and you set this to true, then players will need the command.yourCommandName ace permission to execute this command. Registers a listener for console output messages. A function of `(channel: string, message: string) => void`. The message might contain `\n`. An internal function which allows the current resource's HLL script runtimes to receive state for the specified event. An event name, or "\*" to disable HLL event filtering for this resource. **Experimental**: This native may be altered or removed in future versions of CitizenFX without warning. Registers a cached resource asset with the resource system, similar to the automatic scanning of the `stream/` folder. The resource to add the asset to. A file name in the resource. A cache string to pass to `REGISTER_STREAMING_FILE_FROM_CACHE` on the client. Registers a build task factory for resources. The function should return an object (msgpack map) with the following fields: ``` { // returns whether the specific resource should be built shouldBuild = func(resourceName: string): bool, // asynchronously start building the specific resource. // call cb when completed build = func(resourceName: string, cb: func(success: bool, status: string): void): void } ``` The identifier for the build task. The factory function. Parameter `p1` does not seem to be used or referenced in game binaries.\ **Note:** When called for networked entities, a `CRemoveAllWeaponsEvent` will be created per request. The ped entity Removes the blip from your map. **Note:** This function only works on the script that created the blip, if you wish to remove blips created by other scripts, see [`SET_THIS_SCRIPT_CAN_REMOVE_BLIPS_CREATED_BY_ANY_SCRIPT`](#\_0xB98236CAAECEF897). Blip handle to remove. REMOVE_CONVAR_CHANGE_LISTENER The cookie returned from [ADD_CONVAR_CHANGE_LISTENER](#\_0xAB7F7241) **Experimental**: This native may be altered or removed in future versions of CitizenFX without warning. Removes a handler for changes to a state bag. The cookie. REMOVE_WEAPON_COMPONENT_FROM_PED This native removes a specified weapon from your selected ped. Weapon Hashes: pastebin.com/0wwDZgkF Example: C#: Function.Call(Hash.REMOVE_WEAPON_FROM_PED, Game.Player.Character, 0x99B507EA); C++: WEAPON::REMOVE_WEAPON_FROM_PED(PLAYER::PLAYER_PED_ID(), 0x99B507EA); The code above removes the knife from the player. Requests the specified player to buy the passed SKU. This'll pop up a prompt on the client, which upon acceptance will open the browser prompting further purchase details. The player handle The ID of the SKU. Writes the specified data to a file in the specified resource. Using a length of `-1` will automatically detect the length assuming the data is a C string. The name of the resource. The name of the file. The data to write to the file. The length of the written data. A value indicating if the write succeeded. Scans the resources in the specified resource root. This function is only available in the 'monitor mode' process and is not available for user resources. The resource directory to scan. A callback that will receive an object with results. Schedules the specified resource to run a tick as soon as possible, bypassing the server's fixed tick rate. The resource to tick. Sets the displayed sprite for a specific blip. There's a [list of sprites](https://docs.fivem.net/game-references/blips/) on the FiveM documentation site. The blip to change. The sprite ID to set. SET_CONVAR Used to replicate a server variable onto clients. The console variable name. The value to set for the given console variable. SET_CONVAR_SERVER_INFO SET_CURRENT_PED_WEAPON Sets the coordinates (world position) for a specified entity, offset by the radius of the entity on the Z axis. The entity to change coordinates for. The X coordinate. The Y coordinate. The Z coordinate, ground level. Unused by the game, potentially used by debug builds of GTA in order to assert whether or not an entity was alive. Whether to disable physics for dead peds, too, and not just living peds. A special flag used for ragdolling peds. Whether to clear any entities in the target area. It overrides the default distance culling radius of an entity. Set to `0.0` to reset. If you want to interact with an entity outside of your players' scopes set the radius to a huge number. **WARNING**: Culling natives are deprecated and have known, [unfixable issues](https://forum.cfx.re/t/issue-with-culling-radius-and-server-side-entities/4900677/4) The entity handle to override the distance culling radius. The new distance culling radius. Set the heading of an entity in degrees also known as "Yaw". The entity to set the heading for. The heading in degrees. It allows to flag an entity to ignore the request control filter policy. The entity handle to ignore the request control filter. Define if the entity ignores the request control filter policy. ```cpp enum EntityOrphanMode { // Default, this will delete the entity when it isn't relevant to any players // NOTE: this *doesn't* mean when they're no longer in scope DeleteWhenNotRelevant = 0, // The entity will be deleted whenever its original owner disconnects // NOTE: if this is set when the entities original owner has already left it will be // marked for deletion (similar to just calling DELETE_ENTITY) DeleteOnOwnerDisconnect = 1, // The entity will never be deleted by the server when it does relevancy checks // you should only use this on entities that need to be relatively persistent KeepEntity = 2 } ``` Sets what the server will do when the entity no longer has its original owner. By default the server will cleanup entities that it considers "no longer relevant". When used on trains, this native will recursively call onto all attached carriages. **NOTE**: When used with `KeepEntity` (2) this native only guarantees that the ***server*** will not delete the entity, client requests to delete the entity will still work perfectly fine. The entity to set the orphan mode of The mode that the server should use for determining if an entity should be removed. Enables or disables the owner check for the specified entity in network-synchronized scenes. When set to `false`, the entity cannot participate in synced scenes initiated by clients that do not own the entity. By default, this is `false` for all entities, meaning only the entity's owner can include it in networked synchronized scenes. The entity to set the flag for. Whether to allow remote synced scenes for the entity. Sets the rotation of a specified entity in the game world. ``` NativeDB Introduced: v323 ``` The entity to rotate. The pitch (X-axis) rotation in degrees. The roll (Y-axis) rotation in degrees. The yaw (Z-axis) rotation in degrees. Specifies the order in which yaw, pitch, and roll are applied, see [`GET_ENTITY_ROTATION`](#\_0xAFBD61CC738D9EB9) for the available rotation orders. Usually set to `true`. Determines whether to check if the entity is dead before applying the rotation. Sets the routing bucket for the specified entity. Routing buckets are also known as 'dimensions' or 'virtual worlds' in past echoes, however they are population-aware. The entity to set the routing bucket for. The bucket ID. Note that the third parameter(denoted as z) is "up and down" with positive numbers encouraging upwards movement. SET_GAME_TYPE Sets the handler for HTTP requests made to the executing resource. Example request URL: `http://localhost:30120/http-test/ping` - this request will be sent to the `http-test` resource with the `/ping` path. The handler function assumes the following signature: ```ts function HttpHandler( request: { address: string; headers: Record<string, string>; method: string; path: string; setDataHandler(handler: (data: string) => void): void; setDataHandler(handler: (data: ArrayBuffer) => void, binary: 'binary'): void; setCancelHandler(handler: () => void): void; }, response: { writeHead(code: number, headers?: Record<string, string | string[]>): void; write(data: string): void; send(data?: string): void; } ): void; ``` * **request**: The request object. * **address**: The IP address of the request sender. * **path**: The path to where the request was sent. * **headers**: The headers sent with the request. * **method**: The request method. * **setDataHandler**: Sets the handler for when a data body is passed with the request. Additionally you can pass the `'binary'` argument to receive a `BufferArray` in JavaScript or `System.Byte[]` in C# (has no effect in Lua). * **setCancelHandler**: Sets the handler for when the request is cancelled. * **response**: An object to control the response. * **writeHead**: Sets the status code & headers of the response. Can be only called once and won't work if called after running other response functions. * **write**: Writes to the response body without sending it. Can be called multiple times. * **send**: Writes to the response body and then sends it along with the status code & headers, finishing the request. The handler function. SET_MAP_NAME NativeDB Added Parameter 4: BOOL p3 Sets the armor of the specified ped. ped: The Ped to set the armor of. amount: A value between 0 and 100 indicating the value to set the Ped's armor to. SET_PED_CAN_RAGDOLL This native is used to set component variation on a ped. Components, drawables and textures IDs are related to the ped model. ### MP Freemode list of components **0**: Face **1**: Mask **2**: Hair **3**: Torso **4**: Leg **5**: Parachute / bag **6**: Shoes **7**: Accessory **8**: Undershirt **9**: Kevlar **10**: Badge **11**: Torso 2 List of Component IDs ```cpp // Components enum ePedVarComp { PV_COMP_INVALID = 0xFFFFFFFF, PV_COMP_HEAD = 0, // "HEAD" PV_COMP_BERD = 1, // "BEARD" PV_COMP_HAIR = 2, // "HAIR" PV_COMP_UPPR = 3, // "UPPER" PV_COMP_LOWR = 4, // "LOWER" PV_COMP_HAND = 5, // "HAND" PV_COMP_FEET = 6, // "FEET" PV_COMP_TEEF = 7, // "TEETH" PV_COMP_ACCS = 8, // "ACCESSORIES" PV_COMP_TASK = 9, // "TASK" PV_COMP_DECL = 10, // "DECL" PV_COMP_JBIB = 11, // "JBIB" PV_COMP_MAX = 12, }; ``` The ped handle. The component that you want to set. The drawable id that is going to be set. Refer to [GET_NUMBER_OF_PED_DRAWABLE_VARIATIONS](#\_0x27561561732A7842). The texture id of the drawable. Refer to [GET_NUMBER_OF_PED_TEXTURE_VARIATIONS](#\_0x8F7156A3142A6BAD). 0 to 3. cpp // Potential names and hash collisions included as comments enum ePedConfigFlags { CPED_CONFIG_FLAG_CreatedByFactory = 0, CPED_CONFIG_FLAG_CanBeShotInVehicle = 1, CPED_CONFIG_FLAG_NoCriticalHits = 2, CPED_CONFIG_FLAG_DrownsInWater = 3, CPED_CONFIG_FLAG_DrownsInSinkingVehicle = 4, CPED_CONFIG_FLAG_DiesInstantlyWhenSwimming = 5, CPED_CONFIG_FLAG_HasBulletProofVest = 6, CPED_CONFIG_FLAG_UpperBodyDamageAnimsOnly = 7, CPED_CONFIG_FLAG_NeverFallOffSkis = 8, CPED_CONFIG_FLAG_NeverEverTargetThisPed = 9, CPED_CONFIG_FLAG_ThisPedIsATargetPriority = 10, CPED_CONFIG_FLAG_TargettableWithNoLos = 11, CPED_CONFIG_FLAG_DoesntListenToPlayerGroupCommands = 12, CPED_CONFIG_FLAG_NeverLeavesGroup = 13, CPED_CONFIG_FLAG_DoesntDropWeaponsWhenDead = 14, CPED_CONFIG_FLAG_SetDelayedWeaponAsCurrent = 15, CPED_CONFIG_FLAG_KeepTasksAfterCleanUp = 16, CPED_CONFIG_FLAG_BlockNonTemporaryEvents = 17, CPED_CONFIG_FLAG_HasAScriptBrain = 18, CPED_CONFIG_FLAG_WaitingForScriptBrainToLoad = 19, CPED_CONFIG_FLAG_AllowMedicsToReviveMe = 20, CPED_CONFIG_FLAG_MoneyHasBeenGivenByScript = 21, CPED_CONFIG_FLAG_NotAllowedToCrouch = 22, CPED_CONFIG_FLAG_DeathPickupsPersist = 23, CPED_CONFIG_FLAG_IgnoreSeenMelee = 24, CPED_CONFIG_FLAG_ForceDieIfInjured = 25, CPED_CONFIG_FLAG_DontDragMeOutCar = 26, CPED_CONFIG_FLAG_StayInCarOnJack = 27, CPED_CONFIG_FLAG_ForceDieInCar = 28, CPED_CONFIG_FLAG_GetOutUndriveableVehicle = 29, CPED_CONFIG_FLAG_WillRemainOnBoatAfterMissionEnds = 30, CPED_CONFIG_FLAG_DontStoreAsPersistent = 31, CPED_CONFIG_FLAG_WillFlyThroughWindscreen = 32, CPED_CONFIG_FLAG_DieWhenRagdoll = 33, CPED_CONFIG_FLAG_HasHelmet = 34, CPED_CONFIG_FLAG_UseHelmet = 35, CPED_CONFIG_FLAG_DontTakeOffHelmet = 36, CPED_CONFIG_FLAG_HideInCutscene = 37, CPED_CONFIG_FLAG_PedIsEnemyToPlayer = 38, CPED_CONFIG_FLAG_DisableEvasiveDives = 39, CPED_CONFIG_FLAG_PedGeneratesDeadBodyEvents = 40, CPED_CONFIG_FLAG_DontAttackPlayerWithoutWantedLevel = 41, CPED_CONFIG_FLAG_DontInfluenceWantedLevel = 42, CPED_CONFIG_FLAG_DisablePlayerLockon = 43, CPED_CONFIG_FLAG_DisableLockonToRandomPeds = 44, CPED_CONFIG_FLAG_AllowLockonToFriendlyPlayers = 45, _0xDB115BFA = 46, CPED_CONFIG_FLAG_PedBeingDeleted = 47, CPED_CONFIG_FLAG_BlockWeaponSwitching = 48, CPED_CONFIG_FLAG_BlockGroupPedAimedAtResponse = 49, CPED_CONFIG_FLAG_WillFollowLeaderAnyMeans = 50, CPED_CONFIG_FLAG_BlippedByScript = 51, CPED_CONFIG_FLAG_DrawRadarVisualField = 52, CPED_CONFIG_FLAG_StopWeaponFiringOnImpact = 53, CPED_CONFIG_FLAG_DissableAutoFallOffTests = 54, CPED_CONFIG_FLAG_SteerAroundDeadBodies = 55, CPED_CONFIG_FLAG_ConstrainToNavMesh = 56, CPED_CONFIG_FLAG_SyncingAnimatedProps = 57, CPED_CONFIG_FLAG_IsFiring = 58, CPED_CONFIG_FLAG_WasFiring = 59, CPED_CONFIG_FLAG_IsStanding = 60, CPED_CONFIG_FLAG_WasStanding = 61, CPED_CONFIG_FLAG_InVehicle = 62, CPED_CONFIG_FLAG_OnMount = 63, CPED_CONFIG_FLAG_AttachedToVehicle = 64, CPED_CONFIG_FLAG_IsSwimming = 65, CPED_CONFIG_FLAG_WasSwimming = 66, CPED_CONFIG_FLAG_IsSkiing = 67, CPED_CONFIG_FLAG_IsSitting = 68, CPED_CONFIG_FLAG_KilledByStealth = 69, CPED_CONFIG_FLAG_KilledByTakedown = 70, CPED_CONFIG_FLAG_Knockedout = 71, CPED_CONFIG_FLAG_ClearRadarBlipOnDeath = 72, CPED_CONFIG_FLAG_JustGotOffTrain = 73, CPED_CONFIG_FLAG_JustGotOnTrain = 74, CPED_CONFIG_FLAG_UsingCoverPoint = 75, CPED_CONFIG_FLAG_IsInTheAir = 76, CPED_CONFIG_FLAG_KnockedUpIntoAir = 77, CPED_CONFIG_FLAG_IsAimingGun = 78, CPED_CONFIG_FLAG_HasJustLeftCar = 79, CPED_CONFIG_FLAG_TargetWhenInjuredAllowed = 80, CPED_CONFIG_FLAG_CurrLeftFootCollNM = 81, CPED_CONFIG_FLAG_PrevLeftFootCollNM = 82, CPED_CONFIG_FLAG_CurrRightFootCollNM = 83, CPED_CONFIG_FLAG_PrevRightFootCollNM = 84, CPED_CONFIG_FLAG_HasBeenBumpedInCar = 85, CPED_CONFIG_FLAG_InWaterTaskQuitToClimbLadder = 86, CPED_CONFIG_FLAG_NMTwoHandedWeaponBothHandsConstrained = 87, CPED_CONFIG_FLAG_CreatedBloodPoolTimer = 88, CPED_CONFIG_FLAG_DontActivateRagdollFromAnyPedImpact = 89, CPED_CONFIG_FLAG_GroupPedFailedToEnterCover = 90, CPED_CONFIG_FLAG_AlreadyChattedOnPhone = 91, CPED_CONFIG_FLAG_AlreadyReactedToPedOnRoof = 92, CPED_CONFIG_FLAG_ForcePedLoadCover = 93, CPED_CONFIG_FLAG_BlockCoweringInCover = 94, CPED_CONFIG_FLAG_BlockPeekingInCover = 95, CPED_CONFIG_FLAG_JustLeftCarNotCheckedForDoors = 96, CPED_CONFIG_FLAG_VaultFromCover = 97, CPED_CONFIG_FLAG_AutoConversationLookAts = 98, CPED_CONFIG_FLAG_UsingCrouchedPedCapsule = 99, CPED_CONFIG_FLAG_HasDeadPedBeenReported = 100, CPED_CONFIG_FLAG_ForcedAim = 101, CPED_CONFIG_FLAG_SteersAroundPeds = 102, CPED_CONFIG_FLAG_SteersAroundObjects = 103, CPED_CONFIG_FLAG_OpenDoorArmIK = 104, CPED_CONFIG_FLAG_ForceReload = 105, CPED_CONFIG_FLAG_DontActivateRagdollFromVehicleImpact = 106, CPED_CONFIG_FLAG_DontActivateRagdollFromBulletImpact = 107, CPED_CONFIG_FLAG_DontActivateRagdollFromExplosions = 108, CPED_CONFIG_FLAG_DontActivateRagdollFromFire = 109, CPED_CONFIG_FLAG_DontActivateRagdollFromElectrocution = 110, CPED_CONFIG_FLAG_IsBeingDraggedToSafety = 111, CPED_CONFIG_FLAG_HasBeenDraggedToSafety = 112, CPED_CONFIG_FLAG_KeepWeaponHolsteredUnlessFired = 113, CPED_CONFIG_FLAG_ForceScriptControlledKnockout = 114, CPED_CONFIG_FLAG_FallOutOfVehicleWhenKilled = 115, CPED_CONFIG_FLAG_GetOutBurningVehicle = 116, CPED_CONFIG_FLAG_BumpedByPlayer = 117, CPED_CONFIG_FLAG_RunFromFiresAndExplosions = 118, CPED_CONFIG_FLAG_TreatAsPlayerDuringTargeting = 119, CPED_CONFIG_FLAG_IsHandCuffed = 120, CPED_CONFIG_FLAG_IsAnkleCuffed = 121, CPED_CONFIG_FLAG_DisableMelee = 122, CPED_CONFIG_FLAG_DisableUnarmedDrivebys = 123, CPED_CONFIG_FLAG_JustGetsPulledOutWhenElectrocuted = 124, CPED_CONFIG_FLAG_UNUSED_REPLACE_ME = 125, CPED_CONFIG_FLAG_WillNotHotwireLawEnforcementVehicle = 126, CPED_CONFIG_FLAG_WillCommandeerRatherThanJack = 127, CPED_CONFIG_FLAG_CanBeAgitated = 128, CPED_CONFIG_FLAG_ForcePedToFaceLeftInCover = 129, CPED_CONFIG_FLAG_ForcePedToFaceRightInCover = 130, CPED_CONFIG_FLAG_BlockPedFromTurningInCover = 131, CPED_CONFIG_FLAG_KeepRelationshipGroupAfterCleanUp = 132, CPED_CONFIG_FLAG_ForcePedToBeDragged = 133, CPED_CONFIG_FLAG_PreventPedFromReactingToBeingJacked = 134, CPED_CONFIG_FLAG_IsScuba = 135, CPED_CONFIG_FLAG_WillArrestRatherThanJack = 136, CPED_CONFIG_FLAG_RemoveDeadExtraFarAway = 