ped¶
create_ped¶
int native.ped.create_ped(int model_hash, float x, float y, float z, float heading, bool is_network, bool b_script_host_ped, bool p7, bool p8)
delete_ped¶
void native.ped.delete_ped(ptr int ped)
_set_remove_ped_networked¶
void native.ped._set_remove_ped_networked(int ped, int p1)
_0x7c08e7cb8d951b70¶
void native.ped._0x7c08e7cb8d951b70(int ped, float p1)
_set_ped_to_be_removed¶
void native.ped._set_ped_to_be_removed(int ped, float p1, float p2, int p3, int p4)
clone_ped¶
int native.ped.clone_ped(int ped, bool is_network, bool b_script_host_ped, bool copy_head_blend_flag)
clone_ped_to_target¶
void native.ped.clone_ped_to_target(int ped, int target_ped)
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¶
bool native.ped.is_ped_in_vehicle(int ped, int vehicle, bool at_get_in)
is_ped_in_model¶
bool native.ped.is_ped_in_model(int ped, int model_hash)
is_ped_in_any_vehicle¶
bool native.ped.is_ped_in_any_vehicle(int ped, bool at_get_in)
_0x9851de7aec10b4e1¶
void native.ped._0x9851de7aec10b4e1(float x, float y, float z, float p3, int p4, int p5)
is_ped_injured¶
bool native.ped.is_ped_injured(int ped)
Gets a value indicating whether this ped's health is below its injured threshold.
The default threshold is 100.
is_ped_fatally_injured¶
bool native.ped.is_ped_fatally_injured(int ped)
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¶
bool native.ped.is_ped_dead_or_dying(int ped, bool p1)
_set_ped_bleedout_profile¶
void native.ped._set_ped_bleedout_profile(int ped, int 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¶
bool native.ped.is_ped_aiming_from_cover(int ped)
is_ped_reloading¶
bool native.ped.is_ped_reloading(int ped)
is_ped_a_player¶
bool native.ped.is_ped_a_player(int ped)
_is_animal_controlled_by_a_player¶
bool native.ped._is_animal_controlled_by_a_player(int ped)
create_ped_inside_vehicle¶
int native.ped.create_ped_inside_vehicle(int vehicle, int model_hash, int seat_index, bool p3, bool p4, bool p5)
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¶
void native.ped.set_ped_desired_heading(int ped, float heading)
force_all_heading_values_to_align¶
void native.ped.force_all_heading_values_to_align(int ped)
is_ped_facing_ped¶
bool native.ped.is_ped_facing_ped(int ped, int other_ped, float angle)
is_ped_in_melee_combat¶
bool native.ped.is_ped_in_melee_combat(int ped)
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¶
int native.ped._0x6db875afc584fa32(int ped, int p1)
is_ped_stopped¶
bool native.ped.is_ped_stopped(int ped)
is_ped_sitting¶
bool native.ped.is_ped_sitting(int ped)
_0x09d7afd3716da8e1¶
bool native.ped._0x09d7afd3716da8e1(int ped, int p1)
_0x9c81338b2e62ce0a¶
bool native.ped._0x9c81338b2e62ce0a(int player, int ped, int shot_near_recently_time)
If returned true: CHECK_SHOT_NEAR: Succeeded shot near
If returned false: CHECK_SHOT_NEAR: Failed shot near
_0xb7dbb2986b87e230¶
bool native.ped._0xb7dbb2986b87e230(int ped, float p1)
_0xd355e2f1bb41087e¶
bool native.ped._0xd355e2f1bb41087e(int ped, float p1)
is_any_ped_shooting_in_area¶
bool native.ped.is_any_ped_shooting_in_area(float x1, float y1, float z1, float x2, float y2, float z2, bool p6, bool p7)
is_ped_shooting¶
bool native.ped.is_ped_shooting(int ped)
time_since_ped_last_shot¶
float native.ped.time_since_ped_last_shot(int ped)
set_ped_accuracy¶
void native.ped.set_ped_accuracy(int ped, int accuracy)
get_ped_accuracy¶
int native.ped.get_ped_accuracy(int ped)
is_ped_model¶
bool native.ped.is_ped_model(int ped, int model_hash)
explode_ped_head¶
void native.ped.explode_ped_head(int ped, int weapon_hash)
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¶
void native.ped.add_armour_to_ped(int ped, int amount)
_0x5ca20fbe49891bbd¶
void native.ped._0x5ca20fbe49891bbd(int ped, int p1)
set_ped_into_vehicle¶
void native.ped.set_ped_into_vehicle(int ped, int vehicle, int seat_index)
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¶
void native.ped.set_ped_move_anims_blend_out(int ped)
_0x606d529dada3c940¶
void native.ped._0x606d529dada3c940(int ped, int p1)
is_ped_male¶
bool native.ped.is_ped_male(int ped)
is_ped_human¶
bool native.ped.is_ped_human(int ped)
get_vehicle_ped_is_in¶
int native.ped.get_vehicle_ped_is_in(int ped, bool last_vehicle)
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¶
void native.ped.reset_ped_last_vehicle(int ped)
_0xc6136b40fffb778b¶
void native.ped._0xc6136b40fffb778b(bool p0)
_0x6e8b87139854022d¶
void native.ped._0x6e8b87139854022d(int ped, string clipset)
_get_num_free_slots_in_ped_pool¶
int native.ped._get_num_free_slots_in_ped_pool()
_reserve_ambient_peds¶
void native.ped._reserve_ambient_peds(int num_peds)
_reserve_ambient_peds_total¶
void native.ped._reserve_ambient_peds_total(int num_peds)
_unreserve_ambient_peds¶
void native.ped._unreserve_ambient_peds(int num_peds)
_get_num_reserved_ambient_peds_desired¶
int native.ped._get_num_reserved_ambient_peds_desired()
_get_num_reserved_ambient_peds_ready¶
int native.ped._get_num_reserved_ambient_peds_ready()
_are_all_ambient_ped_reservations_ready¶
bool native.ped._are_all_ambient_ped_reservations_ready()
_set_scenario_ped_range_multiplier_this_frame¶
void native.ped._set_scenario_ped_range_multiplier_this_frame(float multiplier)
_0x9e3842e5dad69f80¶
void native.ped._0x9e3842e5dad69f80(int volume)
_set_ambient_ped_density_multiplier_this_frame¶
void native.ped._set_ambient_ped_density_multiplier_this_frame(float multiplier)
set_scenario_ped_density_multiplier_this_frame¶
void native.ped.set_scenario_ped_density_multiplier_this_frame(float multiplier)
_set_ambient_animal_density_multiplier_this_frame¶
void native.ped._set_ambient_animal_density_multiplier_this_frame(float multiplier)
_set_ambient_human_density_multiplier_this_frame¶
void native.ped._set_ambient_human_density_multiplier_this_frame(float multiplier)
_set_scenario_animal_density_multiplier_this_frame¶
void native.ped._set_scenario_animal_density_multiplier_this_frame(float multiplier)
_set_scenario_human_density_multiplier_this_frame¶
void native.ped._set_scenario_human_density_multiplier_this_frame(float multiplier)
_set_scenario_ped_density_this_frame¶
void native.ped._set_scenario_ped_density_this_frame(int config_hash)
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¶
void native.ped.instantly_fill_ped_population()
_0xbfa6b7731c3baf02¶
void native.ped._0xbfa6b7731c3baf02()
is_instantly_fill_ped_population_finished¶
bool native.ped.is_instantly_fill_ped_population_finished()
set_ped_non_creation_area¶
void native.ped.set_ped_non_creation_area(float x1, float y1, float z1, float x2, float y2, float z2)
clear_ped_non_creation_area¶
void native.ped.clear_ped_non_creation_area()
_attach_volume_to_entity¶
void native.ped._attach_volume_to_entity(int volume, int entity, float offset_x, float offset_y, float offset_z, float rot_x, float rot_y, float rot_z, int p8, bool p9)
_detach_volume_from_entity¶
void native.ped._detach_volume_from_entity(int volume, int entity)
set_ped_onto_mount¶
void native.ped.set_ped_onto_mount(int ped, int mount, int seat_index, bool p3)
_remove_ped_from_mount¶
void native.ped._remove_ped_from_mount(int ped, bool p1, bool p2)
create_ped_on_mount¶
int native.ped.create_ped_on_mount(int mount, int model_hash, int index, bool p3, bool p4, bool p5, bool p6)
_is_mount_seat_free¶
bool native.ped._is_mount_seat_free(int mount, int seat)
is_ped_on_mount¶
bool native.ped.is_ped_on_mount(int ped)
is_ped_fully_on_mount¶
bool native.ped.is_ped_fully_on_mount(int ped, bool p1)
get_mount¶
int native.ped.get_mount(int ped)
_get_last_led_mount¶
int native.ped._get_last_led_mount(int ped)
_get_last_mount¶
int native.ped._get_last_mount(int ped)
_0xed1c764997a86d5a¶
void native.ped._0xed1c764997a86d5a(int ped1, int ped2)
_0xb8ab265426cfe6dd¶
void native.ped._0xb8ab265426cfe6dd(int ped, bool p1)
_0xe8d1ccb9375c101b¶
int native.ped._0xe8d1ccb9375c101b(int mount, int player)
_0xa691c10054275290¶
void native.ped._0xa691c10054275290(int mount, int player, int dismounted_timestamp)
_0x6734f0a6a52c371c¶
void native.ped._0x6734f0a6a52c371c(int player, int horse_slot)
_0x024ec9b649111915¶
void native.ped._0x024ec9b649111915(int ped, bool p1)
set_ped_owns_animal¶
void native.ped.set_ped_owns_animal(int ped, int animal, bool p2)
_get_active_animal_owner¶
int native.ped._get_active_animal_owner(int animal)
_clear_active_animal_owner¶
void native.ped._clear_active_animal_owner(int horse, bool clear)
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¶
int native.ped._get_horse_taming_state(int horse)
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¶
void native.ped._0x54d3cd482742c482(int animal, float p2)
_0x5cb2ebb467be3ed6¶
void native.ped._0x5cb2ebb467be3ed6(int animal, float p2)
_0x9f0f28b42c4ee80a¶
void native.ped._0x9f0f28b42c4ee80a(int animal, float p2)
_set_mount_bonding_level¶
void native.ped._set_mount_bonding_level(int ped, int bonding_level)
_set_mount_security_enabled¶
void native.ped._set_mount_security_enabled(int ped, bool toggle)
_0x9b65444c07b782bf¶
void native.ped._0x9b65444c07b782bf(int ped, string p1)
is_animal_interaction_possible¶
bool native.ped.is_animal_interaction_possible(int ped, int animal)
_is_animal_interaction_running¶
bool native.ped._is_animal_interaction_running(int ped)
_0x8be24d74d74c6e9b¶
int native.ped._0x8be24d74d74c6e9b(int ped)
_0x77243ed4f7caaa55¶
bool native.ped._0x77243ed4f7caaa55(int ped)
is_ped_on_vehicle¶
bool native.ped.is_ped_on_vehicle(int ped, bool p1)
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¶
bool native.ped.is_ped_on_specific_vehicle(int ped, int vehicle)
_warp_ped_out_of_vehicle¶
void native.ped._warp_ped_out_of_vehicle(int ped)
set_ped_money¶
void native.ped.set_ped_money(int ped, int amount)
get_ped_money¶
int native.ped.get_ped_money(int ped)
set_blocking_of_non_temporary_events_for_ambient_peds_this_frame¶
void native.ped.set_blocking_of_non_temporary_events_for_ambient_peds_this_frame(bool p0)
_0x34eddd59364ad74a¶
void native.ped._0x34eddd59364ad74a(int ped, ptr int p1)
_0x2d976dbdc731df80¶
void native.ped._0x2d976dbdc731df80(int ped)
is_ped_sitting_in_vehicle¶
bool native.ped.is_ped_sitting_in_vehicle(int ped, int vehicle)
is_ped_sitting_in_any_vehicle¶
bool native.ped.is_ped_sitting_in_any_vehicle(int ped)
is_ped_on_foot¶
bool native.ped.is_ped_on_foot(int ped)
is_ped_planting_bomb¶
bool native.ped.is_ped_planting_bomb(int ped)
get_dead_ped_pickup_coords¶
vec3 native.ped.get_dead_ped_pickup_coords(int ped, float p1, float p2)
is_ped_in_any_boat¶
bool native.ped.is_ped_in_any_boat(int ped)
is_ped_in_any_heli¶
bool native.ped.is_ped_in_any_heli(int ped)
is_ped_in_any_plane¶
bool native.ped.is_ped_in_any_plane(int ped)
is_ped_in_flying_vehicle¶
bool native.ped.is_ped_in_flying_vehicle(int ped)
_0x256edd55c6be1482¶
bool native.ped._0x256edd55c6be1482(int ped)
get_ped_last_damage_bone¶
bool native.ped.get_ped_last_damage_bone(int ped, ptr int out_bone)
clear_ped_last_damage_bone¶
void native.ped.clear_ped_last_damage_bone(int ped)
_get_ped_damage_cleanliness¶
int native.ped._get_ped_damage_cleanliness(int ped)
enum ePedDamageCleanliness
{
PED_DAMAGE_CLEANLINESS_POOR,
PED_DAMAGE_CLEANLINESS_GOOD,
PED_DAMAGE_CLEANLINESS_PERFECT
};
_set_ped_damage_cleanliness¶
void native.ped._set_ped_damage_cleanliness(int ped, int damage_cleanliness)
_get_ped_damaged¶
bool native.ped._get_ped_damaged(int ped)
_set_ped_damaged¶
void native.ped._set_ped_damaged(int ped, bool damaged)
_set_player_current_animal_damage_modifier¶
int native.ped._set_player_current_animal_damage_modifier(int player, float modifier, int p2, int p3)
_update_animal_damage_modifier¶
void native.ped._update_animal_damage_modifier(int player)
_get_player_current_animal_damage_modifier¶
float native.ped._get_player_current_animal_damage_modifier(int player)
_0xb29c553ba582d09e¶
int native.ped._0xb29c553ba582d09e(ptr int p0, int model, int damage_cleanliness, int p3)
_0x101b45c5f56d970f¶
bool native.ped._0x101b45c5f56d970f(ptr int p0, int ped, int damage_cleanliness, int p3)
_compute_satchel_item_for_ped_carcass¶
int native.ped._compute_satchel_item_for_ped_carcass(ptr int out_inventory_item_array, int ped, int damage_cleanliness, int skinning_quality)
Related to dead animals items/loots
Notice: skinningQuality is partially calculated using pedQuality
compute_satchel_item_for_ped_damage¶
bool native.ped.compute_satchel_item_for_ped_damage(int p0, int ped_attached, int damage_cleanliness)
set_ai_weapon_damage_modifier¶
void native.ped.set_ai_weapon_damage_modifier(float value)
reset_ai_weapon_damage_modifier¶
void native.ped.reset_ai_weapon_damage_modifier()
_set_total_ped_damage_from_ai¶
void native.ped._set_total_ped_damage_from_ai(int ped, float total_damage)
_0xa6d6f03095c88f59¶
void native.ped._0xa6d6f03095c88f59(int ped)
_get_total_ped_damage_from_ai¶
float native.ped._get_total_ped_damage_from_ai(int ped)
set_ped_to_player_weapon_damage_modifier¶
void native.ped.set_ped_to_player_weapon_damage_modifier(int ped, float damage_modifier)
get_ped_to_player_weapon_damage_modifier¶
float native.ped.get_ped_to_player_weapon_damage_modifier(int ped)
_set_current_defense_against_players_modifier¶
void native.ped._set_current_defense_against_players_modifier(int horse, float modifier)
_0x763fa8a9d76ee3a7¶
float native.ped._0x763fa8a9d76ee3a7(int ped)
set_ai_melee_weapon_damage_modifier¶
void native.ped.set_ai_melee_weapon_damage_modifier(float modifier)
_set_accuracy_against_local_player_modifier¶
void native.ped._set_accuracy_against_local_player_modifier(int ped, float modifier)
_get_accuracy_against_local_player_modifier¶
float native.ped._get_accuracy_against_local_player_modifier(int ped)
_set_ped_headshot_damage_multiplier¶
void native.ped._set_ped_headshot_damage_multiplier(int ped, float multiplier)
_0xdee8d30aa5c2e28d¶
void native.ped._0xdee8d30aa5c2e28d(int ped, int p1, bool p2)
_0xe1b3be07d3aadded¶
void native.ped._0xe1b3be07d3aadded(int ped, int p1, bool p2)
_0x32ceda9a0ab4cef7¶
void native.ped._0x32ceda9a0ab4cef7(int ped, int p1, bool p2)
_0x52a24d8a1da89658¶
void native.ped._0x52a24d8a1da89658(int ped, int p1, bool p2)
_0x34b5ceac180a5d6e¶
void native.ped._0x34b5ceac180a5d6e(int ped, int p1, bool p2)
_0x4f27603e44a8e4c0¶
void native.ped._0x4f27603e44a8e4c0(int ped, int p1, bool p2)
_0x3fdcc1f8c17e303e¶
void native.ped._0x3fdcc1f8c17e303e(int ped, int p1, float p2)
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¶
void native.ped._0xe50c9816b3f22d8b(int ped, int p1, float p2)
_set_defense_modifier_for_ped¶
void native.ped._set_defense_modifier_for_ped(int ped, float modifier)
_set_min_ped_health_threshold¶
void native.ped._set_min_ped_health_threshold(int ped, float health_amount)
_0xc5b78e41dcf8227c¶
void native.ped._0xc5b78e41dcf8227c(int ped, bool p1)
set_ped_can_be_targetted¶
void native.ped.set_ped_can_be_targetted(int ped, bool toggle)
set_ped_can_be_targetted_by_team¶
void native.ped.set_ped_can_be_targetted_by_team(int ped, int team, bool toggle)
set_ped_can_be_targetted_by_player¶
void native.ped.set_ped_can_be_targetted_by_player(int ped, int player, bool toggle)
_set_interaction_lockon_flag¶
void native.ped._set_interaction_lockon_flag(int ped, int player, int flag, bool enable)
is_ped_falling¶
bool native.ped.is_ped_falling(int ped)
_is_ped_sliding¶
bool native.ped._is_ped_sliding(int ped)
is_ped_jumping¶
bool native.ped.is_ped_jumping(int ped)
is_ped_climbing¶
bool native.ped.is_ped_climbing(int ped)
_is_ped_climbing_ladder¶
bool native.ped._is_ped_climbing_ladder(int ped)
_0x577c60ba06d0ea64¶
bool native.ped._0x577c60ba06d0ea64(int ped)
is_ped_vaulting¶
bool native.ped.is_ped_vaulting(int ped)
is_ped_diving¶
bool native.ped.is_ped_diving(int ped)
is_ped_opening_door¶
bool native.ped.is_ped_opening_door(int ped)
Returns true if the ped is currently opening a door (CTaskOpenDoor).
