Skip to content

VimpNativesMisc ​

@vimp-mp/types 2.0.1

Interface · GTA V natives API

ts
interface VimpNativesMisc

Members ​

_getContentPropType ​

ts
_getContentPropType(model: number): number

_isXboxpcVersion ​

ts
_isXboxpcVersion(): boolean

_setContentPropType ​

ts
_setContentPropType(model: number, type: number): void

absf ​

ts
absf(value: number): number

absi ​

ts
absi(value: number): number

acos ​

ts
acos(p0: number): number

actionManagerEnableAction ​

ts
actionManagerEnableAction(hash: number, enable: boolean): void

activityFeedActionStartWithCommandLine ​

ts
activityFeedActionStartWithCommandLine(p0: string, p1: string): void

activityFeedActionStartWithCommandLineAdd ​

ts
activityFeedActionStartWithCommandLineAdd(p0: string): void

activityFeedAddIntToCaption ​

ts
activityFeedAddIntToCaption(p0: number): void

activityFeedAddLiteralSubstringToCaption ​

ts
activityFeedAddLiteralSubstringToCaption(p0: string): void

activityFeedAddSubstringToCaption ​

ts
activityFeedAddSubstringToCaption(p0: string): void

activityFeedCreate ​

ts
activityFeedCreate(p0: string, p1: string): void

activityFeedLargeImageUrl ​

ts
activityFeedLargeImageUrl(p0: string): void

activityFeedOnlinePlayedWithPost ​

ts
activityFeedOnlinePlayedWithPost(p0: string): void

activityFeedPost ​

ts
activityFeedPost(): void

addDispatchSpawnAngledBlockingArea ​

ts
addDispatchSpawnAngledBlockingArea(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, width: number): number

addDispatchSpawnSphereBlockingArea ​

ts
addDispatchSpawnSphereBlockingArea(x1: number, y1: number, x2: number, y2: number): number

addHospitalRestart ​

ts
addHospitalRestart(x: number, y: number, z: number, p3: number, p4: number): number

addPoliceRestart ​

ts
addPoliceRestart(p0: number, p1: number, p2: number, p3: number, p4: number): number

addPopMultiplierArea ​

ts
addPopMultiplierArea(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, p6: number, p7: number, p8: boolean, p9: boolean): number

addPopMultiplierSphere ​

ts
addPopMultiplierSphere(x: number, y: number, z: number, radius: number, pedmultiplier: number, vehiclemultiplier: number, p6: boolean, p7: boolean): number

addReplayStatValue ​

ts
addReplayStatValue(value: number): void

addStuntJump ​

ts
addStuntJump(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, x3: number, y3: number, z3: number, x4: number, y4: number, z4: number, camx: number, camy: number, camz: number, p15: number, p16: number, p17: number): number

addStuntJumpAngled ​

ts
addStuntJumpAngled(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, radius1: number, x3: number, y3: number, z3: number, x4: number, y4: number, z4: number, radius2: number, camx: number, camy: number, camz: number, p17: number, p18: number, p19: number): number

addTacticalNavMeshPoint ​

ts
addTacticalNavMeshPoint(x: number, y: number, z: number): void

allowMissionCreatorWarp ​

ts
allowMissionCreatorWarp(toggle: boolean): void

areCreditsRunning ​

ts
areCreditsRunning(): boolean

areProfileSettingsValid ​

ts
areProfileSettingsValid(): boolean

areStringsEqual ​

ts
areStringsEqual(string1: string, string2: string): boolean

asin ​

ts
asin(p0: number): number

atan ​

ts
atan(p0: number): number

atan2 ​

ts
atan2(p0: number, p1: number): number

beginReplayStats ​

ts
beginReplayStats(p0: number, p1: number): void

blockDispatchServiceResourceCreation ​

ts
blockDispatchServiceResourceCreation(dispatchservice: number, toggle: boolean): void