137, CPED_CONFIG_FLAG_RidingTrain = 138, CPED_CONFIG_FLAG_ArrestResult = 139, CPED_CONFIG_FLAG_CanAttackFriendly = 140, CPED_CONFIG_FLAG_WillJackAnyPlayer = 141, CPED_CONFIG_FLAG_BumpedByPlayerVehicle = 142, CPED_CONFIG_FLAG_DodgedPlayerVehicle = 143, CPED_CONFIG_FLAG_WillJackWantedPlayersRatherThanStealCar = 144, CPED_CONFIG_FLAG_NoCopWantedAggro = 145, CPED_CONFIG_FLAG_DisableLadderClimbing = 146, CPED_CONFIG_FLAG_StairsDetected = 147, CPED_CONFIG_FLAG_SlopeDetected = 148, CPED_CONFIG_FLAG_HelmetHasBeenShot = 149, CPED_CONFIG_FLAG_CowerInsteadOfFlee = 150, CPED_CONFIG_FLAG_CanActivateRagdollWhenVehicleUpsideDown = 151, CPED_CONFIG_FLAG_AlwaysRespondToCriesForHelp = 152, CPED_CONFIG_FLAG_DisableBloodPoolCreation = 153, CPED_CONFIG_FLAG_ShouldFixIfNoCollision = 154, CPED_CONFIG_FLAG_CanPerformArrest = 155, CPED_CONFIG_FLAG_CanPerformUncuff = 156, CPED_CONFIG_FLAG_CanBeArrested = 157, CPED_CONFIG_FLAG_MoverConstrictedByOpposingCollisions = 158, CPED_CONFIG_FLAG_PlayerPreferFrontSeatMP = 159, CPED_CONFIG_FLAG_DontActivateRagdollFromImpactObject = 160, CPED_CONFIG_FLAG_DontActivateRagdollFromMelee = 161, CPED_CONFIG_FLAG_DontActivateRagdollFromWaterJet = 162, CPED_CONFIG_FLAG_DontActivateRagdollFromDrowning = 163, CPED_CONFIG_FLAG_DontActivateRagdollFromFalling = 164, CPED_CONFIG_FLAG_DontActivateRagdollFromRubberBullet = 165, CPED_CONFIG_FLAG_IsInjured = 166, CPED_CONFIG_FLAG_DontEnterVehiclesInPlayersGroup = 167, CPED_CONFIG_FLAG_SwimmingTasksRunning = 168, CPED_CONFIG_FLAG_PreventAllMeleeTaunts = 169, CPED_CONFIG_FLAG_ForceDirectEntry = 170, CPED_CONFIG_FLAG_AlwaysSeeApproachingVehicles = 171, CPED_CONFIG_FLAG_CanDiveAwayFromApproachingVehicles = 172, CPED_CONFIG_FLAG_AllowPlayerToInterruptVehicleEntryExit = 173, CPED_CONFIG_FLAG_OnlyAttackLawIfPlayerIsWanted = 174, CPED_CONFIG_FLAG_PlayerInContactWithKinematicPed = 175, CPED_CONFIG_FLAG_PlayerInContactWithSomethingOtherThanKinematicPed = 176, CPED_CONFIG_FLAG_PedsJackingMeDontGetIn = 177, CPED_CONFIG_FLAG_AdditionalRappellingPed = 178, CPED_CONFIG_FLAG_PedIgnoresAnimInterruptEvents = 179, CPED_CONFIG_FLAG_IsInCustody = 180, CPED_CONFIG_FLAG_ForceStandardBumpReactionThresholds = 181, CPED_CONFIG_FLAG_LawWillOnlyAttackIfPlayerIsWanted = 182, CPED_CONFIG_FLAG_IsAgitated = 183, CPED_CONFIG_FLAG_PreventAutoShuffleToDriversSeat = 184, CPED_CONFIG_FLAG_UseKinematicModeWhenStationary = 185, CPED_CONFIG_FLAG_EnableWeaponBlocking = 186, CPED_CONFIG_FLAG_HasHurtStarted = 187, CPED_CONFIG_FLAG_DisableHurt = 188, CPED_CONFIG_FLAG_PlayerIsWeird = 189, CPED_CONFIG_FLAG_PedHadPhoneConversation = 190, CPED_CONFIG_FLAG_BeganCrossingRoad = 191, CPED_CONFIG_FLAG_WarpIntoLeadersVehicle = 192, CPED_CONFIG_FLAG_DoNothingWhenOnFootByDefault = 193, CPED_CONFIG_FLAG_UsingScenario = 194, CPED_CONFIG_FLAG_VisibleOnScreen = 195, CPED_CONFIG_FLAG_DontCollideWithKinematic = 196, CPED_CONFIG_FLAG_ActivateOnSwitchFromLowPhysicsLod = 197, CPED_CONFIG_FLAG_DontActivateRagdollOnPedCollisionWhenDead = 198, CPED_CONFIG_FLAG_DontActivateRagdollOnVehicleCollisionWhenDead = 199, CPED_CONFIG_FLAG_HasBeenInArmedCombat = 200, CPED_CONFIG_FLAG_UseDiminishingAmmoRate = 201, CPED_CONFIG_FLAG_Avoidance_Ignore_All = 202, CPED_CONFIG_FLAG_Avoidance_Ignored_by_All = 203, CPED_CONFIG_FLAG_Avoidance_Ignore_Group1 = 204, CPED_CONFIG_FLAG_Avoidance_Member_of_Group1 = 205, CPED_CONFIG_FLAG_ForcedToUseSpecificGroupSeatIndex = 206, CPED_CONFIG_FLAG_LowPhysicsLodMayPlaceOnNavMesh = 207, CPED_CONFIG_FLAG_DisableExplosionReactions = 208, CPED_CONFIG_FLAG_DodgedPlayer = 209, CPED_CONFIG_FLAG_WaitingForPlayerControlInterrupt = 210, CPED_CONFIG_FLAG_ForcedToStayInCover = 211, CPED_CONFIG_FLAG_GeneratesSoundEvents = 212, CPED_CONFIG_FLAG_ListensToSoundEvents = 213, CPED_CONFIG_FLAG_AllowToBeTargetedInAVehicle = 214, CPED_CONFIG_FLAG_WaitForDirectEntryPointToBeFreeWhenExiting = 215, CPED_CONFIG_FLAG_OnlyRequireOnePressToExitVehicle = 216, CPED_CONFIG_FLAG_ForceExitToSkyDive = 217, CPED_CONFIG_FLAG_SteersAroundVehicles = 218, CPED_CONFIG_FLAG_AllowPedInVehiclesOverrideTaskFlags = 219, CPED_CONFIG_FLAG_DontEnterLeadersVehicle = 220, CPED_CONFIG_FLAG_DisableExitToSkyDive = 221, CPED_CONFIG_FLAG_ScriptHasDisabledCollision = 222, CPED_CONFIG_FLAG_UseAmbientModelScaling = 223, CPED_CONFIG_FLAG_DontWatchFirstOnNextHurryAway = 224, CPED_CONFIG_FLAG_DisablePotentialToBeWalkedIntoResponse = 225, CPED_CONFIG_FLAG_DisablePedAvoidance = 226, CPED_CONFIG_FLAG_ForceRagdollUponDeath = 227, CPED_CONFIG_FLAG_CanLosePropsOnDamage = 228, CPED_CONFIG_FLAG_DisablePanicInVehicle = 229, CPED_CONFIG_FLAG_AllowedToDetachTrailer = 230, CPED_CONFIG_FLAG_HasShotBeenReactedToFromFront = 231, CPED_CONFIG_FLAG_HasShotBeenReactedToFromBack = 232, CPED_CONFIG_FLAG_HasShotBeenReactedToFromLeft = 233, CPED_CONFIG_FLAG_HasShotBeenReactedToFromRight = 234, CPED_CONFIG_FLAG_AllowBlockDeadPedRagdollActivation = 235, CPED_CONFIG_FLAG_IsHoldingProp = 236, CPED_CONFIG_FLAG_BlocksPathingWhenDead = 237, CPED_CONFIG_FLAG_ForcePlayNormalScenarioExitOnNextScriptCommand = 238, CPED_CONFIG_FLAG_ForcePlayImmediateScenarioExitOnNextScriptCommand = 239, CPED_CONFIG_FLAG_ForceSkinCharacterCloth = 240, CPED_CONFIG_FLAG_LeaveEngineOnWhenExitingVehicles = 241, CPED_CONFIG_FLAG_PhoneDisableTextingAnimations = 242, CPED_CONFIG_FLAG_PhoneDisableTalkingAnimations = 243, CPED_CONFIG_FLAG_PhoneDisableCameraAnimations = 244, CPED_CONFIG_FLAG_DisableBlindFiringInShotReactions = 245, CPED_CONFIG_FLAG_AllowNearbyCoverUsage = 246, CPED_CONFIG_FLAG_InStrafeTransition = 247, CPED_CONFIG_FLAG_CanPlayInCarIdles = 248, CPED_CONFIG_FLAG_CanAttackNonWantedPlayerAsLaw = 249, CPED_CONFIG_FLAG_WillTakeDamageWhenVehicleCrashes = 250, CPED_CONFIG_FLAG_AICanDrivePlayerAsRearPassenger = 251, CPED_CONFIG_FLAG_PlayerCanJackFriendlyPlayers = 252, CPED_CONFIG_FLAG_OnStairs = 253, CPED_CONFIG_FLAG_SimulatingAiming = 254, CPED_CONFIG_FLAG_AIDriverAllowFriendlyPassengerSeatEntry = 255, CPED_CONFIG_FLAG_ParentCarIsBeingRemoved = 256, CPED_CONFIG_FLAG_AllowMissionPedToUseInjuredMovement = 257, CPED_CONFIG_FLAG_CanLoseHelmetOnDamage = 258, CPED_CONFIG_FLAG_NeverDoScenarioExitProbeChecks = 259, CPED_CONFIG_FLAG_SuppressLowLODRagdollSwitchWhenCorpseSettles = 260, CPED_CONFIG_FLAG_PreventUsingLowerPrioritySeats = 261, CPED_CONFIG_FLAG_JustLeftVehicleNeedsReset = 262, CPED_CONFIG_FLAG_TeleportIfCantReachPlayer = 263, CPED_CONFIG_FLAG_PedsInVehiclePositionNeedsReset = 264, CPED_CONFIG_FLAG_PedsFullyInSeat = 265, CPED_CONFIG_FLAG_AllowPlayerLockOnIfFriendly = 266, CPED_CONFIG_FLAG_UseCameraHeadingForDesiredDirectionLockOnTest = 267, CPED_CONFIG_FLAG_TeleportToLeaderVehicle = 268, CPED_CONFIG_FLAG_Avoidance_Ignore_WeirdPedBuffer = 269, CPED_CONFIG_FLAG_OnStairSlope = 270, CPED_CONFIG_FLAG_HasPlayedNMGetup = 271, CPED_CONFIG_FLAG_DontBlipCop = 272, CPED_CONFIG_FLAG_SpawnedAtExtendedRangeScenario = 273, CPED_CONFIG_FLAG_WalkAlongsideLeaderWhenClose = 274, CPED_CONFIG_FLAG_KillWhenTrapped = 275, CPED_CONFIG_FLAG_EdgeDetected = 276, CPED_CONFIG_FLAG_AlwaysWakeUpPhysicsOfIntersectedPeds = 277, CPED_CONFIG_FLAG_EquippedAmbientLoadOutWeapon = 278, CPED_CONFIG_FLAG_AvoidTearGas = 279, CPED_CONFIG_FLAG_StoppedSpeechUponFreezing = 280, CPED_CONFIG_FLAG_DisableGoToWritheWhenInjured = 281, CPED_CONFIG_FLAG_OnlyUseForcedSeatWhenEnteringHeliInGroup = 282, CPED_CONFIG_FLAG_ThrownFromVehicleDueToExhaustion = 283, CPED_CONFIG_FLAG_UpdateEnclosedSearchRegion = 284, CPED_CONFIG_FLAG_DisableWeirdPedEvents = 285, CPED_CONFIG_FLAG_ShouldChargeNow = 286, CPED_CONFIG_FLAG_RagdollingOnBoat = 287, CPED_CONFIG_FLAG_HasBrandishedWeapon = 288, CPED_CONFIG_FLAG_AllowMinorReactionsAsMissionPed = 289, CPED_CONFIG_FLAG_BlockDeadBodyShockingEventsWhenDead = 290, CPED_CONFIG_FLAG_PedHasBeenSeen = 291, CPED_CONFIG_FLAG_PedIsInReusePool = 292, CPED_CONFIG_FLAG_PedWasReused = 293, CPED_CONFIG_FLAG_DisableShockingEvents = 294, CPED_CONFIG_FLAG_MovedUsingLowLodPhysicsSinceLastActive = 295, CPED_CONFIG_FLAG_NeverReactToPedOnRoof = 296, CPED_CONFIG_FLAG_ForcePlayFleeScenarioExitOnNextScriptCommand = 297, CPED_CONFIG_FLAG_JustBumpedIntoVehicle = 298, CPED_CONFIG_FLAG_DisableShockingDrivingOnPavementEvents = 299, CPED_CONFIG_FLAG_ShouldThrowSmokeNow = 300, CPED_CONFIG_FLAG_DisablePedConstraints = 301, CPED_CONFIG_FLAG_ForceInitialPeekInCover = 302, CPED_CONFIG_FLAG_CreatedByDispatch = 303, CPED_CONFIG_FLAG_PointGunLeftHandSupporting = 304, CPED_CONFIG_FLAG_DisableJumpingFromVehiclesAfterLeader = 305, CPED_CONFIG_FLAG_DontActivateRagdollFromPlayerPedImpact = 306, CPED_CONFIG_FLAG_DontActivateRagdollFromAiRagdollImpact = 307, CPED_CONFIG_FLAG_DontActivateRagdollFromPlayerRagdollImpact = 308, CPED_CONFIG_FLAG_DisableQuadrupedSpring = 309, CPED_CONFIG_FLAG_IsInCluster = 310, CPED_CONFIG_FLAG_ShoutToGroupOnPlayerMelee = 311, CPED_CONFIG_FLAG_IgnoredByAutoOpenDoors = 312, CPED_CONFIG_FLAG_PreferInjuredGetup = 313, CPED_CONFIG_FLAG_ForceIgnoreMeleeActiveCombatant = 314, CPED_CONFIG_FLAG_CheckLoSForSoundEvents = 315, CPED_CONFIG_FLAG_JackedAbandonedCar = 316, CPED_CONFIG_FLAG_CanSayFollowedByPlayerAudio = 317, CPED_CONFIG_FLAG_ActivateRagdollFromMinorPlayerContact = 318, CPED_CONFIG_FLAG_HasPortablePickupAttached = 319, CPED_CONFIG_FLAG_ForcePoseCharacterCloth = 320, CPED_CONFIG_FLAG_HasClothCollisionBounds = 321, CPED_CONFIG_FLAG_HasHighHeels = 322, CPED_CONFIG_FLAG_TreatAsAmbientPedForDriverLockOn = 323, CPED_CONFIG_FLAG_DontBehaveLikeLaw = 324, CPED_CONFIG_FLAG_SpawnedAtScenario = 325, CPED_CONFIG_FLAG_DisablePoliceInvestigatingBody = 326, CPED_CONFIG_FLAG_DisableWritheShootFromGround = 327, CPED_CONFIG_FLAG_LowerPriorityOfWarpSeats = 328, CPED_CONFIG_FLAG_DisableTalkTo = 329, CPED_CONFIG_FLAG_DontBlip = 330, CPED_CONFIG_FLAG_IsSwitchingWeapon = 331, CPED_CONFIG_FLAG_IgnoreLegIkRestrictions = 332, CPED_CONFIG_FLAG_ScriptForceNoTimesliceIntelligenceUpdate = 333, CPED_CONFIG_FLAG_JackedOutOfMyVehicle = 334, CPED_CONFIG_FLAG_WentIntoCombatAfterBeingJacked = 335, CPED_CONFIG_FLAG_DontActivateRagdollForVehicleGrab = 336, CPED_CONFIG_FLAG_ForcePackageCharacterCloth = 337, CPED_CONFIG_FLAG_DontRemoveWithValidOrder = 338, CPED_CONFIG_FLAG_AllowTaskDoNothingTimeslicing = 339, CPED_CONFIG_FLAG_ForcedToStayInCoverDueToPlayerSwitch = 340, CPED_CONFIG_FLAG_ForceProneCharacterCloth = 341, CPED_CONFIG_FLAG_NotAllowedToJackAnyPlayers = 342, CPED_CONFIG_FLAG_InToStrafeTransition = 343, CPED_CONFIG_FLAG_KilledByStandardMelee = 344, CPED_CONFIG_FLAG_AlwaysLeaveTrainUponArrival = 345, CPED_CONFIG_FLAG_ForcePlayDirectedNormalScenarioExitOnNextScriptCommand = 346, CPED_CONFIG_FLAG_OnlyWritheFromWeaponDamage = 347, CPED_CONFIG_FLAG_UseSloMoBloodVfx = 348, CPED_CONFIG_FLAG_EquipJetpack = 349, CPED_CONFIG_FLAG_PreventDraggedOutOfCarThreatResponse = 350, CPED_CONFIG_FLAG_ScriptHasCompletelyDisabledCollision = 351, CPED_CONFIG_FLAG_NeverDoScenarioNavChecks = 352, CPED_CONFIG_FLAG_ForceSynchronousScenarioExitChecking = 353, CPED_CONFIG_FLAG_ThrowingGrenadeWhileAiming = 354, CPED_CONFIG_FLAG_HeadbobToRadioEnabled = 355, CPED_CONFIG_FLAG_ForceDeepSurfaceCheck = 356, CPED_CONFIG_FLAG_DisableDeepSurfaceAnims = 357, CPED_CONFIG_FLAG_DontBlipNotSynced = 358, CPED_CONFIG_FLAG_IsDuckingInVehicle = 359, CPED_CONFIG_FLAG_PreventAutoShuffleToTurretSeat = 360, CPED_CONFIG_FLAG_DisableEventInteriorStatusCheck = 361, CPED_CONFIG_FLAG_HasReserveParachute = 362, CPED_CONFIG_FLAG_UseReserveParachute = 363, CPED_CONFIG_FLAG_TreatDislikeAsHateWhenInCombat = 364, CPED_CONFIG_FLAG_OnlyUpdateTargetWantedIfSeen = 365, CPED_CONFIG_FLAG_AllowAutoShuffleToDriversSeat = 366, CPED_CONFIG_FLAG_DontActivateRagdollFromSmokeGrenade = 367, CPED_CONFIG_FLAG_LinkMBRToOwnerOnChain = 368, CPED_CONFIG_FLAG_AmbientFriendBumpedByPlayer = 369, CPED_CONFIG_FLAG_AmbientFriendBumpedByPlayerVehicle = 370, CPED_CONFIG_FLAG_InFPSUnholsterTransition = 371, CPED_CONFIG_FLAG_PreventReactingToSilencedCloneBullets = 372, CPED_CONFIG_FLAG_DisableInjuredCryForHelpEvents = 373, CPED_CONFIG_FLAG_NeverLeaveTrain = 374, CPED_CONFIG_FLAG_DontDropJetpackOnDeath = 375, CPED_CONFIG_FLAG_UseFPSUnholsterTransitionDuringCombatRoll = 376, CPED_CONFIG_FLAG_ExitingFPSCombatRoll = 377, CPED_CONFIG_FLAG_ScriptHasControlOfPlayer = 378, CPED_CONFIG_FLAG_PlayFPSIdleFidgetsForProjectile = 379, CPED_CONFIG_FLAG_DisableAutoEquipHelmetsInBikes = 380, CPED_CONFIG_FLAG_DisableAutoEquipHelmetsInAircraft = 381, CPED_CONFIG_FLAG_WasPlayingFPSGetup = 382, CPED_CONFIG_FLAG_WasPlayingFPSMeleeActionResult = 383, CPED_CONFIG_FLAG_PreferNoPriorityRemoval = 384, CPED_CONFIG_FLAG_FPSFidgetsAbortedOnFire = 385, CPED_CONFIG_FLAG_ForceFPSIKWithUpperBodyAnim = 386, CPED_CONFIG_FLAG_SwitchingCharactersInFirstPerson = 387, CPED_CONFIG_FLAG_IsClimbingLadder = 388, CPED_CONFIG_FLAG_HasBareFeet = 389, CPED_CONFIG_FLAG_UNUSED_REPLACE_ME_2 = 390, CPED_CONFIG_FLAG_GoOnWithoutVehicleIfItIsUnableToGetBackToRoad = 391, CPED_CONFIG_FLAG_BlockDroppingHealthSnacksOnDeath = 392, CPED_CONFIG_FLAG_ResetLastVehicleOnVehicleExit = 393, CPED_CONFIG_FLAG_ForceThreatResponseToNonFriendToFriendMeleeActions = 394, CPED_CONFIG_FLAG_DontRespondToRandomPedsDamage = 395, CPED_CONFIG_FLAG_AllowContinuousThreatResponseWantedLevelUpdates = 396, CPED_CONFIG_FLAG_KeepTargetLossResponseOnCleanup = 397, CPED_CONFIG_FLAG_PlayersDontDragMeOutOfCar = 398, CPED_CONFIG_FLAG_BroadcastRepondedToThreatWhenGoingToPointShooting = 399, CPED_CONFIG_FLAG_IgnorePedTypeForIsFriendlyWith = 400, CPED_CONFIG_FLAG_TreatNonFriendlyAsHateWhenInCombat = 401, CPED_CONFIG_FLAG_DontLeaveVehicleIfLeaderNotInVehicle = 402, CPED_CONFIG_FLAG_ChangeFromPermanentToAmbientPopTypeOnMigration = 403, CPED_CONFIG_FLAG_AllowMeleeReactionIfMeleeProofIsOn = 404, CPED_CONFIG_FLAG_UsingLowriderLeans = 405, CPED_CONFIG_FLAG_UsingAlternateLowriderLeans = 406, CPED_CONFIG_FLAG_UseNormalExplosionDamageWhenBlownUpInVehicle = 407, CPED_CONFIG_FLAG_DisableHomingMissileLockForVehiclePedInside = 408, CPED_CONFIG_FLAG_DisableTakeOffScubaGear = 409, CPED_CONFIG_FLAG_IgnoreMeleeFistWeaponDamageMult = 410, CPED_CONFIG_FLAG_LawPedsCanFleeFromNonWantedPlayer = 411, CPED_CONFIG_FLAG_ForceBlipSecurityPedsIfPlayerIsWanted = 412, CPED_CONFIG_FLAG_IsHolsteringWeapon = 413, CPED_CONFIG_FLAG_UseGoToPointForScenarioNavigation = 414, CPED_CONFIG_FLAG_DontClearLocalPassengersWantedLevel = 415, CPED_CONFIG_FLAG_BlockAutoSwapOnWeaponPickups = 416, CPED_CONFIG_FLAG_ThisPedIsATargetPriorityForAI = 417, CPED_CONFIG_FLAG_IsSwitchingHelmetVisor = 418, CPED_CONFIG_FLAG_ForceHelmetVisorSwitch = 419, CPED_CONFIG_FLAG_IsPerformingVehicleMelee = 420, CPED_CONFIG_FLAG_UseOverrideFootstepPtFx = 421, CPED_CONFIG_FLAG_DisableVehicleCombat = 422, CPED_CONFIG_FLAG_TreatAsFriendlyForTargetingAndDamage = 423, CPED_CONFIG_FLAG_AllowBikeAlternateAnimations = 424, CPED_CONFIG_FLAG_TreatAsFriendlyForTargetingAndDamageNonSynced = 425, CPED_CONFIG_FLAG_UseLockpickVehicleEntryAnimations = 426, CPED_CONFIG_FLAG_IgnoreInteriorCheckForSprinting = 427, CPED_CONFIG_FLAG_SwatHeliSpawnWithinLastSpottedLocation = 428, CPED_CONFIG_FLAG_DisableStartEngine = 429, CPED_CONFIG_FLAG_IgnoreBeingOnFire = 430, CPED_CONFIG_FLAG_DisableTurretOrRearSeatPreference = 431, CPED_CONFIG_FLAG_DisableWantedHelicopterSpawning = 432, CPED_CONFIG_FLAG_UseTargetPerceptionForCreatingAimedAtEvents = 433, CPED_CONFIG_FLAG_DisableHomingMissileLockon = 434, CPED_CONFIG_FLAG_ForceIgnoreMaxMeleeActiveSupportCombatants = 435, CPED_CONFIG_FLAG_StayInDefensiveAreaWhenInVehicle = 436, CPED_CONFIG_FLAG_DontShoutTargetPosition = 437, CPED_CONFIG_FLAG_DisableHelmetArmor = 438, CPED_CONFIG_FLAG_CreatedByConcealedPlayer = 439, CPED_CONFIG_FLAG_PermanentlyDisablePotentialToBeWalkedIntoResponse = 440, CPED_CONFIG_FLAG_PreventVehExitDueToInvalidWeapon = 441, CPED_CONFIG_FLAG_IgnoreNetSessionFriendlyFireCheckForAllowDamage = 442, CPED_CONFIG_FLAG_DontLeaveCombatIfTargetPlayerIsAttackedByPolice = 443, CPED_CONFIG_FLAG_CheckLockedBeforeWarp = 444, CPED_CONFIG_FLAG_DontShuffleInVehicleToMakeRoom = 445, CPED_CONFIG_FLAG_GiveWeaponOnGetup = 446, CPED_CONFIG_FLAG_DontHitVehicleWithProjectiles = 447, CPED_CONFIG_FLAG_DisableForcedEntryForOpenVehiclesFromTryLockedDoor = 448, CPED_CONFIG_FLAG_FiresDummyRockets = 449, CPED_CONFIG_FLAG_PedIsArresting = 450, CPED_CONFIG_FLAG_IsDecoyPed = 451, CPED_CONFIG_FLAG_HasEstablishedDecoy = 452, CPED_CONFIG_FLAG_BlockDispatchedHelicoptersFromLanding = 453, CPED_CONFIG_FLAG_DontCryForHelpOnStun = 454, CPED_CONFIG_FLAG_HitByTranqWeapon = 455, CPED_CONFIG_FLAG_CanBeIncapacitated = 456, CPED_CONFIG_FLAG_ForcedAimFromArrest = 457, CPED_CONFIG_FLAG_DontChangeTargetFromMelee = 458, _0x4376ABF2 = 