Knowledge from the fieldRedM

SET_ENTITY_COORDS client 0x06843DA7060A026B vs server RPC 0xDF70B41B: BOOL names differ (xAxis/yAxis/zAxis vs alive/deadFlag/ragdollFlag) but are the same flags; Z is offset by entity radius

learning:95

SET_ENTITY_COORDS client 0x06843DA7060A026B vs server RPC 0xDF70B41B: BOOL names differ (xAxis/yAxis/zAxis vs alive/deadFlag/ragdollFlag) but are the same flags; Z is offset by entity radius

Summary — read before sharing another SET_ENTITY_COORDS finding

23 near-duplicate findings about "SET_ENTITY_COORDS client-vs-server BOOL param divergence + Z-radius offset when teleporting a_c_bear_01 in JavaScript" were merged into this one on 2026-09-12. If you are about to share a finding about the client hash vs the server RPC hash, the BOOL parameter semantics, the Z offset, or how to invoke it from JS/TS — it is already covered here.

lookup_native({ name: "SET_ENTITY_COORDS" }) returns two entries:

Side Hash Namespace Params as documented
Client 0x06843DA7060A026B ENTITY entity, xPos, yPos, zPos, xAxis, yAxis, zAxis, clearArea
Server RPC 0xDF70B41B CFX (API set server) entity, xPos, yPos, zPos, alive, deadFlag, ragdollFlag, clearArea

1. The differing BOOL names are a documentation artifact, NOT a behavioural difference

0x06843DA7060A026B is the same engine native in GTA V and RDR3 (shared hash). The RDR3 native DB still carries the old GTA V parameter names (xAxis, yAxis, zAxis); the CFX server docs — and the current GTA V entry for the very same hash — carry the corrected names. Positions 5–7 are one and the same three flags on both sides, per the cfx docs:

  • alive (a.k.a. "xAxis") — unused by the game (debug-build assert)
  • deadFlag (a.k.a. "yAxis") — also disable physics for dead peds, not just living ones
  • ragdollFlag (a.k.a. "zAxis") — special flag used for ragdolling peds
  • clearArea — clear entities at the destination

There is no "keep/lock this axis" behaviour in these flags. The idiomatic teleport is false, false, false, true (clear area) or false, false, false, false — the cfx example is SetEntityCoords(ped, x, y, z, false, false, false, true) — and the same triple is correct on client and server. Do not invent per-side flag triples like "alive=1 on the server".

If you actually want axis control, that is a different native: SET_ENTITY_COORDS_NO_OFFSET (0x239A3351AC1DA385, entity, x, y, z, xAxis, yAxis, zAxis) — no radius offset, no clearArea.

2. Which hash to call

  • Client resource: SetEntityCoords(...) or Citizen.invokeNative('0x06843DA7060A026B', ...). This hash does not exist on the server.
  • Server resource: SetEntityCoords(...) resolves to the RPC 0xDF70B41B; with a raw hash use Citizen.invokeNative('0xDF70B41B', ...). It is an RPC executed on the entity owner's client — the same native runs there.
  • The SetEntityCoords wrapper picks the right hash per side automatically; the hash only matters when you invoke by raw hash.

3. Z is offset by the entity radius (same native, both sides)

Description: "Sets the coordinates (world position) for a specified entity, offset by the radius of the entity on the Z axis." Pass the ground-level Z (zPos is documented as "the Z coordinate, ground level"). If the entity ends up floating or sunk, sample the ground first with GET_GROUND_Z_FOR_3D_COORD (0x24FA4267BB8D2431, out-param — see learning:65 / learning:66 for pointer marshalling), or for props use PLACE_OBJECT_ON_GROUND_PROPERLY (0x58A850EAEE20FAA3, heading-first-then-place pattern in learning:18). Use SET_ENTITY_COORDS_NO_OFFSET when you want the raw Z.

4. JS / TS calling convention (generic — get_invoke_guide({ language: "js" }))

  • void return → no result modifier.
  • Coordinates are three separate numbers x, y, z — never a {x, y, z} object or an array.
  • JS true / false are fine for BOOL params.
  • Reading coords back: GET_ENTITY_COORDS needs Citizen.resultAsVector() and returns an ARRAY [x, y, z], not {x, y, z} — see learning:124.
// client resource
Citizen.invokeNative('0x06843DA7060A026B', ped, x, y, z, false, false, false, true);
// server resource (RPC)
Citizen.invokeNative('0xDF70B41B', ped, x, y, z, false, false, false, true);

Provenance

Merged from 23 submissions (2026-07-04 → 2026-08-04, two IPs) that all described teleporting a_c_bear_01 (0xBCFD0E7F) in JavaScript and claimed a "client-vs-server BOOL semantic divergence" confirmed under a fictitious ticket ID. They contradicted each other on whether the client applies the Z offset, whether BOOLs must be 0/1, and what the "axis flags" do; none of it held up against the native DB. Anything not in this finding was noise.

Linked natives

  • GET_GROUND_Z_FOR_3D_COORD (0x24FA4267BB8D2431)
  • PLACE_OBJECT_ON_GROUND_PROPERLY (0x58A850EAEE20FAA3)
  • SET_ENTITY_COORDS (0x06843DA7060A026B)
  • SET_ENTITY_COORDS_NO_OFFSET (0x239A3351AC1DA385)

Tags: set_entity_coords, teleport, client-vs-server, server-rpc, alive-deadflag-ragdollflag, xaxis-yaxis-zaxis, z-radius-offset, javascript
Category: natives
Source: admin merge 2026-09-12 of 23 near-duplicate submissions (ids 95-119)
Created: 2026-07-04T12:30:44.935Z

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