ped
Methods
create_ped
delete_ped
Deletes the specified ped, then sets the handle pointed to by the pointer to NULL.
_set_remove_ped_networked
_0x7c08e7cb8d951b70
Only used in SP _SET_REMOVE_PED*
_set_ped_to_be_removed
clone_ped
clone_ped_to_target
Copies ped's components and props to targetPed. Can be used to clear anything from a ped by cloning it, including bullet holes.
is_ped_in_vehicle
Gets a value indicating whether the specified ped is in the specified vehicle.
is_ped_in_model
is_ped_in_any_vehicle
Gets a value indicating whether the specified ped is in any vehicle.
_0x9851de7aec10b4e1
is_ped_injured
Gets a value indicating whether this ped's health is below its injured threshold.
The default threshold is 100.
is_ped_fatally_injured
Gets a value indicating whether this ped's health is below its fatally injured threshold. The default threshold is 100. If the handle is invalid, the function returns true.
is_ped_dead_or_dying
_set_ped_bleedout_profile
Bleedout profiles: Animal_FastBleedout Animal_Generic Human_FastBleedout Human_Generic Human_Mission
For more information, see common/data/ai/peddamageinfo.meta
is_ped_aiming_from_cover
is_ped_reloading
Returns whether the specified ped is reloading.
is_ped_a_player
_is_animal_controlled_by_a_player
Returns true only if it's a player ped and an animal as well. IS_ANY* - IS_CONTROL*
create_ped_inside_vehicle
seatIndex: enum eVehicleSeat { VS_ANY_PASSENGER = -2, VS_DRIVER, VS_FRONT_RIGHT, VS_BACK_LEFT, VS_BACK_RIGHT, VS_EXTRA_LEFT_1, VS_EXTRA_RIGHT_1, VS_EXTRA_LEFT_2, VS_EXTRA_RIGHT_2, VS_EXTRA_LEFT_3, VS_EXTRA_RIGHT_3, VS_NUM_SEATS };
set_ped_desired_heading
force_all_heading_values_to_align
Old name: _FREEZE_PED_CAMERA_ROTATION
is_ped_facing_ped
angle is ped's view cone
is_ped_in_melee_combat
Notes: The function only returns true while the ped is: A.) Swinging a random melee attack (including pistol-whipping)
B.) Reacting to being hit by a melee attack (including pistol-whipping)
C.) Is locked-on to an enemy (arms up, strafing/skipping in the default fighting-stance, ready to dodge+counter).
You don't have to be holding the melee-targeting button to be in this stance; you stay in it by default for a few seconds after swinging at someone. If you do a sprinting punch, it returns true for the duration of the punch animation and then returns false again, even if you've punched and made-angry many peds
_0x6db875afc584fa32
Only used in R* SP Script winter1: p1 = 5000 _SET_PED_M*
is_ped_stopped
is_ped_sitting
_0x09d7afd3716da8e1
_0x9c81338b2e62ce0a
If returned true: CHECK_SHOT_NEAR: Succeeded shot near If returned false: CHECK_SHOT_NEAR: Failed shot near
_0xb7dbb2986b87e230
_0xd355e2f1bb41087e
is_any_ped_shooting_in_area
is_ped_shooting
Returns whether the specified ped is shooting.
time_since_ped_last_shot
Returns time since the specified ped last shot, in seconds. (fPlayerJustShotTime)
set_ped_accuracy
accuracy = 0-100, 100 being perfectly accurate
get_ped_accuracy
is_ped_model
explode_ped_head
Forces the ped to fall back and kills it.
It doesn't really explode the ped's head but it kills the ped
add_armour_to_ped
Same as SET_PED_ARMOUR, but ADDS 'amount' to the armor the Ped already has.
_0x5ca20fbe49891bbd
Used in Script Function MP_MAIN_OFFLINE__INITIALIZE_FLOW & PROCESS_GENERIC_PLAYER_INITIALIZATION
set_ped_into_vehicle
Ped: The ped to warp. vehicle: The vehicle to warp the ped into. seatIndex: see CREATE_PED_INSIDE_VEHICLE
set_ped_move_anims_blend_out
_0x606d529dada3c940
Not implemented.
is_ped_male
Returns true/false if the ped is/isn't male.
is_ped_human
Returns true/false if the ped is/isn't humanoid.
get_vehicle_ped_is_in
Gets the vehicle the specified Ped is in.
If the Ped is not in a vehicle and includeLastVehicle is true, the vehicle they were last in is returned.
reset_ped_last_vehicle
Resets the value for the last vehicle driven by the Ped.
_0xc6136b40fffb778b
_0x6e8b87139854022d
Only used in SP R* Script train_robbery3: p1 = CLIPSET
_get_num_free_slots_in_ped_pool
_reserve_ambient_peds
_reserve_ambient_peds_total
_unreserve_ambient_peds
_get_num_reserved_ambient_peds_desired
_get_num_reserved_ambient_peds_ready
_are_all_ambient_ped_reservations_ready
_set_scenario_ped_range_multiplier_this_frame
_0x9e3842e5dad69f80
Only used in SP R* Script loanshark_hunter
_set_ambient_ped_density_multiplier_this_frame
set_scenario_ped_density_multiplier_this_frame
_set_ambient_animal_density_multiplier_this_frame
_set_ambient_human_density_multiplier_this_frame
_set_scenario_animal_density_multiplier_this_frame
_set_scenario_human_density_multiplier_this_frame
_set_scenario_ped_density_this_frame
Sets the scenario ped density to the given config.
Valid configs:
- BLACKWATER
- DEFAULT
- NEWBORDEAUX
- RHODES
- STRAWBERRY
- TUMBLEWEED
- VALENTINE
- VANHORN
See common/data/ai/densityscoringconfigs.meta for more information.
instantly_fill_ped_population
_0xbfa6b7731c3baf02
Only used in R* Script tg_p (CLIENT__AMBIENT_POPULATION - Player starts the populate in region)
is_instantly_fill_ped_population_finished
set_ped_non_creation_area
The distance between these points, is the diagonal of a box (remember it's 3D).
clear_ped_non_creation_area
_attach_volume_to_entity
_detach_volume_from_entity
set_ped_onto_mount
_remove_ped_from_mount
create_ped_on_mount
_is_mount_seat_free
is_ped_on_mount
is_ped_fully_on_mount
get_mount
_get_last_led_mount
Returns last horse the ped was leading
_get_last_mount
_0xed1c764997a86d5a
Only used in R* Script nb_stalking_hunter
_0xb8ab265426cfe6dd
_SET_HO*
_0xe8d1ccb9375c101b
Returns dismounted timestamp
_0xa691c10054275290
_0x6734f0a6a52c371c
_0x024ec9b649111915
set_ped_owns_animal
_get_active_animal_owner
_clear_active_animal_owner
Used in Script Functions PLAYER_HORSE_RELEASE_HORSE_TO_AMBIENT_WORLD (p1 = true), HORSE_SETUP_PLAYER_HORSE_ATTRIBUTES (p1 = false) Set to false for player horse in scripts and seems it's only true when releasing/changing a player horse? Cannot determine what effect it has, but it doesn't seem to affect _GET_HORSE_TAMING_STATE
_get_horse_taming_state
Returns an int based on enum eTamingState
enum eTamingState { ATS_INVALID = 0, ATS_INACTIVE, ATS_TARGET_DETECTED, ATS_CALLED_OUT, ATS_MOUNTABLE, ATS_BEING_PATTED, ATS_BREAKING_ACTIVE, ATS_SPOOKED, ATS_RETREATING, ATS_FLEEING };
_0x54d3cd482742c482
_0x5cb2ebb467be3ed6
_0x9f0f28b42c4ee80a
_set_mount_bonding_level
_set_mount_security_enabled
Note: this native was added in build 1232.40
_0x9b65444c07b782bf
Only used in SP R* Script winter1: p1 = Winter1Mount
is_animal_interaction_possible
_is_animal_interaction_running
_0x8be24d74d74c6e9b
Used in Script Function NET_CAMP_DOG_CLIENT_HANDLE_ANIMAL_INTERACTION
_0x77243ed4f7caaa55
_IS_I* - _IS_L*
is_ped_on_vehicle
Gets a value indicating whether the specified ped is on top of any vehicle.