cancelOnscreenKeyboard ​

ts
cancelOnscreenKeyboard(): void

cancelStuntJump ​

ts
cancelStuntJump(): void

cleanupAsyncInstall ​

ts
cleanupAsyncInstall(): void

clearAngledAreaOfVehicles ​

ts
clearAngledAreaOfVehicles(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, width: number, p7: boolean, p8: boolean, p9: boolean, p10: boolean, p11: boolean, p12: number, p13: number): void

clearArea ​

ts
clearArea(x: number, y: number, z: number, radius: number, p4: boolean, ignorecopcars: boolean, ignoreobjects: boolean, p7: boolean): void

clearAreaLeaveVehicleHealth ​

ts
clearAreaLeaveVehicleHealth(x: number, y: number, z: number, radius: number, p4: boolean, p5: boolean, p6: boolean, p7: boolean): void

clearAreaOfCops ​

ts
clearAreaOfCops(x: number, y: number, z: number, radius: number, flags: number): void

clearAreaOfObjects ​

ts
clearAreaOfObjects(x: number, y: number, z: number, radius: number, flags: number): void

clearAreaOfPeds ​

ts
clearAreaOfPeds(x: number, y: number, z: number, radius: number, flags: number): void

clearAreaOfProjectiles ​

ts
clearAreaOfProjectiles(x: number, y: number, z: number, radius: number, flags: number): void

clearAreaOfVehicles ​

ts
clearAreaOfVehicles(x: number, y: number, z: number, radius: number, p4: boolean, p5: boolean, p6: boolean, p7: boolean, p8: boolean, p9: boolean, p10: number): void

clearBit ​

ts
clearBit(offset: number): { address: number }

clearCodeRequestedAutosave ​

ts
clearCodeRequestedAutosave(): void

clearOverrideWeather ​

ts
clearOverrideWeather(): void

clearReplayStats ​

ts
clearReplayStats(): void

clearRestartCoordOverride ​

ts
clearRestartCoordOverride(): void

clearScenarioSpawnHistory ​

ts
clearScenarioSpawnHistory(): void

clearTacticalNavMeshPoints ​

ts
clearTacticalNavMeshPoints(): void

clearWeatherTypeNowPersistNetwork ​

ts
clearWeatherTypeNowPersistNetwork(milliseconds: number): void

clearWeatherTypePersist ​

ts
clearWeatherTypePersist(): void

compareStrings ​

ts
compareStrings(str1: string, str2: string, matchcase: boolean, maxlength: number): number

copyScriptStruct ​

ts
copyScriptStruct(size: number): { dst: number; src: number }

createIncident ​

ts
createIncident(dispatchservice: number, x: number, y: number, z: number, numunits: number, radius: number, p7: number, p8: number): { outincidentid: number; return: boolean }

createIncidentWithEntity ​

ts
createIncidentWithEntity(dispatchservice: number, ped: number, numunits: number, radius: number, p5: number, p6: number): { outincidentid: number; return: boolean }

deleteIncident ​

ts
deleteIncident(incidentid: number): void

deleteStuntJump ​

ts
deleteStuntJump(p0: number): void

disableHospitalRestart ​

ts
disableHospitalRestart(hospitalindex: number, toggle: boolean): void

disablePoliceRestart ​

ts
disablePoliceRestart(policeindex: number, toggle: boolean): void

disableScreenDimmingThisFrame ​

ts
disableScreenDimmingThisFrame(): void

disableStuntJumpSet ​

ts
disableStuntJumpSet(p0: number): void

displayOnscreenKeyboard ​

ts
displayOnscreenKeyboard(p0: number, windowtitle: string, p2: string, defaulttext: string, defaultconcat1: string, defaultconcat2: string, defaultconcat3: string, maxinputlength: number): void

displayOnscreenKeyboardWithLongerInitialString ​

ts
displayOnscreenKeyboardWithLongerInitialString(p0: number, windowtitle: string, defaulttext: string, defaultconcat1: string, defaultconcat2: string, defaultconcat3: string, defaultconcat4: string, defaultconcat5: string, defaultconcat6: string, defaultconcat7: string, maxinputlength: number): { p2: number }