459, CPED_CONFIG_FLAG_RagdollFloatsIndefinitely = 460, CPED_CONFIG_FLAG_BlockElectricWeaponDamage = 461, _0x262A3B8E = 462, _0x1AA79A25 = 463, } Sets Ped Default Clothes Used for freemode (online) characters. Indices: 1. black 2. very light blue/green 3. dark blue 4. brown 5. darker brown 6. light brown 7. blue 8. light blue 9. pink 10. yellow 11. purple 12. black 13. dark green 14. light brown 15. yellow/black pattern 16. light colored spiral pattern 17. shiny red 18. shiny half blue/half red 19. half black/half light blue 20. white/red perimter 21. green snake 22. red snake 23. dark blue snake 24. dark yellow 25. bright yellow 26. all black 27. red small pupil 28. devil blue/black 29. white small pupil 30. glossed over Sets the various freemode face features, e.g. nose length, chin shape. **Indexes (From 0 to 19):** Parentheses indicate morph scale/direction as in (-1.0 to 1.0) * **0**: Nose Width (Thin/Wide) * **1**: Nose Peak (Up/Down) * **2**: Nose Length (Long/Short) * **3**: Nose Bone Curveness (Crooked/Curved) * **4**: Nose Tip (Up/Down) * **5**: Nose Bone Twist (Left/Right) * **6**: Eyebrow (Up/Down) * **7**: Eyebrow (In/Out) * **8**: Cheek Bones (Up/Down) * **9**: Cheek Sideways Bone Size (In/Out) * **10**: Cheek Bones Width (Puffed/Gaunt) * **11**: Eye Opening (Both) (Wide/Squinted) * **12**: Lip Thickness (Both) (Fat/Thin) * **13**: Jaw Bone Width (Narrow/Wide) * **14**: Jaw Bone Shape (Round/Square) * **15**: Chin Bone (Up/Down) * **16**: Chin Bone Length (In/Out or Backward/Forward) * **17**: Chin Bone Shape (Pointed/Square) * **18**: Chin Hole (Chin Bum) * **19**: Neck Thickness (Thin/Thick) **Note:** You may need to call [`SetPedHeadBlendData`](#\_0x9414E18B9434C2FE) prior to calling this native in order for it to work. The ped entity An integer ranging from 0 to 19 A float ranging from -1.0 to 1.0 Sets the tint index for the hair on the specified ped. ``` NativeDB Introduced: v323 ``` The Ped whose hair tint is to be set. The tint index for the primary hair color. The tint index for the hair highlight color. Sets the tint index for the hair on the specified ped. ``` NativeDB Introduced: v323 ``` The Ped whose hair tint is to be set. The tint index for the primary hair color. The tint index for the hair highlight color. For more info and the list of faceIDs please refer to [this](https://gtaforums.com/topic/858970-all-gtao-face-ids-pedset-ped-head-blend-data-explained) topic. Note that the Skin and Shape IDs are shared. This native will use this same list for both Skin and Shape IDs. **Other information:** IDs start at zero and go Male Non-DLC, Female Non-DLC, Male DLC, and Female DLC. This native function is often called prior to calling natives such as: * [`SetPedHairColor`](#\_0xA23FE32C) * [`SetPedHeadOverlayColor`](#\_0x78935A27) * [`SetPedHeadOverlay`](#\_0xD28DBA90) * [`SetPedFaceFeature`](#\_0x6C8D4458) The ped entity Controls the shape of the first ped's face Controls the shape of the second ped's face Controls the shape of the third ped's face Controls the first id's skin tone Controls the second id's skin tone Controls the third id's skin tone 0.0 - 1.0 Of whose characteristics to take Mother -> Father (shapeFirstID and shapeSecondID) 0.0 - 1.0 Of whose characteristics to take Mother -> Father (skinFirstID and skinSecondID) Overrides the others in favor of the third IDs. IsParent is set for "children" of the player character's grandparents during old-gen character creation. It has unknown effect otherwise. ``` OverlayID ranges from 0 to 12, index from 0 to _GET_NUM_OVERLAY_VALUES(overlayID)-1, and opacity from 0.0 to 1.0. overlayID Part Index, to disable 0 Blemishes 0 - 23, 255 1 Facial Hair 0 - 28, 255 2 Eyebrows 0 - 33, 255 3 Ageing 0 - 14, 255 4 Makeup 0 - 74, 255 5 Blush 0 - 6, 255 6 Complexion 0 - 11, 255 7 Sun Damage 0 - 10, 255 8 Lipstick 0 - 9, 255 9 Moles/Freckles 0 - 17, 255 10 Chest Hair 0 - 16, 255 11 Body Blemishes 0 - 11, 255 12 Add Body Blemishes 0 - 1, 255 ``` **Note:** You may need to call [`SetPedHeadBlendData`](#\_0x9414E18B9434C2FE) prior to calling this native in order for it to work. The ped entity The overlay id displayed up above. An integer representing the index (from 0 to `_GET_NUM_OVERLAY_VALUES(overlayID)-1`) A float ranging from 0.0 to 1.0 ``` Used for freemode (online) characters. Called after SET_PED_HEAD_OVERLAY(). ``` **Note:** You may need to call [`SetPedHeadBlendData`](#\_0x9414E18B9434C2FE) prior to calling this native in order for it to work. The ped entity An integer representing the overlay id 1 for eyebrows, beards, makeup, and chest hair; 2 for blush and lipstick; and 0 otherwise, though not called in those cases. An integer representing the primary color id An integer representing the secondary color id SET_PED_INTO_VEHICLE See eSeatPosition declared in [`IS_VEHICLE_SEAT_FREE`](#\_0x22AC59A870E6A669). -2 for the first available seat. This native is used to set prop variation on a ped. Components, drawables and textures IDs are related to the ped model. ### MP Freemode list of props **0**: Hats **1**: Glasses **2**: Ears **6**: Watches **7**: Bracelets List of Prop IDs ```cpp enum eAnchorPoints { ANCHOR_HEAD = 0, // "p_head" ANCHOR_EYES = 1, // "p_eyes" ANCHOR_EARS = 2, // "p_ears" ANCHOR_MOUTH = 3, // "p_mouth" ANCHOR_LEFT_HAND = 4, // "p_lhand" ANCHOR_RIGHT_HAND = 5, // "p_rhand" ANCHOR_LEFT_WRIST = 6, // "p_lwrist" ANCHOR_RIGHT_WRIST = 7, // "p_rwrist" ANCHOR_HIP = 8, // "p_lhip" ANCHOR_LEFT_FOOT = 9, // "p_lfoot" ANCHOR_RIGHT_FOOT = 10, // "p_rfoot" ANCHOR_PH_L_HAND = 11, // "ph_lhand" ANCHOR_PH_R_HAND = 12, // "ph_rhand" NUM_ANCHORS = 13, }; ``` The ped handle. The component that you want to set. Refer to [SET_PED_COMPONENT_VARIATION](#\_0x262B14F48D29DE80). The drawable id that is going to be set. Refer to [GET_NUMBER_OF_PED_PROP_DRAWABLE_VARIATIONS](#\_0x5FAF9754E789FB47). The texture id of the drawable. Refer to [GET_NUMBER_OF_PED_PROP_TEXTURE_VARIATIONS](#\_0xA6E7F1CEB523E171). Attached or not. p1 is always 0 in R* scripts; and a quick disassembly seems to indicate that p1 is unused. SET_PED_RANDOM_PROPS The ped handle. PED::SET_PED_RESET_FLAG(PLAYER::PLAYER_PED_ID(), 240, 1); Known values: p4/p5: Unusued in TU27 ### Ragdoll Types **0**: CTaskNMRelax **1**: CTaskNMScriptControl: Hardcoded not to work in networked environments. **Else**: CTaskNMBalance The ped to ragdoll. Time(ms) Ped is in ragdoll mode; only applies to ragdoll types 0 and not 1. unused unused cpp enum eNMFallType { TYPE_FROM_HIGH = 0, TYPE_OVER_WALL = 1, TYPE_DOWN_STAIRS = 2, TYPE_DIE_TYPES = 3, TYPE_DIE_FROM_HIGH = 4, TYPE_DIE_OVER_WALL = 5, TYPE_DIE_DOWN_STAIRS = 6 } ``` ``` Return variable is never used in R*'s scripts. Not sure what p2 does. It seems like it would be a time judging by it's usage in R*'s scripts, but didn't seem to affect anything in my testings. x, y, and z are coordinates, most likely to where the ped will fall. p7 is probably the force of the fall, but untested, so I left the variable name the same. p8 to p13 are always 0f in R*'s scripts. (Simplified) Example of the usage of the function from R*'s scripts: ped::set_ped_to_ragdoll_with_fall(ped, 1500, 2000, 1, -entity::get_entity_forward_vector(ped), 1f, 0f, 0f, 0f, 0f, 0f, 0f); The ped to ragdoll. The type of fall. The x direction of the fall. The y direction of the fall. The z direction of the fall. The ground height (z). unused unused unused unused unused unused Flags: SPC_AMBIENT_SCRIPT = (1 << 1), SPC_CLEAR_TASKS = (1 << 2), SPC_REMOVE_FIRES = (1 << 3), SPC_REMOVE_EXPLOSIONS = (1 << 4), SPC_REMOVE_PROJECTILES = (1 << 5), SPC_DEACTIVATE_GADGETS = (1 << 6), SPC_REENABLE_CONTROL_ON_DEATH = (1 << 7), SPC_LEAVE_CAMERA_CONTROL_ON = (1 << 8), SPC_ALLOW_PLAYER_DAMAGE = (1 << 9), SPC_DONT_STOP_OTHER_CARS_AROUND_PLAYER = (1 << 10), SPC_PREVENT_EVERYBODY_BACKOFF = (1 << 11), SPC_ALLOW_PAD_SHAKE = (1 << 12) See: https://alloc8or.re/gta5/doc/enums/eSetPlayerControlFlag.txt Sets the culling radius for the specified player. Set to `0.0` to reset. **WARNING**: Culling natives are deprecated and have known, [unfixable issues](https://forum.cfx.re/t/issue-with-culling-radius-and-server-side-entities/4900677/4) The player to set the culling radius for. The radius. Make the player impervious to all forms of damage. The player index. Set the model for a specific Player. Note that this will destroy the current Ped for the Player and create a new one, any reference to the old ped will be invalid after calling this. As per usual, make sure to request the model first and wait until it has loaded. The player to set the model for The model to use Sets the routing bucket for the specified player. Routing buckets are also known as 'dimensions' or 'virtual worlds' in past echoes, however they are population-aware. The player to set the routing bucket for. The bucket ID. SET_PLAYER_WANTED_LEVEL the target player the wanted level 1-5 false = 0-10sec police spawn response time, true = 10-20sec police spawn response time A setter for [GET_RESOURCE_KVP_STRING](#\_0x5240DA5A). The key to set The value to write A setter for [GET_RESOURCE_KVP_FLOAT](#\_0x35BDCEEA). The key to set The value to write Nonsynchronous [SET_RESOURCE_KVP_FLOAT](#\_0x9ADD2938) operation; see [FLUSH_RESOURCE_KVP](#\_0x5240DA5A). The key to set The value to write A setter for [GET_RESOURCE_KVP_INT](#\_0x557B586A). The key to set The value to write Nonsynchronous [SET_RESOURCE_KVP_INT](#\_0x6A2B1E8) operation; see [FLUSH_RESOURCE_KVP](#\_0x5240DA5A). The key to set The value to write Nonsynchronous [SET_RESOURCE_KVP](#\_0x21C7A35B) operation; see [FLUSH_RESOURCE_KVP](#\_0x5240DA5A). The key to set The value to write Sets the entity lockdown mode for a specific routing bucket. Lockdown modes are: | Mode | Meaning | | ---------- | ---------------------------------------------------------- | | `strict` | No entities can be created by clients at all. | | `relaxed` | Only script-owned entities created by clients are blocked. | | `inactive` | Clients can create any entity they want. | The routing bucket ID to adjust. One of aforementioned modes. Sets whether or not the specified routing bucket has automatically-created population enabled. The routing bucket ID to adjust. `true` to enable population, `false` to disable population. Internal function for setting a state bag value. SET_VEHICLE_ALARM p2 often set to 1000.0 in the decompiled scripts. Sets the selected vehicle's colors to their default value (specific variant specified using the colorCombination parameter). Range of possible values for colorCombination is currently unknown, I couldn't find where these values are stored either (Disquse's guess was vehicles.meta but I haven't seen it in there.) The vehicle to modify. One of the default color values of the vehicle. colorPrimary & colorSecondary are the paint indexes for the vehicle. For a list of valid paint indexes, view: pastebin.com/pwHci0xK p1, p2, p3 are RGB values for color (255,0,0 for Red, ect) p1, p2, p3 are RGB values for color (255,0,0 for Red, ect) Sets the dirt level of the passed vehicle. The vehicle to set. A number between 0.0 and 15.0 representing the vehicles dirt level. See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5) Locks the doors of a specified vehicle to a defined lock state, affecting how players and NPCs can interact with the vehicle. ``` NativeDB Introduced: v323 ``` ```cpp enum eVehicleLockState { // No specific lock state, vehicle behaves according to the game's default settings. VEHICLELOCK_NONE = 0, // Vehicle is fully unlocked, allowing free entry by players and NPCs. VEHICLELOCK_UNLOCKED = 1, // Vehicle is locked, preventing entry by players and NPCs. VEHICLELOCK_LOCKED = 2, // Vehicle locks out only players, allowing NPCs to enter. VEHICLELOCK_LOCKOUT_PLAYER_ONLY = 3, // Vehicle is locked once a player enters, preventing others from entering. VEHICLELOCK_LOCKED_PLAYER_INSIDE = 4, // Vehicle starts in a locked state, but may be unlocked through game events. VEHICLELOCK_LOCKED_INITIALLY = 5, // Forces the vehicle's doors to shut and lock. VEHICLELOCK_FORCE_SHUT_DOORS = 6, // Vehicle is locked but can still be damaged. VEHICLELOCK_LOCKED_BUT_CAN_BE_DAMAGED = 7, // Vehicle is locked, but its trunk/boot remains unlocked. VEHICLELOCK_LOCKED_BUT_BOOT_UNLOCKED = 8, // Vehicle is locked and does not allow passengers, except for the driver. VEHICLELOCK_LOCKED_NO_PASSENGERS = 9, // Vehicle is completely locked, preventing entry entirely, even if previously inside. VEHICLELOCK_CANNOT_ENTER = 10 }; ``` The vehicle whose doors are to be locked. The lock state to apply to the vehicle's doors, see `eVehicleLockState`. SET_VEHICLE_NUMBER_PLATE_TEXT The vehicle to set the plate for The text to set the plate to, 8 chars maximum START_FIND_KVP A prefix match A KVP find handle to use with [FIND_KVP](#\_0xBD7BEBC5) and close with [END_FIND_KVP](#\_0xB3210203) START_RESOURCE STATE_BAG_HAS_KEY The name of the bag. The key used to check data existence. Returns true if the data associated with the specified key exists; otherwise, returns false. STOP_RESOURCE Makes the specified ped attack the target ped. p2 should be 0 p3 should be 16 Example: TASK::TASK_DRIVE_BY(l_467[1/*22*/], PLAYER::PLAYER_PED_ID(), 0, 0.0, 0.0, 2.0, 300.0, 100, 0, ${firing_pattern_burst_fire_driveby}); Needs working example. Doesn't seem to do anything. I marked p2 as targetVehicle as all these shooting related tasks seem to have that in common. I marked p6 as distanceToShoot as if you think of GTA's Logic with the native SET_VEHICLE_SHOOT natives, it won't shoot till it gets within a certain distance of the target. I marked p7 as pedAccuracy as it seems it's mostly 100 (Completely Accurate), 75, 90, etc. Although this could be the ammo count within the gun, but I highly doubt it. I will change this comment once I find out if it's ammo count or not. speed 1.0 = walk, 2.0 = run p5 1 = normal, 3 = teleport to vehicle, 8 = normal/carjack ped from seat, 16 = teleport directly into vehicle p6 is always 0 See eSeatPosition declared in [`IS_VEHICLE_SEAT_FREE`](#\_0x22AC59A870E6A669). TASK_EVERYONE_LEAVE_VEHICLE TASK_GO_STRAIGHT_TO_COORD The ped handle. The x coordinate. The y coordinate. The z coordinate. The ped movement speed. \-1 , other values appear to break the ped movement. The heading you want the ped to be on x,y,z coord. The distance from x,y,z where the ped will start sliding. Tells a ped to go to a coord by any means. ```cpp enum eDrivingMode { DF_StopForCars = 1, DF_StopForPeds = 2, DF_SwerveAroundAllCars = 4, DF_SteerAroundStationaryCars = 8, DF_SteerAroundPeds = 16, DF_SteerAroundObjects = 32, DF_DontSteerAroundPlayerPed = 64, DF_StopAtLights = 128, DF_GoOffRoadWhenAvoiding = 256, DF_DriveIntoOncomingTraffic = 512, DF_DriveInReverse = 1024, // If pathfinding fails, cruise randomly instead of going on a straight line DF_UseWanderFallbackInsteadOfStraightLine = 2048, DF_AvoidRestrictedAreas = 4096, // These only work on MISSION_CRUISE DF_PreventBackgroundPathfinding = 8192, DF_AdjustCruiseSpeedBasedOnRoadSpeed = 16384, DF_UseShortCutLinks = 262144, DF_ChangeLanesAroundObstructions = 524288, // cruise tasks ignore this anyway--only used for goto's DF_UseSwitchedOffNodes = 2097152, // if you're going to be primarily driving off road DF_PreferNavmeshRoute = 4194304, // Only works for planes using MISSION_GOTO, will cause them to drive along the ground instead of fly DF_PlaneTaxiMode = 8388608, DF_ForceStraightLine = 16777216, DF_UseStringPullingAtJunctions = 33554432, DF_AvoidHighways = 536870912, DF_ForceJoinInRoadDirection = 1073741824, // Standard driving mode. stops for cars, peds, and lights, goes around stationary obstructions DRIVINGMODE_STOPFORCARS = 786603, // DF_StopForCars|DF_StopForPeds|DF_SteerAroundObjects|DF_SteerAroundStationaryCars|DF_StopAtLights|DF_UseShortCutLinks|DF_ChangeLanesAroundObstructions, // Obey lights too // Like the above, but doesn't steer around anything in its way - will only wait instead. DRIVINGMODE_STOPFORCARS_STRICT = 262275, // DF_StopForCars|DF_StopForPeds|DF_StopAtLights|DF_UseShortCutLinks, // Doesn't deviate an inch. // Default "alerted" driving mode. drives around everything, doesn't obey lights DRIVINGMODE_AVOIDCARS = 786469, // DF_SwerveAroundAllCars|DF_SteerAroundObjects|DF_UseShortCutLinks|DF_ChangeLanesAroundObstructions|DF_StopForCars, // Very erratic driving. difference between this and AvoidCars is that it doesn't use the brakes at ALL to help with steering DRIVINGMODE_AVOIDCARS_RECKLESS = 786468, // DF_SwerveAroundAllCars|DF_SteerAroundObjects|DF_UseShortCutLinks|DF_ChangeLanesAroundObstructions, // Smashes through everything DRIVINGMODE_PLOUGHTHROUGH = 262144, // DF_UseShortCutLinks // Drives normally except for the fact that it ignores lights DRIVINGMODE_STOPFORCARS_IGNORELIGHTS = 786475, // DF_StopForCars|DF_SteerAroundStationaryCars|DF_StopForPeds|DF_SteerAroundObjects|DF_UseShortCutLinks|DF_ChangeLanesAroundObstructions // Try to swerve around everything, but stop for lights if necessary DRIVINGMODE_AVOIDCARS_OBEYLIGHTS = 786597, // DF_SwerveAroundAllCars|DF_StopAtLights|DF_SteerAroundObjects|DF_UseShortCutLinks|DF_ChangeLanesAroundObstructions|DF_StopForCars // Swerve around cars, be careful around peds, and stop for lights DRIVINGMODE_AVOIDCARS_STOPFORPEDS_OBEYLIGHTS = 786599 // DF_SwerveAroundAllCars|DF_StopAtLights|DF_StopForPeds|DF_SteerAroundObjects|DF_UseShortCutLinks|DF_ChangeLanesAroundObstructions|DF_StopForCars }; ``` The `Ped` Handle. The goto target coordinate. The goto target coordinate. The goto target coordinate. 