vehicle

Methods

_0x6355602c02edc6df

Only used in R* Script beat_train_holdup: p1 = 1

function native.vehicle._0x6355602c02edc6df(entity: int, p1: int): void

_set_vehicle_is_in_hurry

function native.vehicle._set_vehicle_is_in_hurry(vehicle: int, enabled: bool): void

create_vehicle

function native.vehicle.create_vehicle(model_hash: int, x: float, y: float, z: float, heading: float, is_network: bool, b_script_host_veh: bool, b_dont_auto_create_draft_animals: bool, p8: bool): int

_create_draft_vehicle

Identical to CREATE_VEHICLE but allows to set draftAnimalPopGroup (see popgroups.#mt for DRAFT_HORSES_*)

function native.vehicle._create_draft_vehicle(model_hash: int, x: float, y: float, z: float, heading: float, is_network: bool, b_script_host_veh: bool, b_dont_auto_create_draft_animals: bool, draft_animal_pop_group: int, p9: bool): int

delete_vehicle

Deletes a vehicle. The vehicle must be a mission entity to delete, so call this before deleting: SET_ENTITY_AS_MISSION_ENTITY(vehicle, true, true);

eg how to use: SET_ENTITY_AS_MISSION_ENTITY(vehicle, true, true); DELETE_VEHICLE(&vehicle);

Deletes the specified vehicle, then sets the handle pointed to by the pointer to NULL.

function native.vehicle.delete_vehicle(vehicle: ptr int): void

_fade_and_destroy_vehicle

function native.vehicle._fade_and_destroy_vehicle(vehicle: ptr int): void

_is_vehicle_fading_out

function native.vehicle._is_vehicle_fading_out(vehicle: int): bool

set_vehicle_allow_homing_missle_lockon

function native.vehicle.set_vehicle_allow_homing_missle_lockon(vehicle: int, toggle: bool): void

set_vehicle_allow_no_passengers_lockon

Makes the vehicle accept no passengers.

function native.vehicle.set_vehicle_allow_no_passengers_lockon(vehicle: int, toggle: bool): void

is_vehicle_model

function native.vehicle.is_vehicle_model(vehicle: int, model: int): bool

_set_all_vehicle_generators_disabled_for_volume

function native.vehicle._set_all_vehicle_generators_disabled_for_volume(volume: int, toggle: bool): void

set_all_vehicle_generators_active_in_area

function native.vehicle.set_all_vehicle_generators_active_in_area(x1: float, y1: float, z1: float, x2: float, y2: float, z2: float, p6: bool, p7: bool): void

set_all_vehicle_generators_active

function native.vehicle.set_all_vehicle_generators_active(): void

set_vehicle_on_ground_properly

function native.vehicle.set_vehicle_on_ground_properly(vehicle: int, p1: bool): bool

is_vehicle_stopped

Returns true if the vehicle's current speed is less than, or equal to 0.0025f.

For some vehicles it returns true if the current speed is <= 0.00039999999.

function native.vehicle.is_vehicle_stopped(vehicle: int): bool

get_vehicle_number_of_passengers

Gets the number of passengers, NOT including the driver. Use IS_VEHICLE_SEAT_FREE(Vehicle, -1) to also check for the driver

function native.vehicle.get_vehicle_number_of_passengers(vehicle: int): int

get_vehicle_max_number_of_passengers

function native.vehicle.get_vehicle_max_number_of_passengers(vehicle: int): int

get_vehicle_model_number_of_seats

function native.vehicle.get_vehicle_model_number_of_seats(model_hash: int): int

is_seat_warp_only

seatIndex: see CREATE_PED_INSIDE_VEHICLE

function native.vehicle.is_seat_warp_only(vehicle: int, seat_index: int): bool

_get_vehicle_turret_seat

function native.vehicle._get_vehicle_turret_seat(vehicle: int, seat_index: ptr int): bool

_0xa9e185d498b9ac67

function native.vehicle._0xa9e185d498b9ac67(p0: int, p1: int): int

set_vehicle_density_multiplier_this_frame

function native.vehicle.set_vehicle_density_multiplier_this_frame(multiplier: float): void

set_random_vehicle_density_multiplier_this_frame

function native.vehicle.set_random_vehicle_density_multiplier_this_frame(multiplier: float): void

set_parked_vehicle_density_multiplier_this_frame

function native.vehicle.set_parked_vehicle_density_multiplier_this_frame(multiplier: float): void

set_disable_random_trains_this_frame

nullsub, doesn't do anything

function native.vehicle.set_disable_random_trains_this_frame(toggle: bool): void

set_vehicle_doors_locked

function native.vehicle.set_vehicle_doors_locked(vehicle: int, door_lock_status: int): void

set_vehicle_individual_doors_locked

doorId: see SET_VEHICLE_DOOR_SHUT

function native.vehicle.set_vehicle_individual_doors_locked(vehicle: int, door_id: int, door_lock_status: int): void

set_vehicle_doors_locked_for_player

function native.vehicle.set_vehicle_doors_locked_for_player(vehicle: int, player: int, toggle: bool): void

get_vehicle_doors_locked_for_player

function native.vehicle.get_vehicle_doors_locked_for_player(vehicle: int, player: int): bool

set_vehicle_doors_locked_for_all_players

function native.vehicle.set_vehicle_doors_locked_for_all_players(vehicle: int, toggle: bool): void

set_vehicle_doors_locked_for_team

function native.vehicle.set_vehicle_doors_locked_for_team(vehicle: int, team: int, toggle: bool): void

_get_vehicle_doors_locked_for_team

function native.vehicle._get_vehicle_doors_locked_for_team(vehicle: int, team: int): bool

explode_vehicle

Explodes a selected vehicle.

Vehicle vehicle = Vehicle you want to explode. BOOL isAudible = If explosion makes a sound. BOOL isInvisible = If the explosion is invisible or not.

First BOOL does not give any visual explosion, the vehicle just falls apart completely but slowly and starts to burn.

function native.vehicle.explode_vehicle(vehicle: int, is_audible: bool, is_invisible: bool, p3: int, p4: int): void

_0x750d42c013f64ae7

function native.vehicle._0x750d42c013f64ae7(p0: int, p1: int): void

_0xe78993ff9022c064

function native.vehicle._0xe78993ff9022c064(p0: int): void

_0x9868c0d0134855f7

nullsub, doesn't do anything

function native.vehicle._0x9868c0d0134855f7(p0: int): void

_hide_horse_reins

function native.vehicle._hide_horse_reins(vehicle: int): void

_show_horse_reins

function native.vehicle._show_horse_reins(vehicle: int): void

_0xd21a3d421e7f09f7

function native.vehicle._0xd21a3d421e7f09f7(p0: int, p1: int): void

_0xa13028e22564a1bd

function native.vehicle._0xa13028e22564a1bd(p0: int, p1: int): void

_0x485b05ef05b9aee9

function native.vehicle._0x485b05ef05b9aee9(p0: int, p1: int): void

set_boat_anchor

function native.vehicle.set_boat_anchor(vehicle: int, toggle: bool): void

_0x6b53f4b811e583d2

function native.vehicle._0x6b53f4b811e583d2(vehicle: int, toggle: bool): void

can_anchor_boat_here

function native.vehicle.can_anchor_boat_here(vehicle: int): bool

set_boat_remains_anchored_while_player_is_driver

Old name: _SET_BOAT_FROZEN_WHEN_ANCHORED

function native.vehicle.set_boat_remains_anchored_while_player_is_driver(vehicle: int, p1: bool, p2: bool): void

set_force_low_lod_anchor_mode

Sets boat to be anchored on spawn, called together with SET_BOAT_ANCHOR and _SET_BOAT_ANCHOR_BUOYANCY_COEFFICIENT

function native.vehicle.set_force_low_lod_anchor_mode(vehicle: int, p1: bool): void

set_boat_low_lod_anchor_distance

Value: mostly 99999.9f

Old name: _SET_BOAT_MOVEMENT_RESISTANCE

function native.vehicle.set_boat_low_lod_anchor_distance(vehicle: int, value: float): void

set_boat_sinks_when_wrecked

function native.vehicle.set_boat_sinks_when_wrecked(vehicle: int, toggle: bool): void