Old name: _IS_PED_OPENING_A_DOOR
_0x5c6c7c70ca302801¶
bool native.ped._0x5c6c7c70ca302801(int ped)
_0xb91ab3be7f655d49¶
bool native.ped._0xb91ab3be7f655d49(int ped)
is_ped_in_any_taxi¶
bool native.ped.is_ped_in_any_taxi(int ped)
set_ped_id_range¶
void native.ped.set_ped_id_range(int ped, float value)
_get_ped_id_range¶
float native.ped._get_ped_id_range(int ped)
set_ped_highly_perceptive¶
void native.ped.set_ped_highly_perceptive(int ped, bool toggle)
set_ped_injured_on_ground_behaviour¶
void native.ped.set_ped_injured_on_ground_behaviour(int ped, float unk)
disable_ped_injured_on_ground_behaviour¶
void native.ped.disable_ped_injured_on_ground_behaviour(int ped)
_0x028e7b3bba0bd2fc¶
void native.ped._0x028e7b3bba0bd2fc(int ped)
_0xfa8c10dce0706d43¶
bool native.ped._0xfa8c10dce0706d43(int ped)
_set_ped_animal_detection_modifier¶
void native.ped._set_ped_animal_detection_modifier(int ped, float modifier)
_0x2ba9d7bf629f920c¶
float native.ped._0x2ba9d7bf629f920c(int ped)
set_ped_seeing_range¶
void native.ped.set_ped_seeing_range(int ped, float value)
_0x900ca00ce703e1e2¶
float native.ped._0x900ca00ce703e1e2(int ped)
set_ped_hearing_range¶
void native.ped.set_ped_hearing_range(int ped, float value)
set_ped_visual_field_min_angle¶
void native.ped.set_ped_visual_field_min_angle(int ped, float value)
set_ped_visual_field_max_angle¶
void native.ped.set_ped_visual_field_max_angle(int ped, float value)
set_ped_visual_field_peripheral_range¶
void native.ped.set_ped_visual_field_peripheral_range(int ped, float range)
set_ped_visual_field_center_angle¶
void native.ped.set_ped_visual_field_center_angle(int ped, float angle)
_0x9ab33cb5834885b3¶
void native.ped._0x9ab33cb5834885b3(int ped, float p1, float p2, float p3, float p4)
_0x899dfa0009ac93de¶
void native.ped._0x899dfa0009ac93de(int ped, float p1)
_0x3a5697b80fed5ebe¶
void native.ped._0x3a5697b80fed5ebe(int ped, float p1, float p2, float p3, float p4)
set_ped_stealth_movement¶
void native.ped.set_ped_stealth_movement(int ped, bool toggle, int p2, int p3)
get_ped_stealth_movement¶
bool native.ped.get_ped_stealth_movement(int ped)
_set_ped_crouch_movement¶
void native.ped._set_ped_crouch_movement(int ped, bool state, int p2, bool immediately)
get_ped_crouch_movement¶
bool native.ped.get_ped_crouch_movement(int ped)
get_ped_is_doing_combat_roll¶
bool native.ped.get_ped_is_doing_combat_roll(int ped)
create_group¶
int native.ped.create_group(int task_allocator)
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¶
void native.ped.set_ped_as_group_leader(int ped, int group_id, bool p2)
set_ped_as_group_member¶
void native.ped.set_ped_as_group_member(int ped, int group_id)
set_ped_can_teleport_to_group_leader¶
void native.ped.set_ped_can_teleport_to_group_leader(int ped_handle, int group_id, bool toggle)
This only will teleport the ped to the group leader if the group leader teleports (sets coords).
Only works in singleplayer
remove_group¶
void native.ped.remove_group(int group_id)
remove_ped_from_group¶
void native.ped.remove_ped_from_group(int ped)
is_ped_group_member¶
bool native.ped.is_ped_group_member(int ped, int group_id, bool p2)
_is_ped_group_leader¶
bool native.ped._is_ped_group_leader(int ped, int group_id)
is_ped_hanging_on_to_vehicle¶
bool native.ped.is_ped_hanging_on_to_vehicle(int ped)
set_group_separation_range¶
void native.ped.set_group_separation_range(int group_id, float separation_range)
_0x89e59dbd15e21177¶
void native.ped._0x89e59dbd15e21177(int group_id, int p1)
is_ped_prone¶
bool native.ped.is_ped_prone(int ped)
_is_ped_investigating¶
bool native.ped._is_ped_investigating(int ped)
is_ped_in_combat¶
bool native.ped.is_ped_in_combat(int ped, int target)
can_ped_in_combat_see_target¶
bool native.ped.can_ped_in_combat_see_target(int ped, int target)
is_ped_jacking¶
bool native.ped.is_ped_jacking(int ped)
is_ped_being_jacked¶
bool native.ped.is_ped_being_jacked(int ped)
is_ped_being_stunned¶
bool native.ped.is_ped_being_stunned(int ped, int weapon_type)
get_peds_jacker¶
int native.ped.get_peds_jacker(int ped)
get_jack_target¶
int native.ped.get_jack_target(int ped)
is_ped_fleeing¶
bool native.ped.is_ped_fleeing(int ped)
is_ped_in_cover¶
bool native.ped.is_ped_in_cover(int ped, bool p1, bool p2)
_0x2dd4e0e26dfad97d¶
bool native.ped._0x2dd4e0e26dfad97d(int ped1, int ped2, float p2)
_ped_was_killed_by_headshot¶
bool native.ped._ped_was_killed_by_headshot(int ped)
_ped_dueling_did_player_headshot_opponent¶
bool native.ped._ped_dueling_did_player_headshot_opponent(int ped)
is_ped_in_cover_facing_left¶
bool native.ped.is_ped_in_cover_facing_left(int ped)
is_ped_going_into_cover¶
bool native.ped.is_ped_going_into_cover(int ped)
is_ped_responding_to_threat¶
bool native.ped.is_ped_responding_to_threat(int ped)
_get_active_dynamic_scenario_2¶
int native.ped._get_active_dynamic_scenario_2(int ped)
_get_active_dynamic_scenario¶
int native.ped._get_active_dynamic_scenario(int ped)
_give_ped_scenario_prop¶
bool native.ped._give_ped_scenario_prop(int ped, int object, string conditional_anim, string p3, string p4, bool p5)
give_ped_hash_scenario_prop¶
bool native.ped.give_ped_hash_scenario_prop(int ped, int object, string conditional_anim, int scenario_type, int p4, bool p5)
_give_ped_scenario_prop_dynamic¶
bool native.ped._give_ped_scenario_prop_dynamic(int ped, int object, string p2, string p3, bool p4)
_request_prop_scenario_ped¶
int native.ped._request_prop_scenario_ped(int ped, int object, string p2, string p3, string p4, bool p5)
_request_ped_for_scenario_type¶
int native.ped._request_ped_for_scenario_type(int ped, int object, string p2, int scenario_type, string p4, bool p5)
_get_ped_register_prop¶
int native.ped._get_ped_register_prop(int ped, string prop_name, bool detach_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¶
int native.ped.get_seat_ped_is_trying_to_enter(int ped)
get_ped_source_of_death¶
int native.ped.get_ped_source_of_death(int ped)
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¶
int native.ped.get_ped_cause_of_death(int ped)
get_ped_time_of_death¶
int native.ped.get_ped_time_of_death(int ped)
count_peds_in_combat_with_target¶
int native.ped.count_peds_in_combat_with_target(int ped, int flag)
_get_peds_in_combat_with_target¶
int native.ped._get_peds_in_combat_with_target(int ped, int itemset, int flag)
count_peds_in_combat_with_target_within_radius¶
int native.ped.count_peds_in_combat_with_target_within_radius(int ped, float x, float y, float z, float radius, int flag)
get_current_target_for_ped¶
int native.ped.get_current_target_for_ped(int ped)
set_ped_relationship_group_default_hash¶
void native.ped.set_ped_relationship_group_default_hash(int ped, int hash)
_get_default_relationship_group_hash¶
int native.ped._get_default_relationship_group_hash(int model_hash)
set_ped_relationship_group_hash¶
void native.ped.set_ped_relationship_group_hash(int ped, int relationship_group)
set_relationship_between_groups¶
void native.ped.set_relationship_between_groups(int relationship, int group1, int group2)
clear_relationship_between_groups¶
void native.ped.clear_relationship_between_groups(int relationship, int group1, int group2)
add_relationship_group¶
bool native.ped.add_relationship_group(string name, ptr int group_hash)
remove_relationship_group¶
void native.ped.remove_relationship_group(int group_hash)
get_relationship_between_peds¶
int native.ped.get_relationship_between_peds(int ped1, int ped2)
get_ped_relationship_group_default_hash¶
int native.ped.get_ped_relationship_group_default_hash(int ped)
get_ped_relationship_group_hash¶
int native.ped.get_ped_relationship_group_hash(int ped)
get_relationship_between_groups¶
int native.ped.get_relationship_between_groups(int group1, int group2)
_0xdc91f22f09bc6c2f¶
void native.ped._0xdc91f22f09bc6c2f(int group, bool p1)
_0x9629faf6460d35cb¶
void native.ped._0x9629faf6460d35cb(int group, bool p1)
_0x4e68c7ef706df35d¶
void native.ped._0x4e68c7ef706df35d(int ped, float x, float y, float z, float p4, int relationship_group)
_0x3acce14dfa6ba8c2¶
int native.ped._0x3acce14dfa6ba8c2(int ped, int p1, float x, float y, float z, float p5, int itemset)
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¶
void native.ped.set_ped_to_inform_respected_friends(int ped, float radius, int max_friends)
_0x40c9155af8bc13f3¶
bool native.ped._0x40c9155af8bc13f3(int ped)
_0xf4860514ad354226¶
int native.ped._0xf4860514ad354226(int shocking_event, float x, float y, float z, float p4, ptr int p5)
is_ped_responding_to_event¶
bool native.ped.is_ped_responding_to_event(int ped, int event_type)
_0x5e9faf6c513347b4¶
int native.ped._0x5e9faf6c513347b4(int ped, int event_type)
_0x326f7951ef0d7f75¶
int native.ped._0x326f7951ef0d7f75(int ped, int event_type)
_0xe76687023d8c8505¶
int native.ped._0xe76687023d8c8505(int perschar_model, int p1)
_0xcb8f4c9343ebe240¶
bool native.ped._0xcb8f4c9343ebe240(int ped, int event_type, ref vec3 coords)
set_ped_firing_pattern¶
void native.ped.set_ped_firing_pattern(int ped, int pattern_hash)
_set_ped_firing_pattern_2¶
void native.ped._set_ped_firing_pattern_2(int ped, int pattern_hash)
_set_ped_firing_pattern_3¶
void native.ped._set_ped_firing_pattern_3(int ped, int pattern_hash)
set_ped_shoot_rate¶
void native.ped.set_ped_shoot_rate(int ped, int shoot_rate)
_0x3c529a827998f9b3¶
void native.ped._0x3c529a827998f9b3(int ped, int p1, int p2)
_0x1f44b7e283c09ede¶
void native.ped._0x1f44b7e283c09ede(int ped, float p1, int p2)
Only used in SP R* Scripts
Params: p2 = same as p2 of 0x3C529A827998F9B3
_SET_PED_TA* - _SET_PED_TO_*
set_combat_float¶
void native.ped.set_combat_float(int ped, int combat_type, float new_value)
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¶
float native.ped.get_combat_float(int ped, int combat_type)
get_group_size¶
void native.ped.get_group_size(int group_id, ptr int has_leader, ptr int number_of_followers)
does_group_exist¶
bool native.ped.does_group_exist(int group_id)
_0x0455546f23ff08e4¶
bool native.ped._0x0455546f23ff08e4(int group_id)
is_group_locally_controlled¶
bool native.ped.is_group_locally_controlled(int group_id)
get_ped_group_index¶
int native.ped.get_ped_group_index(int ped)
is_ped_in_group¶
bool native.ped.is_ped_in_group(int ped)
_is_ped_leading_any_group¶
bool native.ped._is_ped_leading_any_group(int ped)
get_player_ped_is_following¶
int native.ped.get_player_ped_is_following(int ped)
set_group_formation¶
void native.ped.set_group_formation(int group_id, int formation_type)
eFormationType
0: Default
1: Circle Around Leader
2: Alternative Circle Around Leader
3: Line, with Leader at center
_get_group_formation¶
int native.ped._get_group_formation(int group_id)
set_group_formation_spacing¶
void native.ped.set_group_formation_spacing(int group_id, float p1, float p2, float p3)
reset_group_formation_default_spacing¶
void native.ped.reset_group_formation_default_spacing(int group_id)
_0xb05cc690cde8a4a9¶
bool native.ped._0xb05cc690cde8a4a9(int group_id, float p1)
Used to set up bad guy groups in nb_kidnapped R* Script (MP_RE_KIDNAPPED): p1 = 4.f
_SET_FORMATION_*
add_custom_formation_location¶
void native.ped.add_custom_formation_location(int group_id, float x, float y, float z, int position)
add_formation_location¶
bool native.ped.add_formation_location(int group_id, float p1, float p2, float p3)
set_formation_positions_target_radius¶
bool native.ped.set_formation_positions_target_radius(int group_id, float radius)
