vehicle¶
_0x6355602c02edc6df¶
void native.vehicle._0x6355602c02edc6df(int entity, int p1)
_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)
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)
_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)
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)
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)
_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)
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)
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)
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)
get_last_ped_in_vehicle_seat¶
int native.vehicle.get_last_ped_in_vehicle_seat(int vehicle, int seat_index)
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)
stop_bringing_vehicle_to_halt¶
void native.vehicle.stop_bringing_vehicle_to_halt(int vehicle)
_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)
set_vehicle_tyres_can_burst¶
void native.vehicle.set_vehicle_tyres_can_burst(int vehicle, bool toggle)
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)
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)
_set_vehicle_mud_level¶
void native.vehicle._set_vehicle_mud_level(int vehicle, float mud_level)
set_vehicle_lights¶
void native.vehicle.set_vehicle_lights(int vehicle, int 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)
_0x0516fae561276efc¶
bool native.vehicle._0x0516fae561276efc(int track_index)
_get_train_track_from_train_vehicle¶
int native.vehicle._get_train_track_from_train_vehicle(int train)
_get_train_vehicle_from_track_index¶
int native.vehicle._get_train_vehicle_from_track_index(int track_index)
_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)
_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)
_get_track_index_from_coords¶
int native.vehicle._get_track_index_from_coords(float x, float y, float z)
_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)
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)
_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)
_get_num_cars_from_train_config¶
int native.vehicle._get_num_cars_from_train_config(int train_config)
_get_train_car¶
int native.vehicle._get_train_car(int train)
_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)
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)
remove_vehicle_recording¶
void native.vehicle.remove_vehicle_recording(int p0, ptr int p1)
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)
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)
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)
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)
set_vehicle_door_latched¶
void native.vehicle.set_vehicle_door_latched(int vehicle, int door_id, bool p2, bool p3, bool p4)
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)
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)
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)
_0x09034479e6e3e269¶
int native.vehicle._0x09034479e6e3e269(int train, ptr int train_track, ptr int junction_index)
_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)
_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)
_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)
_0x1180a2974d251b7b¶
int native.vehicle._0x1180a2974d251b7b(int train)
get_current_station_for_train¶
int native.vehicle.get_current_station_for_train(int train)
_0x9cc94a948eaf5372¶
int native.vehicle._0x9cc94a948eaf5372(int track_index, int station_index)
_0xde8c5b9f65017fa1¶
int native.vehicle._0xde8c5b9f65017fa1(int train)
_get_current_track_for_train¶
int native.vehicle._get_current_track_for_train(int train)
_get_station_coords_from_train_station_data¶
vec3 native.vehicle._get_station_coords_from_train_station_data(int track_index, int station_index)
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)
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_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)
set_vehicle_petrol_tank_health¶
void native.vehicle.set_vehicle_petrol_tank_health(int vehicle, float health)
is_vehicle_stuck_timer_up¶
bool native.vehicle.is_vehicle_stuck_timer_up(int vehicle, int stuck_type, int ms)
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)
_set_vehicle_snow_level¶
void native.vehicle._set_vehicle_snow_level(int vehicle, float snow_level)
_set_vehicle_wet_level¶
void native.vehicle._set_vehicle_wet_level(int vehicle, float wet_level)
_set_vehicle_tint¶
void native.vehicle._set_vehicle_tint(int vehicle, int tint_id)
_set_vehicle_livery¶
void native.vehicle._set_vehicle_livery(int vehicle, int livery_index)
_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)
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)
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)
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)
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)
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)
_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)
_0xc325a6baa62cf8a2¶
void native.vehicle._0xc325a6baa62cf8a2(int vehicle, bool p1)
_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)
set_vehicle_exclusive_driver¶
void native.vehicle.set_vehicle_exclusive_driver(int vehicle, int ped, int index)
_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)
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)
_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)
_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)
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)
_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)
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)
_0x73118a3ee9c9b6db¶
void native.vehicle._0x73118a3ee9c9b6db(int wagon, int p1, bool p2)
_0xe1c0f8781bf130c2¶
bool native.vehicle._0xe1c0f8781bf130c2(int wagon, int p1)
_is_vehicle_wheel_destroyed¶
bool native.vehicle._is_vehicle_wheel_destroyed(int vehicle, int wheel)
_0x18714953cced17d3¶
bool native.vehicle._0x18714953cced17d3(int vehicle)
_0x41f0b254ddf71473¶
void native.vehicle._0x41f0b254ddf71473(int wagon)
_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)
_break_off_vehicle_wheel¶
int native.vehicle._break_off_vehicle_wheel(int vehicle, int wheel_index)
_delete_vehicle_lanterns¶
bool native.vehicle._delete_vehicle_lanterns(int vehicle)
_0x6de072ac8a95ffc1¶
void native.vehicle._0x6de072ac8a95ffc1(int vehicle, bool p1)
_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)
_0xfc4f15a7dddc47b1¶
void native.vehicle._0xfc4f15a7dddc47b1(int vehicle, bool p1)
_0x4c60c333f9cca2b6¶
void native.vehicle._0x4c60c333f9cca2b6(int vehicle, bool p1)
_0xcf342503ca4c8df1¶
void native.vehicle._0xcf342503ca4c8df1(int vehicle, float p1)
_0x06a09a6e0c6d2a84¶
void native.vehicle._0x06a09a6e0c6d2a84(int train, bool p1)
_0xae7e66a61e7c17a5¶
void native.vehicle._0xae7e66a61e7c17a5(int train, bool p1)
_0xef28a614b4b264b8¶
void native.vehicle._0xef28a614b4b264b8(int train, bool p1)
_0x04f0579dbdd32f34¶
void native.vehicle._0x04f0579dbdd32f34(int vehicle)
_0x12f6c6ed3eff42de¶
void native.vehicle._0x12f6c6ed3eff42de(int vehicle, float x, float y, float z)
_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)
_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)