The FiveM developer’s field guide
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Native reference
- ENTITYBOOL
IS_ENTITY_UPSIDEDOWN
Description not yet documented
0x1DBD58820FA61D71 - ENTITYBOOL
IS_ENTITY_VISIBLE
Description not yet documented
0x47D6F43D77935C75 - ENTITYBOOL
IS_ENTITY_VISIBLE_TO_SCRIPT
Description not yet documented
0xD796CB5BA8F20E32 - ENTITYBOOL
IS_ENTITY_WAITING_FOR_WORLD_COLLISION
Description not yet documented
0xD05BFF0C0A12C68F - ENTITYBOOL
PLAY_ENTITY_ANIM
[Animations list](https://alexguirre.github.io/animations-list/)
0x7FB218262B810701 - ENTITYBOOL
PLAY_SYNCHRONIZED_ENTITY_ANIM
[Animations list](https://alexguirre.github.io/animations-list/)
0xC77720A12FE14A86 - ENTITYBOOL
PLAY_SYNCHRONIZED_MAP_ENTITY_ANIM
[Animations list](https://alexguirre.github.io/animations-list/)
0xB9C54555ED30FBC4 - ENTITYvoid
PROCESS_ENTITY_ATTACHMENTS
``` Called to update entity attachments. ```
0xF4080490ADC51C6F - ENTITYvoid
REMOVE_FORCED_OBJECT
Description not yet documented
0x61B6775E83C0DB6F - ENTITYvoid
REMOVE_MODEL_HIDE
Makes all objects of the specified model that were hidden using [`CREATE_MODEL_HIDE`](#\_0x8A97BCA30A0CE478) or [`CREATE_MODEL_HIDE_EXCLUDING_SCRIPT_OBJECTS`](#\_0x3A52AE588830BF7F) visible again. If lazy is false, all matching objects currently in scope are restored immediately. If lazy is true, objects will only reappear when their map is reloaded.
0xD9E3006FB3CBD765 - ENTITYvoid
REMOVE_MODEL_SWAP
Description not yet documented
0x033C0F9A64E229AE - ENTITYvoid
RESET_ENTITY_ALPHA
Description not yet documented
0x9B1E824FFBB7027A - ENTITYvoid
SET_CAN_AUTO_VAULT_ON_ENTITY
Description not yet documented
0xE12ABE5E3A389A6C - ENTITYvoid
SET_CAN_CLIMB_ON_ENTITY
Description not yet documented
0xA80AE305E0A3044F - ENTITYvoid
SET_ENTITY_ALPHA
This native sets the entity's alpha level.
0x44A0870B7E92D7C0 - ENTITYvoid
SET_ENTITY_ALWAYS_PRERENDER
Description not yet documented
0xACAD101E1FB66689 - ENTITYvoid
_SET_ENTITY_ANGULAR_VELOCITY
``` NativeDB Introduced: v2372 ```
0x8339643499D1222E - ENTITYvoid
SET_ENTITY_ANIM_CURRENT_TIME
[Animations list](https://alexguirre.github.io/animations-list/)
0x4487C259F0F70977 - ENTITYvoid
SET_ENTITY_ANIM_SPEED
Description not yet documented
0x28D1A16553C51776 - ENTITYvoid
SET_ENTITY_AS_MISSION_ENTITY
Assigns an existing entity to be owned by the current script. If the entity was not owned by a script yet, this also means the entity will remain persistent until released. Note that this is not needed right after creating an entity as a script-created entity will automatically be assigned.
0xAD738C3085FE7E11 - ENTITYvoid
SET_ENTITY_AS_NO_LONGER_NEEDED
``` Marks the specified entity (ped, vehicle or object) as no longer needed. Entities marked as no longer needed, will be deleted as the engine sees fit. ```
0xB736A491E64A32CF - ENTITYvoid
SET_ENTITY_CAN_BE_DAMAGED
Description not yet documented
0x1760FFA8AB074D66 - ENTITYvoid
SET_ENTITY_CAN_BE_DAMAGED_BY_RELATIONSHIP_GROUP
Description not yet documented
0xE22D8FDE858B8119 - ENTITYvoid
SET_ENTITY_CAN_BE_TARGETED_WITHOUT_LOS
``` Sets whether the entity can be targeted without being in line-of-sight. ```
0xD3997889736FD899 - ENTITYvoid
_SET_ENTITY_CLEANUP_BY_ENGINE
``` True means it can be deleted by the engine when switching lobbies/missions/etc, false means the script is expected to clean it up. ```
0x3910051CCECDB00C - ENTITYvoid
SET_ENTITY_COLLISION
Description not yet documented
0x1A9205C1B9EE827F - ENTITYvoid
SET_ENTITY_COMPLETELY_DISABLE_COLLISION
Description not yet documented
0x9EBC85ED0FFFE51C - ENTITYvoid
SET_ENTITY_COORDS
Sets the coordinates (world position) for a specified entity, offset by the radius of the entity on the Z axis.
