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vehicle


_0x6355602c02edc6df

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

Only used in R* Script beat_train_holdup: p1 = 1

_set_vehicle_is_in_hurry

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


create_vehicle

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


_create_draft_vehicle

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

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

delete_vehicle

void native.vehicle.delete_vehicle(ptr int 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.

_fade_and_destroy_vehicle

void native.vehicle._fade_and_destroy_vehicle(ptr int vehicle)


_is_vehicle_fading_out

bool native.vehicle._is_vehicle_fading_out(int vehicle)


set_vehicle_allow_homing_missle_lockon

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


set_vehicle_allow_no_passengers_lockon

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

Makes the vehicle accept no passengers.

is_vehicle_model

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


_set_all_vehicle_generators_disabled_for_volume

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


set_all_vehicle_generators_active_in_area

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


set_all_vehicle_generators_active

void native.vehicle.set_all_vehicle_generators_active()


set_vehicle_on_ground_properly

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


is_vehicle_stopped

bool native.vehicle.is_vehicle_stopped(int vehicle)

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.

get_vehicle_number_of_passengers

int native.vehicle.get_vehicle_number_of_passengers(int vehicle)

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

get_vehicle_max_number_of_passengers

int native.vehicle.get_vehicle_max_number_of_passengers(int vehicle)


get_vehicle_model_number_of_seats

int native.vehicle.get_vehicle_model_number_of_seats(int model_hash)


is_seat_warp_only

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

seatIndex: see CREATE_PED_INSIDE_VEHICLE

_get_vehicle_turret_seat

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


_0xa9e185d498b9ac67

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


set_vehicle_density_multiplier_this_frame

void native.vehicle.set_vehicle_density_multiplier_this_frame(float multiplier)


set_random_vehicle_density_multiplier_this_frame

void native.vehicle.set_random_vehicle_density_multiplier_this_frame(float multiplier)


set_parked_vehicle_density_multiplier_this_frame

void native.vehicle.set_parked_vehicle_density_multiplier_this_frame(float multiplier)


set_disable_random_trains_this_frame

void native.vehicle.set_disable_random_trains_this_frame(bool toggle)

nullsub, doesn't do anything

set_vehicle_doors_locked

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


set_vehicle_individual_doors_locked

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

doorId: see SET_VEHICLE_DOOR_SHUT

set_vehicle_doors_locked_for_player

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


get_vehicle_doors_locked_for_player

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


set_vehicle_doors_locked_for_all_players

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


set_vehicle_doors_locked_for_team

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


_get_vehicle_doors_locked_for_team

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


explode_vehicle

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

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.

_0x750d42c013f64ae7

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


_0xe78993ff9022c064

void native.vehicle._0xe78993ff9022c064(int p0)


_0x9868c0d0134855f7

void native.vehicle._0x9868c0d0134855f7(int p0)

nullsub, doesn't do anything

_hide_horse_reins

void native.vehicle._hide_horse_reins(int vehicle)


_show_horse_reins

void native.vehicle._show_horse_reins(int vehicle)


_0xd21a3d421e7f09f7

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


_0xa13028e22564a1bd

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


_0x485b05ef05b9aee9

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


set_boat_anchor

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


_0x6b53f4b811e583d2

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


can_anchor_boat_here

bool native.vehicle.can_anchor_boat_here(int vehicle)


set_boat_remains_anchored_while_player_is_driver

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

Old name: _SET_BOAT_FROZEN_WHEN_ANCHORED

set_force_low_lod_anchor_mode

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

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

set_boat_low_lod_anchor_distance

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

Value: mostly 99999.9f

Old name: _SET_BOAT_MOVEMENT_RESISTANCE

set_boat_sinks_when_wrecked

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


_set_force_high_lod_vehicle

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


_0x98a7598c579ee871

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


_0x9e8711c81aa17876

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

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

set_vehicle_strong

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

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

is_vehicle_seat_free

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

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

get_ped_in_vehicle_seat

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

seatIndex: see CREATE_PED_INSIDE_VEHICLE

get_last_ped_in_vehicle_seat

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

seatIndex: see CREATE_PED_INSIDE_VEHICLE

is_draft_vehicle

bool native.vehicle.is_draft_vehicle(int vehicle)


_get_ped_in_draft_harness

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

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

set_vehicle_forward_speed

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


bring_vehicle_to_halt

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

This native makes the vehicle stop immediately

distance defines how far it will travel until stopping.

