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APPLY_FORCE_TO_ENTITY


Native Details

  • NameAPPLY_FORCE_TO_ENTITY
  • NamespaceENTITY
  • Native Hash0xF15E8F5D333F09C4
  • Typeint
  • First seen version1207

Native Parameters

DESCRIPTION

https://docs.fivem.net/natives/?_0xC5F68BE9613E2D18

 

// ApplyForceToEntity
void APPLY_FORCE_TO_ENTITY(Entity entity, int forceType, float x, float y, float z, float offX, float offY, float offZ, int boneIndex, BOOL isDirectionRel, BOOL ignoreUpVec, BOOL isForceRel, BOOL p12, BOOL p13);
Parameters:
  • entity

    The entity you want to apply a force on

  • forceType

    See native description above for a list of commonly used values

  • x

    Force amount (X)

  • y

    Force amount (Y)

  • z

    Force amount (Z)

  • offX

    Rotation/offset force (X)

  • offY

    Rotation/offset force (Y)

  • offZ

    Rotation/offset force (Z)

  • boneIndex

    (Often 0) Entity bone index

  • isDirectionRel

    (Usually false) Vector defined in local (body-fixed) coordinate frame

  • ignoreUpVec

    (Usually true)

  • isForceRel

    (Usually true) When true, force gets multiplied with the objects mass and different objects will have the same acceleration

  • p12

    (Usually false)

  • p13

    (Usually true)

Applies a force to the specified entity.

List of force types (p1):

public enum ForceType
{
    MinForce = 0,
    MaxForceRot = 1,
    MinForce2 = 2,
    MaxForceRot2 = 3,
    ForceNoRot = 4,
    ForceRotPlusForce = 5
}

Research/documentation on the gtaforums can be found here and here.



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Red Dead Redemption 2 Native Database by www.mod-rdr.com, includes contributions by gudmunduro and alloc8or.

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