doAutoSave ​

ts
doAutoSave(): void

doesPopMultiplierAreaExist ​

ts
doesPopMultiplierAreaExist(id: number): boolean

doesPopMultiplierSphereExist ​

ts
doesPopMultiplierSphereExist(id: number): boolean

enableDispatchService ​

ts
enableDispatchService(dispatchservice: number, toggle: boolean): void

enableStuntJumpSet ​

ts
enableStuntJumpSet(p0: number): void

enableTennisMode ​

ts
enableTennisMode(ped: number, toggle: boolean, p2: boolean): void

endReplayStats ​

ts
endReplayStats(): void

findSpawnPointInDirection ​

ts
findSpawnPointInDirection(posx: number, posy: number, posz: number, fwdvecx: number, fwdvecy: number, fwdvecz: number, distance: number): { return: boolean; spawnpoint: { x: number; y: number; z: number } }

forceGameStatePlaying ​

ts
forceGameStatePlaying(): void

forceLightningFlash ​

ts
forceLightningFlash(): void

getAllocatedStackSize ​

ts
getAllocatedStackSize(): number

getAngleBetween2dVectors ​

ts
getAngleBetween2dVectors(x1: number, y1: number, x2: number, y2: number): number

getBaseElementLocationFromMetadataBlock ​

ts
getBaseElementLocationFromMetadataBlock(p2: number, p3: boolean): { p0: number; p1: number; return: boolean }

getBenchmarkIterations ​

ts
getBenchmarkIterations(): number

getBenchmarkPass ​

ts
getBenchmarkPass(): number

getBitsInRange ​

ts
getBitsInRange(var_: number, rangestart: number, rangeend: number): number

getCityDensity ​

ts
getCityDensity(): number

getClosestPointOnLine ​

ts
getClosestPointOnLine(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, x3: number, y3: number, z3: number, clamp: boolean): { x: number; y: number; z: number }

getCloudsAlpha ​

ts
getCloudsAlpha(): number

getContentIdIndex ​

ts
getContentIdIndex(contentid: number): number

getContentToLoad ​

ts
getContentToLoad(): string

getCoordsOfProjectileTypeInAngledArea ​

ts
getCoordsOfProjectileTypeInAngledArea(vecangledareapoint1x: number, vecangledareapoint1y: number, vecangledareapoint1z: number, vecangledareapoint2x: number, vecangledareapoint2y: number, vecangledareapoint2z: number, distanceofoppositeface: number, weapontype: number, bisplayer: boolean): { positionout: { x: number; y: number; z: number }; return: boolean }

getCoordsOfProjectileTypeInArea ​

ts
getCoordsOfProjectileTypeInArea(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, projectilehash: number, ownedbyplayer: boolean): { projectilepos: { x: number; y: number; z: number }; return: boolean }

getCoordsOfProjectileTypeWithinDistance ​

ts
getCoordsOfProjectileTypeWithinDistance(ped: number, weaponhash: number, distance: number, p4: boolean): { outcoords: { x: number; y: number; z: number }; return: boolean }

getCurrWeatherState ​

ts
getCurrWeatherState(): { percentweather2: number; weathertype1: number; weathertype2: number }

getDistanceBetweenCoords ​

ts
getDistanceBetweenCoords(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, usez: boolean): number

getFakeWantedLevel ​

ts
getFakeWantedLevel(): number

getFrameCount ​

ts
getFrameCount(): number

getFrameTime ​

ts
getFrameTime(): number

getGameTimer ​

ts
getGameTimer(): number

getGroundZAndNormalFor3dCoord ​

ts
getGroundZAndNormalFor3dCoord(x: number, y: number, z: number): { groundz: number; normal: { x: number; y: number; z: number }; return: boolean }