_set_formation_auto_assign_position¶
void native.ped._set_formation_auto_assign_position(int group_id, bool toggle)
_set_ped_formation_position¶
void native.ped._set_ped_formation_position(int ped, int position, bool toggle)
_0x8af8e647d6b2a649¶
int native.ped._0x8af8e647d6b2a649(int group_id, int ped)
_0x87c2724a56f66020¶
void native.ped._0x87c2724a56f66020(int ped)
_0xd5bd1b5318a81994¶
void native.ped._0xd5bd1b5318a81994(int group_id, bool p1)
_0x9bbeaf8b0c007f1e¶
void native.ped._0x9bbeaf8b0c007f1e(int ped, bool p1)
_0xc99f104bdf8c7f5a¶
void native.ped._0xc99f104bdf8c7f5a(int ped, bool p1)
_0x02e741e19e39628c¶
void native.ped._0x02e741e19e39628c(int ped, float p1)
_0x97c475212b327666¶
void native.ped._0x97c475212b327666(int group_id, bool p1)
_0x154b7e841ac7412f¶
void native.ped._0x154b7e841ac7412f(int group_id, bool p1)
_0x8afccc0f18d70018¶
void native.ped._0x8afccc0f18d70018(int group_id, bool p1)
_0xe1103300f3456de7¶
void native.ped._0xe1103300f3456de7(int group_id, float p1, float p2)
_0xa8a95cecb1906ea2¶
void native.ped._0xa8a95cecb1906ea2(int group_id, bool p1)
_0xddfad4deaa7fa362¶
void native.ped._0xddfad4deaa7fa362(int group_id, float p1, float p2, float p3, float p4)
_0x966de09688a1de39¶
void native.ped._0x966de09688a1de39(int group_id, float p1, float p2, float p3, float p4)
_0x7e5185b979706210¶
void native.ped._0x7e5185b979706210(int group_id, int p1)
_0x40c3524d4ed83554¶
void native.ped._0x40c3524d4ed83554(int group_id, bool p1)
_0x86fafc18e3d4380c¶
void native.ped._0x86fafc18e3d4380c(int group_id, bool p1)
_0x07ea5b053fa60ac7¶
void native.ped._0x07ea5b053fa60ac7(int group_id, bool p1)
_0xf9cbd46433e36713¶
void native.ped._0xf9cbd46433e36713(int ped, int target_entity, float p2, float p3, float p4, float p5, float p6, float p7, float p8, string p9)
get_vehicle_ped_is_using¶
int native.ped.get_vehicle_ped_is_using(int ped)
get_vehicle_ped_is_entering¶
int native.ped.get_vehicle_ped_is_entering(int ped)
_get_vehicle_draft_horse_is_attached_to¶
int native.ped._get_vehicle_draft_horse_is_attached_to(int horse)
_get_last_vehicle_draft_horse_was_attached_to¶
int native.ped._get_last_vehicle_draft_horse_was_attached_to(int horse)
get_seat_ped_is_using¶
int native.ped.get_seat_ped_is_using(int ped)
_get_transport_ped_is_seated_on¶
int native.ped._get_transport_ped_is_seated_on(int ped)
is_ped_entering_any_transport¶
bool native.ped.is_ped_entering_any_transport(int ped)
set_ped_gravity¶
void native.ped.set_ped_gravity(int ped, bool toggle)
_0x96595b36d6a2279b¶
void native.ped._0x96595b36d6a2279b(int animal, bool toggle)
Only used in R* Script mob4 combined with SET_ANIMAL_TUNING_BOOL_PARAM
_SET_PED_S* - _SET_PED_TARGET_*
_set_ped_immersion_flag¶
void native.ped._set_ped_immersion_flag(int ped, bool toggle)
_0xa90684ed185ccb4b¶
void native.ped._0xa90684ed185ccb4b(int animal, bool p1, float p2, float p3)
_fake_set_ped_loco_injured¶
void native.ped._fake_set_ped_loco_injured(int ped, bool enabled)
_force_ped_death¶
void native.ped._force_ped_death(int ped, int ped_killer, int weapon)
apply_damage_to_ped¶
void native.ped.apply_damage_to_ped(int ped, int damage_amount, bool damage_armour, int bone_id, int ped_killer)
_0xbad2a311667a50d7¶
void native.ped._0xbad2a311667a50d7(int ped, bool p1)
get_ped_type¶
int native.ped.get_ped_type(int ped)
set_ped_as_cop¶
void native.ped.set_ped_as_cop(int ped, bool toggle)
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¶
void native.ped._0x405180b14da5a935(int ped, bool p1)
_set_ped_interaction_personality¶
void native.ped._set_ped_interaction_personality(int ped, int 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¶
int native.ped._get_ped_interaction_personality(int ped)
_set_ped_personality¶
void native.ped._set_ped_personality(int ped, int 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¶
void native.ped._0x329772c47dbb2fbc(int ped)
_get_is_ped_in_dispute_with_ped¶
bool native.ped._get_is_ped_in_dispute_with_ped(int ped, int ped_in_dispute_with)
_0x94132d7c8d3575c4¶
bool native.ped._0x94132d7c8d3575c4(int ped)
_0x8af46e5159a5b620¶
void native.ped._0x8af46e5159a5b620(int ped, int speech_params)
_0x45fea6d5539bd474¶
void native.ped._0x45fea6d5539bd474(int ped, string p1)
_set_ped_interaction_positive_response¶
void native.ped._set_ped_interaction_positive_response(int ped, string speech)
_0xe37acee15ac50c7e¶
void native.ped._0xe37acee15ac50c7e(int ped, string p1)
_set_ped_interaction_negative_response¶
void native.ped._set_ped_interaction_negative_response(int ped, string speech)
_0x41c23a8e6b344867¶
void native.ped._0x41c23a8e6b344867(int ped, string p1)
get_is_ped_responding_to_positive_interaction¶
bool native.ped.get_is_ped_responding_to_positive_interaction(int ped, int player)
get_is_ped_responding_to_negative_interaction¶
bool native.ped.get_is_ped_responding_to_negative_interaction(int ped, int player)
_0xa7dc9266ed6a4e51¶
void native.ped._0xa7dc9266ed6a4e51(int ped)
_0x89816b58c3466262¶
int native.ped._0x89816b58c3466262(int ped)
_0x97b06669ac569003¶
void native.ped._0x97b06669ac569003(int ped1, int ped2)
_0x85f500f4e24ca43e¶
void native.ped._0x85f500f4e24ca43e(int ped, float p1)
_0x9b9b9fa0ea283e3d¶
void native.ped._0x9b9b9fa0ea283e3d(int ped, float p1)
_0xec60d1d225bc50aa¶
void native.ped._0xec60d1d225bc50aa(int ped, float p1)
_0x12f2d161bf4031fc¶
void native.ped._0x12f2d161bf4031fc(int ped, float p1)
_0x0ada3ec589e1736e¶
void native.ped._0x0ada3ec589e1736e()
_get_is_ped_being_robbed¶
bool native.ped._get_is_ped_being_robbed(int ped, int player, bool true_until_player_pockets_item)
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_PED_[M-R]*
_0xd55db4466d00a258¶
bool native.ped._0xd55db4466d00a258(int legendary_animal)
set_ped_max_health¶
void native.ped.set_ped_max_health(int ped, int value)
get_ped_max_health¶
int native.ped.get_ped_max_health(int ped)
_set_ped_health_config¶
void native.ped._set_ped_health_config(int ped, int config_hash)
init_ped_default_health¶
void native.ped.init_ped_default_health(int ped)
set_ped_max_time_in_water¶
void native.ped.set_ped_max_time_in_water(int ped, float value)
set_ped_max_time_underwater¶
void native.ped.set_ped_max_time_underwater(int ped, float value)
_0xaf041c10756c30fb¶
void native.ped._0xaf041c10756c30fb(int ped, bool p1, bool p2, bool p3)
_0x5af24ca9c974e51a¶
void native.ped._0x5af24ca9c974e51a(int ped1, int ped2)
set_ped_can_be_knocked_off_vehicle¶
void native.ped.set_ped_can_be_knocked_off_vehicle(int ped, int state)
state:
enum eKnockOffVehicle
{
KNOCKOFFVEHICLE_DEFAULT,
KNOCKOFFVEHICLE_NEVER,
KNOCKOFFVEHICLE_EASY,
KNOCKOFFVEHICLE_HARD
};
can_knock_ped_off_vehicle¶
bool native.ped.can_knock_ped_off_vehicle(int ped)
knock_ped_off_vehicle¶
void native.ped.knock_ped_off_vehicle(int ped)
get_ped_as_group_member¶
int native.ped.get_ped_as_group_member(int group_id, int member_number)
get_ped_as_group_leader¶
int native.ped.get_ped_as_group_leader(int group_id)
set_ped_keep_task¶
void native.ped.set_ped_keep_task(int ped, bool toggle)
is_ped_swimming¶
bool native.ped.is_ped_swimming(int ped)
is_ped_swimming_under_water¶
bool native.ped.is_ped_swimming_under_water(int ped)
_0xdc88d06719070c39¶
bool native.ped._0xdc88d06719070c39(int ped)
set_create_random_cops¶
void native.ped.set_create_random_cops(bool toggle)
is_ped_in_any_train¶
bool native.ped.is_ped_in_any_train(int ped)
is_ped_getting_into_a_vehicle¶
bool native.ped.is_ped_getting_into_a_vehicle(int ped)
_0x550cb89dd7f4fa3d¶
bool native.ped._0x550cb89dd7f4fa3d(int ped1, int ped2)
set_enable_handcuffs¶
void native.ped.set_enable_handcuffs(int ped, bool p1, bool p2)
set_enable_bound_ankles¶
void native.ped.set_enable_bound_ankles(int ped, bool toggle)
_0x8822f139408b8d0a¶
bool native.ped._0x8822f139408b8d0a(int ped)
_0x8822f124788b8d0a¶
void native.ped._0x8822f124788b8d0a(int ped, bool p1)
reset_ped_weapon_movement_clipset¶
void native.ped.reset_ped_weapon_movement_clipset(int ped)
_set_ped_getup_animation¶
void native.ped._set_ped_getup_animation(int ped, string anim_name, bool p2)
_0x88a95bb640fc186f¶
void native.ped._0x88a95bb640fc186f(int ped)
reset_ped_in_vehicle_context¶
void native.ped.reset_ped_in_vehicle_context(int ped)
_0x878e8104fa27cdae¶
void native.ped._0x878e8104fa27cdae(int vehicle, int p1)
set_ped_gesture_group¶
void native.ped.set_ped_gesture_group(int ped, string gesture, int p2)
_set_ped_desired_loco_for_model¶
void native.ped._set_ped_desired_loco_for_model(int ped, string locomotion_archetype)
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¶
void native.ped._clear_ped_desired_loco_for_model(int ped)
_set_ped_desired_loco_motion_type¶
void native.ped._set_ped_desired_loco_motion_type(int ped, string loco_motion_type)
_clear_ped_desired_loco_motion_type¶
void native.ped._clear_ped_desired_loco_motion_type(int ped)
_0x2371c39d4f91c288¶
void native.ped._0x2371c39d4f91c288(int ped)
_request_ped_getup_animation¶
void native.ped._request_ped_getup_animation(int ped, string get_up_type)
ped_cower_in_place¶
void native.ped.ped_cower_in_place(int ped, int ped2)
ped_cower_move_to_point¶
void native.ped.ped_cower_move_to_point(int ped, float p1, float p2, float p3, int ped2, float p5)
_0x16f798a05bb9e3b5¶
void native.ped._0x16f798a05bb9e3b5(int ped)
_ped_emotional_preset_loco_motion¶
void native.ped._ped_emotional_preset_loco_motion(int ped, string preset_name, int target_ped, int duration, int flag)
_ped_clear_loco_motion¶
void native.ped._ped_clear_loco_motion(int ped)
_0x32ccad8a981b53d3¶
void native.ped._0x32ccad8a981b53d3(int ped)
_set_ped_drunkness¶
void native.ped._set_ped_drunkness(int ped, bool enabled, float drunkness_level)
_is_ped_drunk¶
bool native.ped._is_ped_drunk(int ped)
_get_ped_drunkness¶
float native.ped._get_ped_drunkness(int ped)
get_anim_initial_offset_position¶
vec3 native.ped.get_anim_initial_offset_position(string anim_dict, string anim_name, float x, float y, float z, float x_rot, float y_rot, float z_rot, float p8, int p9)
get_anim_initial_offset_rotation¶
vec3 native.ped.get_anim_initial_offset_rotation(string anim_dict, string anim_name, float x, float y, float z, float x_rot, float y_rot, float z_rot, float p8, int p9)
set_ped_random_component_variation¶
void native.ped.set_ped_random_component_variation(int ped, int p1)
knock_off_ped_prop¶
void native.ped.knock_off_ped_prop(int ped, bool p1, bool p2, bool p3, bool p4)
set_blocking_of_non_temporary_events¶
void native.ped.set_blocking_of_non_temporary_events(int ped, bool toggle)
_get_blocking_of_non_temporary_events¶
bool native.ped._get_blocking_of_non_temporary_events(int ped)
_0xc17a94cc8fc3c61a¶
void native.ped._0xc17a94cc8fc3c61a(int entity, int bone_id, float p2, float p3, float p4)
_set_ped_scale¶
void native.ped._set_ped_scale(int ped, float scale)
_0x134775b093ad5c38¶
float native.ped._0x134775b093ad5c38(int ped)
_get_ped_height¶
float native.ped._get_ped_height(int ped)
_get_ped_model_size_from_hash¶
int native.ped._get_ped_model_size_from_hash(int model_hash)
register_target¶
void native.ped.register_target(int ped, int target_ped, bool p2)
_register_hated_targets_in_area¶
void native.ped._register_hated_targets_in_area(int ped, float x, float y, float z, float radius)
register_hated_targets_around_ped¶
void native.ped.register_hated_targets_around_ped(int ped, float radius)
Based on TASK_COMBAT_HATED_TARGETS_AROUND_PED, the parameters are likely similar (PedHandle, and area to attack in).