_set_force_high_lod_vehicle

function native.vehicle._set_force_high_lod_vehicle(vehicle: int, p1: bool): void

_0x98a7598c579ee871

function native.vehicle._0x98a7598c579ee871(p0: int, p1: int, p2: int): void

_0x9e8711c81aa17876

Forcing high LOD buoyancy for vehicle: p1 = false _SET_A*

function native.vehicle._0x9e8711c81aa17876(vehicle: int, p1: bool): void

set_vehicle_strong

If set to true, vehicle will not take crash damage, but is still susceptible to damage from bullets and explosives

function native.vehicle.set_vehicle_strong(vehicle: int, toggle: bool): void

is_vehicle_seat_free

seatIndex: see CREATE_PED_INSIDE_VEHICLE Use GET_VEHICLE_MAX_NUMBER_OF_PASSENGERS(vehicle) - 1 for last seat index.

function native.vehicle.is_vehicle_seat_free(vehicle: int, seat_index: int): bool

get_ped_in_vehicle_seat

seatIndex: see CREATE_PED_INSIDE_VEHICLE

function native.vehicle.get_ped_in_vehicle_seat(vehicle: int, seat_index: int): int

get_last_ped_in_vehicle_seat

seatIndex: see CREATE_PED_INSIDE_VEHICLE

function native.vehicle.get_last_ped_in_vehicle_seat(vehicle: int, seat_index: int): int

is_draft_vehicle

function native.vehicle.is_draft_vehicle(vehicle: int): bool

_get_ped_in_draft_harness

enum eDraftHarness { DRAFT_HARNESS_LR, DRAFT_HARNESS_RR, DRAFT_HARNESS_LM, DRAFT_HARNESS_RM, DRAFT_HARNESS_LF, DRAFT_HARNESS_RF, DRAFT_HARNESS_COUNT };

function native.vehicle._get_ped_in_draft_harness(vehicle: int, harness_id: int): int

set_vehicle_forward_speed

function native.vehicle.set_vehicle_forward_speed(vehicle: int, speed: float): void

bring_vehicle_to_halt

This native makes the vehicle stop immediately

distance defines how far it will travel until stopping.

function native.vehicle.bring_vehicle_to_halt(vehicle: int, distance: float, duration: int, unknown: bool): void

_is_vehicle_brought_to_halt

Only returns true if BRING_VEHICLE_TO_HALT is called on vehicle beforehand

function native.vehicle._is_vehicle_brought_to_halt(vehicle: int): bool

stop_bringing_vehicle_to_halt

Old name: _STOP_BRING_VEHICLE_TO_HALT

function native.vehicle.stop_bringing_vehicle_to_halt(vehicle: int): void

_0xe12f5ed49f44d40d

function native.vehicle._0xe12f5ed49f44d40d(p0: int): void

_0xf6e3d38869d0f7ad

function native.vehicle._0xf6e3d38869d0f7ad(p0: int): void

set_vehicle_doors_shut

Closes all doors of a vehicle:

function native.vehicle.set_vehicle_doors_shut(vehicle: int, close_instantly: bool): void

set_vehicle_tyres_can_burst

Allows you to toggle bulletproof tires.

function native.vehicle.set_vehicle_tyres_can_burst(vehicle: int, toggle: bool): void

set_vehicle_wheels_can_break

function native.vehicle.set_vehicle_wheels_can_break(vehicle: int, enabled: bool): void

set_vehicle_doors_to_open_at_any_distance

function native.vehicle.set_vehicle_doors_to_open_at_any_distance(vehicle: int, toggle: bool): void

set_vehicle_door_open

doorId: see SET_VEHICLE_DOOR_SHUT Can also be used on trains and its wagons

function native.vehicle.set_vehicle_door_open(vehicle: int, door_id: int, loose: bool, open_instantly: bool): void

remove_vehicle_window

windowIndex: 0 = Front Right Window 1 = Front Left Window 2 = Back Right Window 3 = Back Left Window

function native.vehicle.remove_vehicle_window(vehicle: int, window_index: int): void

_0x8878ff3eee2868a9

function native.vehicle._0x8878ff3eee2868a9(p0: int, p1: int): void

_set_vehicle_dirt_level_2

dirtLevel: 0.0 - 1.0

function native.vehicle._set_vehicle_dirt_level_2(vehicle: int, dirt_level: float): void

_set_vehicle_mud_level

mudLevel: 0.0 - 1.0

function native.vehicle._set_vehicle_mud_level(vehicle: int, mud_level: float): void

set_vehicle_lights

Sets the vehicle's lights state.

function native.vehicle.set_vehicle_lights(vehicle: int, state: int): void

set_random_trains

function native.vehicle.set_random_trains(toggle: bool): void

_0x331cbd247fc5daa8

Returns trackIndex

function native.vehicle._0x331cbd247fc5daa8(config_hash: int, x: float, y: float, z: float, direction: bool, p5: bool): int

_0x0516fae561276efc

Takes value returned from 0x45853F4E17D847D5

function native.vehicle._0x0516fae561276efc(track_index: int): bool

_get_train_track_from_train_vehicle

Returns trackIndex

function native.vehicle._get_train_track_from_train_vehicle(train: int): int

_get_train_vehicle_from_track_index

Returns train

function native.vehicle._get_train_vehicle_from_track_index(track_index: int): int

_0x15206e88ff7617df

function native.vehicle._0x15206e88ff7617df(track_index: int, p1: float): void

_0xa7966807953a18ee

function native.vehicle._0xa7966807953a18ee(track_index: int, p1: float): void

_0x6b34be961f639e21

function native.vehicle._0x6b34be961f639e21(track_index: int, p1: int): void

_0xe6bd7dd3fd474415

function native.vehicle._0xe6bd7dd3fd474415(train: int, p1: bool): void

_0x615b3b8e73634509

function native.vehicle._0x615b3b8e73634509(track_index: int, p1: float): void

_0x38e7dd70a242d5cb

function native.vehicle._0x38e7dd70a242d5cb(track_index: int, p1: int): void

_0x63509ddf102e08e8

function native.vehicle._0x63509ddf102e08e8(track_index: int, p1: int): void

_0x7408b5c66ba31adb

function native.vehicle._0x7408b5c66ba31adb(p0: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int, p7: int, p8: int, p9: int, p10: int): void

_0x41365db586cd9e8e

function native.vehicle._0x41365db586cd9e8e(track_index: int, p1: float): void

_0xd0aabe5b9f8fa589

function native.vehicle._0xd0aabe5b9f8fa589(track_index: int, p1: float): void

_0x427c919e9809e370

function native.vehicle._0x427c919e9809e370(track_index: int, p1: int): void

_does_train_exist_on_track

function native.vehicle._does_train_exist_on_track(track_index: int): bool

_get_train_position_on_track

function native.vehicle._get_train_position_on_track(track_index: int): vec3

_0xb4241ad8f5aee9ed

function native.vehicle._0xb4241ad8f5aee9ed(track_index: int): bool

_0xa230a5dde12ed374

function native.vehicle._0xa230a5dde12ed374(p0: int): void

_0x0d5fdf0d36fa10cd

function native.vehicle._0x0d5fdf0d36fa10cd(track_index: int): void

_0xe682002db1f30669

function native.vehicle._0xe682002db1f30669(p0: int): void

_0x718eb706b6e998a0

function native.vehicle._0x718eb706b6e998a0(track_index: int): void

_0xf05dfaf1adfef2cd

IS* (related to CREATE_MISSION_TRAIN)

function native.vehicle._0xf05dfaf1adfef2cd(train_config: int, x: float, y: float, z: float, direction: bool, p5: bool): bool