_is_vehicle_brought_to_halt

bool native.vehicle._is_vehicle_brought_to_halt(int vehicle)

Only returns true if BRING_VEHICLE_TO_HALT is called on vehicle beforehand

stop_bringing_vehicle_to_halt

void native.vehicle.stop_bringing_vehicle_to_halt(int vehicle)

Old name: _STOP_BRING_VEHICLE_TO_HALT

_0xe12f5ed49f44d40d

void native.vehicle._0xe12f5ed49f44d40d(int p0)


_0xf6e3d38869d0f7ad

void native.vehicle._0xf6e3d38869d0f7ad(int p0)


set_vehicle_doors_shut

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

Closes all doors of a vehicle:

set_vehicle_tyres_can_burst

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

Allows you to toggle bulletproof tires.

set_vehicle_wheels_can_break

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


set_vehicle_doors_to_open_at_any_distance

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


set_vehicle_door_open

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

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

remove_vehicle_window

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

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

_0x8878ff3eee2868a9

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


_set_vehicle_dirt_level_2

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

dirtLevel: 0.0 - 1.0

_set_vehicle_mud_level

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

mudLevel: 0.0 - 1.0

set_vehicle_lights

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

Sets the vehicle's lights state.

set_random_trains

void native.vehicle.set_random_trains(bool toggle)


_0x331cbd247fc5daa8

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

Returns trackIndex

_0x0516fae561276efc

bool native.vehicle._0x0516fae561276efc(int track_index)

Takes value returned from 0x45853F4E17D847D5

_get_train_track_from_train_vehicle

int native.vehicle._get_train_track_from_train_vehicle(int train)

Returns trackIndex

_get_train_vehicle_from_track_index

int native.vehicle._get_train_vehicle_from_track_index(int track_index)

Returns train

_0x15206e88ff7617df

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


_0xa7966807953a18ee

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


_0x6b34be961f639e21

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


_0xe6bd7dd3fd474415

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


_0x615b3b8e73634509

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


_0x38e7dd70a242d5cb

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


_0x63509ddf102e08e8

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


_0x7408b5c66ba31adb

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


_0x41365db586cd9e8e

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


_0xd0aabe5b9f8fa589

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


_0x427c919e9809e370

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


_does_train_exist_on_track

bool native.vehicle._does_train_exist_on_track(int track_index)


_get_train_position_on_track

vec3 native.vehicle._get_train_position_on_track(int track_index)


_0xb4241ad8f5aee9ed

bool native.vehicle._0xb4241ad8f5aee9ed(int track_index)


_0xa230a5dde12ed374

void native.vehicle._0xa230a5dde12ed374(int p0)


_0x0d5fdf0d36fa10cd

void native.vehicle._0x0d5fdf0d36fa10cd(int track_index)


_0xe682002db1f30669

void native.vehicle._0xe682002db1f30669(int p0)


_0x718eb706b6e998a0

void native.vehicle._0x718eb706b6e998a0(int track_index)


_0xf05dfaf1adfef2cd

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

_IS_* (related to CREATE_MISSION_TRAIN)

_0xd1df5e54f4acbe1a

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


_0x0fddee66e3465726

int native.vehicle._0x0fddee66e3465726(int p0)


_0x4c05b42a8d937796

void native.vehicle._0x4c05b42a8d937796()


_0xb961dd799a837bd7

void native.vehicle._0xb961dd799a837bd7()


_0x16b86a49e072aa85

void native.vehicle._0x16b86a49e072aa85()


_0x2a7413168f6cd5a8

void native.vehicle._0x2a7413168f6cd5a8()


_0xfffe15b433300b8c

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


_0x6ea1273d525427f4

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


_0x7be0746539def0c8

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


_0x3137edc899e6dae4

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


_0x6c87f49bfa181db5

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

Returns trackIndex

_get_track_index_from_coords

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

Returns trackIndex
_E* - _F*

_get_nearest_train_track_position

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


delete_all_trains

void native.vehicle.delete_all_trains()