_is_target¶
bool native.ped._is_target(int ped, int target_ped)
_remove_target¶
void native.ped._remove_target(int ped, int target_ped)
get_closest_ped¶
bool native.ped.get_closest_ped(float x, float y, float z, float radius, bool p4, bool p5, ptr int out_ped, bool p7, bool p8, bool p9, int ped_type)
can_ped_ragdoll¶
bool native.ped.can_ped_ragdoll(int ped)
set_ped_to_ragdoll¶
bool native.ped.set_ped_to_ragdoll(int ped, int time_min, int time_max, int ragdoll_type, bool abort_if_injured, bool abort_if_dead, string nm_task_message_parameter_name)
nmTaskMessageParameterName: See physicstasks.ymt. Search for DraggedByCart or 0xD00820D7 (Used in R* SP Script marston8)
set_ped_to_ragdoll_with_fall¶
bool native.ped.set_ped_to_ragdoll_with_fall(int ped, int time_min, int time_max, int ragdoll_type, float falldir_x, float falldir_y, float falldir_z, float p7, float p8, float p9, float p10, float p11, float p12, float p13)
set_ped_ragdoll_on_collision¶
void native.ped.set_ped_ragdoll_on_collision(int ped, bool toggle, bool p2)
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¶
void native.ped._set_ped_to_disable_ragdoll(int ped, bool toggle)
is_ped_ragdoll¶
bool native.ped.is_ped_ragdoll(int ped)
is_ped_running_ragdoll_task¶
bool native.ped.is_ped_running_ragdoll_task(int ped)
set_ped_ragdoll_force_fall¶
void native.ped.set_ped_ragdoll_force_fall(int ped)
_0x8cb2553c559102c1¶
void native.ped._0x8cb2553c559102c1(int ped, int p1, bool p2)
_0xfd3c31a2e45671e7¶
void native.ped._0xfd3c31a2e45671e7(int ped, int p1)
reset_ped_ragdoll_timer¶
void native.ped.reset_ped_ragdoll_timer(int ped)
set_ped_can_ragdoll¶
void native.ped.set_ped_can_ragdoll(int ped, bool toggle)
_0x3aec4a410ecaf30d¶
bool native.ped._0x3aec4a410ecaf30d(int ped)
is_ped_running_mobile_phone_task¶
bool native.ped.is_ped_running_mobile_phone_task(int ped)
set_ragdoll_blocking_flags¶
void native.ped.set_ragdoll_blocking_flags(int ped, int 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¶
void native.ped.clear_ragdoll_blocking_flags(int ped, int flags)
_0x9f933e0985e12c51¶
void native.ped._0x9f933e0985e12c51(int ped, float p1, float p2, float p3)
_0x88b2026a3b0be33d¶
void native.ped._0x88b2026a3b0be33d(int ped, float p1)
set_ped_defensive_area_volume¶
void native.ped.set_ped_defensive_area_volume(int ped, int volume, bool p2, bool p3, bool p4)
set_ped_sphere_defensive_area¶
void native.ped.set_ped_sphere_defensive_area(int ped, float x, float y, float z, float radius, bool p5, bool p6, bool p7)
_set_ped_defensive_sphere_attached_to_entity¶
void native.ped._set_ped_defensive_sphere_attached_to_entity(int ped, int entity, float x, float y, float z, float radius, int p6, bool p7)
_set_ped_defensive_area_to_angled_area¶
void native.ped._set_ped_defensive_area_to_angled_area(int ped, float x1, float y1, float z1, float x2, float y2, float z2, int p7, bool p8, bool p9, int entity, bool p11)
set_ped_defensive_area_direction¶
void native.ped.set_ped_defensive_area_direction(int ped, float p1, float p2, float p3, bool p4)
remove_ped_defensive_area¶
void native.ped.remove_ped_defensive_area(int ped, bool toggle)
get_ped_defensive_area_position¶
vec3 native.ped.get_ped_defensive_area_position(int ped, bool p1)
is_ped_defensive_area_active¶
bool native.ped.is_ped_defensive_area_active(int ped, bool p1)
_get_ped_defensive_volume¶
int native.ped._get_ped_defensive_volume(int ped, int p1)
_0x4ec4ea2f72b36358¶
void native.ped._0x4ec4ea2f72b36358(int ped, bool p1)
_0xcf0b19806473d324¶
void native.ped._0xcf0b19806473d324(int ped, float x, float y, float z)
_0xb4b7c92fce7347b7¶
void native.ped._0xb4b7c92fce7347b7(int ped)
revive_injured_ped¶
void native.ped.revive_injured_ped(int ped)
resurrect_ped¶
void native.ped.resurrect_ped(int 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¶
void native.ped.set_ped_name_debug(int ped, string name)
special_function_do_not_use¶
void native.ped.special_function_do_not_use(int ped, bool p1)
_0x7020839c7302d8ac¶
bool native.ped._0x7020839c7302d8ac(int ped)
_0xe1aadd0055d76603¶
void native.ped._0xe1aadd0055d76603(int ped, int entity, int bone_index1, int bone_index2, float x, float y, float z, float p7, bool p8, bool p9, int p10)
_0x5a1a929c8b729b4a¶
void native.ped._0x5a1a929c8b729b4a(int ped)
_0x97a38b65ebda3d50¶
void native.ped._0x97a38b65ebda3d50(int ped, bool p1)
_0x06a10b4d7f50b0c3¶
bool native.ped._0x06a10b4d7f50b0c3(int ped)
_0x88a5564b19c15391¶
bool native.ped._0x88a5564b19c15391(int ped)
_0x354ca4dddeec397a¶
int native.ped._0x354ca4dddeec397a(int ped)
_0xfea6126c34df2532¶
void native.ped._0xfea6126c34df2532(int ped, bool p1)
_0xa967d6a8ed2d713b¶
void native.ped._0xa967d6a8ed2d713b(int ped, bool p1)
apply_ped_blood_specific¶
void native.ped.apply_ped_blood_specific(int ped, int p1, float p2, float p3, float p4, float p5, int p6, float p7, ptr int p8)
_0x58d32261ae0f0843¶
void native.ped._0x58d32261ae0f0843(int ped, int bone_id, float p2, float p3, float p4, float p5, float p6, float p7, string p8)
_0x735662994e60a710¶
void native.ped._0x735662994e60a710(int ped, bool p1)
_0x91bab9e064f036cd¶
void native.ped._0x91bab9e064f036cd(int p0, int p1)
_0x897934e868eddd6c¶
void native.ped._0x897934e868eddd6c(int ped, int p1, float p2, float p3, float p4)
_set_ped_activate_wound_effect¶
void native.ped._set_ped_activate_wound_effect(int ped, int p1, int bone_id, float move_wound_left_right, float blood_fountain_pressure, float yaw, float blood_fountain_direction, float blood_fountain_pulse, float p8, float p9)
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¶
void native.ped._update_ped_wound_effect(int ped, float value)
apply_ped_damage_pack¶
void native.ped.apply_ped_damage_pack(int ped, string damage_pack, float damage, float mult)
clear_ped_blood_damage¶
void native.ped.clear_ped_blood_damage(int ped)
clear_ped_blood_damage_by_zone¶
void native.ped.clear_ped_blood_damage_by_zone(int ped, int p1)
clear_ped_damage_decal_by_zone¶
void native.ped.clear_ped_damage_decal_by_zone(int ped, int p1, string p2)
_clear_ped_blood_damage_facial¶
void native.ped._clear_ped_blood_damage_facial(int ped, int p1)
_0x34c11114887150fd¶
void native.ped._0x34c11114887150fd(int p0, int p1)
_0xd8544f6260f5f01e¶
void native.ped._0xd8544f6260f5f01e(int ped, int p1)
METAPED_PLAYER_COMPONENTS_SET_META_TYPE_TO_BE_BYPASSED: Setting visibility
p1 is mostly 10
_CLEAR_PED_N* - _CLEAR_PED_W*
_0xeb8886e1065654cd¶
void native.ped._0xeb8886e1065654cd(int ped, int p1, string p2, float p3)
fade_and_destroy_ped¶
void native.ped.fade_and_destroy_ped(ptr int ped)
_is_ped_queued_for_deletion¶
bool native.ped._is_ped_queued_for_deletion(int ped)
clear_ped_wetness¶
void native.ped.clear_ped_wetness(int ped)
set_ped_wetness_height¶
void native.ped.set_ped_wetness_height(int ped, float height)
It adds the wetness level to the player clothing/outfit. As if player just got out from water surface.
_0xf9cff5bb70e8a2cb¶
void native.ped._0xf9cff5bb70e8a2cb(int ped, float p1)
set_ped_wetness_enabled_this_frame¶
void native.ped.set_ped_wetness_enabled_this_frame(int ped)
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¶
void native.ped._0xa7a806677f8de138(int ped)
_0xa064bbabb064446f¶
void native.ped._0xa064bbabb064446f(int p0)
clear_ped_env_dirt¶
void native.ped.clear_ped_env_dirt(int ped)
set_ped_sweat¶
void native.ped.set_ped_sweat(int ped, float sweat)
clear_ped_decorations¶
void native.ped.clear_ped_decorations(int ped)
was_ped_skeleton_updated¶
bool native.ped.was_ped_skeleton_updated(int ped)
get_ped_bone_coords¶
vec3 native.ped.get_ped_bone_coords(int ped, int bone_id, float offset_x, float offset_y, float offset_z)
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¶
int native.ped.add_scenario_blocking_area(float x1, float y1, float z1, float x2, float y2, float z2, bool p6, int blocking_flags)
blockingFlags: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eScenarioBlockingFlags
remove_scenario_blocking_areas¶
void native.ped.remove_scenario_blocking_areas()
remove_scenario_blocking_area¶
void native.ped.remove_scenario_blocking_area(int p0, bool p1)
_add_scenario_blocking_volume¶
int native.ped._add_scenario_blocking_volume(int volume, bool p1, int flag)
_0x6f46f8acb44c4fc1¶
int native.ped._0x6f46f8acb44c4fc1(int p0)
_is_scenario_blocking_area_valid¶
bool native.ped._is_scenario_blocking_area_valid(int p0)
is_ped_using_scenario_hash¶
bool native.ped.is_ped_using_scenario_hash(int ped, int scenario_hash)
is_ped_using_any_scenario¶
bool native.ped.is_ped_using_any_scenario(int ped)
is_ped_using_this_scenario¶
bool native.ped.is_ped_using_this_scenario(int ped, int scenario)
_can_ped_use_scenario_point¶
bool native.ped._can_ped_use_scenario_point(int ped, int scenario, int p2, int p3, int p4)
_0x1148f706cf4ebdda¶
bool native.ped._0x1148f706cf4ebdda(int ped, int p1, int p2)
set_ped_panic_exit_scenario¶
bool native.ped.set_ped_panic_exit_scenario(int ped, float x, float y, float z)
toggle_scenario_ped_cower_in_place¶
void native.ped.toggle_scenario_ped_cower_in_place(int ped, bool toggle)
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¶
void native.ped._0xd8ceeed54c672b5d(int p0, int p1, int p2, int p3, int p4, int p5, int p6)
set_ped_should_play_directed_normal_scenario_exit¶
bool native.ped.set_ped_should_play_directed_normal_scenario_exit(int ped, float x, float y, float z)
set_ped_should_play_normal_scenario_exit¶
void native.ped.set_ped_should_play_normal_scenario_exit(int ped)
set_ped_should_play_immediate_scenario_exit¶
void native.ped.set_ped_should_play_immediate_scenario_exit(int ped)
set_ped_should_play_flee_scenario_exit¶
bool native.ped.set_ped_should_play_flee_scenario_exit(int ped, float x, float y, float z, int look_intensity)
set_ped_should_play_combat_scenario_exit¶
bool native.ped.set_ped_should_play_combat_scenario_exit(int ped, float x, float y, float z, int look_intensity)
set_ped_should_play_emotional_scenario_exit¶
bool native.ped.set_ped_should_play_emotional_scenario_exit(int ped, float x, float y, float z, int look_intensity, bool p5)
set_ped_should_play_quick_scenario_exit¶
bool native.ped.set_ped_should_play_quick_scenario_exit(int ped, float x, float y, float z, int look_intensity, bool p5)
_0xf9331b3a314eb49d¶
bool native.ped._0xf9331b3a314eb49d(int ped)
_0xe735a7da22e88359¶
void native.ped._0xe735a7da22e88359(int p0)
_0x82cb0f3f0c7785e5¶
int native.ped._0x82cb0f3f0c7785e5(int p0)
_0xca95c156c14b2054¶
void native.ped._0xca95c156c14b2054(int p0, int p1)
set_facial_idle_anim_override¶
void native.ped.set_facial_idle_anim_override(int ped, string anim_name, string anim_dict)
clear_facial_idle_anim_override¶
void native.ped.clear_facial_idle_anim_override(int ped)
_request_ped_facial_mood_this_frame¶
void native.ped._request_ped_facial_mood_this_frame(int ped, int mood, int p2)
mood: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/fwFacialAnimRequest__Mood
Params: p2 = 6 in R* Scripts
_0xd2f0fe8805d91647¶
void native.ped._0xd2f0fe8805d91647(int p0, int p1)
set_ped_can_play_gesture_anims¶
void native.ped.set_ped_can_play_gesture_anims(int ped, int p1, int p2)
_0x7edb3c766b0d073f¶
void native.ped._0x7edb3c766b0d073f(int ped)
set_ped_can_play_ambient_anims¶
void native.ped.set_ped_can_play_ambient_anims(int ped, bool toggle)
set_ped_can_play_ambient_base_anims¶
void native.ped.set_ped_can_play_ambient_base_anims(int ped, bool toggle)
_0x4f63433ce3c08230¶
void native.ped._0x4f63433ce3c08230(int ped, bool p1)
set_ped_can_arm_ik¶
void native.ped.set_ped_can_arm_ik(int ped, bool toggle)
_set_ped_can_unk_bodypart_ik¶
void native.ped._set_ped_can_unk_bodypart_ik(int ped, bool toggle)
set_ped_can_head_ik¶
void native.ped.set_ped_can_head_ik(int ped, bool toggle)
set_ped_can_leg_ik¶
void native.ped.set_ped_can_leg_ik(int ped, bool toggle)
set_ped_can_torso_ik¶
void native.ped.set_ped_can_torso_ik(int ped, bool toggle)
set_ped_can_torso_react_ik¶
void native.ped.set_ped_can_torso_react_ik(int ped, bool toggle)
set_ped_can_torso_vehicle_ik¶
void native.ped.set_ped_can_torso_vehicle_ik(int ped, bool toggle)
set_ped_can_use_auto_conversation_lookat¶
void native.ped.set_ped_can_use_auto_conversation_lookat(int ped, bool toggle)
is_ped_headtracking_ped¶
bool native.ped.is_ped_headtracking_ped(int ped1, int ped2)
is_ped_headtracking_entity¶
bool native.ped.is_ped_headtracking_entity(int ped, int entity)
_disable_ambient_look_at_requests¶