_0xd1df5e54f4acbe1a

function native.vehicle._0xd1df5e54f4acbe1a(p0: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int): int

_0x0fddee66e3465726

function native.vehicle._0x0fddee66e3465726(p0: int): int

_0x4c05b42a8d937796

function native.vehicle._0x4c05b42a8d937796(): void

_0xb961dd799a837bd7

function native.vehicle._0xb961dd799a837bd7(): void

_0x16b86a49e072aa85

function native.vehicle._0x16b86a49e072aa85(): void

_0x2a7413168f6cd5a8

function native.vehicle._0x2a7413168f6cd5a8(): void

_0xfffe15b433300b8c

function native.vehicle._0xfffe15b433300b8c(p0: int, p1: int, p2: int): void

_0x6ea1273d525427f4

function native.vehicle._0x6ea1273d525427f4(p0: int, p1: int, p2: int): void

_0x7be0746539def0c8

function native.vehicle._0x7be0746539def0c8(p0: int, p1: int): int

_0x3137edc899e6dae4

function native.vehicle._0x3137edc899e6dae4(p0: int, p1: int): void

_0x6c87f49bfa181db5

Returns trackIndex

function native.vehicle._0x6c87f49bfa181db5(x: float, y: float, z: float): int

_get_track_index_from_coords

Returns trackIndex _E* - _F*

function native.vehicle._get_track_index_from_coords(x: float, y: float, z: float): int

_get_nearest_train_track_position

function native.vehicle._get_nearest_train_track_position(x: float, y: float, z: float): vec3

delete_all_trains

function native.vehicle.delete_all_trains(): void

_0x0e558d3a49d759d6

function native.vehicle._0x0e558d3a49d759d6(p0: int, p1: int): int

_0xd4907ef4334c7602

function native.vehicle._0xd4907ef4334c7602(p0: int, p1: int): void

_0x68830738a6bfb370

function native.vehicle._0x68830738a6bfb370(p0: int, p1: int): void

set_train_speed

function native.vehicle.set_train_speed(train: int, speed: float): void

_set_train_max_speed

Maximum possible speed is 30.0 (108 km/h)

function native.vehicle._set_train_max_speed(train: int, speed: float): void

set_train_cruise_speed

function native.vehicle.set_train_cruise_speed(train: int, speed: float): void

_get_train_carriage_trailer_number

Returns iNumCars - to be used with GET_TRAIN_CARRIAGE (trailerNumber) _C* (O, P, Q, R)

function native.vehicle._get_train_carriage_trailer_number(train: int): int

_get_train_model_from_train_config_by_car_index

Returns modelHash

function native.vehicle._get_train_model_from_train_config_by_car_index(train_config: int, train_car_index: int): int

_get_num_cars_from_train_config

Returns amount for CAN_REGISTER_MISSION_VEHICLES

function native.vehicle._get_num_cars_from_train_config(train_config: int): int

_get_train_car

Returns train car, use GET_TRAIN_CARRIAGE when trailerNumber is bigger than 0

function native.vehicle._get_train_car(train: int): int

_set_train_stops_for_stations

function native.vehicle._set_train_stops_for_stations(train: int, toggle: bool): void

_0xdd100ce1ebbf37e3

function native.vehicle._0xdd100ce1ebbf37e3(p0: int, p1: int): void

_0x160c1b5ab48ab87c

function native.vehicle._0x160c1b5ab48ab87c(train: int, p1: float): void

is_train_waiting_at_station

function native.vehicle.is_train_waiting_at_station(train: int): bool

_set_train_halt

function native.vehicle._set_train_halt(train: int): void

_set_train_leave_station

Restarts the train

function native.vehicle._set_train_leave_station(train: int): void

set_random_boats

function native.vehicle.set_random_boats(toggle: bool): void

request_vehicle_recording

Request the vehicle recording defined by the lowercase format string "%s%03d.yvr". For example, REQUEST_VEHICLE_RECORDING(1, "FBIs1UBER") corresponds to fbis1uber001.yvr. For all vehicle recording/playback natives, "script" is a common prefix that usually corresponds to the script/mission the recording is used in, "recording" is its int suffix, and "id" corresponds to a unique identifier within the recording streaming module. (GTA) Note that only 24 recordings (hardcoded in multiple places) can ever active at a given time before clobbering begins.

function native.vehicle.request_vehicle_recording(recording: int, script: string): void

has_vehicle_recording_been_loaded

See REQUEST_VEHICLE_RECORDING

function native.vehicle.has_vehicle_recording_been_loaded(recording: int, script: string): bool

remove_vehicle_recording

See REQUEST_VEHICLE_RECORDING

function native.vehicle.remove_vehicle_recording(p0: int, p1: ptr int): void

get_position_of_vehicle_recording_at_time

This native does no interpolation between pathpoints. The same position will be returned for all times up to the next pathpoint in the recording.

See REQUEST_VEHICLE_RECORDING

function native.vehicle.get_position_of_vehicle_recording_at_time(recording: int, time: float, script: string): vec3

get_rotation_of_vehicle_recording_at_time

This native does no interpolation between pathpoints. The same rotation will be returned for all times up to the next pathpoint in the recording.

See REQUEST_VEHICLE_RECORDING

function native.vehicle.get_rotation_of_vehicle_recording_at_time(recording: int, time: float, script: string): vec3

get_time_position_in_recording

function native.vehicle.get_time_position_in_recording(vehicle: int): float

start_playback_recorded_vehicle

p3 is some flag related to 'trailers' (invokes CVehicle::GetTrailer).

See REQUEST_VEHICLE_RECORDING

function native.vehicle.start_playback_recorded_vehicle(vehicle: int, recording: int, script: string, p3: bool): void

force_playback_recorded_vehicle_update

Often called after START_PLAYBACK_RECORDED_VEHICLE and SKIP_TIME_IN_PLAYBACK_RECORDED_VEHICLE; similar in use to FORCE_ENTITY_AI_AND_ANIMATION_UPDATE.

function native.vehicle.force_playback_recorded_vehicle_update(vehicle: int, p1: bool): void

stop_playback_recorded_vehicle

function native.vehicle.stop_playback_recorded_vehicle(vehicle: int): void

is_playback_going_on_for_vehicle

function native.vehicle.is_playback_going_on_for_vehicle(vehicle: int): bool

is_playback_using_ai_going_on_for_vehicle

function native.vehicle.is_playback_using_ai_going_on_for_vehicle(vehicle: int): bool

set_playback_speed

function native.vehicle.set_playback_speed(vehicle: int, speed: float): void

skip_time_in_playback_recorded_vehicle

SET_TIME_POSITION_IN_RECORDING can be emulated by: desired_time - GET_TIME_POSITION_IN_RECORDING(vehicle)

function native.vehicle.skip_time_in_playback_recorded_vehicle(vehicle: int, time: float): void

get_closest_vehicle

function native.vehicle.get_closest_vehicle(x: float, y: float, z: float, radius: float, model_hash: int, flags: int): int

get_train_carriage

function native.vehicle.get_train_carriage(train: int, trailer_number: int): int

delete_mission_train

function native.vehicle.delete_mission_train(train: ptr int): void

set_mission_train_as_no_longer_needed

flags = 0: DEFAULT; 1: KEEP_OLD_SPEED

function native.vehicle.set_mission_train_as_no_longer_needed(train: ptr int, flags: int): void

set_mission_train_coords

function native.vehicle.set_mission_train_coords(train: int, x: float, y: float, z: float): void

