class Cfx
package fivem.server.natives
Static methods
staticAddBlipForArea(x:Float, y:Float, z:Float, width:Float, height:Float):Dynamic
Adds a rectangular blip for the specified coordinates/area.
It is recommended to use SET_BLIP_ROTATION and SET_BLIP_COLOUR 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)
**This is the server-side RPC native equivalent of the client native _ADD_BLIP_FOR_AREA.
staticSetPedEyeColor(ped:Dynamic, index:Int):Dynamic
Used for freemode (online) characters.
Indices:
- black
- very light blue/green
- dark blue
- brown
- darker brown
- light brown
- blue
- light blue
- pink
- yellow
- purple
- black
- dark green
- light brown
- yellow/black pattern
- light colored spiral pattern
- shiny red
- shiny half blue/half red
- half black/half light blue
- white/red perimter
- green snake
- red snake
- dark blue snake
- dark yellow
- bright yellow
- all black
- red small pupil
- devil blue/black
- white small pupil
- glossed over
**This is the server-side RPC native equivalent of the client native _SET_PED_EYE_COLOR.
staticSetPedFaceFeature(ped:Dynamic, index:Int, scale:Float):Dynamic
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
SetPedHeadBlendDataprior to calling this native in order for it to work.
**This is the server-side RPC native equivalent of the client native _SET_PED_FACE_FEATURE.
staticSetPedHeadOverlayColor(ped:Dynamic, overlayID:Int, colorType:Int, colorID:Int, secondColorID:Int):Dynamic
Used for freemode (online) characters.
Called after SET_PED_HEAD_OVERLAY().
Note:
You may need to call SetPedHeadBlendData prior to calling this native in order for it to work.
**This is the server-side RPC native equivalent of the client native _SET_PED_HEAD_OVERLAY_COLOR.
staticaddBlipForCoord(x:Float, y:Float, z:Float):Dynamic
Creates a blip for the specified coordinates. You can use SET_BLIP_ natives to change the blip.
*
* **This is the server-side RPC native equivalent of the client native [ADD_BLIP_FOR_COORD](?\_0x5A039BB0BCA604B6).
staticaddBlipForEntity(entity:Dynamic):Dynamic
Create a blip that by default is red (enemy), you can use SET_BLIP_AS_FRIENDLY to make it blue (friend).\ Can be used for objects, vehicles and peds.
Example of enemy:

Example of friend:

**This is the server-side RPC native equivalent of the client native ADD_BLIP_FOR_ENTITY.
staticaddBlipForRadius(posX:Float, posY:Float, posZ:Float, radius:Float):Dynamic
Create a blip with a radius for the specified coordinates (it doesnt create the blip sprite, so you need to use AddBlipCoords)
Example image:

**This is the server-side RPC native equivalent of the client native ADD_BLIP_FOR_RADIUS.
staticaddConvarChangeListener(conVarFilter:String, handler:Function):Int
Adds a listener for Console Variable changes.
The function called expects to match the following signature:
function ConVarChangeListener(conVarName: string, reserved: any);- conVarName: The ConVar that changed.
- reserved: Currently unused.
staticaddPedDecorationFromHashes(ped:Dynamic, collection:Int, overlay:Int):Dynamic
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"))
**This is the server-side RPC native equivalent of the client native ADD_PED_DECORATION_FROM_HASHES.
staticaddStateBagChangeHandler(keyFilter:String, bagFilter:String, handler:Function):Int
Adds a handler for changes to a state bag.
The function called expects to match the following signature:
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:NetIDor
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 to get the entity handle
If bagName refers to a player, use GET_PLAYER_FROM_STATE_BAG_NAME to get the player handle
staticapplyForceToEntity(entity:Dynamic, forceType:Int, x:Float, y:Float, z:Float, offX:Float, offY:Float, offZ:Float, nComponent:Int, bLocalForce:Bool, bLocalOffset:Bool, bScaleByMass:Bool, bPlayAudio:Bool, bScaleByTimeWarp:Bool):Dynamic
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
}
**This is the server-side RPC native equivalent of the client native APPLY_FORCE_TO_ENTITY.
staticcanPlayerStartCommerceSession(playerSrc:String):Bool
This native is deprecated and may be removed in a future version. Use the Tebex API instead.
Returns whether or not the specified player has enough information to start a commerce session for.
staticclearPedProp(ped:Dynamic, propId:Int):Dynamic
CLEAR_PED_PROP
*
* **This is the server-side RPC native equivalent of the client native [CLEAR_PED_PROP](?\_0x0943E5B8E078E76E).
staticclearPedSecondaryTask(ped:Dynamic):Dynamic
CLEAR_PED_SECONDARY_TASK
*
* **This is the server-side RPC native equivalent of the client native [CLEAR_PED_SECONDARY_TASK](?\_0x176CECF6F920D707).
staticclearPedTasks(ped:Dynamic):Dynamic
Clear a ped's tasks. Stop animations and other tasks created by scripts.
*
* **This is the server-side RPC native equivalent of the client native [CLEAR_PED_TASKS](?\_0xE1EF3C1216AFF2CD).
staticclearPedTasksImmediately(ped:Dynamic):Dynamic
Immediately stops the pedestrian from whatever it's doing. The difference between this and CLEAR_PED_TASKS is that this one teleports the ped but does not change the position of the ped.
*
* **This is the server-side RPC native equivalent of the client native [CLEAR_PED_TASKS_IMMEDIATELY](?\_0xAAA34F8A7CB32098).
staticclearPlayerWantedLevel(player:Dynamic):Dynamic
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.
**This is the server-side RPC native equivalent of the client native CLEAR_PLAYER_WANTED_LEVEL.
staticcreateObject(modelHash:Int, x:Float, y:Float, z:Float, isNetwork:Bool, netMissionEntity:Bool, doorFlag:Bool):Dynamic
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).
**This is the server-side RPC native equivalent of the client native CREATE_OBJECT.
staticcreateObjectNoOffset(modelHash:Int, x:Float, y:Float, z:Float, isNetwork:Bool, netMissionEntity:Bool, doorFlag:Bool):Dynamic
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).
**This is the server-side RPC native equivalent of the client native CREATE_OBJECT_NO_OFFSET.
staticcreatePed(pedType:Int, modelHash:Int, x:Float, y:Float, z:Float, heading:Float, isNetwork:Bool, bScriptHostPed:Bool):Dynamic
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).