void native.ped._disable_ambient_look_at_requests(int p0, int p1)
_disable_all_look_at_requests¶
void native.ped._disable_all_look_at_requests(int ped, int p1)
_0xcd9e5f94a2f38683¶
void native.ped._0xcd9e5f94a2f38683(int ped, bool p1)
set_ped_cloth_pin_frames¶
void native.ped.set_ped_cloth_pin_frames(int ped, bool p1)
_0x1d4636c90bbefacb¶
void native.ped._0x1d4636c90bbefacb(int ped, int p1)
_0xef371232bc6053e1¶
void native.ped._0xef371232bc6053e1(int ped)
_0x86f0b6730c32ac14¶
void native.ped._0x86f0b6730c32ac14(int ped, bool p1)
_0x8101ba1c0b462412¶
void native.ped._0x8101ba1c0b462412(int ped, int rope_id)
set_ped_config_flag¶
void native.ped.set_ped_config_flag(int ped, int flag_id, bool value)
flagId: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePedScriptConfigFlags
https://alloc8or.re/rdr3/doc/enums/ePedScriptConfigFlags.txt
https://github.com/femga/rdr3_discoveries/tree/master/AI/CPED_CONFIG_FLAGS
set_ped_reset_flag¶
void native.ped.set_ped_reset_flag(int ped, int flag_id, bool do_reset)
Needs to be called every frame
flagid:https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePedScriptResetFlags
https://github.com/femga/rdr3_discoveries/tree/master/AI/CPED_RESET_FLAGS
get_ped_config_flag¶
bool native.ped.get_ped_config_flag(int ped, int flag_id, bool p2)
get_ped_reset_flag¶
bool native.ped.get_ped_reset_flag(int ped, int flag_id)
_0xc6981aff6d2a71c2¶
void native.ped._0xc6981aff6d2a71c2(int p0)
_0xe0fe107ab174d64a¶
void native.ped._0xe0fe107ab174d64a(int p0, int p1)
set_ped_group_member_passenger_index¶
void native.ped.set_ped_group_member_passenger_index(int ped, int index)
is_ped_evasive_diving¶
bool native.ped.is_ped_evasive_diving(int ped, ptr int evading_entity)
_shoot_trigger_at_coords¶
int native.ped._shoot_trigger_at_coords(int ped, float x, float y, float z, int p4, float p5, int p6, float p7)
_is_this_model_a_horse¶
bool native.ped._is_this_model_a_horse(int model)
set_ped_model_is_suppressed¶
void native.ped.set_ped_model_is_suppressed(int model, bool toggle)
_is_ped_model_suppressed¶
bool native.ped._is_ped_model_suppressed(int model)
_0x7abbd9e449e0db00¶
void native.ped._0x7abbd9e449e0db00(int ped, bool p1)
_set_ped_disable_kick_move¶
void native.ped._set_ped_disable_kick_move(int ped, bool disable)
set_ped_can_ragdoll_from_player_impact¶
void native.ped.set_ped_can_ragdoll_from_player_impact(int ped, bool toggle)
_0xe6cb36f43a95d75f¶
void native.ped._0xe6cb36f43a95d75f(int p0)
set_ped_leg_ik_mode¶
void native.ped.set_ped_leg_ik_mode(int ped, int mode)
_is_ped_in_point¶
bool native.ped._is_ped_in_point(int ped, float x, float y, float z, float radius, bool p5)
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¶
void native.ped._set_ped_can_be_lassoed(int ped, bool toggle)
set_ped_combat_movement¶
void native.ped.set_ped_combat_movement(int ped, int 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¶
int native.ped.get_ped_combat_movement(int ped)
_0x815c0074a1bc0d93¶
void native.ped._0x815c0074a1bc0d93(int ped, int p1)
_0xffde295662405b25¶
int native.ped._0xffde295662405b25(int ped)
set_ped_combat_ability¶
void native.ped.set_ped_combat_ability(int ped, int ability_level)
set_ped_combat_range¶
void native.ped.set_ped_combat_range(int ped, int range)
set_ped_combat_attributes¶
void native.ped.set_ped_combat_attributes(int ped, int attribute_index, bool enabled)
attributeIndex: https://alloc8or.re/rdr3/doc/enums/eCombatAttribute.txt
https://github.com/femga/rdr3_discoveries/tree/master/AI/COMBAT_ATTRIBUTES
_get_ped_combat_attribute¶
bool native.ped._get_ped_combat_attribute(int ped, int attribute_index)
_set_ped_combat_attribute_hash¶
void native.ped._set_ped_combat_attribute_hash(int ped, int p1)
set_ped_target_loss_response¶
void native.ped.set_ped_target_loss_response(int ped, int response_type)
_0x0a4618ffd517e24d¶
void native.ped._0x0a4618ffd517e24d(int p0, int p1)
_0x712b2c2b2471b493¶
void native.ped._0x712b2c2b2471b493(int ped, int p1)
_0x00b380ff2df6ab7a¶
void native.ped._0x00b380ff2df6ab7a(int p0, int p1)
_set_ped_combat_style¶
void native.ped._set_ped_combat_style(int ped, int combat_style_hash, int p2, float duration)
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¶
void native.ped._clear_ped_combat_style(int ped, int p1)
_set_ped_combat_style_mod¶
void native.ped._set_ped_combat_style_mod(int ped, int combat_style_mod_hash, float duration)
_clear_ped_combat_style_mod¶
void native.ped._clear_ped_combat_style_mod(int ped, int combat_style_mod_hash)
_0x5bf0b9d9a8e227a0¶
bool native.ped._0x5bf0b9d9a8e227a0(int ped)
_0x642720d8d69328b6¶
void native.ped._0x642720d8d69328b6(int ped, int p1)
is_ped_performing_melee_action¶
bool native.ped.is_ped_performing_melee_action(int ped, int p1, int p2)
_0x99df2639da76c1dc¶
bool native.ped._0x99df2639da76c1dc(int ped1, int ped2, int p2)
_get_ped_melee_action_phase¶
float native.ped._get_ped_melee_action_phase(int ped)
is_ped_being_stealth_killed¶
bool native.ped.is_ped_being_stealth_killed(int ped)
get_melee_target_for_ped¶
int native.ped.get_melee_target_for_ped(int ped)
_0xdedbed3020da49dc¶
void native.ped._0xdedbed3020da49dc(int p0)
_0xa405bf9f01960c16¶
void native.ped._0xa405bf9f01960c16(int p0)
_get_ped_brawling_style¶
int native.ped._get_ped_brawling_style(int ped)
_set_ped_brawling_style¶
void native.ped._set_ped_brawling_style(int ped, int 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¶
void native.ped._0x9d8dfe2de9cb4dfc(int ped)
_0xc48af420371c7407¶
int native.ped._0xc48af420371c7407(int ped, int grapple)
_0x5efa8a3d8a60d662¶
int native.ped._0x5efa8a3d8a60d662(int p0, int p1)
_0x242edf85d4e87b65¶
int native.ped._0x242edf85d4e87b65(int p0)
_set_ped_combat_behaviour¶
void native.ped._set_ped_combat_behaviour(int ped, int behaviour)
_0x9a4ac116cc1eee14¶
void native.ped._0x9a4ac116cc1eee14(int p0)
_0xe20027b414bfe6c7¶
void native.ped._0xe20027b414bfe6c7(int p0, int p1)
_set_ped_beat_multiplier¶
void native.ped._set_ped_beat_multiplier(int ped, float p1)
_set_ped_action_disable_flag¶
void native.ped._set_ped_action_disable_flag(int ped, int action_disable_flag)
_clear_ped_action_disable_flag¶
void native.ped._clear_ped_action_disable_flag(int ped, int action_disable_flag)
_is_ped_action_disable_flag_enabled¶
bool native.ped._is_ped_action_disable_flag_enabled(int ped, int action_disable_flag)
_set_ped_target_action_disable_flag¶
void native.ped._set_ped_target_action_disable_flag(int ped, int action_disable_flag)
_clear_ped_target_action_disable_flag¶
void native.ped._clear_ped_target_action_disable_flag(int ped, int action_disable_flag)
_is_ped_target_action_disable_flag_enabled¶
bool native.ped._is_ped_target_action_disable_flag_enabled(int ped, int action_disable_flag)
_0x57f35552e771be9d¶
void native.ped._0x57f35552e771be9d(int ped, int p1)
_0x7c10221ce718aa72¶
void native.ped._0x7c10221ce718aa72(int ped, int p1)
_0x0d3b1568917ebda0¶
bool native.ped._0x0d3b1568917ebda0(int ped, int p1)
_0x29f3539189d3e277¶
void native.ped._0x29f3539189d3e277(int p0, int p1)
_0xe9e06ea514a69061¶
void native.ped._0xe9e06ea514a69061(int p0, int p1)
_set_ped_writhing_duration¶
void native.ped._set_ped_writhing_duration(int ped, float writhing_duration1, float writhing_duration2, int p3)
_get_ped_remaining_revival_time¶
float native.ped._get_ped_remaining_revival_time(int ped, bool normalized)
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¶
void native.ped.set_pause_ped_writhe_bleedout(int ped, bool toggle)
_0x12eb4e31f092c9b3¶
bool native.ped._0x12eb4e31f092c9b3(int ped)
get_ped_is_grappling¶
bool native.ped.get_ped_is_grappling(int ped)
get_ped_is_being_grappled¶
bool native.ped.get_ped_is_being_grappled(int ped)
_get_ped_grappler¶
int native.ped._get_ped_grappler(int ped)
get_ped_grapple_state¶
int native.ped.get_ped_grapple_state(int ped)
_get_ped_grapple_style¶
int native.ped._get_ped_grapple_style(int ped)
_set_ped_grapple_style¶
int native.ped._set_ped_grapple_style(int ped, int style)
_set_ped_grapple_sequence¶
void native.ped._set_ped_grapple_sequence(int ped, string grapple_sequence)
_set_ped_grapple_flag¶
void native.ped._set_ped_grapple_flag(int ped, int flag, bool enable)
_clear_ped_grapple_flag¶
void native.ped._clear_ped_grapple_flag(int ped, int flag)
_get_ped_grapple_flag¶
int native.ped._get_ped_grapple_flag(int ped)
_set_ped_grapple_action¶
void native.ped._set_ped_grapple_action(int ped, int grapple_action)
_set_ped_grapple_effect_multiplier¶
int native.ped._set_ped_grapple_effect_multiplier(int ped, float multiplier)
_set_ped_grapple_animation¶
void native.ped._set_ped_grapple_animation(int ped, int grapple_anim)
set_ped_flee_attributes¶
void native.ped.set_ped_flee_attributes(int ped, int attribute_flags, bool enable)
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¶
bool native.ped._is_ped_cowering(int ped)
is_any_ped_near_point¶
bool native.ped.is_any_ped_near_point(float x, float y, float z, float radius)
force_ped_ai_and_animation_update¶
void native.ped.force_ped_ai_and_animation_update(int ped, bool p1, bool p2)
_0xc2722b252c79e641¶
void native.ped._0xc2722b252c79e641(int ped, int p1, int p2, bool p3)
_is_ped_doing_scenario_transition¶
bool native.ped._is_ped_doing_scenario_transition(int ped)
_0x2dc0e8dcbd3546e9¶
bool native.ped._0x2dc0e8dcbd3546e9(int ped)
_add_scenario_transition¶
void native.ped._add_scenario_transition(int ped)
_give_ped_hash_command¶
void native.ped._give_ped_hash_command(int ped, int command_hash, float activation_duration)
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¶
bool native.ped._get_is_ped_command_hash_present(int ped, int command_hash)
is_ped_heading_towards_position¶
bool native.ped.is_ped_heading_towards_position(int ped, float x, float y, float z, float p4)
_0x600bbdd29820370c¶
void native.ped._0x600bbdd29820370c(int ped)
request_ped_visibility_tracking¶
void native.ped.request_ped_visibility_tracking(int ped)
release_ped_visibility_tracking¶
void native.ped.release_ped_visibility_tracking(int ped)
request_ped_vehicle_visibility_tracking¶
void native.ped.request_ped_vehicle_visibility_tracking(int ped, bool p1)
request_ped_use_small_bbox_visibility_tracking¶
void native.ped.request_ped_use_small_bbox_visibility_tracking(int ped, bool p1)
get_tracked_ped_pixelcount¶
int native.ped.get_tracked_ped_pixelcount(int ped)
is_tracked_ped_visible¶
bool native.ped.is_tracked_ped_visible(int ped)
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¶
bool native.ped._is_tracked_ped_visibility_percentage_not_less_than(int ped, float percent)
_is_ped_visibility_tracked¶
bool native.ped._is_ped_visibility_tracked(int ped)
can_ped_be_mounted¶
bool native.ped.can_ped_be_mounted(int ped)
_is_meta_ped_fish¶
bool native.ped._is_meta_ped_fish(int ped)
is_event_in_queue¶
bool native.ped.is_event_in_queue(int ped, int event_type)
can_ped_see_entity¶
int native.ped.can_ped_see_entity(int ped, int target_entity, bool p2, bool p3)
can_ped_see_ped_cached¶
int native.ped.can_ped_see_ped_cached(int ped, int target_ped, bool p2)
_0x0ea9eacba3b01601¶
float native.ped._0x0ea9eacba3b01601(int ped1, int ped2, bool p2)
get_ped_bone_index¶
int native.ped.get_ped_bone_index(int ped, int bone_id)
_0xc5303f460a40d21d¶
int native.ped._0xc5303f460a40d21d(int ped, int p1)
_0xe29d8cd66553dbaa¶
void native.ped._0xe29d8cd66553dbaa(int horse)
_0xb06f5f1def417216¶
void native.ped._0xb06f5f1def417216(int p0, int p1, int p2, int p3)
_0xfc23348f0f4e245f¶
void native.ped._0xfc23348f0f4e245f(int p0, int p1, int p2, int p3)
_0x9184788bff1edad7¶
void native.ped._0x9184788bff1edad7(int p0, int p1)
_set_ped_dirt_cleaned¶
void native.ped._set_ped_dirt_cleaned(int ped, float p1, int p2, bool p3, bool p4)
_0x0105fee8f9091255¶
int native.ped._0x0105fee8f9091255(int p0, int p1)
_0xd049920cd29f6cc8¶
void native.ped._0xd049920cd29f6cc8(int p0, int p1, int p2, int p3, int p4)
_0xbb3e5370ebb6be28¶
int native.ped._0xbb3e5370ebb6be28(int p0, int p1)
_0x2fa568bfa725f8d6¶
void native.ped._0x2fa568bfa725f8d6(int p0, int p1, int p2, int p3)
_0x56e4bad93d33453c¶
int native.ped._0x56e4bad93d33453c(int p0, int p1)
_0x75a082563b4452e5¶
void native.ped._0x75a082563b4452e5(int p0, int p1, int p2, int p3)
_0x16802c32b2fca06b¶
void native.ped._0x16802c32b2fca06b(int p0, int p1, int p2, int p3)
_0x8ba0c65ac15a7d33¶
void native.ped._0x8ba0c65ac15a7d33(int p0, int p1, int p2, int p3)
_0x0ffdf937e5c11382¶
