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SCRIPT. int START_NEW_SCRIPT(string scriptName, int stackSize) Player GET_HOST_OF_THIS_SCRIPT() float GET_GLOBAL_F(int global) int GET_GLOBAL_I(int global) void SET_GLOBAL_F(int global, float value) void SET_GLOBAL_I(int global, int value) float GET_LOCAL_F(Hash script, int local) int GET_LOCAL_I(Hash script, int local) void SET_LOCAL_F(Hash ...
Copy void SET_VEHICLE_TYRE_SMOKE_COLOR(Vehicle vehicle, int r, int g, int b) Ped GET_PED_IN_VEHICLE_SEAT(Vehicle vehicle, int seatIndex, bool p2) void SET_VEHICLE_IS_STOLEN(Vehicle vehicle, bool isStolen) string GET_MOD_TEXT_LABEL(Vehicle vehicle, int modType, int modValue) string GET_MOD_SLOT_NAME(Vehicle vehicle, int modType) string GET_LIVERY_NAME(Vehicle vehicle, int liveryIndex) int GET ...
GAMEPLAY. void TERMINATE_ALL_SCRIPTS_WITH_THIS_NAME(string scriptName) void SET_FAKE_WANTED_LEVEL(int fakeWantedLevel) bool IS_BIT_SET(int address, int offset) void CANCEL_STUNT_JUMP() bool IS_STUNT_JUMP_IN_PROGRESS() void SET_STUNT_JUMPS_CAN_TRIGGER(bool toggle) void SET_GRAVITY_LEVEL(int level) void SET_PLAYER_IS_IN_ANIMAL_FORM(bool toggle ...
Copy void TASK_COMBAT_PED(Ped ped, Ped targetPed, int p2, int p3) void TASK_WANDER_STANDARD(Ped ped, float p1, int p2) void TASK_VEHICLE_DRIVE_WANDER(Ped ped, Vehicle vehicle, float speed, int drivingStyle) void TASK_START_SCENARIO_IN_PLACE(Ped ped, string scenarioName, int unkDelay, bool playEnterAnim) void TASK_START_SCENARIO_AT_POSITION(Ped ped, string scenarioName, float x, float y, float ...
Copy int GET_WAYPOINT_BLIP_ENUM_ID() Blip GET_FIRST_BLIP_INFO_ID(int blipSprite) bool DOES_BLIP_EXIST(Blip blip) Blip GET_NEXT_BLIP_INFO_ID(int blipSprite) int GET ...
PLAYER. Ped GET_PLAYER_PED(Player player) Ped GET_PLAYER_PED_SCRIPT_INDEX(Player player) Ped PLAYER_PED_ID() Player PLAYER_ID() void SET_PLAYER_WANTED_LEVEL(Player player, int wantedLevel, bool disableNoMission) void SET_PLAYER_WANTED_LEVEL_NOW(Player player, bool p1) void SET_PLAYER_MODEL(Player player, Hash model) int GET_PLAYER_GROUP(Player ...
Copy bool DECOR_SET_TIME(Entity entity, string propertyName, int timestamp) bool DECOR_SET_BOOL(Entity entity, string propertyName, bool value) bool DECOR_SET_FLOAT ...
ENTITY. bool DOES_ENTITY_EXIST(Entity entity) vec3 GET_ENTITY_COORDS(Entity entity) void SET_ENTITY_COORDS_NO_OFFSET(Entity entity, float xPos, float yPos, float zPos) vec3 GET_ENTITY_ROTATION(Entity entity, int rotationOrder) void SET_ENTITY_ROTATION(Entity entity, float pitch, float roll, float yaw, int rotationOrder, bool p5) void SET_ENTITY ...
WEAPON. void GIVE_DELAYED_WEAPON_TO_PED(Ped ped, Hash weaponHash, int ammoCount, bool bForceInHand) int GET_WEAPON_TINT_COUNT(Hash weaponHash) int GET_PED_WEAPON_TINT_INDEX(Ped ped, Hash weaponHash) void SET_PED_WEAPON_TINT_INDEX(Ped ped, Hash weaponHash, int tintIndex) void GIVE_WEAPON_COMPONENT_TO_PED(Ped ped, Hash weaponHash, Hash ...