Native REDM InvokeNativeNative REDM InvokeNative
--  InvokeFunctionReference -- 0xE3551879  -- INVOKE_FUNCTION_REFERENCE
local retval --[[ any ]], retvalLength --[[ integer ]] =
		referenceIdentity --[[ string ]], 
		argsSerialized --[[ string ]], 
		argsLength --[[ integer ]]

Older version or a patch?
local retval --[[ any ]] = Citizen.InvokeNative( referenceIdentity --[[ string ]], args1--[[ any]],  args2--[[ any]], args3--[[ any]] ) --  



Hashcode of the function name? Built in name of the function in the game, that identifies the location in memory that the redm hack modifies?


Supposed to be a list or array of the variables passed to the function.


Number of variables passed to the function?


Results of the function


This version has not worked for me, but the InvokeNative version which appears to be a wrapper or patch does work.


--- Example 1 -- 
Citizen.InvokeNative(0x283978A15512B2FE, EntityID, true) -- SetRandomOutfitVariation

--- Example 2 --
Citizen.InvokeNative(0x9CB1A1623062F402, blip, BlipTitle) -- SetBlipNameFromPlayerString( blip, BlipTitle ) 

--- Example 3 --
local groundZ = Citizen.InvokeNative(0x24FA4267BB8D2431, xPos, yPos, zPos, true) -- GetGroundZFor_3dCoord 

Additional natives used in this example, or natives commonly used with this native.


Common Errors or Problems

Problem: sentence.

Problem: sentence.

Problem: sentence.

Credits and Disclaimers

The base of this data was taken from the redm/cfx fivem/rdr docs, or from the redm natives database hosted on vespura while it was active. We will be modifying the notes as needed, and building tutorials around the data so these pages will change as we work on it. This is a manual process, not an automated one, so updates will occur as we have time, the priority is releasing resources. Thanks for your patience.

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