Return 1 when ped is on vehicle. Return 0 when ped is not on a vehicle.
is_ped_on_specific_vehicle
_warp_ped_out_of_vehicle
set_ped_money
get_ped_money
set_blocking_of_non_temporary_events_for_ambient_peds_this_frame
_0x34eddd59364ad74a
_0x2d976dbdc731df80
is_ped_sitting_in_vehicle
Detect if ped is sitting in the specified vehicle True/False
is_ped_sitting_in_any_vehicle
Detect if ped is in any vehicle True/False
is_ped_on_foot
is_ped_planting_bomb
get_dead_ped_pickup_coords
is_ped_in_any_boat
is_ped_in_any_heli
is_ped_in_any_plane
is_ped_in_flying_vehicle
_0x256edd55c6be1482
_IS_PED_FL* - _IS_PED_FU*
get_ped_last_damage_bone
clear_ped_last_damage_bone
_get_ped_damage_cleanliness
enum ePedDamageCleanliness { PED_DAMAGE_CLEANLINESS_POOR, PED_DAMAGE_CLEANLINESS_GOOD, PED_DAMAGE_CLEANLINESS_PERFECT };
_set_ped_damage_cleanliness
damageCleanliness: see _GET_PED_DAMAGE_CLEANLINESS
_get_ped_damaged
Returns true if _GET_PED_DAMAGE_CLEANLINESS was ever lower than 2
_set_ped_damaged
_set_player_current_animal_damage_modifier
Animal Skin Quality Modifier Params: p2 = 2, p3 = 3 in R* Scripts
_update_animal_damage_modifier
_get_player_current_animal_damage_modifier
Returns animal skin quality modifier
_0xb29c553ba582d09e
Used in Script Function SATCHEL_COUNT_BREAKDOWN_COMPONENTS
_0x101b45c5f56d970f
_compute_satchel_item_for_ped_carcass
Related to dead animals items/loots Notice: skinningQuality is partially calculated using pedQuality
compute_satchel_item_for_ped_damage
set_ai_weapon_damage_modifier
reset_ai_weapon_damage_modifier
_set_total_ped_damage_from_ai
_SET_W(EAPON?)*
_0xa6d6f03095c88f59
DELETE*
_get_total_ped_damage_from_ai
_GET_WA*
set_ped_to_player_weapon_damage_modifier
Old name: _SET_PED_DAMAGE_MODIFIER
get_ped_to_player_weapon_damage_modifier
_set_current_defense_against_players_modifier
_0x763fa8a9d76ee3a7
Used in Script Function NB_EVENT_OVERRIDE__HANDLE__EVENT_DAMAGE_ENTITY
set_ai_melee_weapon_damage_modifier
_set_accuracy_against_local_player_modifier
_get_accuracy_against_local_player_modifier
_set_ped_headshot_damage_multiplier
_0xdee8d30aa5c2e28d
_0xe1b3be07d3aadded
_0x32ceda9a0ab4cef7
_0x52a24d8a1da89658
_0x34b5ceac180a5d6e
_0x4f27603e44a8e4c0
_0x3fdcc1f8c17e303e
Changes health bar around heart core icon INITIALISE_NEW_ROLE - Applying Super Jump buffs: p1 = 10, p2 = 0.0f INITIALISE_NEW_ROLE - Clearing up Super Jump buffs: p1 = 10, p2 = 1.0f _SET_D*
_0xe50c9816b3f22d8b
_SET_D*
_set_defense_modifier_for_ped
_set_min_ped_health_threshold
_0xc5b78e41dcf8227c
_SET_H* - _SET_I*
set_ped_can_be_targetted
set_ped_can_be_targetted_by_team
set_ped_can_be_targetted_by_player
_set_interaction_lockon_flag
is_ped_falling
_is_ped_sliding
is_ped_jumping
is_ped_climbing
_is_ped_climbing_ladder
_0x577c60ba06d0ea64
_IS_PED_C* - _IS_PED_D*
is_ped_vaulting
is_ped_diving
is_ped_opening_door
Returns true if the ped is currently opening a door (CTaskOpenDoor).
Old name: _IS_PED_OPENING_A_DOOR
_0x5c6c7c70ca302801
_IS_PED_IN*
_0xb91ab3be7f655d49
_IS_PED_J* - _IS_PED_L*
is_ped_in_any_taxi
set_ped_id_range
_get_ped_id_range
set_ped_highly_perceptive
set_ped_injured_on_ground_behaviour
disable_ped_injured_on_ground_behaviour
_0x028e7b3bba0bd2fc
_SET_ST* - _SET_SW*
_0xfa8c10dce0706d43
HAS_PED*
_set_ped_animal_detection_modifier
_0x2ba9d7bf629f920c
Used in Script Function CHECK_IS_PLAYER_SEEN GET_PED*
set_ped_seeing_range
_0x900ca00ce703e1e2
Used in Script Function AGGRO_SHOULD_PED_HEAR_DEATH GET_PED*
set_ped_hearing_range
set_ped_visual_field_min_angle
set_ped_visual_field_max_angle
set_ped_visual_field_peripheral_range
set_ped_visual_field_center_angle
_0x9ab33cb5834885b3
_SET_PED_M*
_0x899dfa0009ac93de
_SET_PED_O*
_0x3a5697b80fed5ebe
_SET_PED_MO*
set_ped_stealth_movement
Not implemented.
get_ped_stealth_movement
Returns whether the entity is in stealth mode
_set_ped_crouch_movement
get_ped_crouch_movement
get_ped_is_doing_combat_roll
create_group
Creates a new ped group. Groups can contain up to 8 peds.
The parameter is unused.
Returns a handle to the created group, or 0 if a group couldn't be created.
set_ped_as_group_leader
set_ped_as_group_member
set_ped_can_teleport_to_group_leader
This only will teleport the ped to the group leader if the group leader teleports (sets coords).
Only works in singleplayer
remove_group
remove_ped_from_group
is_ped_group_member
_is_ped_group_leader
is_ped_hanging_on_to_vehicle
set_group_separation_range
Sets the range at which members will automatically leave the group.
_0x89e59dbd15e21177
_SET_C*
is_ped_prone
_is_ped_investigating
_IS_PED_IN*
is_ped_in_combat
can_ped_in_combat_see_target
is_ped_jacking
is_ped_being_jacked
is_ped_being_stunned
get_peds_jacker
get_jack_target
is_ped_fleeing
is_ped_in_cover
_0x2dd4e0e26dfad97d
_IS_PED_M* - _IS_PED_O*
_ped_was_killed_by_headshot
_ped_dueling_did_player_headshot_opponent
is_ped_in_cover_facing_left
is_ped_going_into_cover
is_ped_responding_to_threat
_get_active_dynamic_scenario_2
Returns kneeling, sitting, squating, and sleeping scenario hashes
_get_active_dynamic_scenario
Returns kneeling, sitting, squating, and sleeping scenario hashes
_give_ped_scenario_prop
give_ped_hash_scenario_prop
_give_ped_scenario_prop_dynamic
Only used in SP R* Script rcm_jack2
_request_prop_scenario_ped
_request_ped_for_scenario_type
_get_ped_register_prop
Gets a registered/attached prop entity for a particular ped. Second parameter will detach the prop entity from the ped if true. Props primarily appear to come from scenarios, such as a broom or hay bale.
Known props: https://pastebin.com/ap2NEJqB
get_seat_ped_is_trying_to_enter
get_ped_source_of_death
Returns the entity that killed the ped
It is best to check if the Ped is dead before asking for its killer.
get_ped_cause_of_death
Returns the hash of the weapon/model/object that killed the ped.
get_ped_time_of_death
count_peds_in_combat_with_target
_get_peds_in_combat_with_target
count_peds_in_combat_with_target_within_radius
get_current_target_for_ped
set_ped_relationship_group_default_hash
_get_default_relationship_group_hash
set_ped_relationship_group_hash
set_relationship_between_groups
clear_relationship_between_groups
add_relationship_group
The hash of the created relationship group is output in the second parameter.
remove_relationship_group
get_relationship_between_peds
get_ped_relationship_group_default_hash
get_ped_relationship_group_hash
get_relationship_between_groups
_0xdc91f22f09bc6c2f
Used in Script Function MP_MAIN_OFFLINE__INITIALIZE_GAME SET_RELATIONSHIP*
_0x9629faf6460d35cb
_0x4e68c7ef706df35d
_0x3acce14dfa6ba8c2
Used in R* Script net_fetch (NET_FETCH_UPDATE_RECIPIENT_PROP_ILO_IN_COMBAT) and various SP Scripts Params: p1 = 4/5/6, p5 = 40.f/100.f, coords = Player ped Perhaps returns some distance (Clearing that the local player is able to use ILO while in combat because they are near the recipient but also near hated peds) _GET_NUM_M* - _GET_PEDS_J*
set_ped_to_inform_respected_friends
_0x40c9155af8bc13f3
_IS_PED_RE*
_0xf4860514ad354226
Only used in SP Scripts Returns count / index _C*
is_ped_responding_to_event
_0x5e9faf6c513347b4
Only used in R* SP Scripts _GET_PED_IN*
_0x326f7951ef0d7f75
Only used in R* SP Script short_update GET_TARGET* - _GET_TRACKED*
_0xe76687023d8c8505
Used for AUDIO / ANIMSCENE (REFERENCE_REGIONAL_CHARACTER) Params: p1 = 0 _GET_PED_IN*
_0xcb8f4c9343ebe240
Only used in R* SP Scripts _GET_PLAYER_W* - GET_RANDOM*
set_ped_firing_pattern
Used in various R* MP & SP Scripts
_set_ped_firing_pattern_2
Used in R* MP Script fm_mission_controller and various R* SP Scripts for ambush*
_set_ped_firing_pattern_3
Only used in R* MP Script fm_mission_controller
set_ped_shoot_rate
Params: shootRate = 0 - 1000
_0x3c529a827998f9b3
_SET_PED_TA* - SET_PED_TO*
_0x1f44b7e283c09ede
Only used in SP R* Scripts Params: p2 = same as p2 of 0x3C529A827998F9B3 _SET_PED_TA* - SET_PED_TO*
set_combat_float
combatType can be between 0-14. See GET_COMBAT_FLOAT below for a list of possible parameters. https://github.com/femga/rdr3_discoveries/tree/master/AI/COMBAT_FLOATS
get_combat_float
get_group_size
does_group_exist
_0x0455546f23ff08e4
DOES_GROUP* - _DOES_N*
is_group_locally_controlled
get_ped_group_index
Returns the groupId of which the specified ped is a member of.