void native.ped._0x0ffdf937e5c11382(int p0, int p1, int p2, int p3, int p4, int p5)
_0x5fcf25d584065bfd¶
void native.ped._0x5fcf25d584065bfd(int p0, int p1, int p2, int p3)
_0xa2116c1e4ed85c24¶
void native.ped._0xa2116c1e4ed85c24(int ped, bool inverted)
force_ped_motion_state¶
bool native.ped.force_ped_motion_state(int ped, int motion_state_hash, bool p2, int p3, bool p4)
motionStateHash: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/FORCE_PED_MOTION_STATE
_0x75d3333409cd33ce¶
void native.ped._0x75d3333409cd33ce(int p0, int p1, int p2)
get_ped_current_move_blend_ratio¶
bool native.ped.get_ped_current_move_blend_ratio(int ped, ptr int speed_x, ptr int speed_y)
set_ped_max_move_blend_ratio¶
void native.ped.set_ped_max_move_blend_ratio(int ped, float value)
set_ped_min_move_blend_ratio¶
void native.ped.set_ped_min_move_blend_ratio(int ped, float value)
_0xbc1dc48270468444¶
void native.ped._0xbc1dc48270468444(int p0)
_0x46bf2a810679d6e6¶
float native.ped._0x46bf2a810679d6e6(int ped, float max_move_blend_ratio)
_0xca95924c893a0c91¶
float native.ped._0xca95924c893a0c91(int ped, float p1)
_horse_agitate¶
void native.ped._horse_agitate(int mount, bool kick_off_rider)
_0x413697ec260aabbf¶
void native.ped._0x413697ec260aabbf(int p0, int p1, int p2)
_0xcac43d060099ea72¶
void native.ped._0xcac43d060099ea72(int ped)
_0xc9151483cc06a414¶
void native.ped._0xc9151483cc06a414(int ped)
_0xad3330e3c3e98007¶
void native.ped._0xad3330e3c3e98007(int p0, int p1)
_0xb8e2d655e1d5bd39¶
int native.ped._0xb8e2d655e1d5bd39(int p0)
_0x7bb810e8b343ac7b¶
int native.ped._0x7bb810e8b343ac7b(int p0)
set_ped_move_rate_override¶
void native.ped.set_ped_move_rate_override(int ped, float value)
get_ped_nearby_vehicles¶
int native.ped.get_ped_nearby_vehicles(int ped, ptr int size_and_vehs)
get_ped_nearby_peds¶
int native.ped.get_ped_nearby_peds(int ped, ptr int size_and_peds, int ignored_ped_type, int p3)
is_ped_ready_to_render¶
bool native.ped.is_ped_ready_to_render(int ped)
_0x6a489892e813951a¶
void native.ped._0x6a489892e813951a(int p0)
is_ped_using_action_mode¶
bool native.ped.is_ped_using_action_mode(int ped)
_is_ped_using_action_mode_2¶
bool native.ped._is_ped_using_action_mode_2(int ped)
set_ped_using_action_mode¶
void native.ped.set_ped_using_action_mode(int ped, bool b_action_mode_enabled, int p2, string action)
set_ped_capsule¶
void native.ped.set_ped_capsule(int ped, float value)
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¶
int native.ped._get_rider_of_mount(int mount, bool p1)
spawnpoints_start_search¶
void native.ped.spawnpoints_start_search(float x, float y, float z, float width, float p4, int spawnpoints_flag, float p6, int duration, float p8)
spawnpoints_start_search_in_angled_area¶
void native.ped.spawnpoints_start_search_in_angled_area(float x1, float y1, float z1, float x2, float y2, float z2, float width, int spawnpoints_flag, float p8, int duration, float p10)
_spawnpoints_start_search_with_volume¶
void native.ped._spawnpoints_start_search_with_volume(int volume, int spawnpoints_flag, float p2, int duration, float p4)
spawnpoints_cancel_search¶
void native.ped.spawnpoints_cancel_search()
spawnpoints_is_search_active¶
bool native.ped.spawnpoints_is_search_active()
spawnpoints_is_search_complete¶
bool native.ped.spawnpoints_is_search_complete()
spawnpoints_is_search_failed¶
bool native.ped.spawnpoints_is_search_failed()
spawnpoints_get_num_search_results¶
int native.ped.spawnpoints_get_num_search_results()
spawnpoints_get_search_result¶
void native.ped.spawnpoints_get_search_result(int random_int, ptr int x, ptr int y, ptr int z)
spawnpoints_get_search_result_flags¶
void native.ped.spawnpoints_get_search_result_flags(int p0, ptr int p1)
set_ik_target¶
void native.ped.set_ik_target(int ped, int ik_index, int entity_look_at, int bone_look_at, float offset_x, float offset_y, float offset_z, int p7, int blend_in_duration, int blend_out_duration)
_request_ped_emotional_preset¶
void native.ped._request_ped_emotional_preset(int ped, string name)
_has_ped_emotional_preset_loaded¶
bool native.ped._has_ped_emotional_preset_loaded(int ped, string name)
_remove_ped_emotional_preset¶
void native.ped._remove_ped_emotional_preset(int ped, string name)
_request_motion_type_asset¶
void native.ped._request_motion_type_asset(int name_hash, int ped)
has_motion_type_asset_loaded¶
bool native.ped.has_motion_type_asset_loaded(int name_hash, int ped)
_remove_motion_type_asset¶
void native.ped._remove_motion_type_asset(int name_hash, int ped)
_0x290b2e6ccde532e1¶
bool native.ped._0x290b2e6ccde532e1(int ped)
_0x0eef7a81c17679db¶
bool native.ped._0x0eef7a81c17679db(int ped)
set_ped_lod_multiplier¶
void native.ped.set_ped_lod_multiplier(int ped, float multiplier)
_get_ped_lod_multiplier¶
float native.ped._get_ped_lod_multiplier(int ped)
_0xa218d2bbcaa7388c¶
int native.ped._0xa218d2bbcaa7388c(int p0, int p1)
is_any_hostile_ped_near_point¶
bool native.ped.is_any_hostile_ped_near_point(int ped, float x, float y, float z, float radius)
_0xcbde59c48f2b06f5¶
void native.ped._0xcbde59c48f2b06f5(int p0, int p1, int p2)
_0x6a190b94c2541a99¶
void native.ped._0x6a190b94c2541a99(int p0)
is_target_ped_in_perception_area¶
bool native.ped.is_target_ped_in_perception_area(int ped, int target_ped, float p2, float custom_distance, float p4, float p5)
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¶
void native.ped.set_pop_control_sphere_this_frame(int p0, int p1, int p2, int p3, int p4)
is_ped_hogtied¶
bool native.ped.is_ped_hogtied(int ped)
is_ped_being_hogtied¶
bool native.ped.is_ped_being_hogtied(int ped)
_0x3d9f958834ab9c30¶
int native.ped._0x3d9f958834ab9c30(int ped)
_0x913d04a5176f84c9¶
bool native.ped._0x913d04a5176f84c9(int ped)
is_ped_hogtying¶
bool native.ped.is_ped_hogtying(int ped)
_get_ped_lasso_hogtie_flag¶
bool native.ped._get_ped_lasso_hogtie_flag(int ped, int flag_id)
https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/Lasso%20Hogtie%20Flags
https://github.com/femga/rdr3_discoveries/tree/master/AI/LASSO_HOGTIE_FLAG
set_ped_lasso_hogtie_flag¶
void native.ped.set_ped_lasso_hogtie_flag(int ped, int flag_id, bool value)
_0x4642182a298187d0¶
int native.ped._0x4642182a298187d0(int ped, int p1, ptr int p2, int p3, int p4)
_0x6b67320e0d57856a¶
void native.ped._0x6b67320e0d57856a(int ped, ptr int p1, int p2, bool p3)
_get_first_entity_ped_is_carrying¶
int native.ped._get_first_entity_ped_is_carrying(int ped)
_0xaa6c49ae90a32299¶
void native.ped._0xaa6c49ae90a32299(int ped, int p1)
_get_carrier_as_ped¶
int native.ped._get_carrier_as_ped(int entity)
_get_carrier_as_mount¶
int native.ped._get_carrier_as_mount(int entity)
_get_carrier_as_human¶
int native.ped._get_carrier_as_human(int entity)
get_carried_attached_info_for_slot¶
int native.ped.get_carried_attached_info_for_slot(int p0, int p1, int p2, int p3)
detach_carriable_entity¶
void native.ped.detach_carriable_entity(int entity, bool p1, bool p2)
find_all_attached_carriable_entities¶
void native.ped.find_all_attached_carriable_entities(int ped, int itemset)
is_ped_carrying_something¶
bool native.ped.is_ped_carrying_something(int ped)
_0xb65927f861e7ae39¶
bool native.ped._0xb65927f861e7ae39(int ped, int p1)
_0xa1fbac56d38563e2¶
bool native.ped._0xa1fbac56d38563e2(int volume)
_0x6f43c351a5d51e2f¶
int native.ped._0x6f43c351a5d51e2f(int ped, ptr int p1)
is_ped_lassoed¶
bool native.ped.is_ped_lassoed(int ped)
_get_lassoer_of_ped¶
int native.ped._get_lassoer_of_ped(int ped)
_get_lasso_target¶
int native.ped._get_lasso_target(int ped)
_get_lassoed_lassoer¶
int native.ped._get_lassoed_lassoer(int ped)
set_looting_flag¶
void native.ped.set_looting_flag(int ped, int loot_flag, bool enabled)
https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/CLootingFlags__Flags
https://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¶
bool native.ped._get_looting_flag(int ped, int loot_flag)
_refresh_loot_state_for_ped¶
int native.ped._refresh_loot_state_for_ped(int ped, int p1, ptr int loot_target, int p3, int p4)
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¶
int native.ped.get_ped_loot_status_mp(int ped)
_0x4b19f171450e0d4f¶
int native.ped._0x4b19f171450e0d4f(int ped)
_0x758f081db204ddde¶
bool native.ped._0x758f081db204ddde(int ped)
get_looting_pickup_target_entity¶
int native.ped.get_looting_pickup_target_entity(int ped)
_0x7b5c293238ee4f20¶
int native.ped._0x7b5c293238ee4f20(int p0)
_0xae6b68a83abbe7c0¶
void native.ped._0xae6b68a83abbe7c0(int p0)
_0xa4b6432e3880f2f9¶
bool native.ped._0xa4b6432e3880f2f9(int ped)
_add_ped_subscribe_to_legendary_blips¶
bool native.ped._add_ped_subscribe_to_legendary_blips(int ped)
_remove_ped_subscribe_to_legendary_blips¶
bool native.ped._remove_ped_subscribe_to_legendary_blips(int ped)
is_ped_incapacitated¶
bool native.ped.is_ped_incapacitated(int ped)
_set_ped_incapacitation_modifiers¶
void native.ped._set_ped_incapacitation_modifiers(int ped, bool can_be_incapacitated, int threshold, int bleedout_time, int p4)
_get_ped_can_be_incapacitated_this_frame¶
bool native.ped._get_ped_can_be_incapacitated_this_frame(int ped)
set_ped_can_be_incapacitated¶
void native.ped.set_ped_can_be_incapacitated(int ped, bool toggle)
_get_ped_incapacitation_health¶
int native.ped._get_ped_incapacitation_health(int ped)
_set_ped_incapacitation_total_bleed_out_duration¶
void native.ped._set_ped_incapacitation_total_bleed_out_duration(int ped, float duration)
_reset_ped_incapacitation_bleed_out_duration¶
void native.ped._reset_ped_incapacitation_bleed_out_duration(int ped)
_set_ped_incapacitation_flags¶
void native.ped._set_ped_incapacitation_flags(int ped, int flags)
_0x92a1b55a59720395¶
void native.ped._0x92a1b55a59720395(int p0, int p1)
_incapacitated_revive¶
void native.ped._incapacitated_revive(int ped, int ped2)
_get_incapacitation_time_remaining¶
int native.ped._get_incapacitation_time_remaining(int ped)
_set_ped_knocked_by_one_hit¶
void native.ped._set_ped_knocked_by_one_hit(int ped, float p1)
_0x2e5b5d1f1453e08e¶
void native.ped._0x2e5b5d1f1453e08e(int ped, int p1)
_0x29924eb8ee9db926¶
void native.ped._0x29924eb8ee9db926(int ped, float p1)
_set_ped_active_player_type¶
void native.ped._set_ped_active_player_type(int ped, int player_type)
_0xcb86d3e3e3708901¶
int native.ped._0xcb86d3e3e3708901(int p0, int p1, int p2, int p3, int p4)
_0x633f83b301c87994¶
void native.ped._0x633f83b301c87994(int p0, int p1)
_0x5203038ff8bae577¶
bool native.ped._0x5203038ff8bae577(int ped, int p1, int p2)
_0x7f090958ae95b61b¶
bool native.ped._0x7f090958ae95b61b(int ped, int p1)
_0xc494c76a34266e82¶
void native.ped._0xc494c76a34266e82(int ped, int p1)
_0xc3995d396f1d97b6¶
bool native.ped._0xc3995d396f1d97b6(int ped, int p1, int p2)
_0x15f4732c357b1d6d¶
void native.ped._0x15f4732c357b1d6d(int p0, int p1, int p2)
_0x947e43f544b6ab34¶
bool native.ped._0x947e43f544b6ab34(int ped, int player, int flag, int ms)
flags: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/0x947E43F544B6AB34
_GET_PED_G* - _GET_PED_I(NTERACTION?)*
_0x32417cb860a3bdc4¶
int native.ped._0x32417cb860a3bdc4(int p0, int p1)
_0xe737d5f14304a2ec¶
void native.ped._0xe737d5f14304a2ec(int ped, int player, int p2)
_0xebd49472bccf7642¶
void native.ped._0xebd49472bccf7642(int p0, int p1)
_set_player_greet_disabled_for_ped¶
void native.ped._set_player_greet_disabled_for_ped(int ped, int player, int duration)
_set_player_antagonize_disabled_for_ped¶
void native.ped._set_player_antagonize_disabled_for_ped(int ped, int player, int duration)
_0xb9bdfae609dfb7c5¶
void native.ped._0xb9bdfae609dfb7c5(int p0, int p1, int p2)
_0xf7327acc7a89aef1¶
int native.ped._0xf7327acc7a89aef1(int p0, int p1, int p2)
_get_ped_attitude¶
int native.ped._get_ped_attitude(int ped, int player)
AI_ATTITUDE_NEUTRAL = 0,
AI_ATTITUDE_FRIENDLY,
AI_ATTITUDE_WARY,
AI_ATTITUDE_COMBATIVE,
AI_ATTITUDE_NEVER_MET
_0x1e017404784aa6a3¶
bool native.ped._0x1e017404784aa6a3(int ped, int p1)
_0x2b4ce170de09f346¶
void native.ped._0x2b4ce170de09f346(int ped, int p1)
_0x7c8aa850617651d9¶
int native.ped._0x7c8aa850617651d9(int p0, int p1)
_get_ped_motivation¶
float native.ped._get_ped_motivation(int ped, int motivation_state, int target_ped)
_set_ped_motivation¶
void native.ped._set_ped_motivation(int ped, int motivation_state, float threshold, int target_ped)
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¶
void native.ped._0x23bde06596a22cec(int ped, int p1, float p2, int p3)
_0xcdfb8c04d4c95d9b¶