_set_mission_train_warp_to_coords

Notice: BOOL p4 was wrongly named takePassengers (?) Can be used to rotate the train by setting the BOOL direction

function native.vehicle._set_mission_train_warp_to_coords(train: int, x: float, y: float, z: float, direction: bool): void

_0xa72b1bf3857b94d7

function native.vehicle._0xa72b1bf3857b94d7(train: int, p1: bool): void

_is_this_model_a_draft_vehicle

function native.vehicle._is_this_model_a_draft_vehicle(model: int): bool

is_this_model_a_boat

function native.vehicle.is_this_model_a_boat(model: int): bool

is_this_model_a_train

function native.vehicle.is_this_model_a_train(model: int): bool

set_vehicle_can_be_targetted

function native.vehicle.set_vehicle_can_be_targetted(vehicle: int, state: bool): void

set_dont_allow_player_to_enter_vehicle_if_locked_for_player

function native.vehicle.set_dont_allow_player_to_enter_vehicle_if_locked_for_player(vehicle: int, p1: bool): void

set_vehicle_can_be_visibly_damaged

function native.vehicle.set_vehicle_can_be_visibly_damaged(vehicle: int, state: bool): void

set_vehicle_has_unbreakable_lights

function native.vehicle.set_vehicle_has_unbreakable_lights(vehicle: int, p1: bool): void

set_vehicle_respects_locks_when_has_driver

function native.vehicle.set_vehicle_respects_locks_when_has_driver(vehicle: int, p1: bool): void

set_vehicle_can_eject_passengers_if_locked

function native.vehicle.set_vehicle_can_eject_passengers_if_locked(vehicle: int, p1: bool): void

set_vehicle_dirt_level

function native.vehicle.set_vehicle_dirt_level(vehicle: int, dirt_level: float): void

is_vehicle_door_fully_open

doorId: see SET_VEHICLE_DOOR_SHUT

function native.vehicle.is_vehicle_door_fully_open(vehicle: int, door_id: int): bool

set_vehicle_engine_on

Starts or stops the engine on the specified vehicle.

vehicle: The vehicle to start or stop the engine on. value: true to turn the vehicle on; false to turn it off. instantly: if true, the vehicle will be set to the state immediately; otherwise, the current driver will physically turn on or off the engine.

function native.vehicle.set_vehicle_engine_on(vehicle: int, value: bool, instantly: bool): void

set_vehicle_undriveable

function native.vehicle.set_vehicle_undriveable(vehicle: int, toggle: bool): void

set_vehicle_provides_cover

function native.vehicle.set_vehicle_provides_cover(vehicle: int, toggle: bool): void

_0x3053064f909b5f42

function native.vehicle._0x3053064f909b5f42(p0: int, p1: int): void

set_vehicle_door_control

doorId: see SET_VEHICLE_DOOR_SHUT

function native.vehicle.set_vehicle_door_control(vehicle: int, door_id: int, speed: int, angle: float): void

set_vehicle_door_latched

doorId: see SET_VEHICLE_DOOR_SHUT

function native.vehicle.set_vehicle_door_latched(vehicle: int, door_id: int, p2: bool, p3: bool, p4: bool): void

set_vehicle_door_shut

doorId: enum eDoorId { VEH_EXT_DOOR_INVALID_ID = -1, VEH_EXT_DOOR_DSIDE_F, VEH_EXT_DOOR_DSIDE_M, VEH_EXT_DOOR_DSIDE_M1, VEH_EXT_DOOR_DSIDE_M2, VEH_EXT_DOOR_DSIDE_R, VEH_EXT_DOOR_PSIDE_F, VEH_EXT_DOOR_PSIDE_M, VEH_EXT_DOOR_PSIDE_M1, VEH_EXT_DOOR_PSIDE_M2, VEH_EXT_DOOR_PSIDE_R, VEH_EXT_BONNET, VEH_EXT_BOOT };

function native.vehicle.set_vehicle_door_shut(vehicle: int, door_id: int, close_instantly: bool): void

set_vehicle_door_broken

doorId: see SET_VEHICLE_DOOR_SHUT

function native.vehicle.set_vehicle_door_broken(vehicle: int, door_id: int, delete_door: bool): void

set_vehicle_can_break

function native.vehicle.set_vehicle_can_break(vehicle: int, toggle: bool): void

set_vehicle_is_considered_by_player

Setting this to false, makes the specified vehicle to where if you press Y your character doesn't even attempt the animation to enter the vehicle. Hence it's not considered aka ignored.

function native.vehicle.set_vehicle_is_considered_by_player(vehicle: int, toggle: bool): void

set_vehicle_may_be_used_by_goto_point_any_means

function native.vehicle.set_vehicle_may_be_used_by_goto_point_any_means(vehicle: int, p1: bool): void

get_vehicle_door_lock_status

function native.vehicle.get_vehicle_door_lock_status(vehicle: int): int

set_door_allowed_to_be_broken_off

doorId: see SET_VEHICLE_DOOR_SHUT

Old name: _SET_VEHICLE_DOOR_CAN_BREAK

function native.vehicle.set_door_allowed_to_be_broken_off(vehicle: int, door_id: int, is_breakable: bool): void

is_vehicle_on_all_wheels

function native.vehicle.is_vehicle_on_all_wheels(vehicle: int): bool

_get_train_direction

function native.vehicle._get_train_direction(train: int): bool

_get_train_direction_from_index

function native.vehicle._get_train_direction_from_index(track_index: int): bool

_0x09034479e6e3e269

RESET_VEHICLE*

function native.vehicle._0x09034479e6e3e269(train: int, train_track: ptr int, junction_index: ptr int): int

_get_train_track_junction_at_coords

Outputs junctionIndex, to be used with 0xE6C5E2125EB210C1

function native.vehicle._get_train_track_junction_at_coords(train_track: int, x: float, y: float, z: float, junction_index: ptr int): bool

_0xd9bf3ed8efb67ea3

function native.vehicle._0xd9bf3ed8efb67ea3(p0: int, p1: int, p2: int, p3: int, p4: int): int

_0x785639d89f8451ab

function native.vehicle._0x785639d89f8451ab(p0: int, p1: int): vec3

_set_train_track_junction_switch

trainTrack: FREIGHT_GROUP, TRAINS3, BRAITHWAITES2_TRACK_CONFIG, TRAINS_OLD_WEST01, TRAINS_OLD_WEST03, TRAINS_NB1, TRAINS_INTERSECTION1_ANN

function native.vehicle._set_train_track_junction_switch(train_track: int, junction_index: int, enabled: bool): void

_0x3abfa128f5bf5a70

Called together with 0xE6C5E2125EB210C1 in R* Script medium_update

function native.vehicle._0x3abfa128f5bf5a70(train_track: int, junction_index: int, enabled: bool): void

_0x2c46d2a591d8c322

function native.vehicle._0x2c46d2a591d8c322(p0: int, p1: int, p2: int): int

_0xcaff2c9747103c02

function native.vehicle._0xcaff2c9747103c02(p0: int, p1: int, p2: int): int

_set_all_junctions_cleared

function native.vehicle._set_all_junctions_cleared(): void

_0x34bcf6209b9668a7

function native.vehicle._0x34bcf6209b9668a7(track_index: int, p1: int): void

_0xd0ba1853d76683c8

function native.vehicle._0xd0ba1853d76683c8(track_index: int, x: float, y: float, z: float, p4: int): void

set_train_offset_from_station

function native.vehicle.set_train_offset_from_station(train: int, offset: float): void