_0x0e558d3a49d759d6

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


_0xd4907ef4334c7602

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


_0x68830738a6bfb370

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


set_train_speed

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


_set_train_max_speed

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

Maximum possible speed is 30.0 (108 km/h)

set_train_cruise_speed

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


_get_train_carriage_trailer_number

int native.vehicle._get_train_carriage_trailer_number(int train)

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

_get_train_model_from_train_config_by_car_index

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

Returns modelHash

_get_num_cars_from_train_config

int native.vehicle._get_num_cars_from_train_config(int train_config)

Returns amount for CAN_REGISTER_MISSION_VEHICLES

_get_train_car

int native.vehicle._get_train_car(int train)

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

_set_train_stops_for_stations

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


_0xdd100ce1ebbf37e3

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


_0x160c1b5ab48ab87c

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


is_train_waiting_at_station

bool native.vehicle.is_train_waiting_at_station(int train)


_set_train_halt

void native.vehicle._set_train_halt(int train)


_set_train_leave_station

void native.vehicle._set_train_leave_station(int train)

Restarts the train

set_random_boats

void native.vehicle.set_random_boats(bool toggle)


request_vehicle_recording

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

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.

has_vehicle_recording_been_loaded

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

See REQUEST_VEHICLE_RECORDING

remove_vehicle_recording

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

See REQUEST_VEHICLE_RECORDING

get_position_of_vehicle_recording_at_time

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

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

get_rotation_of_vehicle_recording_at_time

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

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

get_time_position_in_recording

float native.vehicle.get_time_position_in_recording(int vehicle)


start_playback_recorded_vehicle

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

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

See REQUEST_VEHICLE_RECORDING

force_playback_recorded_vehicle_update

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

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

stop_playback_recorded_vehicle

void native.vehicle.stop_playback_recorded_vehicle(int vehicle)


is_playback_going_on_for_vehicle

bool native.vehicle.is_playback_going_on_for_vehicle(int vehicle)


is_playback_using_ai_going_on_for_vehicle

bool native.vehicle.is_playback_using_ai_going_on_for_vehicle(int vehicle)


set_playback_speed

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


skip_time_in_playback_recorded_vehicle

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

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

get_closest_vehicle

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


get_train_carriage

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


delete_mission_train

void native.vehicle.delete_mission_train(ptr int train)


set_mission_train_as_no_longer_needed

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

flags = 0: DEFAULT; 1: KEEP_OLD_SPEED

set_mission_train_coords

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


_set_mission_train_warp_to_coords

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

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

_0xa72b1bf3857b94d7

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


_is_this_model_a_draft_vehicle

bool native.vehicle._is_this_model_a_draft_vehicle(int model)


is_this_model_a_boat

bool native.vehicle.is_this_model_a_boat(int model)


is_this_model_a_train

bool native.vehicle.is_this_model_a_train(int model)


set_vehicle_can_be_targetted

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


set_dont_allow_player_to_enter_vehicle_if_locked_for_player

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


set_vehicle_can_be_visibly_damaged

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


set_vehicle_has_unbreakable_lights

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


set_vehicle_respects_locks_when_has_driver

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


set_vehicle_can_eject_passengers_if_locked

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


set_vehicle_dirt_level

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


is_vehicle_door_fully_open

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

doorId: see SET_VEHICLE_DOOR_SHUT

set_vehicle_engine_on

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

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.

set_vehicle_undriveable

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


set_vehicle_provides_cover

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


_0x3053064f909b5f42

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


set_vehicle_door_control

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

doorId: see SET_VEHICLE_DOOR_SHUT

set_vehicle_door_latched

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

doorId: see SET_VEHICLE_DOOR_SHUT

set_vehicle_door_shut

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

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
};

set_vehicle_door_broken

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

doorId: see SET_VEHICLE_DOOR_SHUT

set_vehicle_can_break

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


set_vehicle_is_considered_by_player

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

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.