0.0 = still, 1.0 = walk, 2.0 = run, 3.0 = sprint. If defined, the pedestrian will only move if said vehicle exists. If you don't want any sort of association, just set it to `0`. Setting to `true` tells the vehicle to use longrange vehicle pathing. See `eDrivingMode` enum. Determines the maximum distance at which the `Ped` will engage in combat with threatening targets. The entity will move towards the target until time is over (duration) or get in target's range (distance). p5 and p6 are unknown, but you could leave p5 = 1073741824 or 100 or even 0 (didn't see any difference but on the decompiled scripts, they use 1073741824 mostly) and p6 = 0 Note: I've only tested it on entity -> ped and target -> vehicle. It could work differently on other entities, didn't try it yet. Example: TASK::TASK_GO_TO_ENTITY(pedHandle, vehicleHandle, 5000, 4.0, 100, 1073741824, 0) Ped will run towards the vehicle for 5 seconds and stop when time is over or when he gets 4 meters(?) around the vehicle (with duration = -1, the task duration will be ignored). In the scripts, p3 was always -1. p3 seems to be duration or timeout of turn animation. Also facingPed can be 0 or -1 so ped will just raise hands up. Flags are the same flags used in [`TASK_LEAVE_VEHICLE`](#\_0xD3DBCE61A490BE02) Flags from decompiled scripts: 0 = normal exit and closes door. 1 = normal exit and closes door. 16 = teleports outside, door kept closed. (This flag does not seem to work for the front seats in buses, NPCs continue to exit normally) 64 = normal exit and closes door, maybe a bit slower animation than 0. 256 = normal exit but does not close the door. 4160 = ped is throwing himself out, even when the vehicle is still. 262144 = ped moves to passenger seat first, then exits normally Others to be tried out: 320, 512, 131072. [Animations list](https://alexguirre.github.io/animations-list/) ```cpp enum eScriptedAnimFlags { AF_LOOPING = 1, AF_HOLD_LAST_FRAME = 2, AF_REPOSITION_WHEN_FINISHED = 4, AF_NOT_INTERRUPTABLE = 8, AF_UPPERBODY = 16, AF_SECONDARY = 32, AF_REORIENT_WHEN_FINISHED = 64, AF_ABORT_ON_PED_MOVEMENT = 128, AF_ADDITIVE = 256, AF_TURN_OFF_COLLISION = 512, AF_OVERRIDE_PHYSICS = 1024, AF_IGNORE_GRAVITY = 2048, AF_EXTRACT_INITIAL_OFFSET = 4096, AF_EXIT_AFTER_INTERRUPTED = 8192, AF_TAG_SYNC_IN = 16384, AF_TAG_SYNC_OUT = 32768, AF_TAG_SYNC_CONTINUOUS = 65536, AF_FORCE_START = 131072, AF_USE_KINEMATIC_PHYSICS = 262144, AF_USE_MOVER_EXTRACTION = 524288, AF_HIDE_WEAPON = 1048576, AF_ENDS_IN_DEAD_POSE = 2097152, AF_ACTIVATE_RAGDOLL_ON_COLLISION = 4194304, AF_DONT_EXIT_ON_DEATH = 8388608, AF_ABORT_ON_WEAPON_DAMAGE = 16777216, AF_DISABLE_FORCED_PHYSICS_UPDATE = 33554432, AF_PROCESS_ATTACHMENTS_ON_START = 67108864, AF_EXPAND_PED_CAPSULE_FROM_SKELETON = 134217728, AF_USE_ALTERNATIVE_FP_ANIM = 268435456, AF_BLENDOUT_WRT_LAST_FRAME = 536870912, AF_USE_FULL_BLENDING = 1073741824 } ``` The ped you want to play the animation The animation dictionary The animation name The speed at which the animation blends in. Lower is slower and higher is faster, 1.0 is normal, 8.0 is basically instant The speed at which the animation blends out. Lower is slower and higher is faster, 1.0 is normal, 8.0 is basically instant The duration of the animation in milliseconds. -1 will play the animation until canceled The animation flags (see enum) The playback rate (between 0.0 and 1.0) Similar in functionality to [`TASK_PLAY_ANIM`](#\_0xEA47FE3719165B94), except the position and rotation parameters let you specify the initial position and rotation of the task. The ped is teleported to the position specified. [Animations list](https://alexguirre.github.io/animations-list/) The ped you want to play the animation The animation dictionary The animation name Initial X position of the task Initial Y position of the task Initial Z position of the task Initial X rotation of the task Initial Y rotation of the task Initial Z rotation of the task The speed at which the animation blends in. Lower is slower and higher is faster, 1.0 is normal, 8.0 is basically instant The speed at which the animation blends out. Lower is slower and higher is faster, 1.0 is normal, 8.0 is basically instant The duration of the animation in milliseconds. -1 will play the animation until canceled See [`TASK_PLAY_ANIM`](#\_0xEA47FE3719165B94) Value between 0.0 and 1.0, lets you start an animation from the given point TASK_REACT_AND_FLEE_PED Firing Pattern Hash Information: https://pastebin.com/Px036isB //this part of the code is to determine at which entity the player is aiming, for example if you want to create a mod where you give orders to peds Entity aimedentity; Player player = PLAYER::PLAYER_ID(); PLAYER::_GET_AIMED_ENTITY(player, &aimedentity); //bg is an array of peds TASK::TASK_SHOOT_AT_ENTITY(bg[i], aimedentity, 5000, MISC::GET_HASH_KEY("FIRING_PATTERN_FULL_AUTO")); in practical usage, getting the entity the player is aiming at and then task the peds to shoot at the entity, at a button press event would be better. Firing Pattern Hash Information: https://pastebin.com/Px036isB ``` NativeDB Introduced: v323 ``` Warp a ped into a vehicle. **Note**: It's better to use [`TASK_ENTER_VEHICLE`](#\_0xC20E50AA46D09CA8) with the flag "warp" flag instead of this native. The Ped to be warped into the vehicle. The target vehicle into which the ped will be warped. See eSeatPosition declared in [`IS_VEHICLE_SEAT_FREE`](#\_0x22AC59A870E6A669). TEMP_BAN_PLAYER The backing function for TriggerClientEvent. The backing function for TriggerEvent. The backing function for TriggerLatentClientEvent. VERIFY_PASSWORD_HASH Returns whether or not the currently executing event was canceled. A boolean. Adds a rectangular blip for the specified coordinates/area. It is recommended to use [SET_BLIP_ROTATION](#\_0xF87683CDF73C3F6E) and [SET_BLIP_COLOUR](#\_0x03D7FB09E75D6B7E) to make the blip not rotate along with the camera. By default, the blip will show as a *regular* blip with the specified color/sprite if it is outside of the minimap view. (Native name is *likely* to actually be ADD_BLIP_FOR_AREA, but due to the usual reasons this can't be confirmed) Creates a blip for the specified coordinates. You can use `SET_BLIP_` natives to change the blip. Create a blip that by default is red (enemy), you can use [SET_BLIP_AS_FRIENDLY](#\_0xC6F43D0E) to make it blue (friend).\ Can be used for objects, vehicles and peds. Example of enemy: ![enemy](https://i.imgur.com/LIizV6S.png) Example of friend: ![friend](https://i.imgur.com/XrCuvZP.png) Create a blip with a radius for the specified coordinates (it doesnt create the blip sprite, so you need to use [AddBlipCoords](#\_0xC6F43D0E)) Example image: ![example](https://i.imgur.com/fDCmHVD.png) Adds a listener for Console Variable changes. The function called expects to match the following signature: ```ts function ConVarChangeListener(conVarName: string, reserved: any); ``` * **conVarName**: The ConVar that changed. * **reserved**: Currently unused. Applies an Item from a PedDecorationCollection to a ped. These include tattoos and shirt decals. collection - PedDecorationCollection filename hash overlay - Item name hash Example: Entry inside "mpbeach_overlays.xml" - <Item> <uvPos x="0.500000" y="0.500000" /> <scale x="0.600000" y="0.500000" /> <rotation value="0.000000" /> <nameHash>FM_Hair_Fuzz</nameHash> <txdHash>mp_hair_fuzz</txdHash> <txtHash>mp_hair_fuzz</txtHash> <zone>ZONE_HEAD</zone> <type>TYPE_TATTOO</type> <faction>FM</faction> <garment>All</garment> <gender>GENDER_DONTCARE</gender> <award /> <awardLevel /> </Item> Code: PED::_0x5F5D1665E352A839(PLAYER::PLAYER_PED_ID(), MISC::GET_HASH_KEY("mpbeach_overlays"), MISC::GET_HASH_KEY("fm_hair_fuzz")) Adds a handler for changes to a state bag. The function called expects to match the following signature: ```ts function StateBagChangeHandler(bagName: string, key: string, value: any, reserved: number, replicated: boolean); ``` * **bagName**: The internal bag ID for the state bag which changed. This is usually `player:Source`, `entity:NetID` or `localEntity:Handle`. * **key**: The changed key. * **value**: The new value stored at key. The old value is still stored in the state bag at the time this callback executes. * **reserved**: Currently unused. * **replicated**: Whether the set is meant to be replicated. At this time, the change handler can't opt to reject changes. If bagName refers to an entity, use [GET_ENTITY_FROM_STATE_BAG_NAME](#\_0x4BDF1867) to get the entity handle If bagName refers to a player, use [GET_PLAYER_FROM_STATE_BAG_NAME](#\_0xA56135E0) to get the player handle cpp enum eApplyForceTypes { APPLY_TYPE_FORCE = 0, APPLY_TYPE_IMPULSE = 1, APPLY_TYPE_EXTERNAL_FORCE = 2, APPLY_TYPE_EXTERNAL_IMPULSE = 3, APPLY_TYPE_TORQUE = 4, APPLY_TYPE_ANGULAR_IMPULSE = 5 } Returns whether or not the specified player has enough information to start a commerce session for. Cancels the currently executing event. CLEAR_PED_PROP CLEAR_PED_SECONDARY_TASK Clear a ped's tasks. Stop animations and other tasks created by scripts. Immediately stops the pedestrian from whatever it's doing. The difference between this and [CLEAR_PED_TASKS](#\_0xE1EF3C1216AFF2CD) is that this one teleports the ped but does not change the position of the ped. This executes at the same as speed as PLAYER::SET_PLAYER_WANTED_LEVEL(player, 0, false); PLAYER::GET_PLAYER_WANTED_LEVEL(player); executes in less than half the time. Which means that it's worth first checking if the wanted level needs to be cleared before clearing. However, this is mostly about good code practice and can important in other situations. The difference in time in this example is negligible. Creates an object (prop) with the specified model at the specified position, offset on the Z axis by the radius of the object's model. This object will initially be owned by the creating script as a mission entity, and the model should be loaded already (e.g. using REQUEST_MODEL). Creates an object (prop) with the specified model centered at the specified position. This object will initially be owned by the creating script as a mission entity, and the model should be loaded already (e.g. using REQUEST_MODEL). Creates a ped (biped character, pedestrian, actor) with the specified model at the specified position and heading. This ped will initially be owned by the creating script as a mission entity, and the model should be loaded already (e.g. using REQUEST_MODEL). CREATE_PED_INSIDE_VEHICLE Creates a vehicle with the specified model at the specified position. This vehicle will initially be owned by the creating script as a mission entity, and the model should be loaded already (e.g. using REQUEST_MODEL). ``` NativeDB Added Parameter 8: BOOL p7 ``` Equivalent to CREATE_VEHICLE, but it uses 'server setter' logic (like the former CREATE_AUTOMOBILE) as a workaround for reliability concerns regarding entity creation RPC. Unlike CREATE_AUTOMOBILE, this supports other vehicle types as well. Deletes the specified entity. **NOTE**: For trains this will only work if called on the train engine, it will not work on its carriages. DELETE_FUNCTION_REFERENCE DELETE_RESOURCE_KVP Nonsynchronous [DELETE_RESOURCE_KVP](#\_0x7389B5DF) operation; see [FLUSH_RESOURCE_KVP](#\_0x5240DA5A). Deletes the specified `entity` and any carriage its attached to, or that is attached to it. DOES_BOAT_SINK_WHEN_WRECKED DOES_ENTITY_EXIST Returns whether or not the player exists Requests whether or not the player owns the specified SKU. Requests whether or not the player owns the specified package. DOES_TRAIN_STOP_AT_STATIONS DROP_PLAYER DUPLICATE_FUNCTION_REFERENCE ENABLE_ENHANCED_HOST_SUPPORT END_FIND_KVP Internal function for ensuring an entity has a state bag. Depending on your use case you may need to use `add_acl resource.<your_resource_name> command.<command_name> allow` to use this native in your resource. FIND_KVP FLAG_SERVER_AS_PRIVATE Nonsynchronous operations will not wait for a disk/filesystem flush before returning from a write or delete call. They will be much faster than their synchronous counterparts (e.g., bulk operations), however, a system crash may lose the data to some recent operations. This native ensures all `_NO_SYNC` operations are synchronized with the disk/filesystem. An internal function for converting a stack trace object to a string. Freezes or unfreezes an entity preventing its coordinates to change by the player if set to `true`. You can still change the entity position using [`SET_ENTITY_COORDS`](#\_0x06843DA7060A026B). GET_AIR_DRAG_MULTIPLIER_FOR_PLAYERS_VEHICLE Returns all object handles known to the server. The data returned adheres to the following layout: ``` [127, 42, 13, 37] ``` Returns all peds handles known to the server. The data returned adheres to the following layout: ``` [127, 42, 13, 37] ``` Returns all vehicle handles known to the server. The data returned adheres to the following layout: ``` [127, 42, 13, 37] ``` Returns the current console output buffer. Can be used to get a console variable of type `char*`, for example a string. Can be used to get a console variable casted back to `bool`. This will have floating point inaccuracy. Can be used to get a console variable casted back to `int` (an integer value). Returns the hash of weapon the Ped is currently using. Returns the name of the currently executing resource. ### Supported types * \[1] : Peds (including animals) and players. * \[2] : Vehicles. * \[3] : Objects (props), doors, and projectiles. ### Coordinates need to be send unpacked (x,y,z) ```lua -- Define the allowed model hashes local allowedModelHashes = { GetHashKey("p_crate03x"), GetHashKey("p_crate22x") } -- Get the player's current coordinates local playerCoords = GetEntityCoords(PlayerPedId()) -- Retrieve all entities of type Object (type 3) within a radius of 10.0 units -- that match the allowed model hashes -- and sort output entities by distance local entities = GetEntitiesInRadius(playerCoords.x, playerCoords.y, playerCoords.z, 10.0, 3, true, allowedModelHashes) -- Iterate through the list of entities and print their ids for i = 1, #entities do local entity = entities[i] print(entity) end ``` Gets the entity that this entity is attached to. GET_ENTITY_COLLISION_DISABLED Gets the current coordinates for a specified entity. This native is used server side when using OneSync. See [GET_ENTITY_COORDS](#\_0x3FEF770D40960D5A) for client side. Returns the entity handle for the specified state bag name. For use with [ADD_STATE_BAG_CHANGE_HANDLER](#\_0x5BA35AAF). GET_ENTITY_HEADING Only works for vehicle and peds Currently it only works with peds. GET_ENTITY_MODEL GET_ENTITY_ORPHAN_MODE This native gets an entity's population type. GET_ENTITY_REMOTE_SYNCED_SCENES_ALLOWED GET_ENTITY_ROTATION GET_ENTITY_ROTATION_VELOCITY Gets the routing bucket for the specified entity. Routing buckets are also known as 'dimensions' or 'virtual worlds' in past echoes, however they are population-aware. GET_ENTITY_SCRIPT Gets the current speed of the entity in meters per second. ``` To convert to MPH: speed * 2.236936 To convert to KPH: speed * 3.6 ``` Gets the entity type (as an integer), which can be one of the following defined down below: **The following entities will return type `1`:** * Ped * Player * Animal (Red Dead Redemption 2) * Horse (Red Dead Redemption 2) **The following entities will return type `2`:** * Automobile * Bike * Boat * Heli * Plane * Submarine * Trailer * Train * DraftVeh (Red Dead Redemption 2) **The following entities will return type `3`:** * Object * Door * Pickup Otherwise, a value of `0` will be returned. GET_ENTITY_VELOCITY Returns the internal build number of the current game being executed. Possible values: * FiveM * 1604 * 2060 * 2189 * 2372 * 2545 * 2612 * 2699 * 2802 * 2944 * 3095 * 3258 * 3323 * 3407 * 3570 * 3751 * RedM * 1311 * 1355 * 1436 * 1491 * LibertyM * 43 * FXServer * 0 Returns the current game being executed. Possible values: | Return value | Meaning | | ------------ | ------------------------------ | | `fxserver` | Server-side code ('Duplicity') | | `fivem` | FiveM for GTA V | | `libertym` | LibertyM for GTA IV | | `redm` | RedM for Red Dead Redemption 2 | Returns a list of entity handles (script GUID) for all entities in the specified pool - the data returned is an array as follows: ```json [ 770, 1026, 1282, 1538, 1794, 2050, 2306, 2562, 2818, 3074, 3330, 3586, 3842, 4098, 4354, 4610, ...] ``` ### Supported pools * `CPed`: Peds (including animals) and players. * `CObject`: Objects (props), doors, and projectiles. * `CNetObject`: Networked objects * `CVehicle`: Vehicles. * `CPickup`: Pickups. Gets the current game timer in milliseconds. This native converts the passed string to a hash. **Note** This native will always return `1000.0` unless [SET_VEHICLE_BODY_HEALTH](#\_0xB77D05AC8C78AADB), [SET_VEHICLE_ENGINE_HEALTH](#\_0x45F6D8EEF34ABEF1), or [SET_VEHICLE_PETROL_TANK_HEALTH](#\_0x70DB57649FA8D0D8) have been called with a value greater than `1000.0`. This is a getter for [SET_DISABLE_HELI_EXPLODE_FROM_BODY_DAMAGE](#\_0xEDBC8405B3895CC9) **Note** This native will always return `1000.0` unless [SET_VEHICLE_BODY_HEALTH](#\_0xB77D05AC8C78AADB), [SET_VEHICLE_ENGINE_HEALTH](#\_0x45F6D8EEF34ABEF1), or [SET_VEHICLE_PETROL_TANK_HEALTH](#\_0x70DB57649FA8D0D8) have been called with a value greater than `1000.0`. **Note** This native will always return `1000.0` unless [SET_VEHICLE_BODY_HEALTH](#\_0xB77D05AC8C78AADB), [SET_VEHICLE_ENGINE_HEALTH](#\_0x45F6D8EEF34ABEF1), or [SET_VEHICLE_PETROL_TANK_HEALTH](#\_0x70DB57649FA8D0D8) have been called with a value greater than `1000.0`. GET_HELI_MAIN_ROTOR_DAMAGE_SCALE GET_HELI_MAIN_ROTOR_HEALTH GET_HELI_PITCH_CONTROL GET_HELI_REAR_ROTOR_DAMAGE_SCALE This native is a getter for [SET_HELI_TAIL_ROTOR_HEALTH](#\_0xFE205F38AAA58E5B) GET_HELI_ROLL_CONTROL GET_HELI_TAIL_ROTOR_DAMAGE_SCALE **Note**: This native is deprecated, please use [`GET_HELI_REAR_ROTOR_HEALTH`](#\_0x33EE6E2B) instead. GET_HELI_THROTTLE_CONTROL GET_HELI_YAW_CONTROL GET_HOST_ID GET_INSTANCE_ID GET_INVOKING_RESOURCE GET_IS_HELI_ENGINE_RUNNING GET_IS_VEHICLE_ENGINE_RUNNING GET_IS_VEHICLE_PRIMARY_COLOUR_CUSTOM GET_IS_VEHICLE_SECONDARY_COLOUR_CUSTOM See the client-side [GET_LANDING_GEAR_STATE](#\_0x9B0F3DCA3DB0F4CD) native for a description of landing gear states. GET_LAST_PED_IN_VEHICLE_SEAT GET_MOUNT Gets the specific entity type (as an integer), which can be one of the following defined down below: #### FiveM: ```cpp enum eNetObjEntityType { Automobile = 0, Bike = 1, Boat = 2, Door = 3, Heli = 4, Object = 5, Ped = 6, Pickup = 7, PickupPlacement = 8, Plane = 9, Submarine = 10, Player = 11, Trailer = 12, Train = 13 }; ``` #### RedM: ```cpp enum eNetObjEntityType { Animal = 0, Automobile = 1, Bike = 2, Boat = 3, Door = 4, Heli = 5, Object = 6, Ped = 7, Pickup = 8, PickupPlacement = 9, Plane = 10, Submarine = 11, Player = 12, Trailer = 13, Train = 14, DraftVeh = 15, StatsTracker = 16, PropSet = 17, AnimScene = 18, GroupScenario = 19, Herd = 20, Horse = 21, WorldState = 22, WorldProjectile = 23, Incident = 24, Guardzone = 25, PedGroup = 26, CombatDirector = 27, PedSharedTargeting = 28, Persistent = 29 }; ``` GET_NUM_PLAYER_IDENTIFIERS GET_NUM_PLAYER_INDICES GET_NUM_PLAYER_TOKENS Gets the amount of metadata values with the specified key existing in the specified resource's manifest. See also: [Resource manifest](https://docs.fivem.net/docs/scripting-reference/resource-manifest/resource-manifest/) GET_NUM_RESOURCES GET_PASSWORD_HASH GET_PED_ARMOUR GET_PED_CAUSE_OF_DEATH GET_PED_DESIRED_HEADING GET_PED_IN_VEHICLE_SEAT GET_PED_MAX_HEALTH Gets the current relationship group hash of a ped. Gets the script task command currently assigned to the ped. Gets the stage of the peds scripted task. Get the last entity that damaged the ped. This native is used server side when using OneSync. Get the entity that killed the ped. This native is used server side when using OneSync. Gets the type of a ped's specific task given an index of the CPedTaskSpecificDataNode nodes. A ped will typically have a task at index 0, if a ped has multiple tasks at once they will be in the order 0, 1, 2, etc. GET_PED_STEALTH_MOVEMENT Gets the current camera rotation for a specified player. This native is used server side when using OneSync. GET_PLAYER_ENDPOINT Gets the current fake wanted level for a specified player. This native is used server side when using OneSync. Gets the focus position (i.e. the position of the active camera in the game world) of a player. GET_PLAYER_FROM_INDEX On the server this will return the players source, on the client it will return the player handle. GET_PLAYER_GUID To get the number of identifiers, use [GET_NUM_PLAYER_IDENTIFIERS](#\_0xFF7F66AB) To get a specific type of identifier, use [GET_PLAYER_IDENTIFIER_BY_TYPE](#\_0xA61C8FC6) Get an identifier from a player by the type of the identifier. Known [Identifiers](https://docs.fivem.net/docs/scripting-reference/runtimes/lua/functions/GetPlayerIdentifiers/#identifier-types) GET_PLAYER_INVINCIBLE GET_PLAYER_LAST_MSG GET_PLAYER_MAX_ARMOUR GET_PLAYER_MAX_HEALTH A getter for [SET_PLAYER_MELEE_WEAPON_DAMAGE_MODIFIER](#\_0x4A3DC7ECCC321032). GET_PLAYER_NAME Used to get the player's Ped Entity ID when a valid `playerSrc` is passed. ```cpp const int ENET_PACKET_LOSS_SCALE = 65536; enum PeerStatistics { // PacketLoss will only update once every 10 seconds, use PacketLossEpoch if you want the time // since the last time the packet loss was updated. // the amount of packet loss the player has, needs to be scaled with PACKET_LOSS_SCALE PacketLoss = 0, // The variance in the packet loss PacketLossVariance = 1, // The time since the last packet update in ms, relative to the peers connection time PacketLossEpoch = 2, // The mean amount of time it takes for a packet to get to the client (ping) RoundTripTime = 3, // The variance in the round trip time RoundTripTimeVariance = 4, // Despite their name, these are only updated once every 5 seconds, you can get the last time this was updated with PacketThrottleEpoch // The last recorded round trip time of a packet LastRoundTripTime = 5, // The last round trip time variance LastRoundTripTimeVariance = 6, // The time since the last packet throttle update, relative to the peers connection time PacketThrottleEpoch = 7, }; ``` These statistics only update once every 10 seconds. See [GET_PLAYER_PEER_STATISTICS](#\_0x9A928294) if you want more detailed information, like packet loss, and packet/rtt variance Gets the routing bucket for the specified player. Routing buckets are also known as 'dimensions' or 'virtual worlds' in past echoes, however they are population-aware. GET_PLAYER_TEAM Gets the amount of time player has spent evading the cops. Counter starts and increments only when cops are chasing the player. If the player is evading, the timer will pause. Gets the current time online for a specified player. Gets a player's token. Tokens can be used to enhance banning logic, however are specific to a server. Gets the current known coordinates for the specified player from cops perspective. This native is used server side when using OneSync. Returns given players wanted level server-side. A getter for [SET_PLAYER_WEAPON_DAMAGE_MODIFIER](#\_0xCE07B9F7817AADA3). A getter for [SET_PLAYER_WEAPON_DEFENSE_MODIFIER](#\_0x2D83BC011CA14A3C). A getter for [\_SET_PLAYER_WEAPON_DEFENSE_MODIFIER\_2](#\_0xBCFDE9EDE4CF27DC). Returns all commands that are registered in the command system. The data returned adheres to the following layout: ``` [ { "name": "cmdlist", "resource": "resource", "arity" = -1, }, { "name": "command1" "resource": "resource_2", "arity" = -1, } ] ``` GET_RESOURCE_BY_FIND_INDEX Returns all commands registered by the specified resource. The data returned adheres to the following layout: ``` [ { "name": "cmdlist", "resource": "example_resource", "arity" = -1, }, { "name": "command1" "resource": "example_resource2", "arity" = -1, } ] ``` A getter for [SET_RESOURCE_KVP_FLOAT](#\_0x9ADD2938). A getter for [SET_RESOURCE_KVP_INT](#\_0x6A2B1E8). A getter for [SET_RESOURCE_KVP](#\_0x21C7A35B). Gets the metadata value at a specified key/index from a resource's manifest. See also: [Resource manifest](https://docs.fivem.net/docs/scripting-reference/resource-manifest/resource-manifest/) Returns the physical on-disk path of the specified resource. Returns the current state of the specified resource. GET_SEAT_PED_IS_USING An alias of [GET_CURRENT_PED_WEAPON](#\_0xB0237302). Note, the client-side [GET_SELECTED_PED_WEAPON](#\_0x0A6DB4965674D243) native returns the weapon selected via the HUD (weapon wheel). This data is not available to FXServer. GET_STATE_BAG_KEYS Returns the value of a state bag key. GET_THRUSTER_SIDE_RCS_THROTTLE GET_THRUSTER_THROTTLE GET_TRAIN_BACKWARD_CARRIAGE GET_TRAIN_CARRIAGE_ENGINE GET_TRAIN_CARRIAGE_INDEX Gets the trains desired speed. Gets the direction the train is facing GET_TRAIN_FORWARD_CARRIAGE GET_TRAIN_STATE GET_TRAIN_TRACK_INDEX GET_VEHICLE_BODY_HEALTH GET_VEHICLE_COLOURS GET_VEHICLE_CUSTOM_PRIMARY_COLOUR GET_VEHICLE_CUSTOM_SECONDARY_COLOUR GET_VEHICLE_DASHBOARD_COLOUR GET_VEHICLE_DIRT_LEVEL ```lua enum_VehicleLockStatus = { None = 0, Locked = 2, LockedForPlayer = 3, StickPlayerInside = 4, -- Doesn't allow players to exit the vehicle with the exit vehicle key. CanBeBrokenInto = 7, -- Can be broken into the car. If the glass is broken, the value will be set to 1 CanBeBrokenIntoPersist = 8, -- Can be broken into persist CannotBeTriedToEnter = 10, -- Cannot be tried to enter (Nothing happens when you press the vehicle enter key). } ``` It should be [noted](https://forum.cfx.re/t/4863241) that while the [client-side command](#\_0x25BC98A59C2EA962) and its setter distinguish between states 0 (unset) and 1 (unlocked), the game will synchronize both as state 0, so the server-side command will return only '0' if unlocked. Returns the open position of the specified door on the target vehicle. Currently it only works when set to "all players". GET_VEHICLE_ENGINE_HEALTH GET_VEHICLE_EXTRA_COLOURS Gets the flight nozzel position for the specified vehicle. See the client-side [\_GET_VEHICLE_FLIGHT_NOZZLE_POSITION](#\_0xDA62027C8BDB326E) native for usage examples. GET_VEHICLE_HANDBRAKE GET_VEHICLE_HEADLIGHTS_COLOUR Gets the lock on state for the specified vehicle. See the client-side [GET_VEHICLE_HOMING_LOCKON_STATE](#\_0xE6B0E8CFC3633BF0) native for a description of lock on states. This is a getter for the client-side native [`START_VEHICLE_HORN`](#\_0x9C8C6504B5B63D2C), which allows you to return the horn type of the vehicle. **Note**: This native only gets the hash value set with `START_VEHICLE_HORN`. If a wrong hash is passed into `START_VEHICLE_HORN`, it will return this wrong hash. ```cpp enum eHornTypes { NORMAL = 1330140148, HELDDOWN = -2087385909, AGGRESSIVE = -92810745 } ``` GET_VEHICLE_INTERIOR_COLOUR GET_VEHICLE_LIGHTS_STATE GET_VEHICLE_LIVERY Gets the vehicle that is locked on to for the specified vehicle. Getter to check the neon colour of a vehicle. This native is the server side getter of [GET_VEHICLE_NEON_LIGHTS_COLOUR](#\_0x7619EEE8C886757F). Getter to check if one of the neon lights of a vehicle is enabled. This native is the server side getter of [IS_VEHICLE_NEON_LIGHT_ENABLED](#\_0x8C4B92553E4766A5). ```cpp enum neonIndex { NEON_BACK = 0, // Back neon NEON_RIGHT = 1, // Right neon NEON_LEFT = 2, // Left neon NEON_FRONT = 3 // Front neon }; ``` GET_VEHICLE_NUMBER_PLATE_TEXT GET_VEHICLE_NUMBER_PLATE_TEXT_INDEX Gets the vehicle the specified Ped is/was in depending on bool value. This native is used server side when using OneSync. GET_VEHICLE_PETROL_TANK_HEALTH GET_VEHICLE_RADIO_STATION_INDEX GET_VEHICLE_ROOF_LIVERY GET_VEHICLE_STEERING_ANGLE GET_VEHICLE_TOTAL_REPAIRS Returns the type of the passed vehicle. For client scripts, reference the more detailed [GET_VEHICLE_TYPE_RAW](#\_0xDE73BC10) native. ### Vehicle types * automobile * bike * boat * heli * plane * submarine * trailer * train GET_VEHICLE_TYRE_SMOKE_COLOR GET_VEHICLE_WHEEL_TYPE GET_VEHICLE_WINDOW_TINT GIVE_WEAPON_COMPONENT_TO_PED GIVE_WEAPON_TO_PED HAS_ENTITY_BEEN_MARKED_AS_NO_LONGER_NEEDED HAS_VEHICLE_BEEN_DAMAGED_BY_BULLETS HAS_VEHICLE_BEEN_OWNED_BY_PLAYER IS_ACE_ALLOWED IS_BOAT_ANCHORED_AND_FROZEN IS_BOAT_WRECKED Gets whether or not this is the CitizenFX server. A getter for [FREEZE_ENTITY_POSITION](#\_0x428CA6DBD1094446). This native checks if the given entity is visible. IS_FLASH_LIGHT_ON This is a getter for [SET_HELI_TAIL_EXPLODE_THROW_DASHBOARD](#\_0x3EC8BF18AA453FE9) IS_HELI_TAIL_BOOM_BROKEN This native checks if the given ped is a player. IS_PED_HANDCUFFED IS_PED_IN_ANY_VEHICLE IS_PED_IN_VEHICLE IS_PED_ON_MOUNT IS_PED_RAGDOLL IS_PED_STRAFING IS_PED_USING_ACTION_MODE IS_PLAYER_ACE_ALLOWED Requests whether or not the commerce data for the specified player has loaded. Requests whether or not the commerce data for the specified player has loaded from Tebex. This will return true if the player is evading wanted level, meaning that the wanted level stars are blink. Otherwise will return false. If the player is not wanted, it simply returns false. IS_PLAYER_IN_FREE_CAM_MODE IS_PLAYER_USING_SUPER_JUMP IS_PRINCIPAL_ACE_ALLOWED IS_TRAIN_CABOOSE IS_VEHICLE_ENGINE_STARTING IS_VEHICLE_EXTRA_TURNED_ON IS_VEHICLE_SIREN_ON IS_VEHICLE_TYRE_BURST See the client-side [IS_VEHICLE_WINDOW_INTACT](#\_0x46E571A0E20D01F1) for a window indexes list. Requests the commerce data for the specified player, including the owned SKUs. Use `IS_PLAYER_COMMERCE_INFO_LOADED` to check if it has loaded. Requests the commerce data from Tebex for the specified player, including the owned SKUs. Use [`IS_PLAYER_COMMERCE_INFO_LOADED_EXT`](#\_0x1D14F4FE) to check if it has loaded. This will not automatically update whenever a client purchases a package, if you want to fetch new purchases you will need to call this native again. This native will temporarily cache the players commerce data for 10 seconds, a call to this native after 10 seconds will re-fetch the players commerce data. Reads the contents of a text file in a specified resource. If executed on the client, this file has to be included in `files` in the resource manifest. Example: `local data = LoadResourceFile("devtools", "data.json")` Create a permanent voice channel. Checks if the player is currently muted Mutes or unmutes the specified player NETWORK_GET_ENTITY_FROM_NETWORK_ID Returns the owner ID of the specified entity. Returns the first owner ID of the specified entity. NETWORK_GET_NETWORK_ID_FROM_ENTITY NETWORK_GET_VOICE_PROXIMITY_OVERRIDE_FOR_PLAYER PERFORM_HTTP_REQUEST_INTERNAL PERFORM_HTTP_REQUEST_INTERNAL_EX Prints 'structured trace' data to the server `file descriptor 3` channel. This is not generally useful outside of server monitoring utilities. Scope entry for profiler. Scope exit for profiler. Returns true if the profiler is active. Registered commands can be executed by entering them in the client console (this works for client side and server side registered commands). Or by entering them in the server console/through an RCON client (only works for server side registered commands). Or if you use a supported chat resource, like the default one provided in the cfx-server-data repository, then you can enter the command in chat by prefixing it with a `/`. Commands registered using this function can also be executed by resources, using the [`ExecuteCommand` native](#\_0x561C060B). The restricted bool is not used on the client side. Permissions can only be checked on the server side, so if you want to limit your command with an ace permission automatically, make it a server command (by registering it in a server script). **Example result**: ![](https://i.imgur.com/TaCnG09.png) Registers a listener for console output messages. An internal function which allows the current resource's HLL script runtimes to receive state for the specified event. **Experimental**: This native may be altered or removed in future versions of CitizenFX without warning. Registers a cached resource asset with the resource system, similar to the automatic scanning of the `stream/` folder. Registers a build task factory for resources. The function should return an object (msgpack map) with the following fields: ``` { // returns whether the specific resource should be built shouldBuild = func(resourceName: string): bool, // asynchronously start building the specific resource. // call cb when completed build = func(resourceName: string, cb: func(success: bool, status: string): void): void } ``` Parameter `p1` does not seem to be used or referenced in game binaries.