**This is the server-side RPC native equivalent of the client native CREATE_PED.
staticcreatePedInsideVehicle(vehicle:Dynamic, pedType:Int, modelHash:Int, seat:Int, isNetwork:Bool, bScriptHostPed:Bool):Dynamic
CREATE_PED_INSIDE_VEHICLE
*
* **This is the server-side RPC native equivalent of the client native [CREATE_PED_INSIDE_VEHICLE](?\_0x7DD959874C1FD534).
staticcreateVehicle(modelHash:Int, x:Float, y:Float, z:Float, heading:Float, isNetwork:Bool, netMissionEntity:Bool):Dynamic
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
**This is the server-side RPC native equivalent of the client native CREATE_VEHICLE.
staticcreateVehicleServerSetter(modelHash:Int, type:String, x:Float, y:Float, z:Float, heading:Float):Dynamic
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.
staticdeleteEntity(entity:Dynamic):Dynamic
Deletes the specified entity.
*
* **NOTE**: For trains this will only work if called on the train engine, it will not work on its carriages.
staticdeleteFunctionReference(referenceIdentity:String):Dynamic
staticdeleteResourceKvp(key:String):Dynamic
staticdeleteResourceKvpNoSync(key:String):Dynamic
Nonsynchronous DELETE_RESOURCE_KVP operation; see FLUSH_RESOURCE_KVP.
staticdeleteTrain(entity:Dynamic):Dynamic
Deletes the specified entity and any carriage its attached to, or that is attached to it.
staticdoesBoatSinkWhenWrecked(vehicle:Dynamic):Dynamic
staticdoesEntityExist(entity:Dynamic):Bool
staticdoesPlayerOwnSku(playerSrc:String, skuId:Int):Bool
This native is deprecated and may be removed in a future version. Use
DOES_PLAYER_OWN_SKU_EXTinstead.
Requests whether or not the player owns the specified SKU.
staticdoesPlayerOwnSkuExt(playerSrc:String, skuId:Int):Bool
Requests whether or not the player owns the specified package.
staticdoesTrainStopAtStations(train:Dynamic):Bool
staticdropPlayer(playerSrc:String, reason:String):Dynamic
staticduplicateFunctionReference(referenceIdentity:String):String
staticenableEnhancedHostSupport(enabled:Bool):Dynamic
staticendFindKvp(handle:Int):Dynamic
staticensureEntityStateBag(entity:Dynamic):Dynamic
Internal function for ensuring an entity has a state bag.
staticexecuteCommand(commandString:String):Dynamic
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.
staticfindKvp(handle:Int):String
staticflagServerAsPrivate(private_:Bool):Dynamic
staticflushResourceKvp():Dynamic
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.
staticformatStackTrace(traceData:Dynamic):String
An internal function for converting a stack trace object to a string.
staticfreezeEntityPosition(entity:Dynamic, toggle:Bool):Dynamic
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.
*
* **This is the server-side RPC native equivalent of the client native [FREEZE_ENTITY_POSITION](?\_0x428CA6DBD1094446).
staticgetAirDragMultiplierForPlayersVehicle(playerSrc:String):Float
staticgetAllObjects():Dynamic
Returns all object handles known to the server.
The data returned adheres to the following layout:
[127, 42, 13, 37]staticgetAllPeds():Dynamic
Returns all peds handles known to the server.
The data returned adheres to the following layout:
[127, 42, 13, 37]staticgetAllVehicles():Dynamic
Returns all vehicle handles known to the server.
The data returned adheres to the following layout:
[127, 42, 13, 37]staticgetConvar(varName:String, default_:String):String
Can be used to get a console variable of type char*, for example a string.
staticgetConvarBool(varName:String, defaultValue:Bool):Bool
Can be used to get a console variable casted back to bool.
staticgetConvarFloat(varName:String, defaultValue:Float):Float
This will have floating point inaccuracy.
staticgetConvarInt(varName:String, default_:Int):Int
Can be used to get a console variable casted back to int (an integer value).
staticgetEntitiesInRadius(x:Float, y:Float, z:Float, radius:Float, entityType:Int, sortByDistance:Bool, models:Dynamic):Dynamic
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)
-- 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
staticgetEntityCollisionDisabled(entity:Dynamic):Dynamic
staticgetEntityCoords(entity:Dynamic):Dynamic
Gets the current coordinates for a specified entity. This native is used server side when using OneSync.
See GET_ENTITY_COORDS for client side.
staticgetEntityFromStateBagName(bagName:String):Dynamic
Returns the entity handle for the specified state bag name. For use with ADD_STATE_BAG_CHANGE_HANDLER.
staticgetEntityHeading(entity:Dynamic):Float
staticgetEntityModel(entity:Dynamic):Int
staticgetEntityOrphanMode(entity:Dynamic):Int
staticgetEntityRemoteSyncedScenesAllowed(entity:Dynamic):Bool
staticgetEntityRotation(entity:Dynamic):Dynamic
staticgetEntityRotationVelocity(entity:Dynamic):Dynamic
staticgetEntityRoutingBucket(entity:Dynamic):Int
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.
staticgetEntityScript(entity:Dynamic):String
staticgetEntitySpeed(entity:Dynamic):Float
Gets the current speed of the entity in meters per second.
To convert to MPH: speed * 2.236936
To convert to KPH: speed * 3.6staticgetEntityType(entity:Dynamic):Int
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.
staticgetEntityVelocity(entity:Dynamic):Dynamic
staticgetGameBuildNumber():Int
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 3788
- RedM 1311 1355 1436 1491
- LibertyM * 43
- FXServer * 0
staticgetGameName():String
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 |
|---|
staticgetGamePool(poolName:String):Dynamic
Returns a list of entity handles (script GUID) for all entities in the specified pool - the data returned is an array as
follows:
[ 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 objectsCVehicle: Vehicles.CPickup: Pickups.
staticgetHeliBodyHealth(heli:Dynamic):Int
Note This native will always return 1000.0 unless SET_VEHICLE_BODY_HEALTH, SET_VEHICLE_ENGINE_HEALTH, or SET_VEHICLE_PETROL_TANK_HEALTH have been called with a value greater than 1000.0.
staticgetHeliDisableExplodeFromBodyDamage(heli:Dynamic):Bool
This is a getter for SET_DISABLE_HELI_EXPLODE_FROM_BODY_DAMAGE
staticgetHeliEngineHealth(heli:Dynamic):Int
Note This native will always return 1000.0 unless SET_VEHICLE_BODY_HEALTH, SET_VEHICLE_ENGINE_HEALTH, or SET_VEHICLE_PETROL_TANK_HEALTH have been called with a value greater than 1000.0.