set_vehicle_may_be_used_by_goto_point_any_means

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


get_vehicle_door_lock_status

int native.vehicle.get_vehicle_door_lock_status(int vehicle)


set_door_allowed_to_be_broken_off

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

doorId: see SET_VEHICLE_DOOR_SHUT

Old name: _SET_VEHICLE_DOOR_CAN_BREAK

is_vehicle_on_all_wheels

bool native.vehicle.is_vehicle_on_all_wheels(int vehicle)


_get_train_direction

bool native.vehicle._get_train_direction(int train)


_get_train_direction_from_index

bool native.vehicle._get_train_direction_from_index(int track_index)

https://i.imgur.com/1rHibjW.jpg

_0x09034479e6e3e269

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

_RESET_VEHICLE_*

_get_train_track_junction_at_coords

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

Outputs junctionIndex, to be used with 0xE6C5E2125EB210C1

_0xd9bf3ed8efb67ea3

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


_0x785639d89f8451ab

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


_set_train_track_junction_switch

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

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

_0x3abfa128f5bf5a70

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

Called together with 0xE6C5E2125EB210C1 in R* Script medium_update

_0x2c46d2a591d8c322

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


_0xcaff2c9747103c02

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


_set_all_junctions_cleared

void native.vehicle._set_all_junctions_cleared()


_0x34bcf6209b9668a7

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


_0xd0ba1853d76683c8

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


set_train_offset_from_station

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


_0xdc69f6913cca0b99

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


_0x7840576c50a13dba

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


_0xd0116df21e6c7b36

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


_detach_wagon_entity_from_train

void native.vehicle._detach_wagon_entity_from_train(int entity)

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

_0x1180a2974d251b7b

int native.vehicle._0x1180a2974d251b7b(int train)

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

get_current_station_for_train

int native.vehicle.get_current_station_for_train(int train)

Returns p1 for 0xBA958F68031DDBFC (stationIndex)

_0x9cc94a948eaf5372

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

_GET_P - _GET_T*

_0xde8c5b9f65017fa1

int native.vehicle._0xde8c5b9f65017fa1(int train)


_get_current_track_for_train

int native.vehicle._get_current_track_for_train(int train)

Returns p0 for 0xBA958F68031DDBFC (trackIndex)

_get_station_coords_from_train_station_data

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

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

get_track_index_of_train

int native.vehicle.get_track_index_of_train(int train)


_0x1a861f899ebbe17c

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


_0xf8f7da13cfbd4532

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


_trigger_train_whistle

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

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

_0x2bb2b5bcf0df8008

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


_0x6703872ec09bc158

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


_0x1bfbafcc6760ff02

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


_0xf5ea41c1408695fb

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


set_vehicle_fixed

void native.vehicle.set_vehicle_fixed(int vehicle)

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

set_disable_vehicle_petrol_tank_fires

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


set_disable_vehicle_petrol_tank_damage

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


set_disable_vehicle_engine_fires

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


set_vehicle_limit_speed_when_player_inactive

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

_SET_VEHICLE_LI*

set_vehicle_stop_instantly_when_player_inactive

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


remove_vehicles_from_generators_in_area

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


set_vehicle_steer_bias

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

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

is_vehicle_extra_turned_on

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


set_vehicle_extra

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

Note: only some vehicle have extras
https://github.com/femga/rdr3_discoveries/blob/master/vehicles/vehicle_modding/vehicle_extras.lua

does_extra_exist

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


set_vehicle_damage

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

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

get_vehicle_engine_health

float native.vehicle.get_vehicle_engine_health(int vehicle)

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

set_vehicle_engine_health

void native.vehicle.set_vehicle_engine_health(int vehicle, float 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

get_vehicle_petrol_tank_health

float native.vehicle.get_vehicle_petrol_tank_health(int vehicle)

1000 is max health

set_vehicle_petrol_tank_health

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

1000 is max health

is_vehicle_stuck_timer_up

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

VEH_STUCK_ON_ROOF = 0,
VEH_STUCK_ON_SIDE,
VEH_STUCK_HUNG_UP,
VEH_STUCK_JAMMED

reset_vehicle_stuck_timer

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


is_vehicle_driveable

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


is_vehicle_wrecked

bool native.vehicle.is_vehicle_wrecked(int vehicle)


_is_vehicle_on_fire

bool native.vehicle._is_vehicle_on_fire(int vehicle)


set_vehicle_has_been_owned_by_player

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


start_vehicle_horn

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

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.

set_vehicle_has_strong_axles

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

if true, axles won't bend.