\ **Note:** When called for networked entities, a `CRemoveAllWeaponsEvent` will be created per request. Removes the blip from your map. **Note:** This function only works on the script that created the blip, if you wish to remove blips created by other scripts, see [`SET_THIS_SCRIPT_CAN_REMOVE_BLIPS_CREATED_BY_ANY_SCRIPT`](#\_0xB98236CAAECEF897). REMOVE_CONVAR_CHANGE_LISTENER **Experimental**: This native may be altered or removed in future versions of CitizenFX without warning. Removes a handler for changes to a state bag. REMOVE_WEAPON_COMPONENT_FROM_PED This native removes a specified weapon from your selected ped. Weapon Hashes: pastebin.com/0wwDZgkF Example: C#: Function.Call(Hash.REMOVE_WEAPON_FROM_PED, Game.Player.Character, 0x99B507EA); C++: WEAPON::REMOVE_WEAPON_FROM_PED(PLAYER::PLAYER_PED_ID(), 0x99B507EA); The code above removes the knife from the player. Requests the specified player to buy the passed SKU. This'll pop up a prompt on the client, which upon acceptance will open the browser prompting further purchase details. Writes the specified data to a file in the specified resource. Using a length of `-1` will automatically detect the length assuming the data is a C string. Scans the resources in the specified resource root. This function is only available in the 'monitor mode' process and is not available for user resources. Schedules the specified resource to run a tick as soon as possible, bypassing the server's fixed tick rate. Sets the displayed sprite for a specific blip. There's a [list of sprites](https://docs.fivem.net/game-references/blips/) on the FiveM documentation site. SET_CONVAR Used to replicate a server variable onto clients. SET_CONVAR_SERVER_INFO SET_CURRENT_PED_WEAPON Sets the coordinates (world position) for a specified entity, offset by the radius of the entity on the Z axis. It overrides the default distance culling radius of an entity. Set to `0.0` to reset. If you want to interact with an entity outside of your players' scopes set the radius to a huge number. **WARNING**: Culling natives are deprecated and have known, [unfixable issues](https://forum.cfx.re/t/issue-with-culling-radius-and-server-side-entities/4900677/4) Set the heading of an entity in degrees also known as "Yaw". It allows to flag an entity to ignore the request control filter policy. ```cpp enum EntityOrphanMode { // Default, this will delete the entity when it isn't relevant to any players // NOTE: this *doesn't* mean when they're no longer in scope DeleteWhenNotRelevant = 0, // The entity will be deleted whenever its original owner disconnects // NOTE: if this is set when the entities original owner has already left it will be // marked for deletion (similar to just calling DELETE_ENTITY) DeleteOnOwnerDisconnect = 1, // The entity will never be deleted by the server when it does relevancy checks // you should only use this on entities that need to be relatively persistent KeepEntity = 2 } ``` Sets what the server will do when the entity no longer has its original owner. By default the server will cleanup entities that it considers "no longer relevant". When used on trains, this native will recursively call onto all attached carriages. **NOTE**: When used with `KeepEntity` (2) this native only guarantees that the ***server*** will not delete the entity, client requests to delete the entity will still work perfectly fine. Enables or disables the owner check for the specified entity in network-synchronized scenes. When set to `false`, the entity cannot participate in synced scenes initiated by clients that do not own the entity. By default, this is `false` for all entities, meaning only the entity's owner can include it in networked synchronized scenes. Sets the rotation of a specified entity in the game world. ``` NativeDB Introduced: v323 ``` Sets the routing bucket for the specified entity. Routing buckets are also known as 'dimensions' or 'virtual worlds' in past echoes, however they are population-aware. Note that the third parameter(denoted as z) is "up and down" with positive numbers encouraging upwards movement. SET_GAME_TYPE Sets the handler for HTTP requests made to the executing resource. Example request URL: `http://localhost:30120/http-test/ping` - this request will be sent to the `http-test` resource with the `/ping` path. The handler function assumes the following signature: ```ts function HttpHandler( request: { address: string; headers: Record<string, string>; method: string; path: string; setDataHandler(handler: (data: string) => void): void; setDataHandler(handler: (data: ArrayBuffer) => void, binary: 'binary'): void; setCancelHandler(handler: () => void): void; }, response: { writeHead(code: number, headers?: Record<string, string | string[]>): void; write(data: string): void; send(data?: string): void; } ): void; ``` * **request**: The request object. * **address**: The IP address of the request sender. * **path**: The path to where the request was sent. * **headers**: The headers sent with the request. * **method**: The request method. * **setDataHandler**: Sets the handler for when a data body is passed with the request. Additionally you can pass the `'binary'` argument to receive a `BufferArray` in JavaScript or `System.Byte[]` in C# (has no effect in Lua). * **setCancelHandler**: Sets the handler for when the request is cancelled. * **response**: An object to control the response. * **writeHead**: Sets the status code & headers of the response. Can be only called once and won't work if called after running other response functions. * **write**: Writes to the response body without sending it. Can be called multiple times. * **send**: Writes to the response body and then sends it along with the status code & headers, finishing the request. SET_MAP_NAME NativeDB Added Parameter 4: BOOL p3 Sets the armor of the specified ped. ped: The Ped to set the armor of. amount: A value between 0 and 100 indicating the value to set the Ped's armor to. SET_PED_CAN_RAGDOLL This native is used to set component variation on a ped. Components, drawables and textures IDs are related to the ped model. ### MP Freemode list of components **0**: Face **1**: Mask **2**: Hair **3**: Torso **4**: Leg **5**: Parachute / bag **6**: Shoes **7**: Accessory **8**: Undershirt **9**: Kevlar **10**: Badge **11**: Torso 2 List of Component IDs ```cpp // Components enum ePedVarComp { PV_COMP_INVALID = 0xFFFFFFFF, PV_COMP_HEAD = 0, // "HEAD" PV_COMP_BERD = 1, // "BEARD" PV_COMP_HAIR = 2, // "HAIR" PV_COMP_UPPR = 3, // "UPPER" PV_COMP_LOWR = 4, // "LOWER" PV_COMP_HAND = 5, // "HAND" PV_COMP_FEET = 6, // "FEET" PV_COMP_TEEF = 7, // "TEETH" PV_COMP_ACCS = 8, // "ACCESSORIES" PV_COMP_TASK = 9, // "TASK" PV_COMP_DECL = 10, // "DECL" PV_COMP_JBIB = 11, // "JBIB" PV_COMP_MAX = 12, }; ``` cpp // Potential names and hash collisions included as comments enum ePedConfigFlags { CPED_CONFIG_FLAG_CreatedByFactory = 0, CPED_CONFIG_FLAG_CanBeShotInVehicle = 1, CPED_CONFIG_FLAG_NoCriticalHits = 2, CPED_CONFIG_FLAG_DrownsInWater = 3, CPED_CONFIG_FLAG_DrownsInSinkingVehicle = 4, CPED_CONFIG_FLAG_DiesInstantlyWhenSwimming = 5, CPED_CONFIG_FLAG_HasBulletProofVest = 6, CPED_CONFIG_FLAG_UpperBodyDamageAnimsOnly = 7, CPED_CONFIG_FLAG_NeverFallOffSkis = 8, CPED_CONFIG_FLAG_NeverEverTargetThisPed = 9, CPED_CONFIG_FLAG_ThisPedIsATargetPriority = 10, CPED_CONFIG_FLAG_TargettableWithNoLos = 11, CPED_CONFIG_FLAG_DoesntListenToPlayerGroupCommands = 12, CPED_CONFIG_FLAG_NeverLeavesGroup = 13, CPED_CONFIG_FLAG_DoesntDropWeaponsWhenDead = 14, CPED_CONFIG_FLAG_SetDelayedWeaponAsCurrent = 15, CPED_CONFIG_FLAG_KeepTasksAfterCleanUp = 16, CPED_CONFIG_FLAG_BlockNonTemporaryEvents = 17, CPED_CONFIG_FLAG_HasAScriptBrain = 18, CPED_CONFIG_FLAG_WaitingForScriptBrainToLoad = 19, CPED_CONFIG_FLAG_AllowMedicsToReviveMe = 20, CPED_CONFIG_FLAG_MoneyHasBeenGivenByScript = 21, CPED_CONFIG_FLAG_NotAllowedToCrouch = 22, CPED_CONFIG_FLAG_DeathPickupsPersist = 23, CPED_CONFIG_FLAG_IgnoreSeenMelee = 24, CPED_CONFIG_FLAG_ForceDieIfInjured = 25, CPED_CONFIG_FLAG_DontDragMeOutCar = 26, CPED_CONFIG_FLAG_StayInCarOnJack = 27, CPED_CONFIG_FLAG_ForceDieInCar = 28, CPED_CONFIG_FLAG_GetOutUndriveableVehicle = 29, CPED_CONFIG_FLAG_WillRemainOnBoatAfterMissionEnds = 30, CPED_CONFIG_FLAG_DontStoreAsPersistent = 31, CPED_CONFIG_FLAG_WillFlyThroughWindscreen = 32, CPED_CONFIG_FLAG_DieWhenRagdoll = 33, CPED_CONFIG_FLAG_HasHelmet = 34, CPED_CONFIG_FLAG_UseHelmet = 35, CPED_CONFIG_FLAG_DontTakeOffHelmet = 36, CPED_CONFIG_FLAG_HideInCutscene = 37, CPED_CONFIG_FLAG_PedIsEnemyToPlayer = 38, CPED_CONFIG_FLAG_DisableEvasiveDives = 39, CPED_CONFIG_FLAG_PedGeneratesDeadBodyEvents = 40, CPED_CONFIG_FLAG_DontAttackPlayerWithoutWantedLevel = 41, CPED_CONFIG_FLAG_DontInfluenceWantedLevel = 42, CPED_CONFIG_FLAG_DisablePlayerLockon = 43, CPED_CONFIG_FLAG_DisableLockonToRandomPeds = 44, CPED_CONFIG_FLAG_AllowLockonToFriendlyPlayers = 45, _0xDB115BFA = 46, CPED_CONFIG_FLAG_PedBeingDeleted = 47, CPED_CONFIG_FLAG_BlockWeaponSwitching = 48, CPED_CONFIG_FLAG_BlockGroupPedAimedAtResponse = 49, CPED_CONFIG_FLAG_WillFollowLeaderAnyMeans = 50, CPED_CONFIG_FLAG_BlippedByScript = 51, CPED_CONFIG_FLAG_DrawRadarVisualField = 52, CPED_CONFIG_FLAG_StopWeaponFiringOnImpact = 53, CPED_CONFIG_FLAG_DissableAutoFallOffTests = 54, CPED_CONFIG_FLAG_SteerAroundDeadBodies = 55, CPED_CONFIG_FLAG_ConstrainToNavMesh = 56, CPED_CONFIG_FLAG_SyncingAnimatedProps = 57, CPED_CONFIG_FLAG_IsFiring = 58, CPED_CONFIG_FLAG_WasFiring = 59, CPED_CONFIG_FLAG_IsStanding = 60, CPED_CONFIG_FLAG_WasStanding = 61, CPED_CONFIG_FLAG_InVehicle = 62, CPED_CONFIG_FLAG_OnMount = 63, CPED_CONFIG_FLAG_AttachedToVehicle = 64, CPED_CONFIG_FLAG_IsSwimming = 65, CPED_CONFIG_FLAG_WasSwimming = 66, CPED_CONFIG_FLAG_IsSkiing = 67, CPED_CONFIG_FLAG_IsSitting = 68, CPED_CONFIG_FLAG_KilledByStealth = 69, CPED_CONFIG_FLAG_KilledByTakedown = 70, CPED_CONFIG_FLAG_Knockedout = 71, CPED_CONFIG_FLAG_ClearRadarBlipOnDeath = 72, CPED_CONFIG_FLAG_JustGotOffTrain = 73, CPED_CONFIG_FLAG_JustGotOnTrain = 74, CPED_CONFIG_FLAG_UsingCoverPoint = 75, CPED_CONFIG_FLAG_IsInTheAir = 76, CPED_CONFIG_FLAG_KnockedUpIntoAir = 77, CPED_CONFIG_FLAG_IsAimingGun = 78, CPED_CONFIG_FLAG_HasJustLeftCar = 79, CPED_CONFIG_FLAG_TargetWhenInjuredAllowed = 80, CPED_CONFIG_FLAG_CurrLeftFootCollNM = 81, CPED_CONFIG_FLAG_PrevLeftFootCollNM = 82, CPED_CONFIG_FLAG_CurrRightFootCollNM = 83, CPED_CONFIG_FLAG_PrevRightFootCollNM = 84, CPED_CONFIG_FLAG_HasBeenBumpedInCar = 85, CPED_CONFIG_FLAG_InWaterTaskQuitToClimbLadder = 86, CPED_CONFIG_FLAG_NMTwoHandedWeaponBothHandsConstrained = 87, CPED_CONFIG_FLAG_CreatedBloodPoolTimer = 88, CPED_CONFIG_FLAG_DontActivateRagdollFromAnyPedImpact = 89, CPED_CONFIG_FLAG_GroupPedFailedToEnterCover = 90, CPED_CONFIG_FLAG_AlreadyChattedOnPhone = 91, CPED_CONFIG_FLAG_AlreadyReactedToPedOnRoof = 92, CPED_CONFIG_FLAG_ForcePedLoadCover = 93, CPED_CONFIG_FLAG_BlockCoweringInCover = 94, CPED_CONFIG_FLAG_BlockPeekingInCover = 95, CPED_CONFIG_FLAG_JustLeftCarNotCheckedForDoors = 96, CPED_CONFIG_FLAG_VaultFromCover = 97, CPED_CONFIG_FLAG_AutoConversationLookAts = 98, CPED_CONFIG_FLAG_UsingCrouchedPedCapsule = 99, CPED_CONFIG_FLAG_HasDeadPedBeenReported = 100, CPED_CONFIG_FLAG_ForcedAim = 101, CPED_CONFIG_FLAG_SteersAroundPeds = 102, CPED_CONFIG_FLAG_SteersAroundObjects = 103, CPED_CONFIG_FLAG_OpenDoorArmIK = 104, CPED_CONFIG_FLAG_ForceReload = 105, CPED_CONFIG_FLAG_DontActivateRagdollFromVehicleImpact = 106, CPED_CONFIG_FLAG_DontActivateRagdollFromBulletImpact = 107, CPED_CONFIG_FLAG_DontActivateRagdollFromExplosions = 108, CPED_CONFIG_FLAG_DontActivateRagdollFromFire = 109, CPED_CONFIG_FLAG_DontActivateRagdollFromElectrocution = 110, CPED_CONFIG_FLAG_IsBeingDraggedToSafety = 111, CPED_CONFIG_FLAG_HasBeenDraggedToSafety = 112, CPED_CONFIG_FLAG_KeepWeaponHolsteredUnlessFired = 113, CPED_CONFIG_FLAG_ForceScriptControlledKnockout = 114, CPED_CONFIG_FLAG_FallOutOfVehicleWhenKilled = 115, CPED_CONFIG_FLAG_GetOutBurningVehicle = 116, CPED_CONFIG_FLAG_BumpedByPlayer = 117, CPED_CONFIG_FLAG_RunFromFiresAndExplosions = 118, CPED_CONFIG_FLAG_TreatAsPlayerDuringTargeting = 119, CPED_CONFIG_FLAG_IsHandCuffed = 120, CPED_CONFIG_FLAG_IsAnkleCuffed = 121, CPED_CONFIG_FLAG_DisableMelee = 122, CPED_CONFIG_FLAG_DisableUnarmedDrivebys = 123, CPED_CONFIG_FLAG_JustGetsPulledOutWhenElectrocuted = 124, CPED_CONFIG_FLAG_UNUSED_REPLACE_ME = 125, CPED_CONFIG_FLAG_WillNotHotwireLawEnforcementVehicle = 126, CPED_CONFIG_FLAG_WillCommandeerRatherThanJack = 127, CPED_CONFIG_FLAG_CanBeAgitated = 128, CPED_CONFIG_FLAG_ForcePedToFaceLeftInCover = 129, CPED_CONFIG_FLAG_ForcePedToFaceRightInCover = 130, CPED_CONFIG_FLAG_BlockPedFromTurningInCover = 131, CPED_CONFIG_FLAG_KeepRelationshipGroupAfterCleanUp = 132, CPED_CONFIG_FLAG_ForcePedToBeDragged = 133, CPED_CONFIG_FLAG_PreventPedFromReactingToBeingJacked = 134, CPED_CONFIG_FLAG_IsScuba = 135, CPED_CONFIG_FLAG_WillArrestRatherThanJack = 136, CPED_CONFIG_FLAG_RemoveDeadExtraFarAway = 137, CPED_CONFIG_FLAG_RidingTrain = 138, CPED_CONFIG_FLAG_ArrestResult = 139, CPED_CONFIG_FLAG_CanAttackFriendly = 140, CPED_CONFIG_FLAG_WillJackAnyPlayer = 141, CPED_CONFIG_FLAG_BumpedByPlayerVehicle = 142, CPED_CONFIG_FLAG_DodgedPlayerVehicle = 143, CPED_CONFIG_FLAG_WillJackWantedPlayersRatherThanStealCar = 144, CPED_CONFIG_FLAG_NoCopWantedAggro = 145, CPED_CONFIG_FLAG_DisableLadderClimbing = 146, CPED_CONFIG_FLAG_StairsDetected = 147, CPED_CONFIG_FLAG_SlopeDetected = 148, CPED_CONFIG_FLAG_HelmetHasBeenShot = 149, CPED_CONFIG_FLAG_CowerInsteadOfFlee = 150, CPED_CONFIG_FLAG_CanActivateRagdollWhenVehicleUpsideDown = 151, CPED_CONFIG_FLAG_AlwaysRespondToCriesForHelp = 152, CPED_CONFIG_FLAG_DisableBloodPoolCreation = 153, CPED_CONFIG_FLAG_ShouldFixIfNoCollision = 154, CPED_CONFIG_FLAG_CanPerformArrest = 155, CPED_CONFIG_FLAG_CanPerformUncuff = 156, CPED_CONFIG_FLAG_CanBeArrested = 157, CPED_CONFIG_FLAG_MoverConstrictedByOpposingCollisions = 158, CPED_CONFIG_FLAG_PlayerPreferFrontSeatMP = 159, CPED_CONFIG_FLAG_DontActivateRagdollFromImpactObject = 160, CPED_CONFIG_FLAG_DontActivateRagdollFromMelee = 161, CPED_CONFIG_FLAG_DontActivateRagdollFromWaterJet = 162, CPED_CONFIG_FLAG_DontActivateRagdollFromDrowning = 163, CPED_CONFIG_FLAG_DontActivateRagdollFromFalling = 164, CPED_CONFIG_FLAG_DontActivateRagdollFromRubberBullet = 165, CPED_CONFIG_FLAG_IsInjured = 166, CPED_CONFIG_FLAG_DontEnterVehiclesInPlayersGroup = 167, CPED_CONFIG_FLAG_SwimmingTasksRunning = 168, CPED_CONFIG_FLAG_PreventAllMeleeTaunts = 169, CPED_CONFIG_FLAG_ForceDirectEntry = 170, CPED_CONFIG_FLAG_AlwaysSeeApproachingVehicles = 171, CPED_CONFIG_FLAG_CanDiveAwayFromApproachingVehicles = 172, CPED_CONFIG_FLAG_AllowPlayerToInterruptVehicleEntryExit = 173, CPED_CONFIG_FLAG_OnlyAttackLawIfPlayerIsWanted = 174, CPED_CONFIG_FLAG_PlayerInContactWithKinematicPed = 175, CPED_CONFIG_FLAG_PlayerInContactWithSomethingOtherThanKinematicPed = 176, CPED_CONFIG_FLAG_PedsJackingMeDontGetIn = 177, CPED_CONFIG_FLAG_AdditionalRappellingPed = 178, CPED_CONFIG_FLAG_PedIgnoresAnimInterruptEvents = 179, CPED_CONFIG_FLAG_IsInCustody = 180, CPED_CONFIG_FLAG_ForceStandardBumpReactionThresholds = 181, CPED_CONFIG_FLAG_LawWillOnlyAttackIfPlayerIsWanted = 182, CPED_CONFIG_FLAG_IsAgitated = 183, CPED_CONFIG_FLAG_PreventAutoShuffleToDriversSeat = 184, CPED_CONFIG_FLAG_UseKinematicModeWhenStationary = 185, CPED_CONFIG_FLAG_EnableWeaponBlocking = 186, CPED_CONFIG_FLAG_HasHurtStarted = 187, CPED_CONFIG_FLAG_DisableHurt = 188, CPED_CONFIG_FLAG_PlayerIsWeird = 189, CPED_CONFIG_FLAG_PedHadPhoneConversation = 190, CPED_CONFIG_FLAG_BeganCrossingRoad = 191, CPED_CONFIG_FLAG_WarpIntoLeadersVehicle = 192, CPED_CONFIG_FLAG_DoNothingWhenOnFootByDefault = 193, CPED_CONFIG_FLAG_UsingScenario = 194, CPED_CONFIG_FLAG_VisibleOnScreen = 195, CPED_CONFIG_FLAG_DontCollideWithKinematic = 196, CPED_CONFIG_FLAG_ActivateOnSwitchFromLowPhysicsLod = 197, CPED_CONFIG_FLAG_DontActivateRagdollOnPedCollisionWhenDead = 198, CPED_CONFIG_FLAG_DontActivateRagdollOnVehicleCollisionWhenDead = 199, CPED_CONFIG_FLAG_HasBeenInArmedCombat = 200, CPED_CONFIG_FLAG_UseDiminishingAmmoRate = 201, CPED_CONFIG_FLAG_Avoidance_Ignore_All = 202, CPED_CONFIG_FLAG_Avoidance_Ignored_by_All = 203, CPED_CONFIG_FLAG_Avoidance_Ignore_Group1 = 204, CPED_CONFIG_FLAG_Avoidance_Member_of_Group1 = 205, CPED_CONFIG_FLAG_ForcedToUseSpecificGroupSeatIndex = 206, CPED_CONFIG_FLAG_LowPhysicsLodMayPlaceOnNavMesh = 207, CPED_CONFIG_FLAG_DisableExplosionReactions = 208, CPED_CONFIG_FLAG_DodgedPlayer = 209, CPED_CONFIG_FLAG_WaitingForPlayerControlInterrupt = 210, CPED_CONFIG_FLAG_ForcedToStayInCover = 211, CPED_CONFIG_FLAG_GeneratesSoundEvents = 212, CPED_CONFIG_FLAG_ListensToSoundEvents = 213, CPED_CONFIG_FLAG_AllowToBeTargetedInAVehicle = 214, CPED_CONFIG_FLAG_WaitForDirectEntryPointToBeFreeWhenExiting = 215, CPED_CONFIG_FLAG_OnlyRequireOnePressToExitVehicle = 216, CPED_CONFIG_FLAG_ForceExitToSkyDive = 217, CPED_CONFIG_FLAG_SteersAroundVehicles = 218, CPED_CONFIG_FLAG_AllowPedInVehiclesOverrideTaskFlags = 219, CPED_CONFIG_FLAG_DontEnterLeadersVehicle = 220, CPED_CONFIG_FLAG_DisableExitToSkyDive = 221, CPED_CONFIG_FLAG_ScriptHasDisabledCollision = 222, CPED_CONFIG_FLAG_UseAmbientModelScaling = 223, CPED_CONFIG_FLAG_DontWatchFirstOnNextHurryAway = 224, CPED_CONFIG_FLAG_DisablePotentialToBeWalkedIntoResponse = 225, CPED_CONFIG_FLAG_DisablePedAvoidance = 226, CPED_CONFIG_FLAG_ForceRagdollUponDeath = 227, CPED_CONFIG_FLAG_CanLosePropsOnDamage = 228, CPED_CONFIG_FLAG_DisablePanicInVehicle = 229, CPED_CONFIG_FLAG_AllowedToDetachTrailer = 230, CPED_CONFIG_FLAG_HasShotBeenReactedToFromFront = 231, CPED_CONFIG_FLAG_HasShotBeenReactedToFromBack = 232, CPED_CONFIG_FLAG_HasShotBeenReactedToFromLeft = 233, CPED_CONFIG_FLAG_HasShotBeenReactedToFromRight = 234, CPED_CONFIG_FLAG_AllowBlockDeadPedRagdollActivation = 235, CPED_CONFIG_FLAG_IsHoldingProp = 236, CPED_CONFIG_FLAG_BlocksPathingWhenDead = 237, CPED_CONFIG_FLAG_ForcePlayNormalScenarioExitOnNextScriptCommand = 238, CPED_CONFIG_FLAG_ForcePlayImmediateScenarioExitOnNextScriptCommand = 239, CPED_CONFIG_FLAG_ForceSkinCharacterCloth = 240, CPED_CONFIG_FLAG_LeaveEngineOnWhenExitingVehicles = 241, CPED_CONFIG_FLAG_PhoneDisableTextingAnimations = 242, CPED_CONFIG_FLAG_PhoneDisableTalkingAnimations = 243, CPED_CONFIG_FLAG_PhoneDisableCameraAnimations = 244, CPED_CONFIG_FLAG_DisableBlindFiringInShotReactions = 245, CPED_CONFIG_FLAG_AllowNearbyCoverUsage = 246, CPED_CONFIG_FLAG_InStrafeTransition = 247, CPED_CONFIG_FLAG_CanPlayInCarIdles = 248, CPED_CONFIG_FLAG_CanAttackNonWantedPlayerAsLaw = 249, CPED_CONFIG_FLAG_WillTakeDamageWhenVehicleCrashes = 250, CPED_CONFIG_FLAG_AICanDrivePlayerAsRearPassenger = 251, CPED_CONFIG_FLAG_PlayerCanJackFriendlyPlayers = 252, CPED_CONFIG_FLAG_OnStairs = 253, CPED_CONFIG_FLAG_SimulatingAiming = 254, CPED_CONFIG_FLAG_AIDriverAllowFriendlyPassengerSeatEntry = 255, CPED_CONFIG_FLAG_ParentCarIsBeingRemoved = 256, CPED_CONFIG_FLAG_AllowMissionPedToUseInjuredMovement = 257, CPED_CONFIG_FLAG_CanLoseHelmetOnDamage = 258, CPED_CONFIG_FLAG_NeverDoScenarioExitProbeChecks = 259, CPED_CONFIG_FLAG_SuppressLowLODRagdollSwitchWhenCorpseSettles = 260, CPED_CONFIG_FLAG_PreventUsingLowerPrioritySeats = 261, CPED_CONFIG_FLAG_JustLeftVehicleNeedsReset = 262, CPED_CONFIG_FLAG_TeleportIfCantReachPlayer = 263, CPED_CONFIG_FLAG_PedsInVehiclePositionNeedsReset = 264, CPED_CONFIG_FLAG_PedsFullyInSeat = 265, CPED_CONFIG_FLAG_AllowPlayerLockOnIfFriendly = 266, CPED_CONFIG_FLAG_UseCameraHeadingForDesiredDirectionLockOnTest = 267, CPED_CONFIG_FLAG_TeleportToLeaderVehicle = 268, CPED_CONFIG_FLAG_Avoidance_Ignore_WeirdPedBuffer = 269, CPED_CONFIG_FLAG_OnStairSlope = 270, CPED_CONFIG_FLAG_HasPlayedNMGetup = 271, CPED_CONFIG_FLAG_DontBlipCop = 272, CPED_CONFIG_FLAG_SpawnedAtExtendedRangeScenario = 273, CPED_CONFIG_FLAG_WalkAlongsideLeaderWhenClose = 274, CPED_CONFIG_FLAG_KillWhenTrapped = 275, CPED_CONFIG_FLAG_EdgeDetected = 276, CPED_CONFIG_FLAG_AlwaysWakeUpPhysicsOfIntersectedPeds = 277, CPED_CONFIG_FLAG_EquippedAmbientLoadOutWeapon = 278, CPED_CONFIG_FLAG_AvoidTearGas = 279, CPED_CONFIG_FLAG_StoppedSpeechUponFreezing = 280, CPED_CONFIG_FLAG_DisableGoToWritheWhenInjured = 281, CPED_CONFIG_FLAG_OnlyUseForcedSeatWhenEnteringHeliInGroup = 282, CPED_CONFIG_FLAG_ThrownFromVehicleDueToExhaustion = 283, CPED_CONFIG_FLAG_UpdateEnclosedSearchRegion = 284, CPED_CONFIG_FLAG_DisableWeirdPedEvents = 285, CPED_CONFIG_FLAG_ShouldChargeNow = 286, CPED_CONFIG_FLAG_RagdollingOnBoat = 287, CPED_CONFIG_FLAG_HasBrandishedWeapon = 288, CPED_CONFIG_FLAG_AllowMinorReactionsAsMissionPed = 289, CPED_CONFIG_FLAG_BlockDeadBodyShockingEventsWhenDead = 290, CPED_CONFIG_FLAG_PedHasBeenSeen = 291, CPED_CONFIG_FLAG_PedIsInReusePool = 292, CPED_CONFIG_FLAG_PedWasReused = 293, CPED_CONFIG_FLAG_DisableShockingEvents = 294, CPED_CONFIG_FLAG_MovedUsingLowLodPhysicsSinceLastActive = 295, CPED_CONFIG_FLAG_NeverReactToPedOnRoof = 296, CPED_CONFIG_FLAG_ForcePlayFleeScenarioExitOnNextScriptCommand = 297, CPED_CONFIG_FLAG_JustBumpedIntoVehicle = 298, CPED_CONFIG_FLAG_DisableShockingDrivingOnPavementEvents = 299, CPED_CONFIG_FLAG_ShouldThrowSmokeNow = 300, CPED_CONFIG_FLAG_DisablePedConstraints = 301, CPED_CONFIG_FLAG_ForceInitialPeekInCover = 302, CPED_CONFIG_FLAG_CreatedByDispatch = 303, CPED_CONFIG_FLAG_PointGunLeftHandSupporting = 304, CPED_CONFIG_FLAG_DisableJumpingFromVehiclesAfterLeader = 305, CPED_CONFIG_FLAG_DontActivateRagdollFromPlayerPedImpact = 306, CPED_CONFIG_FLAG_DontActivateRagdollFromAiRagdollImpact = 307, CPED_CONFIG_FLAG_DontActivateRagdollFromPlayerRagdollImpact = 308, CPED_CONFIG_FLAG_DisableQuadrupedSpring = 309, CPED_CONFIG_FLAG_IsInCluster = 310, CPED_CONFIG_FLAG_ShoutToGroupOnPlayerMelee = 311, CPED_CONFIG_FLAG_IgnoredByAutoOpenDoors = 312, CPED_CONFIG_FLAG_PreferInjuredGetup = 313, CPED_CONFIG_FLAG_ForceIgnoreMeleeActiveCombatant = 314, CPED_CONFIG_FLAG_CheckLoSForSoundEvents = 315, CPED_CONFIG_FLAG_JackedAbandonedCar = 316, CPED_CONFIG_FLAG_CanSayFollowedByPlayerAudio = 317, CPED_CONFIG_FLAG_ActivateRagdollFromMinorPlayerContact = 318, CPED_CONFIG_FLAG_HasPortablePickupAttached = 319, CPED_CONFIG_FLAG_ForcePoseCharacterCloth = 320, CPED_CONFIG_FLAG_HasClothCollisionBounds = 321, CPED_CONFIG_FLAG_HasHighHeels = 322, CPED_CONFIG_FLAG_TreatAsAmbientPedForDriverLockOn = 323, CPED_CONFIG_FLAG_DontBehaveLikeLaw = 324, CPED_CONFIG_FLAG_SpawnedAtScenario = 325, CPED_CONFIG_FLAG_DisablePoliceInvestigatingBody = 326, CPED_CONFIG_FLAG_DisableWritheShootFromGround = 327, CPED_CONFIG_FLAG_LowerPriorityOfWarpSeats = 328, CPED_CONFIG_FLAG_DisableTalkTo = 329, CPED_CONFIG_FLAG_DontBlip = 330, CPED_CONFIG_FLAG_IsSwitchingWeapon = 331, CPED_CONFIG_FLAG_IgnoreLegIkRestrictions = 332, CPED_CONFIG_FLAG_ScriptForceNoTimesliceIntelligenceUpdate = 333, CPED_CONFIG_FLAG_JackedOutOfMyVehicle = 334, CPED_CONFIG_FLAG_WentIntoCombatAfterBeingJacked = 335, CPED_CONFIG_FLAG_DontActivateRagdollForVehicleGrab = 336, CPED_CONFIG_FLAG_ForcePackageCharacterCloth = 337, CPED_CONFIG_FLAG_DontRemoveWithValidOrder = 338, CPED_CONFIG_FLAG_AllowTaskDoNothingTimeslicing = 339, CPED_CONFIG_FLAG_ForcedToStayInCoverDueToPlayerSwitch = 340, CPED_CONFIG_FLAG_ForceProneCharacterCloth = 341, CPED_CONFIG_FLAG_NotAllowedToJackAnyPlayers = 342, CPED_CONFIG_FLAG_InToStrafeTransition = 343, CPED_CONFIG_FLAG_KilledByStandardMelee = 344, CPED_CONFIG_FLAG_AlwaysLeaveTrainUponArrival = 345, CPED_CONFIG_FLAG_ForcePlayDirectedNormalScenarioExitOnNextScriptCommand = 346, CPED_CONFIG_FLAG_OnlyWritheFromWeaponDamage = 347, CPED_CONFIG_FLAG_UseSloMoBloodVfx = 348, CPED_CONFIG_FLAG_EquipJetpack = 349, CPED_CONFIG_FLAG_PreventDraggedOutOfCarThreatResponse = 350, CPED_CONFIG_FLAG_ScriptHasCompletelyDisabledCollision = 351, CPED_CONFIG_FLAG_NeverDoScenarioNavChecks = 352, CPED_CONFIG_FLAG_ForceSynchronousScenarioExitChecking = 353, CPED_CONFIG_FLAG_ThrowingGrenadeWhileAiming = 354, CPED_CONFIG_FLAG_HeadbobToRadioEnabled = 355, CPED_CONFIG_FLAG_ForceDeepSurfaceCheck = 356, CPED_CONFIG_FLAG_DisableDeepSurfaceAnims = 357, CPED_CONFIG_FLAG_DontBlipNotSynced = 358, CPED_CONFIG_FLAG_IsDuckingInVehicle = 359, CPED_CONFIG_FLAG_PreventAutoShuffleToTurretSeat = 360, CPED_CONFIG_FLAG_DisableEventInteriorStatusCheck = 361, CPED_CONFIG_FLAG_HasReserveParachute = 362, CPED_CONFIG_FLAG_UseReserveParachute = 363, CPED_CONFIG_FLAG_TreatDislikeAsHateWhenInCombat = 364, CPED_CONFIG_FLAG_OnlyUpdateTargetWantedIfSeen = 365, CPED_CONFIG_FLAG_AllowAutoShuffleToDriversSeat = 366, CPED_CONFIG_FLAG_DontActivateRagdollFromSmokeGrenade = 367, CPED_CONFIG_FLAG_LinkMBRToOwnerOnChain = 368, CPED_CONFIG_FLAG_AmbientFriendBumpedByPlayer = 369, CPED_CONFIG_FLAG_AmbientFriendBumpedByPlayerVehicle = 370, CPED_CONFIG_FLAG_InFPSUnholsterTransition = 371, CPED_CONFIG_FLAG_PreventReactingToSilencedCloneBullets = 372, CPED_CONFIG_FLAG_DisableInjuredCryForHelpEvents = 373, CPED_CONFIG_FLAG_NeverLeaveTrain = 374, CPED_CONFIG_FLAG_DontDropJetpackOnDeath = 375, CPED_CONFIG_FLAG_UseFPSUnholsterTransitionDuringCombatRoll = 376, CPED_CONFIG_FLAG_ExitingFPSCombatRoll = 377, CPED_CONFIG_FLAG_ScriptHasControlOfPlayer = 378, CPED_CONFIG_FLAG_PlayFPSIdleFidgetsForProjectile = 379, CPED_CONFIG_FLAG_DisableAutoEquipHelmetsInBikes = 380, CPED_CONFIG_FLAG_DisableAutoEquipHelmetsInAircraft = 381, CPED_CONFIG_FLAG_WasPlayingFPSGetup = 382, CPED_CONFIG_FLAG_WasPlayingFPSMeleeActionResult = 383, CPED_CONFIG_FLAG_PreferNoPriorityRemoval = 384, CPED_CONFIG_FLAG_FPSFidgetsAbortedOnFire = 385, CPED_CONFIG_FLAG_ForceFPSIKWithUpperBodyAnim = 386, CPED_CONFIG_FLAG_SwitchingCharactersInFirstPerson = 387, CPED_CONFIG_FLAG_IsClimbingLadder = 388, CPED_CONFIG_FLAG_HasBareFeet = 389, CPED_CONFIG_FLAG_UNUSED_REPLACE_ME_2 = 390, CPED_CONFIG_FLAG_GoOnWithoutVehicleIfItIsUnableToGetBackToRoad = 391, CPED_CONFIG_FLAG_BlockDroppingHealthSnacksOnDeath = 392, CPED_CONFIG_FLAG_ResetLastVehicleOnVehicleExit = 393, CPED_CONFIG_FLAG_ForceThreatResponseToNonFriendToFriendMeleeActions = 394, CPED_CONFIG_FLAG_DontRespondToRandomPedsDamage = 395, CPED_CONFIG_FLAG_AllowContinuousThreatResponseWantedLevelUpdates = 396, CPED_CONFIG_FLAG_KeepTargetLossResponseOnCleanup = 397, CPED_CONFIG_FLAG_PlayersDontDragMeOutOfCar = 398, CPED_CONFIG_FLAG_BroadcastRepondedToThreatWhenGoingToPointShooting = 399, CPED_CONFIG_FLAG_IgnorePedTypeForIsFriendlyWith = 400, CPED_CONFIG_FLAG_TreatNonFriendlyAsHateWhenInCombat = 401, CPED_CONFIG_FLAG_DontLeaveVehicleIfLeaderNotInVehicle = 402, CPED_CONFIG_FLAG_ChangeFromPermanentToAmbientPopTypeOnMigration = 403, CPED_CONFIG_FLAG_AllowMeleeReactionIfMeleeProofIsOn = 404, CPED_CONFIG_FLAG_UsingLowriderLeans = 405, CPED_CONFIG_FLAG_UsingAlternateLowriderLeans = 406, CPED_CONFIG_FLAG_UseNormalExplosionDamageWhenBlownUpInVehicle = 407, CPED_CONFIG_FLAG_DisableHomingMissileLockForVehiclePedInside = 408, CPED_CONFIG_FLAG_DisableTakeOffScubaGear = 409, CPED_CONFIG_FLAG_IgnoreMeleeFistWeaponDamageMult = 410, CPED_CONFIG_FLAG_LawPedsCanFleeFromNonWantedPlayer = 411, CPED_CONFIG_FLAG_ForceBlipSecurityPedsIfPlayerIsWanted = 412, CPED_CONFIG_FLAG_IsHolsteringWeapon = 413, CPED_CONFIG_FLAG_UseGoToPointForScenarioNavigation = 414, CPED_CONFIG_FLAG_DontClearLocalPassengersWantedLevel = 415, CPED_CONFIG_FLAG_BlockAutoSwapOnWeaponPickups = 416, CPED_CONFIG_FLAG_ThisPedIsATargetPriorityForAI = 417, CPED_CONFIG_FLAG_IsSwitchingHelmetVisor = 418, CPED_CONFIG_FLAG_ForceHelmetVisorSwitch = 419, CPED_CONFIG_FLAG_IsPerformingVehicleMelee = 420, CPED_CONFIG_FLAG_UseOverrideFootstepPtFx = 421, CPED_CONFIG_FLAG_DisableVehicleCombat = 422, CPED_CONFIG_FLAG_TreatAsFriendlyForTargetingAndDamage = 423, CPED_CONFIG_FLAG_AllowBikeAlternateAnimations = 424, CPED_CONFIG_FLAG_TreatAsFriendlyForTargetingAndDamageNonSynced = 425, CPED_CONFIG_FLAG_UseLockpickVehicleEntryAnimations = 426, CPED_CONFIG_FLAG_IgnoreInteriorCheckForSprinting = 427, CPED_CONFIG_FLAG_SwatHeliSpawnWithinLastSpottedLocation = 428, CPED_CONFIG_FLAG_DisableStartEngine = 429, CPED_CONFIG_FLAG_IgnoreBeingOnFire = 430, CPED_CONFIG_FLAG_DisableTurretOrRearSeatPreference = 431, CPED_CONFIG_FLAG_DisableWantedHelicopterSpawning = 432, CPED_CONFIG_FLAG_UseTargetPerceptionForCreatingAimedAtEvents = 433, CPED_CONFIG_FLAG_DisableHomingMissileLockon = 434, CPED_CONFIG_FLAG_ForceIgnoreMaxMeleeActiveSupportCombatants = 435, CPED_CONFIG_FLAG_StayInDefensiveAreaWhenInVehicle = 436, CPED_CONFIG_FLAG_DontShoutTargetPosition = 437, CPED_CONFIG_FLAG_DisableHelmetArmor = 438, CPED_CONFIG_FLAG_CreatedByConcealedPlayer = 439, CPED_CONFIG_FLAG_PermanentlyDisablePotentialToBeWalkedIntoResponse = 440, CPED_CONFIG_FLAG_PreventVehExitDueToInvalidWeapon = 441, CPED_CONFIG_FLAG_IgnoreNetSessionFriendlyFireCheckForAllowDamage = 442, CPED_CONFIG_FLAG_DontLeaveCombatIfTargetPlayerIsAttackedByPolice = 443, CPED_CONFIG_FLAG_CheckLockedBeforeWarp = 444, CPED_CONFIG_FLAG_DontShuffleInVehicleToMakeRoom = 445, CPED_CONFIG_FLAG_GiveWeaponOnGetup = 446, CPED_CONFIG_FLAG_DontHitVehicleWithProjectiles = 447, CPED_CONFIG_FLAG_DisableForcedEntryForOpenVehiclesFromTryLockedDoor = 448, CPED_CONFIG_FLAG_FiresDummyRockets = 449, CPED_CONFIG_FLAG_PedIsArresting = 450, CPED_CONFIG_FLAG_IsDecoyPed = 451, CPED_CONFIG_FLAG_HasEstablishedDecoy = 452, CPED_CONFIG_FLAG_BlockDispatchedHelicoptersFromLanding = 453, CPED_CONFIG_FLAG_DontCryForHelpOnStun = 454, CPED_CONFIG_FLAG_HitByTranqWeapon = 455, CPED_CONFIG_FLAG_CanBeIncapacitated = 456, CPED_CONFIG_FLAG_ForcedAimFromArrest = 457, CPED_CONFIG_FLAG_DontChangeTargetFromMelee = 458, _0x4376ABF2 = 459, CPED_CONFIG_FLAG_RagdollFloatsIndefinitely = 460, CPED_CONFIG_FLAG_BlockElectricWeaponDamage = 461, _0x262A3B8E = 462, _0x1AA79A25 = 463, } Sets Ped Default Clothes Used for freemode (online) characters. Indices: 1. black 2. very light blue/green 3. dark blue 4. brown 5. darker brown 6. light brown 7. blue 8. light blue 9. pink 10. yellow 11. purple 12. black 13. dark green 14. light brown 15. yellow/black pattern 16. light colored spiral pattern 17. shiny red 18. shiny half blue/half red 19. half black/half light blue 20. white/red perimter 21. green snake 22. red snake 23. dark blue snake 24. dark yellow 25. bright yellow 26. all black 27. red small pupil 28. devil blue/black 29. white small pupil 30. glossed over Sets the various freemode face features, e.g. nose length, chin shape. **Indexes (From 0 to 19):** Parentheses indicate morph scale/direction as in (-1.0 to 1.0) * **0**: Nose Width (Thin/Wide) * **1**: Nose Peak (Up/Down) * **2**: Nose Length (Long/Short) * **3**: Nose Bone Curveness (Crooked/Curved) * **4**: Nose Tip (Up/Down) * **5**: Nose Bone Twist (Left/Right) * **6**: Eyebrow (Up/Down) * **7**: Eyebrow (In/Out) * **8**: Cheek Bones (Up/Down) * **9**: Cheek Sideways Bone Size (In/Out) * **10**: Cheek Bones Width (Puffed/Gaunt) * **11**: Eye Opening (Both) (Wide/Squinted) * **12**: Lip Thickness (Both) (Fat/Thin) * **13**: Jaw Bone Width (Narrow/Wide) * **14**: Jaw Bone Shape (Round/Square) * **15**: Chin Bone (Up/Down) * **16**: Chin Bone Length (In/Out or Backward/Forward) * **17**: Chin Bone Shape (Pointed/Square) * **18**: Chin Hole (Chin Bum) * **19**: Neck Thickness (Thin/Thick) **Note:** You may need to call [`SetPedHeadBlendData`](#\_0x9414E18B9434C2FE) prior to calling this native in order for it to work. Sets the tint index for the hair on the specified ped. ``` NativeDB Introduced: v323 ``` For more info and the list of faceIDs please refer to [this](https://gtaforums.com/topic/858970-all-gtao-face-ids-pedset-ped-head-blend-data-explained) topic. Note that the Skin and Shape IDs are shared. This native will use this same list for both Skin and Shape IDs. **Other information:** IDs start at zero and go Male Non-DLC, Female Non-DLC, Male DLC, and Female DLC. This native function is often called prior to calling natives such as: * [`SetPedHairColor`](#\_0xA23FE32C) * [`SetPedHeadOverlayColor`](#\_0x78935A27) * [`SetPedHeadOverlay`](#\_0xD28DBA90) * [`SetPedFaceFeature`](#\_0x6C8D4458) ``` OverlayID ranges from 0 to 12, index from 0 to _GET_NUM_OVERLAY_VALUES(overlayID)-1, and opacity from 0.0 to 1.0. overlayID Part Index, to disable 0 Blemishes 0 - 23, 255 1 Facial Hair 0 - 28, 255 2 Eyebrows 0 - 33, 255 3 Ageing 0 - 14, 