| Property | Value |
|---|---|
| Native Name | SET_ENTITY_COORDS |
| Hash | 0x06843DA7060A026B |
| Return Type | void |
| Parameters | entity (Entity), xPos (float), yPos (float), zPos (float), alive (BOOL), deadFlag (BOOL), ragdollFlag (BOOL), clearArea (BOOL) |
Description: Sets the coordinates (world position) for a specified entity, offset by the radius of the entity on the Z axis.
Parameters
entity(Entity) — The entity to change coordinates for.xPos(float) — The X coordinate.yPos(float) — The Y coordinate.zPos(float) — The Z coordinate, ground level.alive(BOOL) — Unused by the game, potentially used by debug builds of GTA in order to assert whether or not an entity was alive.deadFlag(BOOL) — Whether to disable physics for dead peds, too, and not just living peds.ragdollFlag(BOOL) — A special flag used for ragdolling peds.clearArea(BOOL) — Whether to clear any entities in the target area.
Examples
local ped = PlayerPedId()
local currentPos = GetEntityCoords(ped)
print(currentPos)
SetEntityCoords(ped, 674.883, 548.269, 133.94, false, false, false, true)
currentPos = GetEntityCoords(ped)
print(currentPos) -- changed!
const ped = PlayerPedId();
let currentPos = GetEntityCoords(ped, false);
console.log(`${currentPos[0]} ${currentPos[1]} ${currentPos[2]}`);
SetEntityCoords(ped, 674.883, 548.269, 133.94, false, false, false, true);
currentPos = GetEntityCoords(ped, false);
console.log(`${currentPos[0]} ${currentPos[1]} ${currentPos[2]}`); // changed!
using static CitizenFX.Core.Native.API;
// ...
int ped = PlayerPedId();
Vector3 currentPos = GetEntityCoords(ped, false);
Debug.WriteLine($"{currentPos}");
SetEntityCoords(ped, 674.883f, 548.269f, 133.94f, false, false, false, true);
currentPos = GetEntityCoords(ped, false);
Debug.WriteLine($"{currentPos}"); // changed!
// or the preferred use of C# wrapper
Debug.WriteLine($"{Game.PlayerPed.Position}");
Game.PlayerPed.Position = new Vector3(674.883f, 548.269f, 133.94f);
Debug.WriteLine($"{Game.PlayerPed.Position}"); // changed!