_0xdc69f6913cca0b99

function native.vehicle._0xdc69f6913cca0b99(p0: int, p1: int): void

_0x7840576c50a13dba

function native.vehicle._0x7840576c50a13dba(train: int, p1: bool): void

_0xd0116df21e6c7b36

function native.vehicle._0xd0116df21e6c7b36(p0: int, p1: int): int

_detach_wagon_entity_from_train

Only used in train_robbery4 R* Script _C* - _DEL*

function native.vehicle._detach_wagon_entity_from_train(entity: int): void

_0x1180a2974d251b7b

Returns p1 for 0xBA958F68031DDBFC (stationIndex) _GET_N* (NEAREST_STATION_FOR_TRAIN?)

function native.vehicle._0x1180a2974d251b7b(train: int): int

get_current_station_for_train

Returns p1 for 0xBA958F68031DDBFC (stationIndex)

function native.vehicle.get_current_station_for_train(train: int): int

_0x9cc94a948eaf5372

_GET_P - _GET_T*

function native.vehicle._0x9cc94a948eaf5372(track_index: int, station_index: int): int

_0xde8c5b9f65017fa1

function native.vehicle._0xde8c5b9f65017fa1(train: int): int

_get_current_track_for_train

Returns p0 for 0xBA958F68031DDBFC (trackIndex)

function native.vehicle._get_current_track_for_train(train: int): int

_get_station_coords_from_train_station_data

Returns Coords of vStation p0 - NET_TRAIN_MANAGER_GET_TRAIN_STATION_DATA _GET_P* - _GET_T*

function native.vehicle._get_station_coords_from_train_station_data(track_index: int, station_index: int): vec3

get_track_index_of_train

function native.vehicle.get_track_index_of_train(train: int): int

_0x1a861f899ebbe17c

function native.vehicle._0x1a861f899ebbe17c(train: int, p1: bool): void

_0xf8f7da13cfbd4532

function native.vehicle._0xf8f7da13cfbd4532(track_index: int, p1: bool): void

_trigger_train_whistle

whistleSequence: ACKNOWLEDGE, BACKING_UP, CROSSING, DANGER, MOVING, NEXT_STATION, PASSING, STOPPED p2 = true seems to mute the sound

function native.vehicle._trigger_train_whistle(train: int, whistle_sequence: string, p2: bool, p3: bool): void

_0x2bb2b5bcf0df8008

function native.vehicle._0x2bb2b5bcf0df8008(p0: int, p1: int): void

_0x6703872ec09bc158

function native.vehicle._0x6703872ec09bc158(p0: int, p1: int): void

_0x1bfbafcc6760ff02

function native.vehicle._0x1bfbafcc6760ff02(train: int, p1: bool): void

_0xf5ea41c1408695fb

function native.vehicle._0xf5ea41c1408695fb(p0: int, p1: int, p2: int, p3: int): int

set_vehicle_fixed

This fixes a vehicle. If the vehicle's engine's broken then you cannot fix it with this native.

function native.vehicle.set_vehicle_fixed(vehicle: int): void

set_disable_vehicle_petrol_tank_fires

function native.vehicle.set_disable_vehicle_petrol_tank_fires(vehicle: int, toggle: bool): void

set_disable_vehicle_petrol_tank_damage

function native.vehicle.set_disable_vehicle_petrol_tank_damage(vehicle: int, toggle: bool): void

set_disable_vehicle_engine_fires

function native.vehicle.set_disable_vehicle_engine_fires(vehicle: int, p1: bool): void

set_vehicle_limit_speed_when_player_inactive

_SET_VEHICLE_LI*

function native.vehicle.set_vehicle_limit_speed_when_player_inactive(vehicle: int, p1: bool): void

set_vehicle_stop_instantly_when_player_inactive

function native.vehicle.set_vehicle_stop_instantly_when_player_inactive(vehicle: int, p1: bool): void

remove_vehicles_from_generators_in_area

function native.vehicle.remove_vehicles_from_generators_in_area(p0: int, p1: int, p2: int, p3: int, p4: int, p5: int): void

set_vehicle_steer_bias

Locks the vehicle's steering to the desired angle, explained below.

Requires to be called onTick. Steering is unlocked the moment the function stops being called on the vehicle.

Steer bias: -1.0 = full right 0.0 = centered steering 1.0 = full left

function native.vehicle.set_vehicle_steer_bias(vehicle: int, value: float): void

is_vehicle_extra_turned_on

function native.vehicle.is_vehicle_extra_turned_on(vehicle: int, extra_id: int): bool

set_vehicle_extra

function native.vehicle.set_vehicle_extra(vehicle: int, extra_id: int, disable: bool): void

does_extra_exist

function native.vehicle.does_extra_exist(vehicle: int, extra_id: int): bool

set_vehicle_damage

Apply damage to vehicle at a location. Location is relative to vehicle model (not world).

Radius of effect damage applied in a sphere at impact location

function native.vehicle.set_vehicle_damage(vehicle: int, x_offset: float, y_offset: float, z_offset: float, damage: float, radius: float, p6: bool): void

get_vehicle_engine_health

Returns 1000.0 if the function is unable to get the address of the specified vehicle or if it's not a vehicle.

Minimum: -4000 Maximum: 1000

-4000: Engine is destroyed 0 and below: Engine catches fire and health rapidly declines 300: Engine is smoking and losing functionality 1000: Engine is perfect

function native.vehicle.get_vehicle_engine_health(vehicle: int): float

set_vehicle_engine_health

1000 is max health Begins leaking gas at around 650 health -999.90002441406 appears to be minimum health, although nothing special occurs <- false statement


Minimum: -4000 Maximum: 1000

-4000: Engine is destroyed 0 and below: Engine catches fire and health rapidly declines 300: Engine is smoking and losing functionality 1000: Engine is perfect

function native.vehicle.set_vehicle_engine_health(vehicle: int, health: float): void

get_vehicle_petrol_tank_health

1000 is max health

function native.vehicle.get_vehicle_petrol_tank_health(vehicle: int): float

set_vehicle_petrol_tank_health

1000 is max health

function native.vehicle.set_vehicle_petrol_tank_health(vehicle: int, health: float): void

is_vehicle_stuck_timer_up

VEH_STUCK_ON_ROOF = 0, VEH_STUCK_ON_SIDE, VEH_STUCK_HUNG_UP, VEH_STUCK_JAMMED

function native.vehicle.is_vehicle_stuck_timer_up(vehicle: int, stuck_type: int, ms: int): bool

reset_vehicle_stuck_timer

function native.vehicle.reset_vehicle_stuck_timer(vehicle: int, null_attributes: int): void

is_vehicle_driveable

function native.vehicle.is_vehicle_driveable(vehicle: int, p1: bool, p2: bool): bool

is_vehicle_wrecked

function native.vehicle.is_vehicle_wrecked(vehicle: int): bool

_is_vehicle_on_fire

function native.vehicle._is_vehicle_on_fire(vehicle: int): bool

set_vehicle_has_been_owned_by_player

function native.vehicle.set_vehicle_has_been_owned_by_player(vehicle: int, owned: bool): void

start_vehicle_horn

Sounds the horn for the specified vehicle.

vehicle: The vehicle to activate the horn for. mode: The hash of "NORMAL" or "HELDDOWN". Can be 0. duration: The duration to sound the horn, in milliseconds.