_set_vehicle_snow_level

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

snowLevel: 0.0 - 1.0

_set_vehicle_wet_level

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

wetLevel: 0.0 - 1.0

_set_vehicle_tint

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

https://github.com/femga/rdr3_discoveries/blob/master/vehicles/vehicle_modding/vehicle_tints.lua

_set_vehicle_livery

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

https://github.com/femga/rdr3_discoveries/blob/master/vehicles/vehicle_modding/vehicle_liveries.lua

_get_vehicle_tint

int native.vehicle._get_vehicle_tint(int vehicle)


_get_vehicle_livery

int native.vehicle._get_vehicle_livery(int vehicle)


is_vehicle_window_intact

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


are_any_vehicle_seats_free

bool native.vehicle.are_any_vehicle_seats_free(int vehicle)

Returns false if every seat is occupied.

set_vehicle_explodes_on_high_explosion_damage

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

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

set_allow_vehicle_explodes_on_contact

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


is_any_vehicle_near_point

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


request_vehicle_high_detail_model

void native.vehicle.request_vehicle_high_detail_model(int vehicle)


request_vehicle_asset

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


_0xcf9da72002fc16bf

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


has_vehicle_asset_loaded

bool native.vehicle.has_vehicle_asset_loaded(int vehicle_asset)


remove_vehicle_asset

void native.vehicle.remove_vehicle_asset(int vehicle_asset)


set_vehicle_automatically_attaches

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


_0x104d9a7b1c0d0783

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


is_vehicle_in_burnout

bool native.vehicle.is_vehicle_in_burnout(int vehicle)


set_vehicle_handbrake

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


instantly_fill_vehicle_population

void native.vehicle.instantly_fill_vehicle_population()


has_instant_fill_vehicle_population_finished

bool native.vehicle.has_instant_fill_vehicle_population_finished()


get_vehicle_trailer_vehicle

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

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

get_vehicle_estimated_max_speed

float native.vehicle.get_vehicle_estimated_max_speed(int vehicle)


add_road_node_speed_zone

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


remove_road_node_speed_zone

bool native.vehicle.remove_road_node_speed_zone(int speedzone)


is_entry_point_for_seat_clear

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


can_shuffle_seat

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

seatIndex: see CREATE_PED_INSIDE_VEHICLE

modify_vehicle_top_speed

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


set_vehicle_stays_frozen_when_cleaned_up

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


set_vehicle_influences_wanted_level

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


_is_boat_grounded

bool native.vehicle._is_boat_grounded(int vehicle)


set_vehicle_not_stealable_ambiently

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


lock_doors_when_no_longer_needed

void native.vehicle.lock_doors_when_no_longer_needed(int vehicle)


get_last_driven_vehicle

int native.vehicle.get_last_driven_vehicle()


clear_last_driven_vehicle

void native.vehicle.clear_last_driven_vehicle()


set_ped_owns_vehicle

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


_get_vehicle_owner

int native.vehicle._get_vehicle_owner(int vehicle)


set_vehicle_lod_multiplier

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


_set_vehicle_lod_level

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

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

set_force_vehicle_engine_damage_by_bullet

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


copy_vehicle_damages

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

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

set_vehicle_shoot_at_target

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


set_force_hd_vehicle

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


track_vehicle_visibility

void native.vehicle.track_vehicle_visibility(int vehicle)


is_vehicle_visible

bool native.vehicle.is_vehicle_visible(int vehicle)

Requires a visibility tracker on the vehicle (TRACK_VEHICLE_VISIBILITY)