staticgetHeliGasTankHealth(heli:Dynamic):Int
Note This native will always return 1000.0 unless SET_VEHICLE_BODY_HEALTH, SET_VEHICLE_ENGINE_HEALTH, or SET_VEHICLE_PETROL_TANK_HEALTH have been called with a value greater than 1000.0.
staticgetHeliMainRotorDamageScale(heli:Dynamic):Float
staticgetHeliMainRotorHealth(vehicle:Dynamic):Float
staticgetHeliPitchControl(heli:Dynamic):Float
staticgetHeliRearRotorDamageScale(heli:Dynamic):Float
staticgetHeliRearRotorHealth(vehicle:Dynamic):Float
This native is a getter for SET_HELI_TAIL_ROTOR_HEALTH
staticgetHeliRollControl(heli:Dynamic):Float
staticgetHeliTailRotorDamageScale(heli:Dynamic):Float
staticgetHeliTailRotorHealth(vehicle:Dynamic):Float
Note: This native is deprecated, please use GET_HELI_REAR_ROTOR_HEALTH instead.
staticgetHeliThrottleControl(heli:Dynamic):Float
staticgetHeliYawControl(heli:Dynamic):Float
staticgetHostId():String
staticgetInstanceId():Int
staticgetInvokingResource():String
staticgetIsHeliEngineRunning(heli:Dynamic):Bool
staticgetIsVehicleEngineRunning(vehicle:Dynamic):Bool
staticgetIsVehiclePrimaryColourCustom(vehicle:Dynamic):Bool
staticgetIsVehicleSecondaryColourCustom(vehicle:Dynamic):Bool
staticgetLandingGearState(vehicle:Dynamic):Int
See the client-side GET_LANDING_GEAR_STATE native for a description of landing gear states.
staticgetLastPedInVehicleSeat(vehicle:Dynamic, seatIndex:Int):Dynamic
staticgetMount(ped:Dynamic):Dynamic
staticgetNetTypeFromEntity(entity:Dynamic):Int
Gets the specific entity type (as an integer), which can be one of the following defined down below:
FiveM:
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:
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
};staticgetNumPlayerIdentifiers(playerSrc:String):Int
staticgetNumPlayerIndices():Int
staticgetNumPlayerTokens(playerSrc:String):Int
staticgetNumResourceMetadata(resourceName:String, metadataKey:String):Int
Gets the amount of metadata values with the specified key existing in the specified resource's manifest.
See also: Resource manifest
staticgetNumResources():Int
staticgetPasswordHash(password:String):String
staticgetPedArmour(ped:Dynamic):Int
staticgetPedCauseOfDeath(ped:Dynamic):Int
staticgetPedDesiredHeading(ped:Dynamic):Float
staticgetPedInVehicleSeat(vehicle:Dynamic, seatIndex:Int):Dynamic
staticgetPedMaxHealth(ped:Dynamic):Int
staticgetPedRelationshipGroupHash(ped:Dynamic):Int
Gets the current relationship group hash of a ped.
staticgetPedScriptTaskCommand(ped:Dynamic):Int
Gets the script task command currently assigned to the ped.
staticgetPedSourceOfDamage(ped:Dynamic):Dynamic
Get the last entity that damaged the ped. This native is used server side when using OneSync.
staticgetPedSourceOfDeath(ped:Dynamic):Dynamic
Get the entity that killed the ped. This native is used server side when using OneSync.
staticgetPedSpecificTaskType(ped:Dynamic, index:Int):Int
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.
staticgetPedStealthMovement(ped:Dynamic):Dynamic
staticgetPlayerCameraRotation(playerSrc:String):Dynamic
Gets the current camera rotation for a specified player. This native is used server side when using OneSync.
staticgetPlayerEndpoint(playerSrc:String):String
staticgetPlayerFakeWantedLevel(playerSrc:String):Int
Gets the current fake wanted level for a specified player. This native is used server side when using OneSync.
staticgetPlayerFocusPos(playerSrc:String):Dynamic
Gets the focus position (i.e. the position of the active camera in the game world) of a player.
staticgetPlayerFromIndex(index:Int):String
staticgetPlayerFromStateBagName(bagName:String):Int
On the server this will return the players source, on the client it will return the player handle.
staticgetPlayerGuid(playerSrc:String):String
staticgetPlayerIdentifier(playerSrc:String, identiferIndex:Int):String
To get the number of identifiers, use GET_NUM_PLAYER_IDENTIFIERS
To get a specific type of identifier, use GET_PLAYER_IDENTIFIER_BY_TYPE
staticgetPlayerIdentifierByType(playerSrc:String, identifierType:String):String
Get an identifier from a player by the type of the identifier.
Known Identifiers
staticgetPlayerInvincible(playerSrc:String):Bool
staticgetPlayerLastMsg(playerSrc:String):Int
staticgetPlayerMaxArmour(playerSrc:String):Int
staticgetPlayerMaxHealth(playerSrc:String):Int
staticgetPlayerMeleeWeaponDamageModifier(playerId:Dynamic):Float
A getter for SET_PLAYER_MELEE_WEAPON_DAMAGE_MODIFIER.
staticgetPlayerName(playerSrc:String):String
staticgetPlayerPed(playerSrc:String):Dynamic
Used to get the player's Ped Entity ID when a valid playerSrc is passed.
staticgetPlayerPeerStatistics(playerSrc:String, peerStatistic:Int):Int
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.
staticgetPlayerPing(playerSrc:String):Int
See GET_PLAYER_PEER_STATISTICS if you want more detailed information, like packet loss, and packet/rtt variance
staticgetPlayerRoutingBucket(playerSrc:String):Int
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.
staticgetPlayerTeam(playerSrc:String):Int
staticgetPlayerTimeInPursuit(playerSrc:String, lastPursuit:Bool):Int
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.staticgetPlayerToken(playerSrc:String, index:Int):String
Gets a player's token. Tokens can be used to enhance banning logic, however are specific to a server.
staticgetPlayerWantedCentrePosition(playerSrc:String):Dynamic
Gets the current known coordinates for the specified player from cops perspective. This native is used server side when using OneSync.
staticgetPlayerWeaponDamageModifier(playerId:Dynamic):Float
A getter for SET_PLAYER_WEAPON_DAMAGE_MODIFIER.
staticgetPlayerWeaponDefenseModifier(playerId:Dynamic):Float
A getter for SET_PLAYER_WEAPON_DEFENSE_MODIFIER.
staticgetPlayerWeaponDefenseModifier2(playerId:Dynamic):Float
A getter for _SET_PLAYER_WEAPON_DEFENSE_MODIFIER_2.
staticgetRegisteredCommands():Dynamic
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,
}
]staticgetResourceByFindIndex(findIndex:Int):String
staticgetResourceCommands(resource:String):Dynamic
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,
}
]staticgetResourceMetadata(resourceName:String, metadataKey:String, index:Int):String
Gets the metadata value at a specified key/index from a resource's manifest.