Note: If a player is in the vehicle, it will only sound briefly.

function native.vehicle.start_vehicle_horn(vehicle: int, duration: int, mode: int, forever: bool): void

set_vehicle_has_strong_axles

if true, axles won't bend.

function native.vehicle.set_vehicle_has_strong_axles(vehicle: int, toggle: bool): void

_set_vehicle_snow_level

snowLevel: 0.0 - 1.0

function native.vehicle._set_vehicle_snow_level(vehicle: int, snow_level: float): void

_set_vehicle_wet_level

wetLevel: 0.0 - 1.0

function native.vehicle._set_vehicle_wet_level(vehicle: int, wet_level: float): void

_set_vehicle_tint

function native.vehicle._set_vehicle_tint(vehicle: int, tint_id: int): void

_set_vehicle_livery

function native.vehicle._set_vehicle_livery(vehicle: int, livery_index: int): void

_get_vehicle_tint

function native.vehicle._get_vehicle_tint(vehicle: int): int

_get_vehicle_livery

function native.vehicle._get_vehicle_livery(vehicle: int): int

is_vehicle_window_intact

function native.vehicle.is_vehicle_window_intact(vehicle: int, window_index: int): bool

are_any_vehicle_seats_free

Returns false if every seat is occupied.

function native.vehicle.are_any_vehicle_seats_free(vehicle: int): bool

set_vehicle_explodes_on_high_explosion_damage

Sets a vehicle to be strongly resistant to explosions. p0 is the vehicle; set p1 to false to toggle the effect on/off.

function native.vehicle.set_vehicle_explodes_on_high_explosion_damage(vehicle: int, toggle: bool): void

set_allow_vehicle_explodes_on_contact

function native.vehicle.set_allow_vehicle_explodes_on_contact(vehicle: int, p1: bool): void

is_any_vehicle_near_point

function native.vehicle.is_any_vehicle_near_point(x: float, y: float, z: float, radius: float): bool

request_vehicle_high_detail_model

function native.vehicle.request_vehicle_high_detail_model(vehicle: int): void

request_vehicle_asset

function native.vehicle.request_vehicle_asset(vehicle_hash: int, vehicle_asset: int): void

_0xcf9da72002fc16bf

function native.vehicle._0xcf9da72002fc16bf(p0: int, p1: int, p2: int): void

has_vehicle_asset_loaded

function native.vehicle.has_vehicle_asset_loaded(vehicle_asset: int): bool

remove_vehicle_asset

function native.vehicle.remove_vehicle_asset(vehicle_asset: int): void

set_vehicle_automatically_attaches

function native.vehicle.set_vehicle_automatically_attaches(vehicle: int, p1: bool, p2: int): int

_0x104d9a7b1c0d0783

function native.vehicle._0x104d9a7b1c0d0783(vehicle: int, p1: float): void

is_vehicle_in_burnout

function native.vehicle.is_vehicle_in_burnout(vehicle: int): bool

set_vehicle_handbrake

function native.vehicle.set_vehicle_handbrake(vehicle: int, toggle: bool): void

instantly_fill_vehicle_population

function native.vehicle.instantly_fill_vehicle_population(): void

has_instant_fill_vehicle_population_finished

function native.vehicle.has_instant_fill_vehicle_population_finished(): bool

get_vehicle_trailer_vehicle

Gets the trailer of a vehicle and puts it into the trailer parameter.

function native.vehicle.get_vehicle_trailer_vehicle(vehicle: int, trailer: ptr int): bool

get_vehicle_estimated_max_speed

function native.vehicle.get_vehicle_estimated_max_speed(vehicle: int): float

add_road_node_speed_zone

function native.vehicle.add_road_node_speed_zone(p0: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int, p7: int, p8: int, p9: int, p10: int): int

remove_road_node_speed_zone

function native.vehicle.remove_road_node_speed_zone(speedzone: int): bool

is_entry_point_for_seat_clear

function native.vehicle.is_entry_point_for_seat_clear(ped: int, vehicle: int, seat_index: int, side: bool, on_enter: bool): bool

can_shuffle_seat

seatIndex: see CREATE_PED_INSIDE_VEHICLE

function native.vehicle.can_shuffle_seat(vehicle: int, seat_index: int): bool

modify_vehicle_top_speed

function native.vehicle.modify_vehicle_top_speed(vehicle: int, value: float): void

set_vehicle_stays_frozen_when_cleaned_up

function native.vehicle.set_vehicle_stays_frozen_when_cleaned_up(vehicle: int, toggle: bool): void

set_vehicle_influences_wanted_level

function native.vehicle.set_vehicle_influences_wanted_level(vehicle: int, toggle: bool): void

_is_boat_grounded

function native.vehicle._is_boat_grounded(vehicle: int): bool

set_vehicle_not_stealable_ambiently

function native.vehicle.set_vehicle_not_stealable_ambiently(vehicle: int, p1: bool): void

lock_doors_when_no_longer_needed

function native.vehicle.lock_doors_when_no_longer_needed(vehicle: int): void

get_last_driven_vehicle

function native.vehicle.get_last_driven_vehicle(): int

clear_last_driven_vehicle

function native.vehicle.clear_last_driven_vehicle(): void

set_ped_owns_vehicle

function native.vehicle.set_ped_owns_vehicle(ped: int, vehicle: int): void

_get_vehicle_owner

function native.vehicle._get_vehicle_owner(vehicle: int): int

set_vehicle_lod_multiplier

function native.vehicle.set_vehicle_lod_multiplier(vehicle: int, multiplier: float): void

_set_vehicle_lod_level

Ranges from -1 to 2? (internal type is int8) https://imgur.com/a/bPzHcft

function native.vehicle._set_vehicle_lod_level(vehicle: int, lod_level: int): void

set_force_vehicle_engine_damage_by_bullet

function native.vehicle.set_force_vehicle_engine_damage_by_bullet(vehicle: int, toggle: bool): void

copy_vehicle_damages

Copies sourceVehicle's damage (broken bumpers, broken lights, etc.) to targetVehicle.

function native.vehicle.copy_vehicle_damages(source_vehicle: int, target_vehicle: int): void

set_vehicle_shoot_at_target

function native.vehicle.set_vehicle_shoot_at_target(p0: int, p1: int, p2: int, p3: int, p4: int, p5: int): void

set_force_hd_vehicle

function native.vehicle.set_force_hd_vehicle(vehicle: int, toggle: bool): void

track_vehicle_visibility

function native.vehicle.track_vehicle_visibility(vehicle: int): void

is_vehicle_visible

Requires a visibility tracker on the vehicle (TRACK_VEHICLE_VISIBILITY)

function native.vehicle.is_vehicle_visible(vehicle: int): bool

_0x13c190302369308b

function native.vehicle._0x13c190302369308b(p0: int): int

set_enable_vehicle_slipstreaming

function native.vehicle.set_enable_vehicle_slipstreaming(p0: bool): void

set_vehicle_inactive_during_playback

function native.vehicle.set_vehicle_inactive_during_playback(vehicle: int, toggle: bool): void

set_vehicle_engine_can_degrade

function native.vehicle.set_vehicle_engine_can_degrade(vehicle: int, toggle: bool): void

set_vehicle_is_stolen

function native.vehicle.set_vehicle_is_stolen(vehicle: int, is_stolen: bool): void

_0xcbf88256e44d5d39

Used in Script Function MC_LOCAL_SETUP_VEH - enabling transitions

function native.vehicle._0xcbf88256e44d5d39(vehicle: int, p1: bool): void

_0xc325a6baa62cf8a2

Used in Script Function MC_LOCAL_SETUP_VEH - enabling transitions

function native.vehicle._0xc325a6baa62cf8a2(vehicle: int, p1: bool): void

_0x0cd7914d17a970ab

function native.vehicle._0x0cd7914d17a970ab(p0: int, p1: int): void

_0x23f66c36f8e5eaab

function native.vehicle._0x23f66c36f8e5eaab(p0: int, p1: int): void

_0x697df68f3a761a50

function native.vehicle._0x697df68f3a761a50(p0: int): void

_0x27e3f2b57209fa54

function native.vehicle._0x27e3f2b57209fa54(p0: int, p1: int): void

disable_vehicle_weapon

function native.vehicle.disable_vehicle_weapon(disabled: bool, weapon_hash: int, vehicle: int, owner: int): void

set_vehicle_can_be_used_by_fleeing_peds

function native.vehicle.set_vehicle_can_be_used_by_fleeing_peds(vehicle: int, toggle: bool): void

set_vehicle_keep_engine_on_when_abandoned

function native.vehicle.set_vehicle_keep_engine_on_when_abandoned(vehicle: int, toggle: bool): void

set_vehicle_wheels_can_break_off_when_blow_up

function native.vehicle.set_vehicle_wheels_can_break_off_when_blow_up(vehicle: int, toggle: bool): void