void native.ped._0xcdfb8c04d4c95d9b(int p0, int p1, int p2, int p3)
_get_is_ped_motivation_state_enabled¶
bool native.ped._get_is_ped_motivation_state_enabled(int ped, int motivation_state)
_set_ped_motivation_state_override¶
void native.ped._set_ped_motivation_state_override(int ped, int motivation_state, bool enabled)
_set_ped_motivation_modifier¶
void native.ped._set_ped_motivation_modifier(int ped, int motivation_state, float modifier)
_0xfd8e853f0bc2e942¶
void native.ped._0xfd8e853f0bc2e942(int p0, int p1)
_set_ped_scent¶
void native.ped._set_ped_scent(int ped, float scent)
_set_ped_ladder_movement_speed_modifier¶
void native.ped._set_ped_ladder_movement_speed_modifier(int ped, float p1)
_reset_ped_ladder_movement_speed_modifier¶
void native.ped._reset_ped_ladder_movement_speed_modifier(int ped)
_0xc6c4e15cf7d52fea¶
void native.ped._0xc6c4e15cf7d52fea(int p0, int p1)
_set_ped_voice_volume¶
void native.ped._set_ped_voice_volume(int ped, float volume)
_0x0f967019cc853bcc¶
void native.ped._0x0f967019cc853bcc(int p0, int p1)
_is_ped_dragging¶
bool native.ped._is_ped_dragging(int ped)
is_ped_being_dragged¶
bool native.ped.is_ped_being_dragged(int ped)
_0x070a3841406c43d5¶
void native.ped._0x070a3841406c43d5(int p0, int p1)
_add_ped_stay_out_volume¶
bool native.ped._add_ped_stay_out_volume(int ped, int volume)
_remove_ped_stay_out_volume¶
bool native.ped._remove_ped_stay_out_volume(int ped, int volume)
_0x9e66708b2b41f14a¶
void native.ped._0x9e66708b2b41f14a(int p0, int p1)
_0xf634e2892220ef34¶
void native.ped._0xf634e2892220ef34(int ped, int p1)
_0xaac0ee3b4999abb5¶
void native.ped._0xaac0ee3b4999abb5(int ped, int target_ped)
get_ped_motion_focus_entity¶
int native.ped.get_ped_motion_focus_entity(int ped)
_set_char_expression¶
void native.ped._set_char_expression(int ped, int index, float value)
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¶
float native.ped._get_char_expression(int ped, int index)
Gets MetaPedExpression at index specified
For index, see: _SET_CHAR_EXPRESSION
Old name: _GET_PED_FACE_FEATURE
_0x5bb04bc74a474b47¶
void native.ped._0x5bb04bc74a474b47(int p0, int p1)
_0x9078fb0557364099¶
void native.ped._0x9078fb0557364099(int p0)
is_ped_falling_over¶
bool native.ped.is_ped_falling_over(int ped)
_has_ped_been_shoved_recently¶
bool native.ped._has_ped_been_shoved_recently(int ped, int ms)
_get_ped_tranquilizer¶
int native.ped._get_ped_tranquilizer(int ped)
_0x0d497aa69059fe40¶
void native.ped._0x0d497aa69059fe40(int p0, int p1)
_0xd7d2f45c56a4f4df¶
void native.ped._0xd7d2f45c56a4f4df(int p0, int p1, int p2)
_set_ped_cull_range¶
void native.ped._set_ped_cull_range(int ped, float p1, float p2)
The higher the multiplier the less the engine renders culls (https://docs.unity3d.com/Manual/OcclusionCulling.html)
_0x1d23d3f70606d788¶
void native.ped._0x1d23d3f70606d788(int p0, int p1)
_get_meta_ped_type¶
int native.ped._get_meta_ped_type(int ped)
_is_meta_ped_using_component¶
bool native.ped._is_meta_ped_using_component(int ped, int component)
_0xbd0e4f52f6d95242¶
bool native.ped._0xbd0e4f52f6d95242(int ped)
_is_ped_child¶
bool native.ped._is_ped_child(int ped)
_0xffa1594703ed27ca¶
void native.ped._0xffa1594703ed27ca(int ped, int p1)
_set_meta_ped_tag¶
void native.ped._set_meta_ped_tag(int ped, int drawable, int albedo, int normal, int material, int palette, int tint0, int tint1, int tint2)
Use to apply metaped player components
Replaces asset, alternatively you can remove assets using REMOVE_TAG_FROM_META_PED
remove_tag_from_meta_ped¶
void native.ped.remove_tag_from_meta_ped(int ped, int component, int p2)
_0xa2b8e47442c76cec¶
void native.ped._0xa2b8e47442c76cec(int p0, int p1)
_get_num_component_categories_in_ped¶
int native.ped._get_num_component_categories_in_ped(int ped)
Works similar to 0x90403E8107B60E81 (_GET_NUM_COMPONENTS_IN_PED) but is used to get category hashes instead
_get_ped_component_category_by_index¶
int native.ped._get_ped_component_category_by_index(int ped, int index)
_get_num_components_in_ped¶
int native.ped._get_num_components_in_ped(int ped)
_0x9b90842304c938a7¶
int native.ped._0x9b90842304c938a7(int p0, int p1, int p2)
_update_ped_variation¶
void native.ped._update_ped_variation(int ped, bool p1, bool p2, bool p3, bool p4, bool p5)
Update variation on ped, needed after first creation, or when component or texture/overlay is changed
_0xcb1a3864c524f784¶
void native.ped._0xcb1a3864c524f784(int p0, int p1)
_0xfa0d206b489a6846¶
void native.ped._0xfa0d206b489a6846(int p0, int p1, int p2, int p3, int p4)
_0xa4ac05b1a364ebc5¶
int native.ped._0xa4ac05b1a364ebc5(int p0, int p1, int p2)
_0x1298b3d8e4c2409f¶
void native.ped._0x1298b3d8e4c2409f(int p0)
_0xa274f51ef7e34b95¶
int native.ped._0xa274f51ef7e34b95(int p0, int p1)
_0xc2ef407645beecdc¶
int native.ped._0xc2ef407645beecdc(int p0)
_equip_meta_ped_outfit¶
void native.ped._equip_meta_ped_outfit(int ped, int hash)
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¶
void native.ped._0xfa742b82d093d848(int p0, int p1, int p2)
_get_ped_meta_outfit_hash¶
int native.ped._get_ped_meta_outfit_hash(int ped)
_0xa2f8b3b5fedfc100¶
void native.ped._0xa2f8b3b5fedfc100(int p0, int p1)
_equip_meta_ped_suboutfit¶
void native.ped._equip_meta_ped_suboutfit(int ped, int suboutfit, int p2)
_does_meta_ped_outfit_exist_for_ped_model¶
bool native.ped._does_meta_ped_outfit_exist_for_ped_model(int outfit, int model)
_does_meta_ped_suboutfit_exist_for_ped_model¶
bool native.ped._does_meta_ped_suboutfit_exist_for_ped_model(int outfit, int suboutfit, int model)
_0x62fdf4e678e40cc6¶
int native.ped._0x62fdf4e678e40cc6(int entity, int p1)
_reset_ped_components¶
void native.ped._reset_ped_components(int ped)
_0x370a973252741ac4¶
void native.ped._0x370a973252741ac4(int ped, bool p1)
_set_random_outfit_variation¶
void native.ped._set_random_outfit_variation(int ped, bool p1)
get_num_meta_ped_outfits¶
int native.ped.get_num_meta_ped_outfits(int ped)
_equip_meta_ped_outfit_preset¶
void native.ped._equip_meta_ped_outfit_preset(int ped, int preset_id, bool p2)
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¶
void native.ped._equip_meta_ped_outfit_extra(int ped, int component, int p2, int p3)
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¶
bool native.ped._is_meta_ped_outfit_equipped(int ped, int outfit)
_0x851966e1e35af491¶
void native.ped._0x851966e1e35af491(int p0, int p1)
_set_texture_outfit_tints¶
void native.ped._set_texture_outfit_tints(int ped, int component_category, int palette, int tint0, int tint1, int tint2)
_request_meta_ped¶
int native.ped._request_meta_ped(int model, int p1)
_has_meta_ped_request_loaded¶
bool native.ped._has_meta_ped_request_loaded(int request_id)
_is_meta_ped_request_valid¶
bool native.ped._is_meta_ped_request_valid(int request_id)
_create_meta_ped¶
int native.ped._create_meta_ped(int request_id, float x, float y, float z, float heading, bool p5, bool p6, bool p7, bool p8, bool p9)
_release_meta_ped_request¶
void native.ped._release_meta_ped_request(int request_id)
_request_meta_ped_outfit¶
int native.ped._request_meta_ped_outfit(int model, int outfit)
https://github.com/femga/rdr3_discoveries/blob/master/clothes/metaped_outfits.lua
Returns requestId, to be used with 0x74F512E29CB717E2
_0x27e8a84c12b0b7d1¶
int native.ped._0x27e8a84c12b0b7d1(int p0, int p1, int p2)
_0x273915ce30780986¶
int native.ped._0x273915ce30780986(int p0, int p1)
_release_meta_ped_outfit_request¶
void native.ped._release_meta_ped_outfit_request(int request_id)
_0x3fcbb5fcfd968698¶
int native.ped._0x3fcbb5fcfd968698(int drawable, int albedo, int normal, int material, int p4)
Used for script function PROCESS_PLAYER_HAT_EVENT
Returns requestId to be used with 0x13E7320C762F0477
_request_meta_ped_asset_bundle¶
int native.ped._request_meta_ped_asset_bundle(int asset, int p1)
_request_meta_ped_component¶
int native.ped._request_meta_ped_component(int meta_ped_type, int p1, int p2, int p3, int p4)
_release_meta_ped_asset_request¶
void native.ped._release_meta_ped_asset_request(int request_id)
_has_meta_ped_asset_loaded¶
bool native.ped._has_meta_ped_asset_loaded(int request_id)
_is_meta_ped_asset_valid¶
bool native.ped._is_meta_ped_asset_valid(int request_id)
_create_meta_ped_asset¶
int native.ped._create_meta_ped_asset(int asset, float pos_x, float pos_y, float pos_z, float rot_x, float rot_y, float rot_z, bool p7, bool p8, bool p9)
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 (https ://i.imgur.com/dzHkcDb.png)
_has_meta_ped_outfit_loaded¶
bool native.ped._has_meta_ped_outfit_loaded(int request_id)
_is_meta_ped_outfit_request_valid¶
bool native.ped._is_meta_ped_outfit_request_valid(int request_id)
_create_meta_ped_outfit_ped¶
int native.ped._create_meta_ped_outfit_ped(int request_id, float x, float y, float z, float heading, bool p5, bool p6, bool p7, bool p8)
_apply_ped_meta_ped_outfit¶
bool native.ped._apply_ped_meta_ped_outfit(int request_id, int ped, bool p2, bool p3)
_set_meta_ped_weariness¶
void native.ped._set_meta_ped_weariness(int ped, float weariness)
_0xf47d54b986f0a346¶
void native.ped._0xf47d54b986f0a346(int ped, int dance_intensity)
_0x3efed081b4834ba1¶
void native.ped._0x3efed081b4834ba1(int p0)
_0x0fb1ba7ff73b41e1¶
void native.ped._0x0fb1ba7ff73b41e1(int p0, int p1, int p2)
_0xb292203008ebbaac¶
int native.ped._0xb292203008ebbaac(int p0)
_0xd4d403ea031f351c¶
bool native.ped._0xd4d403ea031f351c(int ped)
_get_pelt_from_horse¶
int native.ped._get_pelt_from_horse(int horse, int index)
_set_pelt_for_horse¶
void native.ped._set_pelt_for_horse(int horse, int pelt_id)
_0xc412aa1c73111fe0¶
void native.ped._0xc412aa1c73111fe0(int p0, int p1, int p2, int p3, int p4)
_clear_pelt_from_horse¶
void native.ped._clear_pelt_from_horse(int horse, int pelt_id)
_set_ped_lights¶
void native.ped._set_ped_lights(int ped, bool toggle)
_0xd049fdaf089fddb0¶
void native.ped._0xd049fdaf089fddb0(int ped, int p1, float p2)
_0xdd9540e7b1c9714f¶
void native.ped._0xdd9540e7b1c9714f(int ped, int p1, float r, float g, float b)
_0x55546004a244302a¶
void native.ped._0x55546004a244302a(int p0, int p1)
_set_health_recharge_multiplier¶
void native.ped._set_health_recharge_multiplier(int ped, int multiplier)
_get_health_recharge_multiplier¶
float native.ped._get_health_recharge_multiplier(int ped)
_set_stamina_depletion_multiplier¶
void native.ped._set_stamina_depletion_multiplier(int ped, int multiplier)
_get_stamina_depletion_multiplier¶
float native.ped._get_stamina_depletion_multiplier(int ped)
_set_stamina_recharge_multiplier¶
void native.ped._set_stamina_recharge_multiplier(int ped, int multiplier)
_get_stamina_recharge_multiplier¶
float native.ped._get_stamina_recharge_multiplier(int ped)
_change_ped_stamina¶
bool native.ped._change_ped_stamina(int ped, float amount)
Alters entity's stamina by 'amount'. Can be negative (to drain stamina). float amount: -1000.0 - 1000.0
_get_ped_stamina¶
float native.ped._get_ped_stamina(int ped)
_get_ped_stamina_normalized¶
float native.ped._get_ped_stamina_normalized(int ped)
_get_ped_max_stamina¶
float native.ped._get_ped_max_stamina(int ped)
_0x36513affc703c60d¶
void native.ped._0x36513affc703c60d(int p0)
_restore_ped_stamina¶
void native.ped._restore_ped_stamina(int ped, float stamina)
_0xfc3b580c4380b5b7¶
int native.ped._0xfc3b580c4380b5b7(int ped)
_0xea8763e505afd49a¶
void native.ped._0xea8763e505afd49a(int p0, int p1, int p2)
_0xe4ef4382e22c780c¶
void native.ped._0xe4ef4382e22c780c(int p0)
_0xd61fcf9fcfd515b7¶
void native.ped._0xd61fcf9fcfd515b7(int p0, int p1, int p2)
_0x8d9db115fba8e23d¶
void native.ped._0x8d9db115fba8e23d(int p0)
_get_num_reserved_health¶
int native.ped._get_num_reserved_health(int ped)
_0xd97bc27ac039f681¶
int native.ped._0xd97bc27ac039f681(int p0, int p1, int p2, int p3)
_0xf6a8c4b4a11ae89c¶
int native.ped._0xf6a8c4b4a11ae89c(int p0, int p1, int p2, int p3, int p4, int p5)
_0xe4c95e0ae31c6512¶
void native.ped._0xe4c95e0ae31c6512(int ped, int p1)
_get_ped_last_dropped_hat¶
int native.ped._get_ped_last_dropped_hat(int ped)
_0x5d4cd22a8c82a81a¶
void native.ped._0x5d4cd22a8c82a81a(int ped, bool p1)
_0xbf567df2bef211a6¶
void native.ped._0xbf567df2bef211a6(int p0, int p1)
_create_gravity_well¶
int native.ped._create_gravity_well(float x_pos, float y_pos, float z_pos, float heading, float radius, float p5, float p6, float p7, bool stop_at_destination)
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.