is_ped_in_group
_is_ped_leading_any_group
_IS_PED_L* - _IS_PED_M*
get_player_ped_is_following
set_group_formation
eFormationType
0: Default 1: Circle Around Leader 2: Alternative Circle Around Leader 3: Line, with Leader at center
_get_group_formation
set_group_formation_spacing
reset_group_formation_default_spacing
_0xb05cc690cde8a4a9
Used to set up bad guy groups in nb_kidnapped R* Script (MP_RE_KIDNAPPED): p1 = 4.f SET_FORMATION*
add_custom_formation_location
add_formation_location
set_formation_positions_target_radius
_set_formation_auto_assign_position
_set_ped_formation_position
_0x8af8e647d6b2a649
Returns offset (0 < 32) to be used with MISC::SET_BIT _GET_PED_CR*
_0x87c2724a56f66020
_CLEAR_PED_E* - _CLEAR_PED_L*
_0xd5bd1b5318a81994
SET_FORMATION*
_0x9bbeaf8b0c007f1e
_SET_PLAYER_CAN_B* - _SET_PLAYER_CAN_U*
_0xc99f104bdf8c7f5a
_SET_PLAYER_N* - _SET_PLAYER_S*
_0x02e741e19e39628c
_SET_PLAYER_SN* - _SET_PLAYER_STAMINA*
_0x97c475212b327666
SET_SCENARIO_PED* - SET_SPAWNER*
_0x154b7e841ac7412f
SET_SCENARIO_PED* - SET_SPAWNER*
_0x8afccc0f18d70018
SET_FORMATION*
_0xe1103300f3456de7
_SET_FORMATION_P*
_0xa8a95cecb1906ea2
_SET_ENABLE_B* - _SET_ENABLE_H*
_0xddfad4deaa7fa362
_SET_FORMATION_P*
_0x966de09688a1de39
_SET_FORMATION_P*
_0x7e5185b979706210
_SET_FORMATION_P*
_0x40c3524d4ed83554
SET_SCENARIO_PED* - SET_SPAWNER*
_0x86fafc18e3d4380c
_0x07ea5b053fa60ac7
_0xf9cbd46433e36713
Used in Script Function PLAYER_HEAD_TRACKING_MAINTAIN
get_vehicle_ped_is_using
get_vehicle_ped_is_entering
_get_vehicle_draft_horse_is_attached_to
_get_last_vehicle_draft_horse_was_attached_to
get_seat_ped_is_using
_get_transport_ped_is_seated_on
is_ped_entering_any_transport
set_ped_gravity
_0x96595b36d6a2279b
Only used in R* Script mob4 combined with SET_ANIMAL_TUNING_BOOL_PARAM _SET_PED_S* - SET_PED_TARGET*
_set_ped_immersion_flag
Only used in R* Script beat_sharp_shooter Blocks ped from swimming underwater
_0xa90684ed185ccb4b
Only used in R* Script mob4 and rcm_mason4 SET_PED_DEFENSIVE* - SET_PED_DESIRED*
_fake_set_ped_loco_injured
_force_ped_death
apply_damage_to_ped
damages a ped with the given amount
_0xbad2a311667a50d7
_SET_PED_D*
get_ped_type
set_ped_as_cop
Turns the desired ped into a cop. If you use this on the player ped, you will become almost invisible to cops dispatched for you. You will also report your own crimes, get a generic cop voice, get a cop-vision-cone on the radar, and you will be unable to shoot at other cops. Toggling ped as "false" has no effect; you must change p0's ped model to disable the effect. toggle = bSetRelGroup
_0x405180b14da5a935
_SET_PED_A*
_set_ped_interaction_personality
personality (script_mp_rel): NONE, AGGRESSIVE, TIMID (non-aggressive), CRIPPS, SCRIPTEDINTIMIDATION, MAGGIE, MARCEL, SCRIPTEDSALOON personality (script_rel): AVOID, SCRIPTEDOUTLAW, TIMIDGUARDDOG, SCRIPTEDTIMIDROB, AGGRESSIVECAMPER, LAZYDOG, KIERANTIEDUP, SCRIPTEDGALA
_get_ped_interaction_personality
_set_ped_personality
Hashes: STANDARD_PED_AGRO_GUARD, BOUNTY_HUNTER, PLAYER_HORSE, LAW_POLICE, GUARD_DOG, ATTACK_DOG Personalities can also be found in common:/data/ai/interactionpersonalities
_0x329772c47dbb2fbc
_SET_PED_P* - _SET_PED_R*
_get_is_ped_in_dispute_with_ped
Returns true if ped is in a dispute another ped (pedInDisputeWith can also be 0)
_0x94132d7c8d3575c4
GET_IS_PED*
_0x8af46e5159a5b620
_SET_PED_IN*
_0x45fea6d5539bd474
_SET_PED_IN*
_set_ped_interaction_positive_response
_0xe37acee15ac50c7e
_SET_PED_IN*
_set_ped_interaction_negative_response
_0x41c23a8e6b344867
_SET_PED_IN*
get_is_ped_responding_to_positive_interaction
get_is_ped_responding_to_negative_interaction
_0xa7dc9266ed6a4e51
_CLEAR_PED_B* - _CLEAR_PED_C*
_0x89816b58c3466262
_GET_PED_B* - _GET_PED_C*
_0x97b06669ac569003
_CLEAR*
_0x85f500f4e24ca43e
Used in Script Function SKCS_PLAYER_ROBBING _SET_PED_A*
_0x9b9b9fa0ea283e3d
Used in Script Function SKCS_PLAYER_ROBBING SET_PED_SHOULD_PLAY* - _SET_PED_SW*
_0xec60d1d225bc50aa
_SET_C*
_0x12f2d161bf4031fc
_SET_A* - _SET_B*
_0x0ada3ec589e1736e
_get_is_ped_being_robbed
If p2 is false, then this native will return true until the interaction is complete. If true, the native will return true until player pockets robbery item. GET_IS_PEDM-R*
_0xd55db4466d00a258
Used in Script Function LA_CHECK_ALERTED GET_IS_PED*
set_ped_max_health
Sets the maximum health of a ped.
get_ped_max_health
_set_ped_health_config
configHash: see pedhealth.meta
init_ped_default_health
set_ped_max_time_in_water
set_ped_max_time_underwater
_0xaf041c10756c30fb
_CLEAR_PED_D*
_0x5af24ca9c974e51a
_SET_C*
set_ped_can_be_knocked_off_vehicle
state: enum eKnockOffVehicle { KNOCKOFFVEHICLE_DEFAULT, KNOCKOFFVEHICLE_NEVER, KNOCKOFFVEHICLE_EASY, KNOCKOFFVEHICLE_HARD };
can_knock_ped_off_vehicle
knock_ped_off_vehicle
get_ped_as_group_member
get_ped_as_group_leader
set_ped_keep_task
is_ped_swimming
is_ped_swimming_under_water
_0xdc88d06719070c39
IS_PED_IN* (near water?) Returns true if ped is swimming in water
set_create_random_cops
is_ped_in_any_train
is_ped_getting_into_a_vehicle
_0x550cb89dd7f4fa3d
HAS_PED*
set_enable_handcuffs
Ped can not pull out a weapon when true
set_enable_bound_ankles
_0x8822f139408b8d0a
If returned true, SET_ENABLE_BOUND_ANKLES is called in R* Script guama2 _GET_D* - _GET_E*
_0x8822f124788b8d0a
Only used in R* Script train_robbery4 _SET_PED_D*
reset_ped_weapon_movement_clipset
_set_ped_getup_animation
_0x88a95bb640fc186f
Used in R* Script generic_weight_control_item CLEAR_PED_E* - CLEAR_PED(G?)L*
reset_ped_in_vehicle_context
_0x878e8104fa27cdae
set_ped_gesture_group
_set_ped_desired_loco_for_model
Seems to set the ped's loco type. Values used in the scripts: algie angry_female arthur_healthy cowboy cowboy_f default default_female free_slave_01 free_slave_02 gold_panner guard_lantern injured_general john_marston lilly_millet lone_prisoner lost_man mp_ova_hunter mp_ova_hunter_female murfree old_female primate rally waiter war_veteran
_clear_ped_desired_loco_for_model
Clears locomotion archetype
_set_ped_desired_loco_motion_type
Sets peds motion type
_clear_ped_desired_loco_motion_type
_0x2371c39d4f91c288
_request_ped_getup_animation
Known get up animation types: REAR, FRONT
ped_cower_in_place
ped_cower_move_to_point
_0x16f798a05bb9e3b5
_PED_COWER_M*
_ped_emotional_preset_loco_motion
target: 0 affects everyone duration: -1 indefinite flag: always 4 in R* Scripts
_ped_clear_loco_motion
_0x32ccad8a981b53d3
STOP(?)*
_set_ped_drunkness
SOBER = 0.0f, SLIGHTLY_DRUNK = 0.25f, MODERATELY_DRUNK = 0.5f, VERY_DRUNK = 1.0f
_is_ped_drunk
_get_ped_drunkness
Returns ped drunk level _H* or _I*
get_anim_initial_offset_position
get_anim_initial_offset_rotation
set_ped_random_component_variation
knock_off_ped_prop
set_blocking_of_non_temporary_events
_get_blocking_of_non_temporary_events
_0xc17a94cc8fc3c61a
_SET_PED_P* - _SET_PED_R*
_set_ped_scale
_0x134775b093ad5c38
_GET_PED_M*
_get_ped_height
_get_ped_model_size_from_hash
PS_SMALL = 0, PS_MEDIUM, PS_MEDIUM_LARGE, PS_LARGE, PS_EXTRA_LARGE
register_target
_register_hated_targets_in_area
register_hated_targets_around_ped
Based on TASK_COMBAT_HATED_TARGETS_AROUND_PED, the parameters are likely similar (PedHandle, and area to attack in).