_0x15cc8c33d7ffcc4a

function native.vehicle._0x15cc8c33d7ffcc4a(vehicle: int, p1: int): void

set_vehicle_ai_can_use_exclusive_seats

Used to be incorrectly named SET_VEHICLE_EXCLUSIVE_DRIVER

function native.vehicle.set_vehicle_ai_can_use_exclusive_seats(vehicle: int, toggle: bool): void

set_vehicle_exclusive_driver

index: 0 - 1

Used to be incorrectly named _SET_VEHICLE_EXCLUSIVE_DRIVER_2

function native.vehicle.set_vehicle_exclusive_driver(vehicle: int, ped: int, index: int): void

_is_ped_exclusive_driver_of_vehicle

function native.vehicle._is_ped_exclusive_driver_of_vehicle(ped: int, vehicle: int, out_index: ptr int): bool

_0xdc0556d0f484ecaa

function native.vehicle._0xdc0556d0f484ecaa(p0: int): void

set_disable_superdummy

Old name: _SET_DISABLE_SUPERDUMMY_MODE

function native.vehicle.set_disable_superdummy(vehicle: int, disable: bool): void

get_vehicle_body_health

Seems related to vehicle health, like the one in IV. Max 1000, min 0. Vehicle does not necessarily explode or become undrivable at 0.

function native.vehicle.get_vehicle_body_health(vehicle: int): float

set_vehicle_body_health

function native.vehicle.set_vehicle_body_health(vehicle: int, value: float): void

_0xe777ddf3e78397e8

function native.vehicle._0xe777ddf3e78397e8(p0: int): int

set_vehicle_broken_parts_dont_affect_ai_handling

function native.vehicle.set_vehicle_broken_parts_dont_affect_ai_handling(vehicle: int, p1: bool): void

_0x012701ed938b85de

Only used in SP Scripts. Related to Vehicle Speed.

function native.vehicle._0x012701ed938b85de(p0: float, p1: float): void

_0x8379e05871ad24e0

function native.vehicle._0x8379e05871ad24e0(): void

_set_horse_traffic_grouping_distribution

function native.vehicle._set_horse_traffic_grouping_distribution(p0: int, p1: int, p2: int, p3: int): void

_attach_draft_vehicle_harness_ped

function native.vehicle._attach_draft_vehicle_harness_ped(mount: int, draft: int, harness_id: int): bool

_detach_draft_vehicle_harness_from_index

function native.vehicle._detach_draft_vehicle_harness_from_index(draft: int, harness_id: int): bool

_detach_draft_vehicle_harness_ped

function native.vehicle._detach_draft_vehicle_harness_ped(draft: int, ped: int): bool

_0x0f7f603bde08c4d3

function native.vehicle._0x0f7f603bde08c4d3(p0: int): void

_get_num_draft_vehicle_harness_ped

Returns number of horses a wagon can have

function native.vehicle._get_num_draft_vehicle_harness_ped(model_hash: int): int

_get_checkpoint_train_spawn_location

function native.vehicle._get_checkpoint_train_spawn_location(track_index: int, x: float, y: float, z: float, distance: float, direction: bool): vec3

_0xc399cc89fba05da0

function native.vehicle._0xc399cc89fba05da0(vehicle: int, p1: bool): void

_get_rowing_oars

Returns handles of boat paddles entities.

function native.vehicle._get_rowing_oars(vehicle: int, left: ptr int, right: ptr int): void

get_driver_of_vehicle

function native.vehicle.get_driver_of_vehicle(vehicle: int): int

_set_force_coach_robbery_loot

Hashes: COACH2_BOOT_LOOT_ITEMS_COACHROB_RSC, COACH2_BOOT_LOOT_ITEMS_COACHROB, COACH2_MARY3

function native.vehicle._set_force_coach_robbery_loot(vehicle: int, coachrobbery_loot: int): void

_0x0ba4250d20007c2e

function native.vehicle._0x0ba4250d20007c2e(p0: int): int

_0x2200ab13cbd10f4e

function native.vehicle._0x2200ab13cbd10f4e(vehicle: int, x: float, y: float, z: float, p4: bool, p5: float): void

_0xb42c87521d1bdd2f

function native.vehicle._0xb42c87521d1bdd2f(vehicle: int, x: float, y: float, z: float): void

_0xc351394b932a6a50

function native.vehicle._0xc351394b932a6a50(p0: int): void

_0x172e9dd35858dcd7

function native.vehicle._0x172e9dd35858dcd7(p0: int): void

_get_breakable_vehicle_locks_state

function native.vehicle._get_breakable_vehicle_locks_state(vehicle: int): int

_0x877ea24eb1614495

function native.vehicle._0x877ea24eb1614495(p0: int, p1: int, p2: int): int

_get_breakable_vehicle_lock_object

function native.vehicle._get_breakable_vehicle_lock_object(vehicle: int, index: int): int

_get_num_breakable_vehicle_lock_objects

function native.vehicle._get_num_breakable_vehicle_lock_objects(vehicle: int): int

set_breakable_vehicle_locks_unbreakable

function native.vehicle.set_breakable_vehicle_locks_unbreakable(vehicle: int, toggle: bool): void

_0x9d12796ef4bf9ea9

function native.vehicle._0x9d12796ef4bf9ea9(p0: int): void

_0x850ce59dec2028f3

function native.vehicle._0x850ce59dec2028f3(vehicle: int, p1: int): void

_0x0355fe37240e2c77

function native.vehicle._0x0355fe37240e2c77(p0: int, p1: int): void

_0x3d86997a86feef0d

function native.vehicle._0x3d86997a86feef0d(p0: int, p1: int): void

_0xd826690b5cf3beff

function native.vehicle._0xd826690b5cf3beff(vehicle: int, p1: int): void

_break_off_draft_wheel

Params: destroyingForce is usually 100f in R* Scripts Similar to 0xD4F5EFB55769D272, _A*

function native.vehicle._break_off_draft_wheel(vehicle: int, wheel_index: int, destroying_force: float): void

get_draft_animal_count

function native.vehicle.get_draft_animal_count(vehicle: int, expected: ptr int, actual: ptr int): bool

_0x165be2001e5e4b75

function native.vehicle._0x165be2001e5e4b75(p0: int): void

_set_draft_vehicle_animals_can_detach

function native.vehicle._set_draft_vehicle_animals_can_detach(draft: int, can_detach: bool): void

_set_draft_vehicle_yoke_can_break

function native.vehicle._set_draft_vehicle_yoke_can_break(draft: int, can_break: bool): void

_add_train_temporary_stop

function native.vehicle._add_train_temporary_stop(train: int, track_index: int, x: float, y: float, z: float): void

_0x0794199b25e499e1

_SET_VEHICLE_S*

function native.vehicle._0x0794199b25e499e1(wagon: int, p1: bool): void

_0x73118a3ee9c9b6db

SET_VEHICLE_WHEELS*

function native.vehicle._0x73118a3ee9c9b6db(wagon: int, p1: int, p2: bool): void

_0xe1c0f8781bf130c2

Only used in R* SP Script rcm_abigail31: p1 = 5 _GET_VEHICLE_T* - _GET_VO*

function native.vehicle._0xe1c0f8781bf130c2(wagon: int, p1: int): bool

_is_vehicle_wheel_destroyed

function native.vehicle._is_vehicle_wheel_destroyed(vehicle: int, wheel: int): bool