_CREATE_[P-Z]
_remove_gravity_well¶
void native.ped._remove_gravity_well(int handle)
_is_ped_intimidated¶
bool native.ped._is_ped_intimidated(int ped)
_0x7ee3a8660f38797e¶
bool native.ped._0x7ee3a8660f38797e(int ped)
_0xa180fbd502a03125¶
int native.ped._0xa180fbd502a03125(int p0, int p1, int p2)
_request_texture¶
int native.ped._request_texture(int albedo_hash, int normal_hash, int material_hash)
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¶
void native.ped._apply_texture_on_ped(int ped, int component_hash, int texture_id)
_release_texture¶
void native.ped._release_texture(int texture_id)
_update_ped_texture¶
void native.ped._update_ped_texture(int texture_id)
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¶
void native.ped._reset_ped_texture(int texture_id)
Removes every texture layer but the base layer
Clearing texture's data: setting params to default values, but keep overlays.
_is_texture_valid¶
bool native.ped._is_texture_valid(int texture_id)
_add_texture_layer¶
int native.ped._add_texture_layer(int texture_id, int albedo_hash, int normal_hash, int material_hash, int blend_type, float tex_alpha, int sheet_grid_index)
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¶
void native.ped._remove_ped_overlay(int texture_id, int overlay_id)
_set_texture_layer_sheet_grid_index¶
void native.ped._set_texture_layer_sheet_grid_index(int texture_id, int layer_id, int sheet_grid_index)
_set_texture_layer_alpha¶
void native.ped._set_texture_layer_alpha(int texture_id, int layer_id, float tex_alpha)
_set_texture_layer_roughness¶
void native.ped._set_texture_layer_roughness(int texture_id, int layer_id, float tex_rough)
_set_texture_layer_pallete¶
void native.ped._set_texture_layer_pallete(int texture_id, int layer_id, int palette_hash)
paletteHash: https://raw.githubusercontent.com/femga/rdr3_discoveries/master/clothes/cloth_color_palletes.lua
_set_texture_layer_tint¶
void native.ped._set_texture_layer_tint(int texture_id, int layer_id, int tint0, int tint1, int tint2)
_set_texture_layer_mod¶
void native.ped._set_texture_layer_mod(int texture_id, int layer_id, int mod_texture_hash, float mod_alpha, int mod_channel)
_set_texture_layer_texture_map¶
void native.ped._set_texture_layer_texture_map(int texture_id, int layer_id, int albedo_hash, int normal_hash, int material_hash)
_clear_ped_texture¶
void native.ped._clear_ped_texture(int texture_id)
_0xc991ef46fe323867¶
void native.ped._0xc991ef46fe323867(int ped, int p1)
_0x1f8215d0e446f593¶
void native.ped._0x1f8215d0e446f593(int p0, int p1, int p2)
is_location_spawn_safe¶
bool native.ped.is_location_spawn_safe(int ped, float p1)
_0x53ba7d96b9a421d9¶
void native.ped._0x53ba7d96b9a421d9(int p0, int p1)
_0x96c7b659854de629¶
void native.ped._0x96c7b659854de629(int p0, int p1)
set_horse_avoidance_level¶
void native.ped.set_horse_avoidance_level(int horse, int 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¶
void native.ped.reset_horse_avoidance_level_to_default(int horse)
_set_ped_use_horse_map_collision¶
int native.ped._set_ped_use_horse_map_collision(int ped, bool toggle)
_0x5b73975b4f12f7f3¶
void native.ped._0x5b73975b4f12f7f3(int p0, int p1, int p2, int p3, int p4)
get_meta_ped_asset_guids¶
bool native.ped.get_meta_ped_asset_guids(int ped, int index, ptr int drawable, ptr int albedo, ptr int normal, ptr int material)
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¶
bool native.ped.get_meta_ped_asset_tint(int ped, int index, ptr int pallete, ptr int tint0, ptr int tint1, ptr int tint2)
_set_ped_blackboard_int¶
void native.ped._set_ped_blackboard_int(int ped, string variable_name, int value, int remove_timer)
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¶
void native.ped._set_ped_blackboard_bool(int ped, string variable_name, bool value, int remove_timer)
_set_ped_blackboard_float¶
void native.ped._set_ped_blackboard_float(int ped, string variable_name, float value, int remove_timer)
_set_ped_blackboard_hash¶
void native.ped._set_ped_blackboard_hash(int ped, string variable_name, string value, int remove_timer)
_remove_ped_blackboard_int¶
void native.ped._remove_ped_blackboard_int(int ped, string variable_name)
_remove_ped_blackboard_bool¶
void native.ped._remove_ped_blackboard_bool(int ped, string variable_name)
_remove_ped_blackboard_float¶
void native.ped._remove_ped_blackboard_float(int ped, string variable_name)
_remove_ped_blackboard_hash¶
void native.ped._remove_ped_blackboard_hash(int ped, string variable_name)
_get_ped_blackboard_bool¶
bool native.ped._get_ped_blackboard_bool(int ped, string variable_name)
_get_ped_blackboard_float¶
float native.ped._get_ped_blackboard_float(int ped, string variable_name)
_get_ped_blackboard_hash¶
int native.ped._get_ped_blackboard_hash(int ped, string variable_name)
get_ped_blackboard_script_int¶
int native.ped.get_ped_blackboard_script_int(int ped, string variable_name)
get_ped_blackboard_script_bool¶
bool native.ped.get_ped_blackboard_script_bool(int ped, string variable_name)
get_ped_blackboard_script_float¶
float native.ped.get_ped_blackboard_script_float(int ped, string variable_name)
_set_tank_attribute_size¶
void native.ped._set_tank_attribute_size(int ped, int attribute_index, float size)
_0xa31d350d66fa1855¶
int native.ped._0xa31d350d66fa1855(int p0)
_is_using_slipstream¶
bool native.ped._is_using_slipstream(int ped)
_0xeedc9b29314b2733¶
void native.ped._0xeedc9b29314b2733(int p0, int p1, int p2, int p3, int p4, int p5, int p6, int p7, int p8, int p9)
_0x5c90e20c25e6d83c¶
void native.ped._0x5c90e20c25e6d83c(int p0)
_0x10f96086123b939f¶
void native.ped._0x10f96086123b939f(int legendary_ped, int prey_ped, float p2)
_0x3fdbb99efd8ce4af¶
void native.ped._0x3fdbb99efd8ce4af(int p0, int p1, int p2)
_0x7e8f9949b7aabbf0¶
void native.ped._0x7e8f9949b7aabbf0(int p0, int p1, int p2)
_0x5da36cccb63c0895¶
int native.ped._0x5da36cccb63c0895(int p0, int p1, int p2)
_0x56076667e7c2dcd6¶
void native.ped._0x56076667e7c2dcd6(int p0, int p1)
_apply_shop_item_to_ped¶
void native.ped._apply_shop_item_to_ped(int ped, int component_hash, bool immediately, bool is_mp, bool p4)
_remove_shop_item_from_ped¶
void native.ped._remove_shop_item_from_ped(int ped, int component_hash, int p2, bool p3)
remove_shop_item_from_ped_by_category¶
void native.ped.remove_shop_item_from_ped_by_category(int ped, int component_category, int p2, bool p3)
_update_shop_item_wearable_state¶
void native.ped._update_shop_item_wearable_state(int ped, int component_hash, int wearable_state, int p3, bool p4, int p5)
_get_shop_item_component_at_index¶
int native.ped._get_shop_item_component_at_index(int ped, int index, bool p2, ptr int arg_struct, ptr int arg_struct2)
_get_shop_item_num_wearable_states¶
int native.ped._get_shop_item_num_wearable_states(int component_hash, bool is_mp_female, bool p2)
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¶
int native.ped._get_shop_item_wearable_state_by_index(int component_hash, int wearable_state_index, bool is_mp_female, bool p3)
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¶
int native.ped._get_shop_item_component_category(int component_hash, int metaped_type, bool is_mp)
_0x31b2e7f2e3c58b89¶
int native.ped._0x31b2e7f2e3c58b89(int p0, int p1, int p2, int p3)
_get_shop_item_base_layers¶
bool native.ped._get_shop_item_base_layers(int shop_item, int p1, int ped, int metaped_type, bool p4, ptr int drawable, ptr int albedo, ptr int normal, ptr int material, ptr int p9, ptr int p10, ptr int p11, ptr int p12)
_0xaab86462966168ce¶
int native.ped._0xaab86462966168ce(int ped, bool is_mp)
_get_shop_item_hat_component¶
int native.ped._get_shop_item_hat_component(int ped, int metaped_type, bool p2)
_refresh_meta_ped_shop_items¶
void native.ped._refresh_meta_ped_shop_items(int ped, int p1)
_0xd103f6dbb5442be8¶
void native.ped._0xd103f6dbb5442be8(int ped, int p1)
_set_ped_prompt_name_from_gxt_entry¶
void native.ped._set_ped_prompt_name_from_gxt_entry(int ped, int gxt_entry_hash)
_set_ped_prompt_name¶
void native.ped._set_ped_prompt_name(int ped, string name)
_set_ped_prompt_name_from_gxt_entry_2¶
void native.ped._set_ped_prompt_name_from_gxt_entry_2(int ped, int gxt_entry_hash)
_set_ped_prompt_name_2¶
void native.ped._set_ped_prompt_name_2(int ped, string name)
_0xf917f92bf22ecbab¶
void native.ped._0xf917f92bf22ecbab(int p0)
_0x49dadfc4cd808b0a¶
void native.ped._0x49dadfc4cd808b0a(int p0, int p1, int p2)
_has_ped_taken_gore_damage¶
bool native.ped._has_ped_taken_gore_damage(int ped, int limb)
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¶
void native.ped._0x704c908e9c405136(int ped)
_0x7406c71f4ac2ffcc¶
void native.ped._0x7406c71f4ac2ffcc(int p0)
_0x28508173c6a7cc18¶
void native.ped._0x28508173c6a7cc18(int p0)
_0x52250b92ea70be3d¶
int native.ped._0x52250b92ea70be3d(int p0)
_set_ped_quality¶
void native.ped._set_ped_quality(int ped, int quality)
_get_ped_quality¶
int native.ped._get_ped_quality(int ped)
Returns Ped Quality to be used to calculate Skinning Quality
enum ePedQuality
{
PQ_INVALID = -1,
PQ_LOW,
PQ_MEDIUM,
PQ_HIGH,
PQ_MAX
};
_0xce7a6c1d5cde1f9d¶
void native.ped._0xce7a6c1d5cde1f9d(int ped, int object, string prop_name, string anim_name)
_0x604e1010e3162e86¶
void native.ped._0x604e1010e3162e86(int p0, int p1, int p2)
_0xe8abe3b73fc7fe17¶
void native.ped._0xe8abe3b73fc7fe17(int p0, int p1, int p2, int p3)
_remove_ped_prop¶
void native.ped._remove_ped_prop(int ped, string prop_name)
_set_total_ped_damage_falloff_bonus¶
void native.ped._set_total_ped_damage_falloff_bonus(int ped, float bonus)
_0x095c2277fed731db¶
int native.ped._0x095c2277fed731db(int p0)
_0x09171a6f8fde5dc1¶
void native.ped._0x09171a6f8fde5dc1(int p0, int p1, int p2, int p3, int p4)
_0x09e378c52b1433b5¶
void native.ped._0x09e378c52b1433b5(int p0, int p1, int p2, int p3, int p4)
_0x6507ac3bd7c99009¶
bool native.ped._0x6507ac3bd7c99009(float x, float y, float z, float p3)
_get_player_ped_water_depth¶
float native.ped._get_player_ped_water_depth(int ped)
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¶
void native.ped._set_ped_trail_effect(int ped, bool p1, float duration)
_0xebaac9a750e7563b¶
bool native.ped._0xebaac9a750e7563b(int ped)
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*
_0x992187d975635df5¶
void native.ped._0x992187d975635df5(int p0, int p1)
_0x0b787a37eedd226f¶
void native.ped._0x0b787a37eedd226f(int p0, int p1)