See also: Resource manifest
staticgetResourcePath(resourceName:String):String
Returns the physical on-disk path of the specified resource.
staticgetResourceState(resourceName:String):String
Returns the current state of the specified resource.
staticgetSeatPedIsUsing(ped:Dynamic):Int
staticgetSelectedPedWeapon(ped:Dynamic):Int
An alias of GET_CURRENT_PED_WEAPON.
Note, the client-side GET_SELECTED_PED_WEAPON native returns the weapon selected via the HUD (weapon wheel). This data is not available to FXServer.
staticgetStateBagKeys(bagName:String):Dynamic
staticgetThrusterSideRcsThrottle(jetpack:Dynamic):Float
staticgetThrusterThrottle(jetpack:Dynamic):Float
staticgetTrainBackwardCarriage(train:Dynamic):Int
staticgetTrainCarriageEngine(train:Dynamic):Int
staticgetTrainCarriageIndex(train:Dynamic):Int
staticgetTrainForwardCarriage(train:Dynamic):Int
staticgetTrainState(train:Dynamic):Int
staticgetTrainTrackIndex(train:Dynamic):Int
staticgetVehicleBodyHealth(vehicle:Dynamic):Float
staticgetVehicleColours(vehicle:Dynamic, colorPrimary:Dynamic, colorSecondary:Dynamic):Dynamic
staticgetVehicleCustomPrimaryColour(vehicle:Dynamic, r:Dynamic, g:Dynamic, b:Dynamic):Dynamic
staticgetVehicleCustomSecondaryColour(vehicle:Dynamic, r:Dynamic, g:Dynamic, b:Dynamic):Dynamic
staticgetVehicleDashboardColour(vehicle:Dynamic, color:Dynamic):Dynamic
staticgetVehicleDirtLevel(vehicle:Dynamic):Float
staticgetVehicleDoorLockStatus(vehicle:Dynamic):Int
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 that while the client-side command 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.
staticgetVehicleDoorStatus(vehicle:Dynamic, doorIndex:Int):Int
Returns the open position of the specified door on the target vehicle.
staticgetVehicleDoorsLockedForPlayer(vehicle:Dynamic):Int
Currently it only works when set to "all players".
staticgetVehicleEngineHealth(vehicle:Dynamic):Float
staticgetVehicleExtraColours(vehicle:Dynamic, pearlescentColor:Dynamic, wheelColor:Dynamic):Dynamic
staticgetVehicleFlightNozzlePosition(vehicle:Dynamic):Float
Gets the flight nozzel position for the specified vehicle. See the client-side _GET_VEHICLE_FLIGHT_NOZZLE_POSITION native for usage examples.
staticgetVehicleHandbrake(vehicle:Dynamic):Bool
staticgetVehicleHeadlightsColour(vehicle:Dynamic):Int
staticgetVehicleHomingLockonState(vehicle:Dynamic):Int
Gets the lock on state for the specified vehicle. See the client-side GET_VEHICLE_HOMING_LOCKON_STATE native for a description of lock on states.
staticgetVehicleHornType(vehicle:Dynamic):Int
This is a getter for the client-side native START_VEHICLE_HORN, 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.
enum eHornTypes
{
NORMAL = 1330140148,
HELDDOWN = -2087385909,
AGGRESSIVE = -92810745
}staticgetVehicleInteriorColour(vehicle:Dynamic, color:Dynamic):Dynamic
staticgetVehicleLightsState(vehicle:Dynamic, lightsOn:Dynamic, highbeamsOn:Dynamic):Bool
staticgetVehicleLivery(vehicle:Dynamic):Int
staticgetVehicleLockOnTarget(vehicle:Dynamic):Dynamic
Gets the vehicle that is locked on to for the specified vehicle.
staticgetVehicleNeonColour(vehicle:Dynamic, red:Dynamic, green:Dynamic, blue:Dynamic):Dynamic
Getter to check the neon colour of a vehicle. This native is the server side getter of GET_VEHICLE_NEON_LIGHTS_COLOUR.
staticgetVehicleNeonEnabled(vehicle:Dynamic, neonIndex:Int):Bool
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.
enum neonIndex
{
NEON_BACK = 0, // Back neon
NEON_RIGHT = 1, // Right neon
NEON_LEFT = 2, // Left neon
NEON_FRONT = 3 // Front neon
};staticgetVehicleNumberPlateText(vehicle:Dynamic):String
staticgetVehicleNumberPlateTextIndex(vehicle:Dynamic):Int
staticgetVehiclePedIsIn(ped:Dynamic, lastVehicle:Bool):Dynamic
Gets the vehicle the specified Ped is/was in depending on bool value. This native is used server side when using OneSync.
staticgetVehiclePetrolTankHealth(vehicle:Dynamic):Float
staticgetVehicleRadioStationIndex(vehicle:Dynamic):Int
staticgetVehicleRoofLivery(vehicle:Dynamic):Int
staticgetVehicleSteeringAngle(vehicle:Dynamic):Float
staticgetVehicleTotalRepairs(vehicle:Dynamic):Int
staticgetVehicleType(vehicle:Dynamic):String
Returns the type of the passed vehicle.
For client scripts, reference the more detailed GET_VEHICLE_TYPE_RAW native.