_is_target
_remove_target
get_closest_ped
Gets the closest ped in a radius.
can_ped_ragdoll
set_ped_to_ragdoll
nmTaskMessageParameterName: See physicstasks.ymt. Search for DraggedByCart or 0xD00820D7 (Used in R* SP Script marston8)
set_ped_to_ragdoll_with_fall
set_ped_ragdoll_on_collision
Causes Ped to ragdoll on collision with any object (e.g Running into trashcan). If applied to player you will sometimes trip on the sidewalk.
_set_ped_to_disable_ragdoll
is_ped_ragdoll
If the ped handle passed through the parenthesis is in a ragdoll state this will return true.
is_ped_running_ragdoll_task
set_ped_ragdoll_force_fall
_0x8cb2553c559102c1
_SET_PED_T* - SET_PED_U*
_0xfd3c31a2e45671e7
_DISABLE_A* - _DISABLE_C*
reset_ped_ragdoll_timer
set_ped_can_ragdoll
_0x3aec4a410ecaf30d
_IS_PED_R*
is_ped_running_mobile_phone_task
set_ragdoll_blocking_flags
https://github.com/femga/rdr3_discoveries/tree/master/AI/RAGDOLL_BLOCKING_FLAGS
flags: enum eRagdollBlockingFlags { RBF_BULLET_IMPACT = (1 << 0), RBF_VEHICLE_IMPACT = (1 << 1), RBF_FIRE = (1 << 2), RBF_ELECTROCUTION = (1 << 3), RBF_PLAYER_IMPACT = (1 << 4), RBF_EXPLOSION = (1 << 5), RBF_IMPACT_OBJECT = (1 << 6), RBF_MELEE = (1 << 7), RBF_RUBBER_BULLET = (1 << 8), RBF_FALLING = (1 << 9), RBF_WATER_JET = (1 << 10), RBF_DROWNING = (1 << 11), RBF_0x9F52E2C4 = (1 << 12), RBF_PLAYER_BUMP = (1 << 13), RBF_PLAYER_RAGDOLL_BUMP = (1 << 14), RBF_PED_RAGDOLL_BUMP = (1 << 15), RBF_VEHICLE_GRAB = (1 << 16), RBF_SMOKE_GRENADE = (1 << 17), RBF_HORSE_BUMP = (1 << 18), RBF_ACTIVATE_ON_COLLISION = (1 << 19) };
clear_ragdoll_blocking_flags
flags: see SET_RAGDOLL_BLOCKING_FLAGS
_0x9f933e0985e12c51
_0x88b2026a3b0be33d
set_ped_defensive_area_volume
set_ped_sphere_defensive_area
_set_ped_defensive_sphere_attached_to_entity
_set_ped_defensive_area_to_angled_area
SET_PED(A?)*
set_ped_defensive_area_direction
remove_ped_defensive_area
Ped will no longer get angry when you stay near him.
get_ped_defensive_area_position
is_ped_defensive_area_active
_get_ped_defensive_volume
_0x4ec4ea2f72b36358
_SET_PED_A*
_0xcf0b19806473d324
SET_PED_COMBAT*
_0xb4b7c92fce7347b7
_RESET_PED_C*
revive_injured_ped
resurrect_ped
This function will simply bring the dead ped back to life.
Before calling this function, you may want to declare the position, where your Resurrected ped to be spawn at because theres a chance the ped will fall through the map
Also, disabling any assigned task immediately helped in the number of scenarios, where If you want peds to perform certain decided tasks.
set_ped_name_debug
nullsub, doesn't do anything
special_function_do_not_use
_0x7020839c7302d8ac
HAS*
_0xe1aadd0055d76603
_C*
_0x5a1a929c8b729b4a
_C*
_0x97a38b65ebda3d50
_SET_PED_D*
_0x06a10b4d7f50b0c3
_GET_PED_D*
_0x88a5564b19c15391
_0x354ca4dddeec397a
_0xfea6126c34df2532
METAPED_PLAYER_COMPONENTS_SET_META_TYPE_TO_BE_BYPASSED: Setting visibility _SET_M* - _SET_P*
_0xa967d6a8ed2d713b
_SET_PED_P* - _SET_PED_R*
apply_ped_blood_specific
_0x58d32261ae0f0843
_0x735662994e60a710
_SET_PED_F*
_0x91bab9e064f036cd
_0x897934e868eddd6c
_set_ped_activate_wound_effect
bloodFountainPressure: visible effect from 0.0 till 20.0 yaw: visible effect from -3.0 till 3.0 bloodFountainDirection: 1.0 left side, -1.0 right side bloodFountainPulse: from 0.1 (low) till 1.0 (fast) make blood fountain from your stomach: _SET_PED_ACTIVATE_WOUND_EFFECT(ped, unk, 2, 14411, 0.0, 0.1, 0.0, 0.0, 3.0, -1.0, 1.0)
_update_ped_wound_effect
Params: 0.0f to remove wound effects
apply_ped_damage_pack
clear_ped_blood_damage
clear_ped_blood_damage_by_zone
clear_ped_damage_decal_by_zone
_clear_ped_blood_damage_facial
_0x34c11114887150fd
_0xd8544f6260f5f01e
METAPED_PLAYER_COMPONENTS_SET_META_TYPE_TO_BE_BYPASSED: Setting visibility p1 is mostly 10 _CLEAR_PED_N* - _CLEAR_PED_W*
_0xeb8886e1065654cd
Washing player's face/hands now _FA* - _FI*
fade_and_destroy_ped
_is_ped_queued_for_deletion
clear_ped_wetness
It clears the wetness of the selected Ped/Player. Clothes have to be wet to notice the difference.
set_ped_wetness_height
It adds the wetness level to the player clothing/outfit. As if player just got out from water surface.
_0xf9cff5bb70e8a2cb
_SET_PED_WETNESS*
set_ped_wetness_enabled_this_frame
combined with PED::SET_PED_WETNESS_HEIGHT(), this native makes the ped drenched in water up to the height specified in the other function
_0xa7a806677f8de138
Washing player's face/hands now _CLEAR_PED_E* - _CLEAR_PED_L*
_0xa064bbabb064446f
clear_ped_env_dirt
set_ped_sweat
clear_ped_decorations
was_ped_skeleton_updated
Despite this function's name, it simply returns whether the specified handle is a Ped.
get_ped_bone_coords
Gets the position of the specified bone of the specified ped.
ped: The ped to get the position of a bone from. boneId: The ID of the bone to get the position from. This is NOT the index. offsetX: The X-component of the offset to add to the position relative to the bone's rotation. offsetY: The Y-component of the offset to add to the position relative to the bone's rotation. offsetZ: The Z-component of the offset to add to the position relative to the bone's rotation.
add_scenario_blocking_area
blockingFlags: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eScenarioBlockingFlags
remove_scenario_blocking_areas
remove_scenario_blocking_area
_add_scenario_blocking_volume
flag: see ADD_SCENARIO_BLOCKING_AREA
_0x6f46f8acb44c4fc1
_is_scenario_blocking_area_valid
is_ped_using_scenario_hash
Equivalent to IS_PED_USING_SCENARIO from V but takes a hash instead of a string.