getGroundZExcludingObjectsFor3dCoord ​

ts
getGroundZExcludingObjectsFor3dCoord(x: number, y: number, z: number, p4: boolean, p5: boolean): { groundz: number; return: boolean }

getGroundZFor3dCoord ​

ts
getGroundZFor3dCoord(x: number, y: number, z: number, ignorewater: boolean, p5: boolean): { groundz: number; return: boolean }

getHashKey ​

ts
getHashKey(string: string): number

getHeadingFromVector2d ​

ts
getHeadingFromVector2d(dx: number, dy: number): number

getIndexOfCurrentLevel ​

ts
getIndexOfCurrentLevel(): number

getIsAutoSaveOff ​

ts
getIsAutoSaveOff(): boolean

getIsPlayerInAnimalForm ​

ts
getIsPlayerInAnimalForm(): boolean

getLinePlaneIntersection ​

ts
getLinePlaneIntersection(p0: number, p1: number, p2: number, p3: number, p4: number, p5: number, p6: number, p7: number, p8: number, p9: number, p10: number, p11: number): { p12: number; return: boolean }

getMissionFlag ​

ts
getMissionFlag(): boolean

getModelDimensions ​

ts
getModelDimensions(modelhash: number): { maximum: { x: number; y: number; z: number }; minimum: { x: number; y: number; z: number } }

getNextWeatherTypeHashName ​

ts
getNextWeatherTypeHashName(): number

getNumberOfFreeStacksOfThisSize ​

ts
getNumberOfFreeStacksOfThisSize(stacksize: number): number

getNumberResourcesAllocatedToWantedLevel ​

ts
getNumberResourcesAllocatedToWantedLevel(dispatchservice: number): number

getNumSuccessfulStuntJumps ​

ts
getNumSuccessfulStuntJumps(): number

getOnscreenKeyboardResult ​

ts
getOnscreenKeyboardResult(): string

getPointAreaOverlap ​

ts
getPointAreaOverlap(p0: number, p1: number, p2: number, p3: number, p4: number, p5: number, p6: number, p7: number, p8: number, p9: number, p10: number, p11: number, p12: number, p13: number): boolean

getPrevWeatherTypeHashName ​

ts
getPrevWeatherTypeHashName(): number

getProfileSetting ​

ts
getProfileSetting(profilesetting: number): number

getProjectileOfProjectileTypeWithinDistance ​

ts
getProjectileOfProjectileTypeWithinDistance(ped: number, weaponhash: number, distance: number, p5: boolean): { outcoords: { x: number; y: number; z: number }; outprojectile: number; return: boolean }

getRainLevel ​

ts
getRainLevel(): number

getRandomEventFlag ​

ts
getRandomEventFlag(): boolean

getRandomFloatInRange ​

ts
getRandomFloatInRange(startrange: number, endrange: number): number

getRandomIntInRange ​

ts
getRandomIntInRange(startrange: number, endrange: number): number

getRandomMwcIntInRange ​

ts
getRandomMwcIntInRange(startrange: number, endrange: number): number

getRatioOfClosestPointOnLine ​

ts
getRatioOfClosestPointOnLine(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, x3: number, y3: number, z3: number, clamp: boolean): number

getRealWorldTime ​

ts
getRealWorldTime(): number

getReplayStatAtIndex ​

ts
getReplayStatAtIndex(index: number): number

getReplayStatCount ​

ts
getReplayStatCount(): number

getReplayStatMissionId ​

ts
getReplayStatMissionId(): number

getReplayStatMissionType ​

ts
getReplayStatMissionType(): number

getSaveHouseDetailsAfterSuccessfulLoad ​

ts
getSaveHouseDetailsAfterSuccessfulLoad(): { fadeinafterload: boolean; p0: { x: number; y: number; z: number }; p1: number; p3: boolean; return: boolean }