Vehicle types
- automobile
- bike
- boat
- heli
- plane
- submarine
- trailer
- train
staticgetVehicleTyreSmokeColor(vehicle:Dynamic, r:Dynamic, g:Dynamic, b:Dynamic):Dynamic
staticgetVehicleWheelType(vehicle:Dynamic):Int
staticgetVehicleWindowTint(vehicle:Dynamic):Int
staticgiveWeaponComponentToPed(ped:Dynamic, weaponHash:Int, componentHash:Int):Dynamic
GIVE_WEAPON_COMPONENT_TO_PED
*
* **This is the server-side RPC native equivalent of the client native [GIVE_WEAPON_COMPONENT_TO_PED](?\_0xD966D51AA5B28BB9).
staticgiveWeaponToPed(ped:Dynamic, weaponHash:Int, ammoCount:Int, isHidden:Bool, bForceInHand:Bool):Dynamic
GIVE_WEAPON_TO_PED
*
* **This is the server-side RPC native equivalent of the client native [GIVE_WEAPON_TO_PED](?\_0xBF0FD6E56C964FCB).
statichasEntityBeenMarkedAsNoLongerNeeded(vehicle:Dynamic):Bool
statichasVehicleBeenDamagedByBullets(vehicle:Dynamic):Bool
statichasVehicleBeenOwnedByPlayer(vehicle:Dynamic):Bool
staticisAceAllowed(object:String):Bool
staticisBoatAnchoredAndFrozen(vehicle:Dynamic):Dynamic
staticisBoatWrecked(vehicle:Dynamic):Dynamic
staticisFlashLightOn(ped:Dynamic):Dynamic
staticisHeliTailBoomBreakable(heli:Dynamic):Bool
This is a getter for SET_HELI_TAIL_EXPLODE_THROW_DASHBOARD
staticisHeliTailBoomBroken(heli:Dynamic):Bool
staticisPedHandcuffed(ped:Dynamic):Dynamic
staticisPedInAnyVehicle(ped:Dynamic):Bool
staticisPedInVehicle(ped:Dynamic, vehicle:Dynamic):Bool
staticisPedOnMount(ped:Dynamic):Bool
staticisPedRagdoll(ped:Dynamic):Dynamic
staticisPedStrafing(ped:Dynamic):Dynamic
staticisPedUsingActionMode(ped:Dynamic):Dynamic
staticisPlayerAceAllowed(playerSrc:String, object:String):Bool
staticisPlayerCommerceInfoLoaded(playerSrc:String):Bool
This native is deprecated and may be removed in a future version. Use
IS_PLAYER_COMMERCE_INFO_LOADED_EXTinstead.
Requests whether or not the commerce data for the specified player has loaded.
staticisPlayerCommerceInfoLoadedExt(playerSrc:String):Bool
Requests whether or not the commerce data for the specified player has loaded from Tebex.
staticisPlayerEvadingWantedLevel(playerSrc:String):Bool
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.staticisPlayerInFreeCamMode(playerSrc:String):Dynamic
staticisPlayerUsingSuperJump(playerSrc:String):Bool
staticisPrincipalAceAllowed(principal:String, object:String):Bool
staticisTrainCaboose(train:Dynamic):Dynamic
staticisVehicleEngineStarting(vehicle:Dynamic):Bool
staticisVehicleExtraTurnedOn(vehicle:Dynamic, extraId:Int):Bool
staticisVehicleSirenOn(vehicle:Dynamic):Bool
staticisVehicleTyreBurst(vehicle:Dynamic, wheelID:Int, completely:Bool):Bool
staticisVehicleWindowIntact(vehicle:Dynamic, windowIndex:Int):Bool
See the client-side IS_VEHICLE_WINDOW_INTACT for a window indexes list.
staticloadPlayerCommerceData(playerSrc:String):Dynamic
This native is deprecated and may be removed in a future version. Use
LOAD_PLAYER_COMMERCE_DATA_EXTinstead.
Requests the commerce data for the specified player, including the owned SKUs. Use IS_PLAYER_COMMERCE_INFO_LOADED to check if it has loaded.
staticloadPlayerCommerceDataExt(playerSrc:String):Dynamic
Requests the commerce data from Tebex for the specified player, including the owned SKUs.
Use IS_PLAYER_COMMERCE_INFO_LOADED_EXT 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.
staticloadResourceFile(resourceName:String, fileName:String):String
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")
staticmumbleSetPlayerMuted(playerSrc:Int, toggle:Dynamic):Dynamic
Mutes or unmutes the specified player
staticnetworkGetEntityFromNetworkId(netId:Int):Dynamic
staticnetworkGetFirstEntityOwner(entity:Dynamic):Int
Returns the first owner ID of the specified entity.
staticnetworkGetNetworkIdFromEntity(entity:Dynamic):Int
staticnetworkGetVoiceProximityOverrideForPlayer(playerSrc:String):Dynamic
staticperformHttpRequestInternal(requestData:String, requestDataLength:Int):Int
staticperformHttpRequestInternalEx(requestData:Dynamic):Int
staticprintStructuredTrace(jsonString:String):Dynamic
Prints 'structured trace' data to the server file descriptor 3 channel. This is not generally useful outside of
server monitoring utilities.
staticregisterCommand(commandName:String, handler:Function, restricted:Bool):Dynamic
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.
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:

staticregisterConsoleListener(listener:Function):Dynamic
Registers a listener for console output messages.
staticregisterResourceAsEventHandler(eventName:String):Dynamic
An internal function which allows the current resource's HLL script runtimes to receive state for the specified event.
staticregisterResourceAsset(resourceName:String, fileName:String):String
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.
staticregisterResourceBuildTaskFactory(factoryId:String, factoryFn:Function):Dynamic
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
}staticremoveAllPedWeapons(ped:Dynamic, p1:Bool):Dynamic
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.
*
* **This is the server-side RPC native equivalent of the client native [REMOVE_ALL_PED_WEAPONS](?\_0xF25DF915FA38C5F3).
staticremoveBlip(blip:Dynamic):Dynamic
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).
*
* **This is the server-side RPC native equivalent of the client native [REMOVE_BLIP](?\_0x86A652570E5F25DD).
staticremoveConvarChangeListener(cookie:Int):Dynamic
staticremoveStateBagChangeHandler(cookie:Int):Dynamic
Experimental: This native may be altered or removed in future versions of CitizenFX without warning.
Removes a handler for changes to a state bag.
staticremoveWeaponComponentFromPed(ped:Dynamic, weaponHash:Int, componentHash:Int):Dynamic
REMOVE_WEAPON_COMPONENT_FROM_PED
*
* **This is the server-side RPC native equivalent of the client native [REMOVE_WEAPON_COMPONENT_FROM_PED](?\_0x1E8BE90C74FB4C09).
staticremoveWeaponFromPed(ped:Dynamic, weaponHash:Int):Dynamic
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.
**This is the server-side RPC native equivalent of the client native REMOVE_WEAPON_FROM_PED.
staticrequestPlayerCommerceSession(playerSrc:String, skuId:Int):Dynamic
This native is deprecated and may be removed in a future version. Use the Tebex API instead.