_0x13c190302369308b

int native.vehicle._0x13c190302369308b(int p0)


set_enable_vehicle_slipstreaming

void native.vehicle.set_enable_vehicle_slipstreaming(bool p0)


set_vehicle_inactive_during_playback

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


set_vehicle_engine_can_degrade

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


set_vehicle_is_stolen

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


_0xcbf88256e44d5d39

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

Used in Script Function MC_LOCAL_SETUP_VEH - enabling transitions

_0xc325a6baa62cf8a2

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

Used in Script Function MC_LOCAL_SETUP_VEH - enabling transitions

_0x0cd7914d17a970ab

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


_0x23f66c36f8e5eaab

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


_0x697df68f3a761a50

void native.vehicle._0x697df68f3a761a50(int p0)


_0x27e3f2b57209fa54

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


disable_vehicle_weapon

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


set_vehicle_can_be_used_by_fleeing_peds

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


set_vehicle_keep_engine_on_when_abandoned

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


set_vehicle_wheels_can_break_off_when_blow_up

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


_0x15cc8c33d7ffcc4a

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


set_vehicle_ai_can_use_exclusive_seats

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

Used to be incorrectly named SET_VEHICLE_EXCLUSIVE_DRIVER

set_vehicle_exclusive_driver

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

index: 0 - 1

Used to be incorrectly named _SET_VEHICLE_EXCLUSIVE_DRIVER_2

_is_ped_exclusive_driver_of_vehicle

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


_0xdc0556d0f484ecaa

void native.vehicle._0xdc0556d0f484ecaa(int p0)


set_disable_superdummy

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

Old name: _SET_DISABLE_SUPERDUMMY_MODE

get_vehicle_body_health

float native.vehicle.get_vehicle_body_health(int vehicle)

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

set_vehicle_body_health

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


_0xe777ddf3e78397e8

int native.vehicle._0xe777ddf3e78397e8(int p0)


set_vehicle_broken_parts_dont_affect_ai_handling

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


_0x012701ed938b85de

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

Only used in SP Scripts.
Related to Vehicle Speed.

_0x8379e05871ad24e0

void native.vehicle._0x8379e05871ad24e0()


_set_horse_traffic_grouping_distribution

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


_attach_draft_vehicle_harness_ped

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


_detach_draft_vehicle_harness_from_index

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


_detach_draft_vehicle_harness_ped

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


_0x0f7f603bde08c4d3

void native.vehicle._0x0f7f603bde08c4d3(int p0)


_get_num_draft_vehicle_harness_ped

int native.vehicle._get_num_draft_vehicle_harness_ped(int model_hash)

Returns number of horses a wagon can have

_get_checkpoint_train_spawn_location

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


_0xc399cc89fba05da0

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


_get_rowing_oars

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

Returns handles of boat paddles entities.

get_driver_of_vehicle

int native.vehicle.get_driver_of_vehicle(int vehicle)


_set_force_coach_robbery_loot

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

Hashes: COACH2_BOOT_LOOT_ITEMS_COACHROB_RSC, COACH2_BOOT_LOOT_ITEMS_COACHROB, COACH2_MARY3

_0x0ba4250d20007c2e

int native.vehicle._0x0ba4250d20007c2e(int p0)


_0x2200ab13cbd10f4e

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


_0xb42c87521d1bdd2f

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


_0xc351394b932a6a50

void native.vehicle._0xc351394b932a6a50(int p0)


_0x172e9dd35858dcd7

void native.vehicle._0x172e9dd35858dcd7(int p0)


_get_breakable_vehicle_locks_state

int native.vehicle._get_breakable_vehicle_locks_state(int vehicle)


_0x877ea24eb1614495

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


_get_breakable_vehicle_lock_object

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


_get_num_breakable_vehicle_lock_objects

int native.vehicle._get_num_breakable_vehicle_lock_objects(int vehicle)


set_breakable_vehicle_locks_unbreakable

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


_0x9d12796ef4bf9ea9

void native.vehicle._0x9d12796ef4bf9ea9(int p0)


_0x850ce59dec2028f3

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


_0x0355fe37240e2c77

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


_0x3d86997a86feef0d

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


_0xd826690b5cf3beff

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


_break_off_draft_wheel

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

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

get_draft_animal_count

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


_0x165be2001e5e4b75

void native.vehicle._0x165be2001e5e4b75(int p0)