is_ped_using_any_scenario
is_ped_using_this_scenario
_can_ped_use_scenario_point
p2 is always 0, p3 is always 0, p4 is always 1
_0x1148f706cf4ebdda
_CAN_PED_SEE* - CAN_PED_USE(SCENARIO_HASH?)*
set_ped_panic_exit_scenario
toggle_scenario_ped_cower_in_place
If toggle is true, when the ped is using a scenario he will stop it and become scared If toggle is false, the ped will not be scared anymore and continue his scenario
Old name: _SET_PED_SCARED_WHEN_USING_SCENARIO
_0xd8ceeed54c672b5d
set_ped_should_play_directed_normal_scenario_exit
Old name: _SET_PED_SHOULD_PLAY_DIRECTED_SCENARIO_EXIT
set_ped_should_play_normal_scenario_exit
set_ped_should_play_immediate_scenario_exit
set_ped_should_play_flee_scenario_exit
lookIntensity: 0 - REACT_LOOK_NONE 1 - REACT_LOOK_LOW 2 - REACT_LOOK_MEDIUM 3 - REACT_LOOK_HIGH
set_ped_should_play_combat_scenario_exit
lookIntensity: see SET_PED_SHOULD_PLAY_FLEE_SCENARIO_EXIT
set_ped_should_play_emotional_scenario_exit
lookIntensity: see SET_PED_SHOULD_PLAY_FLEE_SCENARIO_EXIT
set_ped_should_play_quick_scenario_exit
lookIntensity: see SET_PED_SHOULD_PLAY_FLEE_SCENARIO_EXIT
_0xf9331b3a314eb49d
_0xe735a7da22e88359
_0x82cb0f3f0c7785e5
_0xca95c156c14b2054
set_facial_idle_anim_override
clear_facial_idle_anim_override
_request_ped_facial_mood_this_frame
mood: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/fwFacialAnimRequest__Mood Params: p2 = 6 in R* Scripts
_0xd2f0fe8805d91647
set_ped_can_play_gesture_anims
_0x7edb3c766b0d073f
Only used in R* Script net_moonshine_property _A* - _B*
set_ped_can_play_ambient_anims
set_ped_can_play_ambient_base_anims
_0x4f63433ce3c08230
Only used in R* Script shop_harriet _SET_PED_F*
set_ped_can_arm_ik
_set_ped_can_unk_bodypart_ik
SET_PED_CAN(?)_IK*
set_ped_can_head_ik
set_ped_can_leg_ik
set_ped_can_torso_ik
set_ped_can_torso_react_ik
set_ped_can_torso_vehicle_ik
set_ped_can_use_auto_conversation_lookat
is_ped_headtracking_ped
is_ped_headtracking_entity
_disable_ambient_look_at_requests
_disable_all_look_at_requests
_0xcd9e5f94a2f38683
_SET_PED_R* - _SET_PED_S*
set_ped_cloth_pin_frames
Old name: SET_PED_CLOTH_PACKAGE_INDEX
_0x1d4636c90bbefacb
_SET_PED_CA* - _SET_PED_CO*
_0xef371232bc6053e1
ADD*
_0x86f0b6730c32ac14
SET_PED*
_0x8101ba1c0b462412
ATTACH*
set_ped_config_flag
flagId: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePedScriptConfigFlagshttps://alloc8or.re/rdr3/doc/enums/ePedScriptConfigFlags.txthttps://github.com/femga/rdr3_discoveries/tree/master/AI/CPED_CONFIG_FLAGS
set_ped_reset_flag
Needs to be called every frame
flagid:https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePedScriptResetFlagshttps://github.com/femga/rdr3_discoveries/tree/master/AI/CPED_RESET_FLAGS
get_ped_config_flag
flagId: see SET_PED_CONFIG_FLAG
get_ped_reset_flag
_0xc6981aff6d2a71c2
_0xe0fe107ab174d64a
set_ped_group_member_passenger_index
is_ped_evasive_diving
Presumably returns the Entity that the Ped is currently diving out of the way of.
_shoot_trigger_at_coords
Triggers a gunshot Params: p5 = -1 in R* Scripts
_is_this_model_a_horse
set_ped_model_is_suppressed
_is_ped_model_suppressed
_0x7abbd9e449e0db00
_set_ped_disable_kick_move
Disables being able to kick move ped.
set_ped_can_ragdoll_from_player_impact
_0xe6cb36f43a95d75f
set_ped_leg_ik_mode
_is_ped_in_point
If returned true: There are enemy peds near friendly turn in ped. Going to aggro. If returned false: Moving back to idle as there aren't any remaining enemy peds near ped IS_PED_IN*
_set_ped_can_be_lassoed
SET_PED_CAN_*
set_ped_combat_movement
0 - Stationary (Will just stand in place) 1 - Defensive (Will try to find cover and very likely to blind fire) 2 - Offensive (Will attempt to charge at enemy but take cover as well) 3 - Suicidal Offensive (Will try to flank enemy in a suicidal attack)
get_ped_combat_movement
_0x815c0074a1bc0d93
_SET_PED_COMBAT_R - _SET_PED_C*
_0xffde295662405b25
_GET_PED_COMBAT_M* - _GET_PED_C*
set_ped_combat_ability
abilityLevel: enum eCombatAbilityLevel { CAL_POOR, CAL_AVERAGE, CAL_PROFESSIONAL };
set_ped_combat_range
range: enum eCombatRange { CR_NEAR, CR_MEDIUM, CR_FAR, CR_VERY_FAR };
set_ped_combat_attributes
attributeIndex: https://alloc8or.re/rdr3/doc/enums/eCombatAttribute.txthttps://github.com/femga/rdr3_discoveries/tree/master/AI/COMBAT_ATTRIBUTES
_get_ped_combat_attribute
_set_ped_combat_attribute_hash
Hashes: GUARD, COMBAT_ANIMAL, LAW, LAW_SHERIFF _SET_PED_COMBAT_A* - _SET_PED_COMBAT_M*
set_ped_target_loss_response
TLR_ExitTask = 0, TLR_NeverLoseTarget, TLR_SearchForTarget
_0x0a4618ffd517e24d
_0x712b2c2b2471b493
_SET_PED_MO*
_0x00b380ff2df6ab7a
_set_ped_combat_style
https://github.com/femga/rdr3_discoveries/tree/master/AI/COMBAT_STYLES Params: p2 is usually 1, sometimes 0 or 2 duration in seconds, -1.0 = forever
_clear_ped_combat_style
Params: p1 = 1 in R* Scripts
_set_ped_combat_style_mod
duration in seconds, -1.0 = forever
_clear_ped_combat_style_mod
CLEAR_PED_COMBAT*
_0x5bf0b9d9a8e227a0
_IS_PED_B* - _IS_PED_C*
_0x642720d8d69328b6
_SET_PED_M*
is_ped_performing_melee_action
_0x99df2639da76c1dc
CAN_PED*
_get_ped_melee_action_phase
is_ped_being_stealth_killed
get_melee_target_for_ped
_0xdedbed3020da49dc
_0xa405bf9f01960c16
_get_ped_brawling_style
_set_ped_brawling_style
brawlingStyle: enum eBrawlingStyle : Hash { BS_AI = 0x802C604D, BS_AI_BARBRAWL = 0x4FF5F0C7, BS_AI_DEFENSIVE = 0xD888F2FD, BS_AI_MOONSHINE_BARBRAWL = 0xA01B433A, BS_ALLIGATOR = 0x7A5548ED, BS_ALLIGATOR_LARGE = 0x368EC7CB, BS_ALLY = 0x69C76C14, BS_ANIMAL = 0xD777C754, BS_BADGER = 0x7E7C3F53, BS_BEAR = 0x0BC66E35, BS_BEAVER = 0x4E313783, BS_BOAR = 0x176A5831, BS_BOUNTY_HUNTER = 0x3900654C, BS_BRUISER = 0x4514DB61, BS_BULL = 0x4E50C5D2, BS_COUGAR = 0x9DAA7CCB, BS_COW = 0xB0E91295, BS_COYOTE = 0xA448EB69, BS_DEER = 0xA781E6B3, BS_DOG = 0x5A4155C4, BS_ELK = 0x408697F0, BS_FEMALE = 0x6A3BB2C2, BS_FEMALE_STRONG = 0x4DAFDD84, BS_GANGUP = 0xD0CECFF2, BS_GOAT = 0x078E649F, BS_HORSE = 0xF6B775F3, BS_MICAH_FINALE = 0x1F0BB27A, BS_MOOSE = 0x968917AB, BS_MUSKRAT = 0x1EDC33AC, BS_NO_MELEE = 0x25B5F931, BS_PIG = 0x22EAD110, BS_PLAYER = 0x78BAEF07, BS_PLAYER_FINALE = 0xF9E77D2D, BS_PLAYER_MOONSHINER = 0x687BF19F, BS_PLAYER_WINTER1 = 0x3C6A802F, BS_QUICK = 0xC4CABB1B, BS_RACCOON = 0x505F8917, BS_SHEEP = 0x6827CCCF, BS_SNAKE = 0x82BEBC4B, BS_TIMID = 0x431AEF77, BS_WOLF = 0xA8F023D4 };
_0x9d8dfe2de9cb4dfc
RESET_PED*
_0xc48af420371c7407
_SET_PED_M*
_0x5efa8a3d8a60d662
_0x242edf85d4e87b65
_set_ped_combat_behaviour
_0x9a4ac116cc1eee14
_0xe20027b414bfe6c7
_set_ped_beat_multiplier
NET_FETCH_CLIENT_UPDATE_PED_FIGHT_PROFICIENCY: Changing parry multiplier for ped
_set_ped_action_disable_flag
_clear_ped_action_disable_flag
_is_ped_action_disable_flag_enabled
_set_ped_target_action_disable_flag
_clear_ped_target_action_disable_flag
_is_ped_target_action_disable_flag_enabled
_0x57f35552e771be9d
_SET_PED_M*
_0x7c10221ce718aa72
_CLEAR_PED_M*
_0x0d3b1568917ebda0
_IS_PED_M*
_0x29f3539189d3e277
_0xe9e06ea514a69061
_set_ped_writhing_duration
_get_ped_remaining_revival_time
normalized / non normalized 0.0 / 1000.0 STARTED IN WRITHE STAGE 1.0 / 0.0 END OF WRITHE, DEAD -1.0 DEAD
Returns some value from AI task 562 (unknown).