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.
staticsaveResourceFile(resourceName:String, fileName:String, data:String, dataLength:Int):Bool
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.
staticscanResourceRoot(rootPath:String, callback:Function):Dynamic
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.
staticscheduleResourceTick(resourceName:String):Dynamic
Schedules the specified resource to run a tick as soon as possible, bypassing the server's fixed tick rate.
staticsetBlipSprite(blip:Dynamic, spriteId:Int):Dynamic
Sets the displayed sprite for a specific blip.
There's a list of sprites on the FiveM documentation site.
**This is the server-side RPC native equivalent of the client native SET_BLIP_SPRITE.
staticsetConvar(varName:String, value:String):Dynamic
staticsetConvarReplicated(varName:String, value:String):Dynamic
Used to replicate a server variable onto clients.
staticsetConvarServerInfo(varName:String, value:String):Dynamic
staticsetCurrentPedWeapon(ped:Dynamic, weaponHash:Int, bForceInHand:Bool):Dynamic
SET_CURRENT_PED_WEAPON
*
* **This is the server-side RPC native equivalent of the client native [SET_CURRENT_PED_WEAPON](?\_0xADF692B254977C0C).
staticsetEntityCoords(entity:Dynamic, xPos:Float, yPos:Float, zPos:Float, alive:Bool, deadFlag:Bool, ragdollFlag:Bool, clearArea:Bool):Dynamic
Sets the coordinates (world position) for a specified entity, offset by the radius of the entity on the Z axis.
*
* **This is the server-side RPC native equivalent of the client native [SET_ENTITY_COORDS](?\_0x06843DA7060A026B).
staticsetEntityDistanceCullingRadius(entity:Dynamic, radius:Float):Dynamic
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
staticsetEntityHeading(entity:Dynamic, heading:Float):Dynamic
Set the heading of an entity in degrees also known as "Yaw".
*
* **This is the server-side RPC native equivalent of the client native [SET_ENTITY_HEADING](?\_0x8E2530AA8ADA980E).
staticsetEntityIgnoreRequestControlFilter(entity:Dynamic, ignore:Dynamic):Dynamic
It allows to flag an entity to ignore the request control filter policy.
staticsetEntityOrphanMode(entity:Dynamic, orphanMode:Int):Dynamic
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.
staticsetEntityRemoteSyncedScenesAllowed(entity:Dynamic, allow:Dynamic):Dynamic
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.
staticsetEntityRotation(entity:Dynamic, pitch:Float, roll:Float, yaw:Float, rotationOrder:Int, bDeadCheck:Bool):Dynamic
Sets the rotation of a specified entity in the game world.
NativeDB Introduced: v323
**This is the server-side RPC native equivalent of the client native SET_ENTITY_ROTATION.
staticsetEntityRoutingBucket(entity:Dynamic, bucket:Int):Dynamic
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.
staticsetEntityVelocity(entity:Dynamic, x:Float, y:Float, z:Float):Dynamic
Note that the third parameter(denoted as z) is "up and down" with positive numbers encouraging upwards movement.
**This is the server-side RPC native equivalent of the client native SET_ENTITY_VELOCITY.
staticsetGameType(gametypeName:String):Dynamic
staticsetHttpHandler(handler:Function):Dynamic
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:
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 aBufferArrayin JavaScript orSystem.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.
staticsetMapName(mapName:String):Dynamic
staticsetPedAmmo(ped:Dynamic, weaponHash:Int, ammo:Int):Dynamic
NativeDB Added Parameter 4: BOOL p3
**This is the server-side RPC native equivalent of the client native SET_PED_AMMO.
staticsetPedArmour(ped:Dynamic, amount:Int):Dynamic
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.
**This is the server-side RPC native equivalent of the client native SET_PED_ARMOUR.
staticsetPedCanRagdoll(ped:Dynamic, toggle:Bool):Dynamic
SET_PED_CAN_RAGDOLL
*
* **This is the server-side RPC native equivalent of the client native [SET_PED_CAN_RAGDOLL](?\_0xB128377056A54E2A).
staticsetPedComponentVariation(ped:Dynamic, componentId:Int, drawableId:Int, textureId:Int, paletteId:Int):Dynamic
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
// 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,
};
**This is the server-side RPC native equivalent of the client native SET_PED_COMPONENT_VARIATION.
staticsetPedConfigFlag(ped:Dynamic, flagId:Int, value:Bool):Dynamic
// 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,
}
**This is the server-side RPC native equivalent of the client native SET_PED_CONFIG_FLAG.
staticsetPedDefaultComponentVariation(ped:Dynamic):Dynamic
Sets Ped Default Clothes
**This is the server-side RPC native equivalent of the client native SET_PED_DEFAULT_COMPONENT_VARIATION.
staticsetPedHairTint(ped:Dynamic, colorID:Int, highlightColorID:Int):Dynamic
Sets the tint index for the hair on the specified ped.
NativeDB Introduced: v323
**This is the server-side RPC native equivalent of the client native SET_PED_HAIR_TINT.
staticsetPedHeadBlendData(ped:Dynamic, shapeFirstID:Int, shapeSecondID:Int, shapeThirdID:Int, skinFirstID:Int, skinSecondID:Int, skinThirdID:Int, shapeMix:Float, skinMix:Float, thirdMix:Float, isParent:Bool):Dynamic
For more info and the list of faceIDs please refer to this 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:
**This is the server-side RPC native equivalent of the client native SET_PED_HEAD_BLEND_DATA.
staticsetPedHeadOverlay(ped:Dynamic, overlayID:Int, index:Int, opacity:Float):Dynamic
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 prior to calling this native in order for it to work.
**This is the server-side RPC native equivalent of the client native SET_PED_HEAD_OVERLAY.
staticsetPedIntoVehicle(ped:Dynamic, vehicle:Dynamic, seatIndex:Int):Dynamic
SET_PED_INTO_VEHICLE
*
* **This is the server-side RPC native equivalent of the client native [SET_PED_INTO_VEHICLE](?\_0xF75B0D629E1C063D).
staticsetPedPropIndex(ped:Dynamic, componentId:Int, drawableId:Int, textureId:Int, attach:Bool):Dynamic
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
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,
};
**This is the server-side RPC native equivalent of the client native SET_PED_PROP_INDEX.
staticsetPedRandomComponentVariation(ped:Dynamic, p1:Int):Dynamic
p1 is always 0 in R* scripts; and a quick disassembly seems to indicate that p1 is unused.