0x06843DA7060A026B - ENTITYvoid
SET_ENTITY_COORDS_NO_OFFSET
Teleports an entity to specified coordinates directly, with options to maintain certain behaviors post-teleportation. **Note**: * This native allows precise placement of entities without the usual adjustments for collision or interaction with the environment that may occur with other teleportation natives. * The `keepTasks` and `keepIK` parameters are specifically useful for maintaining the current state of a ped, ensuring actions or animations are not abruptly stopped due to the teleportation. * Setting `doWarp` to `false` is useful when simulating continuous movement or when the entity should interact with its immediate surroundings upon arrival.
0x239A3351AC1DA385 - ENTITYvoid
SET_ENTITY_COORDS_WITHOUT_PLANTS_RESET
Description not yet documented
0x621873ECE1178967 - ENTITYvoid
_SET_ENTITY_DECALS_DISABLED
``` SET_ENTITY_* ```
0x2C2E3DC128F44309 - ENTITYvoid
SET_ENTITY_DYNAMIC
Description not yet documented
0x1718DE8E3F2823CA - ENTITYvoid
SET_ENTITY_HAS_GRAVITY
Description not yet documented
0x4A4722448F18EEF5 - ENTITYvoid
SET_ENTITY_HEADING
Set the heading of an entity in degrees also known as "Yaw".
0x8E2530AA8ADA980E - ENTITYvoid
SET_ENTITY_HEALTH
When setting health for a player ped, the game will clamp the health value to ensure it does not exceed the maximum health. This maximum health can be retrieved by calling [`GET_PED_MAX_HEALTH`](#\_0x4700A416E8324EF3). It can also be modified by calling [`SET_PED_MAX_HEALTH`](#\_0xF5F6378C4F3419D3). When setting the health for non-player peds or entities, the maximum health will be increased if the new health value exceeds the current maximum. Default health for male peds is `200`, for female peds it is `175`. ### Added parameters * **inflictor**: The handle for the entity that caused the damage.
0x6B76DC1F3AE6E6A3 - ENTITYvoid
SET_ENTITY_INVINCIBLE
``` Sets a ped or an object totally invincible. It doesn't take any kind of damage. Peds will not ragdoll on explosions and the tazer animation won't apply either. If you use this for a ped and you want Ragdoll to stay enabled, then do: *(DWORD *)(pedAddress + 0x188) |= (1 << 9); Use this if you want to get the invincibility status: bool IsPedInvincible(Ped ped) { auto addr = getScriptHandleBaseAddress(ped); if (addr) { DWORD flag = *(DWORD *)(addr + 0x188); return ((flag & (1 << 8)) != 0) || ((flag & (1 << 9)) != 0); } return false; } ```
0x3882114BDE571AD4 - ENTITYvoid
SET_ENTITY_IS_TARGET_PRIORITY
Description not yet documented
0xEA02E132F5C68722 - ENTITYvoid
SET_ENTITY_LIGHTS
Description not yet documented
0x7CFBA6A80BDF3874 - ENTITYvoid
SET_ENTITY_LOAD_COLLISION_FLAG
Loads collision grid for an entity spawned outside of a player's loaded area. This allows peds to execute tasks rather than sit dormant because of a lack of a physics grid. Certainly not the main usage of this native but when set to true for a Vehicle, it will prevent the vehicle to explode if it is spawned far away from the player. ``` NativeDB Added Parameter 3: Any p2 ```
0x0DC7CABAB1E9B67E - ENTITYvoid
SET_ENTITY_LOD_DIST
``` LOD distance can be 0 to 0xFFFF (higher values will result in 0xFFFF) as it is actually stored as a 16-bit value (aka uint16_t). ```
0x5927F96A78577363
A living reference. Documentation coverage varies by native and source.