_set_draft_vehicle_animals_can_detach

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


_set_draft_vehicle_yoke_can_break

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


_add_train_temporary_stop

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


_0x0794199b25e499e1

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

_SET_VEHICLE_S*

_0x73118a3ee9c9b6db

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

_SET_VEHICLE_WHEELS_*

_0xe1c0f8781bf130c2

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

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

_is_vehicle_wheel_destroyed

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


_0x18714953cced17d3

bool native.vehicle._0x18714953cced17d3(int vehicle)

_ARE_ANY_VEHICLE_(WHEELS_DESTROYED?)*

_0x41f0b254ddf71473

void native.vehicle._0x41f0b254ddf71473(int wagon)

_H*

_set_vehicle_deterioration

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


_is_vehicle_door_broken

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

doorId: see SET_VEHICLE_DOOR_SHUT

_break_off_vehicle_wheel

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

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

_delete_vehicle_lanterns

bool native.vehicle._delete_vehicle_lanterns(int vehicle)

Spawn without lanterns set

_0x6de072ac8a95ffc1

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

_SET_INSTANTLY_* - _SET_MISSION_TRAIN*

_set_draft_vehicle_desired_speed

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


_get_draft_vehicle_desired_speed

float native.vehicle._get_draft_vehicle_desired_speed(int vehicle)

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

_0xc4a2c11fc0d41916

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

_SET_DRAFT_VEHICLE_(STOP?)*

_0xfc4f15a7dddc47b1

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

_SET_DRAFT_VEHICLE_*

_0x4c60c333f9cca2b6

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

Params: p1 usually true in R* Scripts
_SET_DRAFT_VEHICLE_*

_0xcf342503ca4c8df1

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


_0x06a09a6e0c6d2a84

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

_SET_TRAIN_*

_0xae7e66a61e7c17a5

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

_SET_TRAIN_*

_0xef28a614b4b264b8

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

_SET_TRAIN_*

_0x04f0579dbdd32f34

void native.vehicle._0x04f0579dbdd32f34(int vehicle)

_SET_VEHICLE_*

_0x12f6c6ed3eff42de

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

Params: coords = GET_ENTITY_VELOCITY
_SET_VELOCITY*

_0x87b974e54c71ba7b

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


_has_train_loaded

bool native.vehicle._has_train_loaded(int train)


_create_mission_train

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

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.

_0xd1efa8d68bf5d63d

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


_0x1121b07088ed3013

int native.vehicle._0x1121b07088ed3013(int p0)


_0x42404d57d621601a

int native.vehicle._0x42404d57d621601a(int p0)


_0x288cbb414c3c2fbb

int native.vehicle._0x288cbb414c3c2fbb(int p0)


_0x6fd7bdf10304363a

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


_0xceb1f1eed484a5b4

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


_0xf57db8e83dcd8349

int native.vehicle._0xf57db8e83dcd8349(int p0)


_set_balloon_hover_state

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

Params: 1.0f will make balloon hover

_set_draft_vehicle_allow_draft_animal_auto_creation

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


_0x6835afea10e186f4

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


_set_draft_animal_random_seed

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


_0x14da8c4bc2ccd90a

int native.vehicle._0x14da8c4bc2ccd90a(int p0)


_0xcacab2b123bbdbd6

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


_0xff2b1f59fb892f14

void native.vehicle._0xff2b1f59fb892f14(int p0)


_0x5aadc7bbbb1bceeb

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


_get_vehicle_is_prop_set_applied

bool native.vehicle._get_vehicle_is_prop_set_applied(int vehicle)


_set_batch_tarp_height

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

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

_0x07e2e21e799080a0

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


_0xc2e62678d602853c

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


_0x873aaf600cc36dac

void native.vehicle._0x873aaf600cc36dac(int p0)


_0x51c7694e140fae43

int native.vehicle._0x51c7694e140fae43(int p0)


_0x8decd262602548b9

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


_0xcbc7b6f9a56b79f6

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


_0x37d238be69f7378a

bool native.vehicle._0x37d238be69f7378a(int track_index)


_0x703d4fb366da4452

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


_0x762fdc4c19e5a981

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

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

_0x2045429505158d1a

int native.vehicle._0x2045429505158d1a(int p0)


_0x13eb275bf81636d1

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