**This is the server-side RPC native equivalent of the client native SET_PED_RANDOM_COMPONENT_VARIATION.
staticsetPedRandomProps(ped:Dynamic):Dynamic
SET_PED_RANDOM_PROPS
*
* **This is the server-side RPC native equivalent of the client native [SET_PED_RANDOM_PROPS](?\_0xC44AA05345C992C6).
staticsetPedResetFlag(ped:Dynamic, flagId:Int, doReset:Bool):Dynamic
PED::SET_PED_RESET_FLAG(PLAYER::PLAYER_PED_ID(), 240, 1);
Known values:
**This is the server-side RPC native equivalent of the client native SET_PED_RESET_FLAG.
staticsetPedToRagdoll(ped:Dynamic, minTime:Int, maxTime:Int, ragdollType:Int, bAbortIfInjured:Bool, bAbortIfDead:Bool, bForceScriptControl:Bool):Dynamic
p4/p5: Unusued in TU27
Ragdoll Types
0: CTaskNMRelax
1: CTaskNMScriptControl: Hardcoded not to work in networked environments.
Else: CTaskNMBalance
**This is the server-side RPC native equivalent of the client native SET_PED_TO_RAGDOLL.
staticsetPedToRagdollWithFall(ped:Dynamic, minTime:Int, maxTime:Int, nFallType:Int, dirX:Float, dirY:Float, dirZ:Float, fGroundHeight:Float, grab1X:Float, grab1Y:Float, grab1Z:Float, grab2X:Float, grab2Y:Float, grab2Z:Float):Dynamic
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);
**This is the server-side RPC native equivalent of the client native SET_PED_TO_RAGDOLL_WITH_FALL.
staticsetPlayerControl(player:Dynamic, bHasControl:Bool, flags:Int):Dynamic
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
**This is the server-side RPC native equivalent of the client native SET_PLAYER_CONTROL.
staticsetPlayerCullingRadius(playerSrc:String, radius:Float):Dynamic
Sets the culling radius for the specified player.
Set to 0.0 to reset.
WARNING: Culling natives are deprecated and have known, unfixable issues
staticsetPlayerInvincible(player:Dynamic, bInvincible:Bool):Dynamic
Make the player impervious to all forms of damage.
*
* **This is the server-side RPC native equivalent of the client native [SET_PLAYER_INVINCIBLE](?\_0x239528EACDC3E7DE).
staticsetPlayerModel(player:Dynamic, model:Int):Dynamic
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.
**This is the server-side RPC native equivalent of the client native SET_PLAYER_MODEL.
staticsetPlayerRoutingBucket(playerSrc:String, bucket:Int):Dynamic
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.
staticsetPlayerWantedLevel(player:Dynamic, wantedLevel:Int, delayedResponse:Bool):Dynamic
SET_PLAYER_WANTED_LEVEL
*
* **This is the server-side RPC native equivalent of the client native [SET_PLAYER_WANTED_LEVEL](?\_0x39FF19C64EF7DA5B).
staticsetResourceKvpFloatNoSync(key:String, value:Float):Dynamic
Nonsynchronous SET_RESOURCE_KVP_FLOAT operation; see FLUSH_RESOURCE_KVP.
staticsetResourceKvpIntNoSync(key:String, value:Int):Dynamic
Nonsynchronous SET_RESOURCE_KVP_INT operation; see FLUSH_RESOURCE_KVP.
staticsetResourceKvpNoSync(key:String, value:String):Dynamic
Nonsynchronous SET_RESOURCE_KVP operation; see FLUSH_RESOURCE_KVP.
staticsetRoutingBucketEntityLockdownMode(bucketId:Int, mode:String):Dynamic
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. |
|---|
staticsetRoutingBucketPopulationEnabled(bucketId:Int, mode:Bool):Dynamic
Sets whether or not the specified routing bucket has automatically-created population enabled.
staticsetStateBagValue(bagName:String, keyName:String, valueData:String, valueLength:Int, replicated:Bool):Dynamic
Internal function for setting a state bag value.
staticsetVehicleAlarm(vehicle:Dynamic, state:Bool):Dynamic
SET_VEHICLE_ALARM
*
* **This is the server-side RPC native equivalent of the client native [SET_VEHICLE_ALARM](?\_0xCDE5E70C1DDB954C).
staticsetVehicleBodyHealth(vehicle:Dynamic, value:Float):Dynamic
p2 often set to 1000.0 in the decompiled scripts.
**This is the server-side RPC native equivalent of the client native SET_VEHICLE_BODY_HEALTH.
staticsetVehicleColourCombination(vehicle:Dynamic, colorCombination:Int):Dynamic
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.)
**This is the server-side RPC native equivalent of the client native SET_VEHICLE_COLOUR_COMBINATION.
staticsetVehicleColours(vehicle:Dynamic, colorPrimary:Int, colorSecondary:Int):Dynamic
colorPrimary & colorSecondary are the paint indexes for the vehicle.
For a list of valid paint indexes, view: pastebin.com/pwHci0xK
**This is the server-side RPC native equivalent of the client native SET_VEHICLE_COLOURS.
staticsetVehicleCustomPrimaryColour(vehicle:Dynamic, r:Int, g:Int, b:Int):Dynamic
p1, p2, p3 are RGB values for color (255,0,0 for Red, ect)
**This is the server-side RPC native equivalent of the client native SET_VEHICLE_CUSTOM_PRIMARY_COLOUR.
staticsetVehicleCustomSecondaryColour(vehicle:Dynamic, r:Int, g:Int, b:Int):Dynamic
p1, p2, p3 are RGB values for color (255,0,0 for Red, ect)
**This is the server-side RPC native equivalent of the client native SET_VEHICLE_CUSTOM_SECONDARY_COLOUR.
staticsetVehicleDirtLevel(vehicle:Dynamic, dirtLevel:Float):Dynamic
Sets the dirt level of the passed vehicle.
