The RedM developer’s field guide
Know the native.
Build the world.
Engine functions, framework docs, and game assets.
One reference. From the first lookup to the last line.
8,030Native functions 656Documents 22,519Game assets 98Community findings One connected
knowledge base
knowledge base
Explore / RedM
Documentation
PerformHttpRequest callback arg order: (errorCode, resultData, resultHeaders, errorData)
learning:77Freshly created RDR3 peds: full health = 600 (not 100/200); set HEALTH/STAMINA attribute cores (0/1) explicitly
learning:78mp_male / mp_female peds spawn invisible without explicit base clothing items after the outfit preset
learning:8Dress a spawned ped from saved appearance data: mp_male headless trap, component-vs-drawable shapes, overlays are networked-only
learning:80Reading RDR3 AI events (skinning/loot) from TypeScript: poll the event queue + marshal GET_EVENT_DATA with a JS ArrayBuffer
learning:81Reading & removing pelts stowed on a horse: use kd_stable's state.kd_stable_stow, not the raw _GET_PELT_FROM_HORSE / _SET_PELT natives
learning:82Animal carcass quality for hunting grades: _GET_PED_QUALITY is reliable; _GET_PLAYER_CURRENT_ANIMAL_DAMAGE_MODIFIER needs _UPDATE first and returns 0 otherwise
learning:83RDR2 shopkeeper/NPC peds (s_m_m_*) spawn INVISIBLE with raw CreatePed — the fix is bScriptHostPed=true (CreatePed's 7th arg), which VORP's Peds:Create sets
learning:84Carried (shoulder) pelt in RDR2 is a generic p_cs_pelt_large prop — use _GET_FIRST_ENTITY_PED_IS_CARRYING, and AVOID GET_CARRIED_ATTACHED_INFO_FOR_SLOT's struct buffer in JS (it crashes)
learning:85Spawning a visible, skinnable dead-animal carcass: use jo.entity.create (networked) + APPLY_DAMAGE_TO_PED — raw CreatePed renders invisible and SetEntityHealth(0) doesn't kill
learning:86NPC "hands you an item" gesture: give_item_satchel anim + a frozen ped must be spawned already facing you (freeze locks rotation, so TASK_TURN_PED_TO_FACE_ENTITY no-ops)
learning:87Safecracking move-network def is `Script_MUD5_Safecrack_Player` (NOT mini_games@safecrack); name lives in alloc8or move_networks.txt, not native docs
learning:88RDR3: invalid hash 0xF7004D759B110AC4 is not a native — use BLIP_ADD_MODIFIER + BLIP_MODIFIER_FORCE_GPS to set GPS route
learning:89GET_SCENARIO_POINTS_IN_AREA + GET_SCENARIO_POINT_TYPE: find scenario seats by type at runtime (barber chair, piano, bed, etc.)
learning:9Scenario-attached hand props (e.g. broom from SC_WORLD_HUMAN_STRAW_BROOM_WORKING) stay stuck after ClearPedTasks
learning:90Reviving a player out of engine incapacitation (SET_PED_CAN_BE_INCAPACITATED) leaves the camera locked — only NETWORK_RESURRECT_LOCAL_PLAYER frees it
learning:91_SET_CHAR_EXPRESSION (0x5653AB26C82938CF) real arg order is (ped, value:float, expressionHash:Hash), NOT the doc's (ped, index:int, value:float)
learning:92SET_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:95A living reference. Documentation coverage varies by native and source.