set_pause_ped_writhe_bleedout
_0x12eb4e31f092c9b3
GET_IS_PED(BLEEDING_OUT?)*
get_ped_is_grappling
get_ped_is_being_grappled
_get_ped_grappler
get_ped_grapple_state
_get_ped_grapple_style
_set_ped_grapple_style
Hashes: GS_DRAGGING, GS_FACE_TO_BACK, GS_FACE_TO_FACE, GS_FACE_TO_FACE_WALL, GS_MOUNTED
_set_ped_grapple_sequence
_set_ped_grapple_flag
_clear_ped_grapple_flag
_get_ped_grapple_flag
_set_ped_grapple_action
_set_ped_grapple_effect_multiplier
_set_ped_grapple_animation
set_ped_flee_attributes
https://github.com/femga/rdr3_discoveries/tree/master/AI/FLEE_ATTRIBUTES
attributeFlags: enum eFleeAttribute { FA_FORCE_EXIT_VEHICLE = (1 << 16), FA_DISABLE_MOUNT_USAGE = (1 << 20), FA_DISABLE_ENTER_VEHICLES = (1 << 22), };
_is_ped_cowering
is_any_ped_near_point
force_ped_ai_and_animation_update
_0xc2722b252c79e641
FORCE_PED*
_is_ped_doing_scenario_transition
_0x2dc0e8dcbd3546e9
_IS_PED_D*
_add_scenario_transition
Forces transition now, called together with 0xD65FDC686A031C83
_give_ped_hash_command
Ped Command Hash are special commands, that can be activated to change conditional anim variations or trigger transitions between conditional anims. https://github.com/femga/rdr3_discoveries/blob/master/animations/scenarios
_get_is_ped_command_hash_present
is_ped_heading_towards_position
_0x600bbdd29820370c
Not implemented.
request_ped_visibility_tracking
release_ped_visibility_tracking
request_ped_vehicle_visibility_tracking
request_ped_use_small_bbox_visibility_tracking
get_tracked_ped_pixelcount
is_tracked_ped_visible
Returns whether or not a ped is visible within your FOV, not this check auto's to false after a certain distance. Target needs to be tracked first, won't work otherwise.
_is_tracked_ped_visibility_percentage_not_less_than
_is_ped_visibility_tracked
can_ped_be_mounted
_is_meta_ped_fish
Returns true if given ped is a fish. _IS_ME* - _IS_MO*
is_event_in_queue
can_ped_see_entity
Returns: 0 - CTR_CANNOT_TARGET 1 - CTR_CAN_TARGET 2 - CTR_NOT_SURE_YET
can_ped_see_ped_cached
_0x0ea9eacba3b01601
_CAN_PED_B* - _CAN_PED_I*
get_ped_bone_index
no bone = -1
_0xc5303f460a40d21d
Returns boneIndex _GET_PED_N* - _GET_PED_R*
_0xe29d8cd66553dbaa
_SET_PED_R* -_SET_PED_S*
_0xb06f5f1def417216
_0xfc23348f0f4e245f
_0x9184788bff1edad7
_set_ped_dirt_cleaned
Params: ped, 0f, -1, true, true in R* MP Scripts _SET_PED_DE* - _SET_PED_F*
_0x0105fee8f9091255
_0xd049920cd29f6cc8
_0xbb3e5370ebb6be28
_0x2fa568bfa725f8d6
_0x56e4bad93d33453c
_0x75a082563b4452e5
_0x16802c32b2fca06b
_0x8ba0c65ac15a7d33
_0x0ffdf937e5c11382
_0x5fcf25d584065bfd
_0xa2116c1e4ed85c24
SET_PED*
force_ped_motion_state
motionStateHash: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/FORCE_PED_MOTION_STATE
_0x75d3333409cd33ce
get_ped_current_move_blend_ratio
Old name: _GET_PED_CURRENT_MOVEMENT_SPEED
set_ped_max_move_blend_ratio
set_ped_min_move_blend_ratio
_0xbc1dc48270468444
_0x46bf2a810679d6e6
Returns vehicle (desired) speed COMPUTE(VEHICLE_SPEED_USING_BLEND_RATIO?)*
_0xca95924c893a0c91
Returns vehicle speed COMPUTE*
_horse_agitate
_H* - _I*
_0x413697ec260aabbf
_0xcac43d060099ea72
_0xc9151483cc06a414
_0xad3330e3c3e98007
_0xb8e2d655e1d5bd39
_0x7bb810e8b343ac7b
set_ped_move_rate_override
Min: 0.0f Max: 1.15f
get_ped_nearby_vehicles
get_ped_nearby_peds
is_ped_ready_to_render
_0x6a489892e813951a
is_ped_using_action_mode
_is_ped_using_action_mode_2
set_ped_using_action_mode
set_ped_capsule
Overrides the ped's collision capsule radius for the current tick. Must be called every tick to be effective.
Setting this to 0.001 will allow warping through some objects.
_get_rider_of_mount
spawnpoints_start_search
Params: p4 = 35.f, duration = 5000 in R* Scripts
spawnpoints_start_search_in_angled_area
Searching area between coords 1 and 2
_spawnpoints_start_search_with_volume
spawnpoints_cancel_search
spawnpoints_is_search_active
spawnpoints_is_search_complete
spawnpoints_is_search_failed
spawnpoints_get_num_search_results
spawnpoints_get_search_result
spawnpoints_get_search_result_flags
set_ik_target
_request_ped_emotional_preset
For more information, see common:/data/emotional_presets.meta
_has_ped_emotional_preset_loaded
See _REQUEST_PED_EMOTIONAL_PRESET
_remove_ped_emotional_preset
See _REQUEST_PED_EMOTIONAL_PRESET
_request_motion_type_asset
has_motion_type_asset_loaded
_remove_motion_type_asset
_0x290b2e6ccde532e1
_IS_PED_L* - _IS_PED_M*
_0x0eef7a81c17679db
_IS_PED_L* - _IS_PED_M*
set_ped_lod_multiplier
_get_ped_lod_multiplier
_0xa218d2bbcaa7388c
is_any_hostile_ped_near_point
_0xcbde59c48f2b06f5
_0x6a190b94c2541a99
is_target_ped_in_perception_area
Returns true if ped is in perception (focused and looking at target ped) Most float params are -1.f in R* Scripts
set_pop_control_sphere_this_frame
is_ped_hogtied
is_ped_being_hogtied
_0x3d9f958834ab9c30
_0x913d04a5176f84c9
_IS_PED_S* - _IS_PED_U*
is_ped_hogtying
_get_ped_lasso_hogtie_flag
https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/Lasso%20Hogtie%20Flagshttps://github.com/femga/rdr3_discoveries/tree/master/AI/LASSO_HOGTIE_FLAG
set_ped_lasso_hogtie_flag
_0x4642182a298187d0
_0x6b67320e0d57856a
_get_first_entity_ped_is_carrying
_0xaa6c49ae90a32299
_get_carrier_as_ped
_get_carrier_as_mount
_get_carrier_as_human
get_carried_attached_info_for_slot
detach_carriable_entity
find_all_attached_carriable_entities
is_ped_carrying_something
_0xb65927f861e7ae39
_0xa1fbac56d38563e2
_0x6f43c351a5d51e2f
is_ped_lassoed
_get_lassoer_of_ped
_IS_PED_S* - _IS_PED_U*
_get_lasso_target
_get_lassoed_lassoer
set_looting_flag
https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/CLootingFlags__Flagshttps://github.com/femga/rdr3_discoveries/tree/master/AI/LOOTING_FLAGS
lootFlag: enum eLootFlag { LOOT_FLAG_IS_CRITICAL_LOOT_TARGET = 7, LOOT_FLAG_IGNORE_WATER_CHECKS = 8, LOOT_FLAG_ANIMAL_FLAGGED_FOR_TAGGING = 23, };
_get_looting_flag
lootFlag: see SET_LOOTING_FLAG
_refresh_loot_state_for_ped
Returns loot state enum eLootState { LAP_NONE, LAP_RESUMING, LAP_GETTING_ON_FOOT, LAP_DISTANT_NAV, LAP_CHOOSING_ACTION, LAP_APPROACHING, LAP_ENTERING, LAP_LOOTING, LAP_EXITING };
POSSE* - _REGISTER_HATED*
get_ped_loot_status_mp
enum ePedLootStatus { PLS_NONE, PLS_PRE_LOOT, PLS_SAMPLING, PLS_SKINNING };
_0x4b19f171450e0d4f
_0x758f081db204ddde
get_looting_pickup_target_entity
_0x7b5c293238ee4f20
_0xae6b68a83abbe7c0
_0xa4b6432e3880f2f9
_add_ped_subscribe_to_legendary_blips
_remove_ped_subscribe_to_legendary_blips
is_ped_incapacitated
_set_ped_incapacitation_modifiers
_get_ped_can_be_incapacitated_this_frame
set_ped_can_be_incapacitated
When set on a player ped, its just like when you die in RDO
_get_ped_incapacitation_health
_set_ped_incapacitation_total_bleed_out_duration
_reset_ped_incapacitation_bleed_out_duration
_set_ped_incapacitation_flags
_0x92a1b55a59720395
_incapacitated_revive
_get_incapacitation_time_remaining
_set_ped_knocked_by_one_hit
_0x2e5b5d1f1453e08e
_0x29924eb8ee9db926
_SET_PED_K* or _SET_PED_L*
_set_ped_active_player_type
Params: hash - ARTHUR or JOHN SET_PED(A-D)*
_0xcb86d3e3e3708901
_0x633f83b301c87994
_0x5203038ff8bae577
_0x7f090958ae95b61b
_0xc494c76a34266e82
WARDROBE Player took off their disguise: p1 = 13 WARDROBE Player put on a disguise: p1 = 0
_0xc3995d396f1d97b6
_GET_PED_G* - _GET_PED_I*
_0x15f4732c357b1d6d
_0x947e43f544b6ab34
flags: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/0x947E43F544B6AB34 _GET_PED_G* - _GET_PED_I(NTERACTION?)*
_0x32417cb860a3bdc4
_0xe737d5f14304a2ec
Only used in R* Script nb_animal_attack: p2 = 120000 _SET_PED_SH* - _SET_PED_SP*
_0xebd49472bccf7642
_set_player_greet_disabled_for_ped
_set_player_antagonize_disabled_for_ped
_0xb9bdfae609dfb7c5
_0xf7327acc7a89aef1
_get_ped_attitude
AI_ATTITUDE_NEUTRAL = 0, AI_ATTITUDE_FRIENDLY, AI_ATTITUDE_WARY, AI_ATTITUDE_COMBATIVE, AI_ATTITUDE_NEVER_MET
_0x1e017404784aa6a3
_0x2b4ce170de09f346
_0x7c8aa850617651d9
_get_ped_motivation
If targetPed is set to 0 the ped motivationState affects everyone
_set_ped_motivation
enum eMotivationState { TOILET_STATE, FEAR_STATE, ANGRY_STATE, AGITATION_STATE, HUNGRY_STATE, TIRED_STATE, SAD_STATE, BRAVE_STATE, OFFER_ITEM_STATE, SUSPICION, DRUNK_STATE };
If targetPed is set to 0 the ped motivationState affects everyone
_0x23bde06596a22cec
_0xcdfb8c04d4c95d9b
_get_is_ped_motivation_state_enabled
motivationState: see _SET_PED_MOTIVATION
_set_ped_motivation_state_override
motivationState: see _SET_PED_MOTIVATION
_set_ped_motivation_modifier
The higher the modifier, the slower the motivationState value will decrease
_0xfd8e853f0bc2e942
_set_ped_scent
0.0 - 1.0 Modifies the "scent line" on the ped's body when using Eagle Eye.