*
* **This is the server-side RPC native equivalent of the client native [SET_VEHICLE_DIRT_LEVEL](?\_0x79D3B596FE44EE8B).
staticsetVehicleDoorBroken(vehicle:Dynamic, doorIndex:Int, deleteDoor:Bool):Dynamic
See eDoorId declared in SET_VEHICLE_DOOR_SHUT
*
* **This is the server-side RPC native equivalent of the client native [SET_VEHICLE_DOOR_BROKEN](?\_0xD4D4F6A4AB575A33).
staticsetVehicleDoorsLocked(vehicle:Dynamic, doorLockStatus:Int):Dynamic
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
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
};
**This is the server-side RPC native equivalent of the client native SET_VEHICLE_DOORS_LOCKED.
staticsetVehicleNumberPlateText(vehicle:Dynamic, plateText:String):Dynamic
SET_VEHICLE_NUMBER_PLATE_TEXT
*
* **This is the server-side RPC native equivalent of the client native [SET_VEHICLE_NUMBER_PLATE_TEXT](?\_0x95A88F0B409CDA47).
staticstartFindKvp(prefix:String):Int
staticstartResource(resourceName:String):Bool
staticstateBagHasKey(bagName:String, key:String):Dynamic
staticstopResource(resourceName:String):Bool
statictaskCombatPed(ped:Dynamic, targetPed:Dynamic, p2:Int, p3:Int):Dynamic
Makes the specified ped attack the target ped.
p2 should be 0
p3 should be 16
**This is the server-side RPC native equivalent of the client native TASK_COMBAT_PED.
statictaskDriveBy(driverPed:Dynamic, targetPed:Dynamic, targetVehicle:Dynamic, targetX:Float, targetY:Float, targetZ:Float, distanceToShoot:Float, pedAccuracy:Int, p8:Bool, firingPattern:Int):Dynamic
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.
**This is the server-side RPC native equivalent of the client native TASK_DRIVE_BY.
statictaskEnterVehicle(ped:Dynamic, vehicle:Dynamic, timeout:Int, seatIndex:Int, speed:Float, flag:Int, p6:Dynamic):Dynamic
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
**This is the server-side RPC native equivalent of the client native TASK_ENTER_VEHICLE.
statictaskEveryoneLeaveVehicle(vehicle:Dynamic):Dynamic
TASK_EVERYONE_LEAVE_VEHICLE
*
* **This is the server-side RPC native equivalent of the client native [TASK_EVERYONE_LEAVE_VEHICLE](?\_0x7F93691AB4B92272).
statictaskGoStraightToCoord(ped:Dynamic, x:Float, y:Float, z:Float, speed:Float, timeout:Int, targetHeading:Float, distanceToSlide:Float):Dynamic
TASK_GO_STRAIGHT_TO_COORD
*
* **This is the server-side RPC native equivalent of the client native [TASK_GO_STRAIGHT_TO_COORD](?\_0xD76B57B44F1E6F8B).
statictaskGoToCoordAnyMeans(ped:Dynamic, x:Float, y:Float, z:Float, fMoveBlendRatio:Float, vehicle:Dynamic, bUseLongRangeVehiclePathing:Bool, drivingFlags:Int, fMaxRangeToShootTargets:Float):Dynamic
Tells a ped to go to a coord by any means.
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
};
**This is the server-side RPC native equivalent of the client native TASK_GO_TO_COORD_ANY_MEANS.
statictaskGoToEntity(entity:Dynamic, target:Dynamic, duration:Int, distance:Float, speed:Float, p5:Float, p6:Int):Dynamic
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).
**This is the server-side RPC native equivalent of the client native TASK_GO_TO_ENTITY.
statictaskHandsUp(ped:Dynamic, duration:Int, facingPed:Dynamic, p3:Int, p4:Bool):Dynamic
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.
**This is the server-side RPC native equivalent of the client native TASK_HANDS_UP.
statictaskLeaveAnyVehicle(ped:Dynamic, p1:Int, flags:Int):Dynamic
Flags are the same flags used in TASK_LEAVE_VEHICLE
*
* **This is the server-side RPC native equivalent of the client native [TASK_LEAVE_ANY_VEHICLE](?\_0x504D54DF3F6F2247).
statictaskLeaveVehicle(ped:Dynamic, vehicle:Dynamic, flags:Int):Dynamic
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.
**This is the server-side RPC native equivalent of the client native TASK_LEAVE_VEHICLE.
statictaskPlayAnim(ped:Dynamic, animDictionary:String, animationName:String, blendInSpeed:Float, blendOutSpeed:Float, duration:Int, flag:Int, playbackRate:Float, lockX:Bool, lockY:Bool, lockZ:Bool):Dynamic
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
}
**This is the server-side RPC native equivalent of the client native TASK_PLAY_ANIM.
statictaskPlayAnimAdvanced(ped:Dynamic, animDictionary:String, animationName:String, posX:Float, posY:Float, posZ:Float, rotX:Float, rotY:Float, rotZ:Float, blendInSpeed:Float, blendOutSpeed:Float, duration:Int, flag:Dynamic, animTime:Float, p14:Dynamic, p15:Dynamic):Dynamic
Similar in functionality to TASK_PLAY_ANIM, 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.
**This is the server-side RPC native equivalent of the client native TASK_PLAY_ANIM_ADVANCED.
statictaskReactAndFleePed(ped:Dynamic, fleeTarget:Dynamic):Dynamic
TASK_REACT_AND_FLEE_PED
*
* **This is the server-side RPC native equivalent of the client native [TASK_REACT_AND_FLEE_PED](?\_0x72C896464915D1B1).
statictaskShootAtCoord(ped:Dynamic, x:Float, y:Float, z:Float, duration:Int, firingPattern:Int):Dynamic
Firing Pattern Hash Information: https://pastebin.com/Px036isB
**This is the server-side RPC native equivalent of the client native TASK_SHOOT_AT_COORD.
statictaskShootAtEntity(entity:Dynamic, target:Dynamic, duration:Int, firingPattern:Int):Dynamic
//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
**This is the server-side RPC native equivalent of the client native TASK_SHOOT_AT_ENTITY.
statictaskWarpPedIntoVehicle(ped:Dynamic, vehicle:Dynamic, seatIndex:Int):Dynamic
NativeDB Introduced: v323
Warp a ped into a vehicle.
Note: It's better to use TASK_ENTER_VEHICLE with the flag "warp" flag instead of this native.
**This is the server-side RPC native equivalent of the client native TASK_WARP_PED_INTO_VEHICLE.
statictempBanPlayer(playerSrc:String, reason:String):Dynamic
statictriggerClientEventInternal(eventName:String, eventTarget:String, eventPayload:String, payloadLength:Int):Dynamic
The backing function for TriggerClientEvent.
statictriggerEventInternal(eventName:String, eventPayload:String, payloadLength:Int):Dynamic
The backing function for TriggerEvent.
statictriggerLatentClientEventInternal(eventName:String, eventTarget:String, eventPayload:String, payloadLength:Int, bps:Int):Dynamic
The backing function for TriggerLatentClientEvent.