_0x18714953cced17d3

ARE_ANY_VEHICLE(WHEELS_DESTROYED?)*

function native.vehicle._0x18714953cced17d3(vehicle: int): bool

_0x41f0b254ddf71473

_H*

function native.vehicle._0x41f0b254ddf71473(wagon: int): void

_set_vehicle_deterioration

function native.vehicle._set_vehicle_deterioration(vehicle: int, amount: float, p2: int, p3: bool): void

_is_vehicle_door_broken

doorId: see SET_VEHICLE_DOOR_SHUT

function native.vehicle._is_vehicle_door_broken(vehicle: int, door_id: int): bool

_break_off_vehicle_wheel

wheelIndex 0: left, wheelIndex 1: right, 4 & 5: unknown

function native.vehicle._break_off_vehicle_wheel(vehicle: int, wheel_index: int): int

_delete_vehicle_lanterns

Spawn without lanterns set

function native.vehicle._delete_vehicle_lanterns(vehicle: int): bool

_0x6de072ac8a95ffc1

SET_INSTANTLY* - _SET_MISSION_TRAIN*

function native.vehicle._0x6de072ac8a95ffc1(vehicle: int, p1: bool): void

_set_draft_vehicle_desired_speed

function native.vehicle._set_draft_vehicle_desired_speed(vehicle: int, speed: float): void

_get_draft_vehicle_desired_speed

Returns rage::NumericLimits::kMax (3.402823466e+38) if vehicle is not a valid vehicle of type VEHICLE_TYPE_DRAFT.

function native.vehicle._get_draft_vehicle_desired_speed(vehicle: int): float

_0xc4a2c11fc0d41916

SET_DRAFT_VEHICLE(STOP?)*

function native.vehicle._0xc4a2c11fc0d41916(vehicle: int, p1: bool): void

_0xfc4f15a7dddc47b1

SET_DRAFT_VEHICLE*

function native.vehicle._0xfc4f15a7dddc47b1(vehicle: int, p1: bool): void

_0x4c60c333f9cca2b6

Params: p1 usually true in R* Scripts SET_DRAFT_VEHICLE*

function native.vehicle._0x4c60c333f9cca2b6(vehicle: int, p1: bool): void

_0xcf342503ca4c8df1

function native.vehicle._0xcf342503ca4c8df1(vehicle: int, p1: float): void

_0x06a09a6e0c6d2a84

SET_TRAIN*

function native.vehicle._0x06a09a6e0c6d2a84(train: int, p1: bool): void

_0xae7e66a61e7c17a5

SET_TRAIN*

function native.vehicle._0xae7e66a61e7c17a5(train: int, p1: bool): void

_0xef28a614b4b264b8

SET_TRAIN*

function native.vehicle._0xef28a614b4b264b8(train: int, p1: bool): void

_0x04f0579dbdd32f34

SET_VEHICLE*

function native.vehicle._0x04f0579dbdd32f34(vehicle: int): void

_0x12f6c6ed3eff42de

Params: coords = GET_ENTITY_VELOCITY _SET_VELOCITY*

function native.vehicle._0x12f6c6ed3eff42de(vehicle: int, x: float, y: float, z: float): void

_0x87b974e54c71ba7b

function native.vehicle._0x87b974e54c71ba7b(vehicle: int, p1: bool): void

_has_train_loaded

function native.vehicle._has_train_loaded(train: int): bool

_create_mission_train

configHash: https://alloc8or.re/rdr3/doc/enums/eTrainConfig.txt For more information, see trainconfigs.ymt To make the train AI controlled, set conductor to true and set the speed once.

function native.vehicle._create_mission_train(config_hash: int, x: float, y: float, z: float, direction: bool, passengers: bool, p6: bool, conductor: bool): int

_0xd1efa8d68bf5d63d

function native.vehicle._0xd1efa8d68bf5d63d(p0: int, p1: int, p2: int, p3: int): void

_0x1121b07088ed3013

function native.vehicle._0x1121b07088ed3013(p0: int): int

_0x42404d57d621601a

function native.vehicle._0x42404d57d621601a(p0: int): int

_0x288cbb414c3c2fbb

function native.vehicle._0x288cbb414c3c2fbb(p0: int): int

_0x6fd7bdf10304363a

function native.vehicle._0x6fd7bdf10304363a(p0: int, p1: int): void

_0xceb1f1eed484a5b4

function native.vehicle._0xceb1f1eed484a5b4(p0: int, p1: int): void

_0xf57db8e83dcd8349

function native.vehicle._0xf57db8e83dcd8349(p0: int): int

_set_balloon_hover_state

Params: 1.0f will make balloon hover

function native.vehicle._set_balloon_hover_state(balloon: int, p1: float): void

_set_draft_vehicle_allow_draft_animal_auto_creation

function native.vehicle._set_draft_vehicle_allow_draft_animal_auto_creation(vehicle: int, allow: bool): void

_0x6835afea10e186f4

function native.vehicle._0x6835afea10e186f4(p0: int, p1: int): void

_set_draft_animal_random_seed

function native.vehicle._set_draft_animal_random_seed(vehicle: int, seed: int): void

_0x14da8c4bc2ccd90a

function native.vehicle._0x14da8c4bc2ccd90a(p0: int): int

_0xcacab2b123bbdbd6

function native.vehicle._0xcacab2b123bbdbd6(p0: int, p1: int, p2: int): int

_0xff2b1f59fb892f14

function native.vehicle._0xff2b1f59fb892f14(p0: int): void

_0x5aadc7bbbb1bceeb

function native.vehicle._0x5aadc7bbbb1bceeb(p0: int, p1: int, p2: int, p3: int, p4: int): void

_get_vehicle_is_prop_set_applied

function native.vehicle._get_vehicle_is_prop_set_applied(vehicle: int): bool

_set_batch_tarp_height

Total height is calculated using: cargo ratio + pelt ratio (by pelt count) Screenshot: https://imgur.com/a/nsomtiv

function native.vehicle._set_batch_tarp_height(vehicle: int, height: float, immediately: bool): void

_0x07e2e21e799080a0

function native.vehicle._0x07e2e21e799080a0(p0: int, p1: int): void

_0xc2e62678d602853c

function native.vehicle._0xc2e62678d602853c(p0: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int): void

_0x873aaf600cc36dac

function native.vehicle._0x873aaf600cc36dac(p0: int): void

_0x51c7694e140fae43

function native.vehicle._0x51c7694e140fae43(p0: int): int

_0x8decd262602548b9

function native.vehicle._0x8decd262602548b9(p0: int, p1: int): void

_0xcbc7b6f9a56b79f6

function native.vehicle._0xcbc7b6f9a56b79f6(p0: int, p1: int): void

_0x37d238be69f7378a

function native.vehicle._0x37d238be69f7378a(track_index: int): bool

_0x703d4fb366da4452

function native.vehicle._0x703d4fb366da4452(p0: int, p1: int): void

_0x762fdc4c19e5a981

Seems to be related while setting a (door) state of specific trains (midlandboxcar05x, privateboxcar01x, privateboxcar02x, midlandrefrigeratorCar, privateArmoured, armoredCar01x)

function native.vehicle._0x762fdc4c19e5a981(train_carriage: int, p1: bool): void

_0x2045429505158d1a

function native.vehicle._0x2045429505158d1a(p0: int): int

_0x13eb275bf81636d1

function native.vehicle._0x13eb275bf81636d1(p0: int, p1: int): void