255 4 Makeup 0 - 74, 255 5 Blush 0 - 6, 255 6 Complexion 0 - 11, 255 7 Sun Damage 0 - 10, 255 8 Lipstick 0 - 9, 255 9 Moles/Freckles 0 - 17, 255 10 Chest Hair 0 - 16, 255 11 Body Blemishes 0 - 11, 255 12 Add Body Blemishes 0 - 1, 255 ``` **Note:** You may need to call [`SetPedHeadBlendData`](#\_0x9414E18B9434C2FE) prior to calling this native in order for it to work. ``` Used for freemode (online) characters. Called after SET_PED_HEAD_OVERLAY(). ``` **Note:** You may need to call [`SetPedHeadBlendData`](#\_0x9414E18B9434C2FE) prior to calling this native in order for it to work. SET_PED_INTO_VEHICLE This native is used to set prop variation on a ped. Components, drawables and textures IDs are related to the ped model. ### MP Freemode list of props **0**: Hats **1**: Glasses **2**: Ears **6**: Watches **7**: Bracelets List of Prop IDs ```cpp enum eAnchorPoints { ANCHOR_HEAD = 0, // "p_head" ANCHOR_EYES = 1, // "p_eyes" ANCHOR_EARS = 2, // "p_ears" ANCHOR_MOUTH = 3, // "p_mouth" ANCHOR_LEFT_HAND = 4, // "p_lhand" ANCHOR_RIGHT_HAND = 5, // "p_rhand" ANCHOR_LEFT_WRIST = 6, // "p_lwrist" ANCHOR_RIGHT_WRIST = 7, // "p_rwrist" ANCHOR_HIP = 8, // "p_lhip" ANCHOR_LEFT_FOOT = 9, // "p_lfoot" ANCHOR_RIGHT_FOOT = 10, // "p_rfoot" ANCHOR_PH_L_HAND = 11, // "ph_lhand" ANCHOR_PH_R_HAND = 12, // "ph_rhand" NUM_ANCHORS = 13, }; ``` p1 is always 0 in R* scripts; and a quick disassembly seems to indicate that p1 is unused. SET_PED_RANDOM_PROPS PED::SET_PED_RESET_FLAG(PLAYER::PLAYER_PED_ID(), 240, 1); Known values: p4/p5: Unusued in TU27 ### Ragdoll Types **0**: CTaskNMRelax **1**: CTaskNMScriptControl: Hardcoded not to work in networked environments. **Else**: CTaskNMBalance cpp enum eNMFallType { TYPE_FROM_HIGH = 0, TYPE_OVER_WALL = 1, TYPE_DOWN_STAIRS = 2, TYPE_DIE_TYPES = 3, TYPE_DIE_FROM_HIGH = 4, TYPE_DIE_OVER_WALL = 5, TYPE_DIE_DOWN_STAIRS = 6 } ``` ``` Return variable is never used in R*'s scripts. Not sure what p2 does. It seems like it would be a time judging by it's usage in R*'s scripts, but didn't seem to affect anything in my testings. x, y, and z are coordinates, most likely to where the ped will fall. p7 is probably the force of the fall, but untested, so I left the variable name the same. p8 to p13 are always 0f in R*'s scripts. (Simplified) Example of the usage of the function from R*'s scripts: ped::set_ped_to_ragdoll_with_fall(ped, 1500, 2000, 1, -entity::get_entity_forward_vector(ped), 1f, 0f, 0f, 0f, 0f, 0f, 0f); Flags: SPC_AMBIENT_SCRIPT = (1 << 1), SPC_CLEAR_TASKS = (1 << 2), SPC_REMOVE_FIRES = (1 << 3), SPC_REMOVE_EXPLOSIONS = (1 << 4), SPC_REMOVE_PROJECTILES = (1 << 5), SPC_DEACTIVATE_GADGETS = (1 << 6), SPC_REENABLE_CONTROL_ON_DEATH = (1 << 7), SPC_LEAVE_CAMERA_CONTROL_ON = (1 << 8), SPC_ALLOW_PLAYER_DAMAGE = (1 << 9), SPC_DONT_STOP_OTHER_CARS_AROUND_PLAYER = (1 << 10), SPC_PREVENT_EVERYBODY_BACKOFF = (1 << 11), SPC_ALLOW_PAD_SHAKE = (1 << 12) See: https://alloc8or.re/gta5/doc/enums/eSetPlayerControlFlag.txt Sets the culling radius for the specified player. Set to `0.0` to reset. **WARNING**: Culling natives are deprecated and have known, [unfixable issues](https://forum.cfx.re/t/issue-with-culling-radius-and-server-side-entities/4900677/4) Make the player impervious to all forms of damage. Set the model for a specific Player. Note that this will destroy the current Ped for the Player and create a new one, any reference to the old ped will be invalid after calling this. As per usual, make sure to request the model first and wait until it has loaded. Sets the routing bucket for the specified player. Routing buckets are also known as 'dimensions' or 'virtual worlds' in past echoes, however they are population-aware. SET_PLAYER_WANTED_LEVEL A setter for [GET_RESOURCE_KVP_STRING](#\_0x5240DA5A). A setter for [GET_RESOURCE_KVP_FLOAT](#\_0x35BDCEEA). Nonsynchronous [SET_RESOURCE_KVP_FLOAT](#\_0x9ADD2938) operation; see [FLUSH_RESOURCE_KVP](#\_0x5240DA5A). A setter for [GET_RESOURCE_KVP_INT](#\_0x557B586A). Nonsynchronous [SET_RESOURCE_KVP_INT](#\_0x6A2B1E8) operation; see [FLUSH_RESOURCE_KVP](#\_0x5240DA5A). Nonsynchronous [SET_RESOURCE_KVP](#\_0x21C7A35B) operation; see [FLUSH_RESOURCE_KVP](#\_0x5240DA5A). Sets the entity lockdown mode for a specific routing bucket. Lockdown modes are: | Mode | Meaning | | ---------- | ---------------------------------------------------------- | | `strict` | No entities can be created by clients at all. | | `relaxed` | Only script-owned entities created by clients are blocked. | | `inactive` | Clients can create any entity they want. | Sets whether or not the specified routing bucket has automatically-created population enabled. Internal function for setting a state bag value. SET_VEHICLE_ALARM p2 often set to 1000.0 in the decompiled scripts. Sets the selected vehicle's colors to their default value (specific variant specified using the colorCombination parameter). Range of possible values for colorCombination is currently unknown, I couldn't find where these values are stored either (Disquse's guess was vehicles.meta but I haven't seen it in there.) colorPrimary & colorSecondary are the paint indexes for the vehicle. For a list of valid paint indexes, view: pastebin.com/pwHci0xK p1, p2, p3 are RGB values for color (255,0,0 for Red, ect) p1, p2, p3 are RGB values for color (255,0,0 for Red, ect) Sets the dirt level of the passed vehicle. See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5) Locks the doors of a specified vehicle to a defined lock state, affecting how players and NPCs can interact with the vehicle. ``` NativeDB Introduced: v323 ``` ```cpp enum eVehicleLockState { // No specific lock state, vehicle behaves according to the game's default settings. VEHICLELOCK_NONE = 0, // Vehicle is fully unlocked, allowing free entry by players and NPCs. VEHICLELOCK_UNLOCKED = 1, // Vehicle is locked, preventing entry by players and NPCs. VEHICLELOCK_LOCKED = 2, // Vehicle locks out only players, allowing NPCs to enter. VEHICLELOCK_LOCKOUT_PLAYER_ONLY = 3, // Vehicle is locked once a player enters, preventing others from entering. VEHICLELOCK_LOCKED_PLAYER_INSIDE = 4, // Vehicle starts in a locked state, but may be unlocked through game events. VEHICLELOCK_LOCKED_INITIALLY = 5, // Forces the vehicle's doors to shut and lock. VEHICLELOCK_FORCE_SHUT_DOORS = 6, // Vehicle is locked but can still be damaged. VEHICLELOCK_LOCKED_BUT_CAN_BE_DAMAGED = 7, // Vehicle is locked, but its trunk/boot remains unlocked. VEHICLELOCK_LOCKED_BUT_BOOT_UNLOCKED = 8, // Vehicle is locked and does not allow passengers, except for the driver. VEHICLELOCK_LOCKED_NO_PASSENGERS = 9, // Vehicle is completely locked, preventing entry entirely, even if previously inside. VEHICLELOCK_CANNOT_ENTER = 10 }; ``` SET_VEHICLE_NUMBER_PLATE_TEXT START_FIND_KVP START_RESOURCE STATE_BAG_HAS_KEY STOP_RESOURCE Makes the specified ped attack the target ped. p2 should be 0 p3 should be 16 Example: TASK::TASK_DRIVE_BY(l_467[1/*22*/], PLAYER::PLAYER_PED_ID(), 0, 0.0, 0.0, 2.0, 300.0, 100, 0, ${firing_pattern_burst_fire_driveby}); Needs working example. Doesn't seem to do anything. I marked p2 as targetVehicle as all these shooting related tasks seem to have that in common. I marked p6 as distanceToShoot as if you think of GTA's Logic with the native SET_VEHICLE_SHOOT natives, it won't shoot till it gets within a certain distance of the target. I marked p7 as pedAccuracy as it seems it's mostly 100 (Completely Accurate), 75, 90, etc. Although this could be the ammo count within the gun, but I highly doubt it. I will change this comment once I find out if it's ammo count or not. speed 1.0 = walk, 2.0 = run p5 1 = normal, 3 = teleport to vehicle, 8 = normal/carjack ped from seat, 16 = teleport directly into vehicle p6 is always 0 TASK_EVERYONE_LEAVE_VEHICLE TASK_GO_STRAIGHT_TO_COORD Tells a ped to go to a coord by any means. ```cpp enum eDrivingMode { DF_StopForCars = 1, DF_StopForPeds = 2, DF_SwerveAroundAllCars = 4, DF_SteerAroundStationaryCars = 8, DF_SteerAroundPeds = 16, DF_SteerAroundObjects = 32, DF_DontSteerAroundPlayerPed = 64, DF_StopAtLights = 128, DF_GoOffRoadWhenAvoiding = 256, DF_DriveIntoOncomingTraffic = 512, DF_DriveInReverse = 1024, // If pathfinding fails, cruise randomly instead of going on a straight line DF_UseWanderFallbackInsteadOfStraightLine = 2048, DF_AvoidRestrictedAreas = 4096, // These only work on MISSION_CRUISE DF_PreventBackgroundPathfinding = 8192, DF_AdjustCruiseSpeedBasedOnRoadSpeed = 16384, DF_UseShortCutLinks = 262144, DF_ChangeLanesAroundObstructions = 524288, // cruise tasks ignore this anyway--only used for goto's DF_UseSwitchedOffNodes = 2097152, // if you're going to be primarily driving off road DF_PreferNavmeshRoute = 4194304, // Only works for planes using MISSION_GOTO, will cause them to drive along the ground instead of fly DF_PlaneTaxiMode = 8388608, DF_ForceStraightLine = 16777216, DF_UseStringPullingAtJunctions = 33554432, DF_AvoidHighways = 536870912, DF_ForceJoinInRoadDirection = 1073741824, // Standard driving mode. stops for cars, peds, and lights, goes around stationary obstructions DRIVINGMODE_STOPFORCARS = 786603, // DF_StopForCars|DF_StopForPeds|DF_SteerAroundObjects|DF_SteerAroundStationaryCars|DF_StopAtLights|DF_UseShortCutLinks|DF_ChangeLanesAroundObstructions, // Obey lights too // Like the above, but doesn't steer around anything in its way - will only wait instead. DRIVINGMODE_STOPFORCARS_STRICT = 262275, // DF_StopForCars|DF_StopForPeds|DF_StopAtLights|DF_UseShortCutLinks, // Doesn't deviate an inch. // Default "alerted" driving mode. drives around everything, doesn't obey lights DRIVINGMODE_AVOIDCARS = 786469, // DF_SwerveAroundAllCars|DF_SteerAroundObjects|DF_UseShortCutLinks|DF_ChangeLanesAroundObstructions|DF_StopForCars, // Very erratic driving. difference between this and AvoidCars is that it doesn't use the brakes at ALL to help with steering DRIVINGMODE_AVOIDCARS_RECKLESS = 786468, // DF_SwerveAroundAllCars|DF_SteerAroundObjects|DF_UseShortCutLinks|DF_ChangeLanesAroundObstructions, // Smashes through everything DRIVINGMODE_PLOUGHTHROUGH = 262144, // DF_UseShortCutLinks // Drives normally except for the fact that it ignores lights DRIVINGMODE_STOPFORCARS_IGNORELIGHTS = 786475, // DF_StopForCars|DF_SteerAroundStationaryCars|DF_StopForPeds|DF_SteerAroundObjects|DF_UseShortCutLinks|DF_ChangeLanesAroundObstructions // Try to swerve around everything, but stop for lights if necessary DRIVINGMODE_AVOIDCARS_OBEYLIGHTS = 786597, // DF_SwerveAroundAllCars|DF_StopAtLights|DF_SteerAroundObjects|DF_UseShortCutLinks|DF_ChangeLanesAroundObstructions|DF_StopForCars // Swerve around cars, be careful around peds, and stop for lights DRIVINGMODE_AVOIDCARS_STOPFORPEDS_OBEYLIGHTS = 786599 // DF_SwerveAroundAllCars|DF_StopAtLights|DF_StopForPeds|DF_SteerAroundObjects|DF_UseShortCutLinks|DF_ChangeLanesAroundObstructions|DF_StopForCars }; ``` The entity will move towards the target until time is over (duration) or get in target's range (distance). p5 and p6 are unknown, but you could leave p5 = 1073741824 or 100 or even 0 (didn't see any difference but on the decompiled scripts, they use 1073741824 mostly) and p6 = 0 Note: I've only tested it on entity -> ped and target -> vehicle. It could work differently on other entities, didn't try it yet. Example: TASK::TASK_GO_TO_ENTITY(pedHandle, vehicleHandle, 5000, 4.0, 100, 1073741824, 0) Ped will run towards the vehicle for 5 seconds and stop when time is over or when he gets 4 meters(?) around the vehicle (with duration = -1, the task duration will be ignored). In the scripts, p3 was always -1. p3 seems to be duration or timeout of turn animation. Also facingPed can be 0 or -1 so ped will just raise hands up. Flags are the same flags used in [`TASK_LEAVE_VEHICLE`](#\_0xD3DBCE61A490BE02) Flags from decompiled scripts: 0 = normal exit and closes door. 1 = normal exit and closes door. 16 = teleports outside, door kept closed. (This flag does not seem to work for the front seats in buses, NPCs continue to exit normally) 64 = normal exit and closes door, maybe a bit slower animation than 0. 256 = normal exit but does not close the door. 4160 = ped is throwing himself out, even when the vehicle is still. 262144 = ped moves to passenger seat first, then exits normally Others to be tried out: 320, 512, 131072. [Animations list](https://alexguirre.github.io/animations-list/) ```cpp enum eScriptedAnimFlags { AF_LOOPING = 1, AF_HOLD_LAST_FRAME = 2, AF_REPOSITION_WHEN_FINISHED = 4, AF_NOT_INTERRUPTABLE = 8, AF_UPPERBODY = 16, AF_SECONDARY = 32, AF_REORIENT_WHEN_FINISHED = 64, AF_ABORT_ON_PED_MOVEMENT = 128, AF_ADDITIVE = 256, AF_TURN_OFF_COLLISION = 512, AF_OVERRIDE_PHYSICS = 1024, AF_IGNORE_GRAVITY = 2048, AF_EXTRACT_INITIAL_OFFSET = 4096, AF_EXIT_AFTER_INTERRUPTED = 8192, AF_TAG_SYNC_IN = 16384, AF_TAG_SYNC_OUT = 32768, AF_TAG_SYNC_CONTINUOUS = 65536, AF_FORCE_START = 131072, AF_USE_KINEMATIC_PHYSICS = 262144, AF_USE_MOVER_EXTRACTION = 524288, AF_HIDE_WEAPON = 1048576, AF_ENDS_IN_DEAD_POSE = 2097152, AF_ACTIVATE_RAGDOLL_ON_COLLISION = 4194304, AF_DONT_EXIT_ON_DEATH = 8388608, AF_ABORT_ON_WEAPON_DAMAGE = 16777216, AF_DISABLE_FORCED_PHYSICS_UPDATE = 33554432, AF_PROCESS_ATTACHMENTS_ON_START = 67108864, AF_EXPAND_PED_CAPSULE_FROM_SKELETON = 134217728, AF_USE_ALTERNATIVE_FP_ANIM = 268435456, AF_BLENDOUT_WRT_LAST_FRAME = 536870912, AF_USE_FULL_BLENDING = 1073741824 } ``` Similar in functionality to [`TASK_PLAY_ANIM`](#\_0xEA47FE3719165B94), except the position and rotation parameters let you specify the initial position and rotation of the task. The ped is teleported to the position specified. [Animations list](https://alexguirre.github.io/animations-list/) TASK_REACT_AND_FLEE_PED Firing Pattern Hash Information: https://pastebin.com/Px036isB //this part of the code is to determine at which entity the player is aiming, for example if you want to create a mod where you give orders to peds Entity aimedentity; Player player = PLAYER::PLAYER_ID(); PLAYER::_GET_AIMED_ENTITY(player, &aimedentity); //bg is an array of peds TASK::TASK_SHOOT_AT_ENTITY(bg[i], aimedentity, 5000, MISC::GET_HASH_KEY("FIRING_PATTERN_FULL_AUTO")); in practical usage, getting the entity the player is aiming at and then task the peds to shoot at the entity, at a button press event would be better. Firing Pattern Hash Information: https://pastebin.com/Px036isB ``` NativeDB Introduced: v323 ``` Warp a ped into a vehicle. **Note**: It's better to use [`TASK_ENTER_VEHICLE`](#\_0xC20E50AA46D09CA8) with the flag "warp" flag instead of this native. TEMP_BAN_PLAYER The backing function for TriggerClientEvent. The backing function for TriggerEvent. The backing function for TriggerLatentClientEvent. VERIFY_PASSWORD_HASH Returns whether or not the currently executing event was canceled. Gets or sets the position of this . The position in world space. Gets or sets the rotation of this . The yaw, pitch, roll rotation values. Gets or sets the heading of this . The heading in degrees. Sets a value indicating whether this should be frozen. true if this position should be frozen; otherwise, false. Gets or sets the velocity of this . Gets the rotation velocity of this . Gets the model of the this . Gets the network owner of the this . Returns the of the network owner. Returns null if this is in an unowned state. Gets the network ID of the this . Gets the type of this . Returns 1 if this is a Ped. Returns 2 if this is a Vehicle. Returns 3 if this is a Prop. Gets the of this Creates a new instance of an from the given handle. The entity handle. Returns a if this handle corresponds to a Ped. Returns a if this handle corresponds to a Vehicle. Returns a if this handle corresponds to a Prop. Returns null if no exists this the specified Creates a new instance of an from the given network ID. The entity network ID. Returns a if this network ID corresponds to a Ped. Returns a if this network ID corresponds to a Vehicle. Returns a if this network ID corresponds to a Prop. Returns null if no exists this the specified Checks if two s refer to the same The other . true if they are the same ; otherwise, false Creates a new instance of an from the given player handle. The players handle. Returns the of the player. Returns null if no exists for the specified player Gets the identifier value of a particular type. string steamId = player.Identifiers["steam"]; The identifier type to return. The identifier value (without prefix), or null if it could not be found.