_set_ped_ladder_movement_speed_modifier
_reset_ped_ladder_movement_speed_modifier
_0xc6c4e15cf7d52fea
_set_ped_voice_volume
_SET_PED_S* - _SET_PED_T*
_0x0f967019cc853bcc
_is_ped_dragging
is_ped_being_dragged
_0x070a3841406c43d5
_add_ped_stay_out_volume
_remove_ped_stay_out_volume
_0x9e66708b2b41f14a
_0xf634e2892220ef34
_0xaac0ee3b4999abb5
get_ped_motion_focus_entity
_set_char_expression
Sets MetaPedExpression at index specified. Morphs components, such as changing body size or facial features.
Note: You have to update the ped's variation (using 0xCC8CA3E88256E58F) after calling this native
index = MetaPedExpression IDs List of face features: https://pastebin.com/9jb88FXW Full list of MetaPedExpressions: https://pastebin.com/Ld76cAn7 value: -1.0 to 1.0 (values beyond this likely won't sync to other clients)
This native also allows you to change a horse's gender.
Old name: _SET_PED_FACE_FEATURE
_get_char_expression
Gets MetaPedExpression at index specified
For index, see: _SET_CHAR_EXPRESSION
Old name: _GET_PED_FACE_FEATURE
_0x5bb04bc74a474b47
_0x9078fb0557364099
is_ped_falling_over
_has_ped_been_shoved_recently
_get_ped_tranquilizer
_0x0d497aa69059fe40
_0xd7d2f45c56a4f4df
_set_ped_cull_range
The higher the multiplier the less the engine renders culls (https://docs.unity3d.com/Manual/OcclusionCulling.html)
_0x1d23d3f70606d788
_get_meta_ped_type
enum eMetaPedType { MPT_MALE, MPT_FEMALE, MPT_TEEN, MPT_ANIMAL, MPT_NONE };
_is_meta_ped_using_component
_0xbd0e4f52f6d95242
_IS_PED_M* - _IS_PED_O*
_is_ped_child
_0xffa1594703ed27ca
_set_meta_ped_tag
Use to apply metaped player components Replaces asset, alternatively you can remove assets using REMOVE_TAG_FROM_META_PED
remove_tag_from_meta_ped
_0xa2b8e47442c76cec
_get_num_component_categories_in_ped
Works similar to 0x90403E8107B60E81 (_GET_NUM_COMPONENTS_IN_PED) but is used to get category hashes instead
_get_ped_component_category_by_index
Returns category hash that each ped component has. Hash examples: MASKS, HATS, HEADS, HORSE_MANES
_get_num_components_in_ped
_0x9b90842304c938a7
_update_ped_variation
Update variation on ped, needed after first creation, or when component or texture/overlay is changed
_0xcb1a3864c524f784
_0xfa0d206b489a6846
_0xa4ac05b1a364ebc5
_0x1298b3d8e4c2409f
_0xa274f51ef7e34b95
_0xc2ef407645beecdc
_equip_meta_ped_outfit
Note: you have to update your ped's variation after calling (using 0xCC8CA3E88256E58F)
Body Types: MPCREATOR_NEUTRAL MPCREATOR_SKINNY MPCREATOR_SKINNY_MUSCULAR MPCREATOR_HEAVY MPCREATOR_HEAVY_MUSCULAR
eBodyWeightOutfit (pedattributes.ymt): -2045421226 (smallest) -1745814259 -325933489 -1065791927 -844699484 -1273449080 927185840 149872391 399015098 -644349862 1745919061 (default) 1004225511 1278600348 502499352 -2093198664 -1837436619 1736416063 2040610690 -1173634986 -867801909 1960266524 (biggest)
https://github.com/femga/rdr3_discoveries/blob/master/peds_customization/ped_outfits.lua
Alt name: _EQUIP_META_PED_OUTFIT_COMPONENT
_0xfa742b82d093d848
_get_ped_meta_outfit_hash
_0xa2f8b3b5fedfc100
_equip_meta_ped_suboutfit
_does_meta_ped_outfit_exist_for_ped_model
_does_meta_ped_suboutfit_exist_for_ped_model
_0x62fdf4e678e40cc6
Returns p1 value for 0x8E84119A23C16623
_reset_ped_components
_0x370a973252741ac4
RESET_PED*
_set_random_outfit_variation
get_num_meta_ped_outfits
_equip_meta_ped_outfit_preset
Sets the outfit preset for the ped. The presetId is an index which determines its preset outfit. p2 is always false in the scripts. If p2 is true as player, then certain components like facial hair and hair will not be removed. Old name: _SET_PED_OUTFIT_PRESET
_equip_meta_ped_outfit_extra
Changes Multiplayer ped face and body type components, they can be stacked Params: p3 = 1 Body shape for mp_male from 124 - 128, 110 - 115 for mp_female Face shape for mp_male from 110 - 123, 96 - 109 for mp_female Cloth type for mp_male from 0 - 109, 0 - 95 for mp_female
_is_meta_ped_outfit_equipped
Used in script function HORSE_IS_META_PED_OUTFIT_SADDLE_EQUIPPED
_0x851966e1e35af491
_set_texture_outfit_tints
Used in script function METAPED_CLOTHING__XML__APPLY_OUTFIT_TINTS_TO_PED
_request_meta_ped
Returns requestId Params: p1 = 1 in R* Scripts (Used in SP only)
_has_meta_ped_request_loaded
_is_meta_ped_request_valid
_create_meta_ped
Only used in SP scripts, for example odriscolls1: BOOLS: true, true, true, false, false
_release_meta_ped_request
_request_meta_ped_outfit
https://github.com/femga/rdr3_discoveries/blob/master/clothes/metaped_outfits.lua Returns requestId, to be used with 0x74F512E29CB717E2
_0x27e8a84c12b0b7d1
_0x273915ce30780986
_release_meta_ped_outfit_request
_0x3fcbb5fcfd968698
Used for script function PROCESS_PLAYER_HAT_EVENT Returns requestId to be used with 0x13E7320C762F0477
_request_meta_ped_asset_bundle
Returns requestId Params: p1 = 1 in R* Scripts
_request_meta_ped_component
_release_meta_ped_asset_request
_has_meta_ped_asset_loaded
_is_meta_ped_asset_valid
_create_meta_ped_asset
Creates prop from metaped asset bundle https://github.com/femga/rdr3_discoveries/blob/master/objects/metaped_asset_bundles_list.lua Creates a pickup-able metaped component. asset doesn't seems to be related to component hashes. Hash example : 0xD20354AB
_has_meta_ped_outfit_loaded
_is_meta_ped_outfit_request_valid
_create_meta_ped_outfit_ped
Creates metaped from ped outfit requestId. See _REQUEST_METAPED_OUTFIT
_apply_ped_meta_ped_outfit
_set_meta_ped_weariness
Sets ped eye redness, weariness: 0.f to 1.f
_0xf47d54b986f0a346
Used in Script Function MOONSHINE_BAND_CLIENT_PATRON_UPDATE
_0x3efed081b4834ba1
_0x0fb1ba7ff73b41e1
_0xb292203008ebbaac
_0xd4d403ea031f351c
_get_pelt_from_horse
Returns peltId
_set_pelt_for_horse
_0xc412aa1c73111fe0
_clear_pelt_from_horse
_set_ped_lights
_0xd049fdaf089fddb0
_0xdd9540e7b1c9714f
_0x55546004a244302a
_set_health_recharge_multiplier
_get_health_recharge_multiplier
_set_stamina_depletion_multiplier
_get_stamina_depletion_multiplier
_set_stamina_recharge_multiplier
_get_stamina_recharge_multiplier
_change_ped_stamina
Alters entity's stamina by 'amount'. Can be negative (to drain stamina). float amount: -1000.0 - 1000.0
_get_ped_stamina
_get_ped_stamina_normalized
Returns stamina normalizedValue / normalizedUnlockedMax
_get_ped_max_stamina
_0x36513affc703c60d
RESET_PED*
_restore_ped_stamina
0.0 <= stamina <= 100.0
_0xfc3b580c4380b5b7
_0xea8763e505afd49a
_0xe4ef4382e22c780c
_0xd61fcf9fcfd515b7
_0x8d9db115fba8e23d
_get_num_reserved_health
_0xd97bc27ac039f681
_0xf6a8c4b4a11ae89c
_0xe4c95e0ae31c6512
_get_ped_last_dropped_hat
_0x5d4cd22a8c82a81a
Related to ped hat _SET_PED_LA* - _SET_PED_LE*
_0xbf567df2bef211a6
_create_gravity_well
Creates a handle to an instance of "CScriptResource_GravityWell", this system forces local ped to target specified position when moving, however player still can interrupt this. Can be useful to "point" player at some specific position. Only works while on-foot.
CREATEP-Z
_remove_gravity_well
Removes gravity well by handle returned from 0x4F5EBE70081E5A20
_is_ped_intimidated
_0x7ee3a8660f38797e
_IS_PED_H* - _IS_PED_I*
_0xa180fbd502a03125
_request_texture
Creates a texture override data for ped and returns it's index. So you can replace any texture of any ped's component. Also, you can add overlays on it, such as aging, lipstick and more. Textures can be reused by multiple peds at once. You can keep only 32 textures at once(including other peds).
https://github.com/femga/rdr3_discoveries/blob/master/clothes/change_overlays_script.lua materialHash: https://github.com/femga/rdr3_discoveries/blob/master/clothes/cloth_drawable_albedo_normal_material_TEMPORARY.lua
_apply_texture_on_ped
_release_texture
Removes a texture created by 0xC5E7204F322E49EB.
_update_ped_texture
Should be called at least once for any new texture override. Otherwise component textures will be just black. Also needs to be called for updating any ped overlays to apply the changes.
_reset_ped_texture
Removes every texture layer but the base layer Clearing texture's data: setting params to default values, but keep overlays.
_is_texture_valid
_add_texture_layer
Creates ped overlay in texture override data and returns it's index. This index are used for further overlay editing.
albedoHash: a hash of overlay's albedo texture colorType: a color type(from 0 to 2). 0 is used for overlays with RGB colors usually.
_remove_ped_overlay
_set_texture_layer_sheet_grid_index
_set_texture_layer_alpha
_set_texture_layer_roughness
_set_texture_layer_pallete
paletteHash: https://raw.githubusercontent.com/femga/rdr3_discoveries/master/clothes/cloth_color_palletes.lua
_set_texture_layer_tint
Seem color is not RGB or HSV
_set_texture_layer_mod
_set_texture_layer_texture_map
_clear_ped_texture
Removes every texture layer Old Name: _RESET_PED_TEXTURE_2
_0xc991ef46fe323867
Not implemented.
_0x1f8215d0e446f593
is_location_spawn_safe
_0x53ba7d96b9a421d9
_0x96c7b659854de629
set_horse_avoidance_level
-1 - HORSE_ASSIST__NO_CHANGE 0 - HORSE_ASSIST__MANUAL 1 - HORSE_ASSIST__SEMIASSIST 2 - HORSE_ASSIST__FULLASSIST
reset_horse_avoidance_level_to_default
_set_ped_use_horse_map_collision
Doesn't actually return anything.
_0x5b73975b4f12f7f3
get_meta_ped_asset_guids
This is a way to get what drawables a ped has equipped Example: you are able to tell if the ped has the drawable PLAYER_ZERO_HAT_017 attached Note: this works with non shop components, direct .ydd files.
get_meta_ped_asset_tint
_set_ped_blackboard_int
https://github.com/femga/rdr3_discoveries/tree/master/AI/BLACKBOARDS Blackboard natives allow you to apply and check certain data to/for peds. Blackboard bools, floats and strings are subdivided into 6 sections: "all", "animation", "any", "code", "global" and "script" Most changes are only visible for "script" blackboards, some "script" blackboards change ped motions "removeTimer" is self-removal timer, can be "-1" so your data will not be removed by the game (forever); 100 = 1 second
_set_ped_blackboard_bool
_set_ped_blackboard_float
_set_ped_blackboard_hash
p1: BodyPartChained OverloadMostInjuredBodyPart
p2: LeftLeg Legs RightArm
_remove_ped_blackboard_int
_remove_ped_blackboard_bool
_remove_ped_blackboard_float
_remove_ped_blackboard_hash
_get_ped_blackboard_bool
Can be used to get a peds foliage active status: variableName = FoliageActive
_get_ped_blackboard_float
Can be used to get a peds foliage raw height: variableName = FoliageHeight
_get_ped_blackboard_hash
get_ped_blackboard_script_int
get_ped_blackboard_script_bool
get_ped_blackboard_script_float
_set_tank_attribute_size
Size will be permanent
_0xa31d350d66fa1855
_is_using_slipstream
IS_TRACKED* - IS_V*
_0xeedc9b29314b2733
_0x5c90e20c25e6d83c
_0x10f96086123b939f
NB_CUSTOM_CLIENT_ON_CREATE_COMPLETE - set legendary to not avoid prey
_0x3fdbb99efd8ce4af
_0x7e8f9949b7aabbf0
_0x5da36cccb63c0895
_0x56076667e7c2dcd6
_apply_shop_item_to_ped
_remove_shop_item_from_ped
Directly removes a shop item component from a ped Params: p2 and p3 are always 0
remove_shop_item_from_ped_by_category
Params: p2, p3 usually 0 in R* Scripts
_update_shop_item_wearable_state
_get_shop_item_component_at_index
_get_shop_item_num_wearable_states
Returns the number of wearable states available for a shop item / component. p2 seems to be true in scripts.
For use with 0x6243635AF2F1B826 (_GET_SHOP_ITEM_AVAILABLE_WEARABLE_STATE_BY_INDEX)
_get_shop_item_wearable_state_by_index
Gets an available wearable state by index for a shop item / component - it does not retreive what the current state is. p3 seems to be true in scripts.
Use 0xFFCC2DB2D9953401 (_GET_SHOP_ITEM_NUM_WEARABLE_STATES) to get the number of available wearable states
_get_shop_item_component_category
_0x31b2e7f2e3c58b89
_get_shop_item_base_layers
_0xaab86462966168ce
Related to _0x704C908E9C405136 for component loading _S*
_get_shop_item_hat_component
_refresh_meta_ped_shop_items
p1 is always 1
_0xd103f6dbb5442be8
Params: p1 either a 1 or 0, so perhaps BOOL _SET_PED_A*
_set_ped_prompt_name_from_gxt_entry
_set_ped_prompt_name
_set_ped_prompt_name_from_gxt_entry_2
_set_ped_prompt_name_2
_0xf917f92bf22ecbab
_0x49dadfc4cd808b0a
_has_ped_taken_gore_damage
limb: 3 = Left Hand, 4 = Left Arm, 6 = Right Hand, 7 = Right Arm, 9 = Left Foot, 10 = Left Leg, 12 = Right Foot, 13 = Right Leg, 37 = Head
_0x704c908e9c405136
_CLEAR*
_0x7406c71f4ac2ffcc
_0x28508173c6a7cc18
_0x52250b92ea70be3d
_set_ped_quality
quality: see _GET_PED_QUALITY
_get_ped_quality
Returns Ped Quality to be used to calculate Skinning Quality
enum ePedQuality { PQ_INVALID = -1, PQ_LOW, PQ_MEDIUM, PQ_HIGH, PQ_MAX };
_0xce7a6c1d5cde1f9d
_0x604e1010e3162e86
_0xe8abe3b73fc7fe17
_remove_ped_prop
_set_total_ped_damage_falloff_bonus
_SET_W(EAPON?)*
_0x095c2277fed731db
_0x09171a6f8fde5dc1
_0x09e378c52b1433b5
_0x6507ac3bd7c99009
_IS_N* - _IS_P*
_get_player_ped_water_depth
Returns how deep the water is below the ped (if in water) -1.0f = Not in water 10.0f = Max water depth
_set_ped_trail_effect
duration in seconds
_0xebaac9a750e7563b
If returned true: PROCESS_RESIZING_TRACKING_BOUNDS_VOLUME - Scaling UP the bounds due to tracking If returned false: PROCESS_RESIZING_TRACKING_BOUNDS_VOLUME - Scaling DOWN the bounds due to tracking _IS_PED_T* - _IS_PED_U*