getSizeOfSaveData ​

ts
getSizeOfSaveData(p0: boolean): number

getSnowLevel ​

ts
getSnowLevel(): number

getStatusOfManualSave ​

ts
getStatusOfManualSave(): number

getStatusOfMissionRepeatSave ​

ts
getStatusOfMissionRepeatSave(): number

getSystemTimeStep ​

ts
getSystemTimeStep(): number

getTennisSwingAnimCanBeInterrupted ​

ts
getTennisSwingAnimCanBeInterrupted(ped: number): boolean

getTennisSwingAnimComplete ​

ts
getTennisSwingAnimComplete(ped: number): boolean

getTennisSwingAnimSwung ​

ts
getTennisSwingAnimSwung(ped: number): boolean

getTotalSuccessfulStuntJumps ​

ts
getTotalSuccessfulStuntJumps(): number

getWindDirection ​

ts
getWindDirection(): { x: number; y: number; z: number }

getWindSpeed ​

ts
getWindSpeed(): number

hasAsyncInstallFinished ​

ts
hasAsyncInstallFinished(): boolean

hasBulletImpactedInArea ​

ts
hasBulletImpactedInArea(x: number, y: number, z: number, p3: number, p4: boolean, p5: boolean): boolean

hasBulletImpactedInBox ​

ts
hasBulletImpactedInBox(p0: number, p1: number, p2: number, p3: number, p4: number, p5: number, p6: boolean, p7: boolean): boolean

hasCheatWithHashBeenActivated ​

ts
hasCheatWithHashBeenActivated(hash: number, amount: number): boolean

hasCodeRequestedAutosave ​

ts
hasCodeRequestedAutosave(): boolean

hasGameInstalledThisSession ​

ts
hasGameInstalledThisSession(): boolean

hasPcCheatWithHashBeenActivated ​

ts
hasPcCheatWithHashBeenActivated(hash: number): boolean

hasResumedFromSuspend ​

ts
hasResumedFromSuspend(): boolean

haveCreditsReachedEnd ​

ts
haveCreditsReachedEnd(): boolean

haveReplayStatsBeenStored ​

ts
haveReplayStatsBeenStored(): boolean

ignoreNextRestart ​

ts
ignoreNextRestart(toggle: boolean): void

informCodeOfContentIdOfCurrentUgcMission ​

ts
informCodeOfContentIdOfCurrentUgcMission(p0: string): void

isAreaOccupied ​

ts
isAreaOccupied(p0: number, p1: number, p2: number, p3: number, p4: number, p5: number, p6: boolean, p7: boolean, p8: boolean, p9: boolean, p10: boolean, p11: number, p12: boolean): boolean

isAreaOccupiedSlow ​

ts
isAreaOccupiedSlow(p0: number, p1: number, p2: number, p3: number, p4: number, p5: number, p6: number, p7: number, p8: number, p9: number, p10: number, p11: number, p12: number): boolean

isAussieVersion ​

ts
isAussieVersion(): boolean

isAutoSaveInProgress ​

ts
isAutoSaveInProgress(): boolean

isBulletInAngledArea ​

ts
isBulletInAngledArea(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, width: number, ownedbyplayer: boolean): boolean

isBulletInArea ​

ts
isBulletInArea(x: number, y: number, z: number, radius: number, ownedbyplayer: boolean): boolean

isBulletInBox ​

ts
isBulletInBox(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, ownedbyplayer: boolean): boolean

isCommandlineEndUserBenchmark ​

ts
isCommandlineEndUserBenchmark(): boolean

isDurangoVersion ​

ts
isDurangoVersion(): boolean

isFrontendFading ​

ts
isFrontendFading(): boolean

isIncidentValid ​

ts
isIncidentValid(incidentid: number): boolean

isJapaneseVersion ​

ts
isJapaneseVersion(): boolean

isMemoryCardInUse ​

ts
isMemoryCardInUse(): boolean

isMinigameInProgress ​

ts
isMinigameInProgress(): boolean

isNextWeatherType ​

ts
isNextWeatherType(weathertype: string): boolean

isOrbisVersion ​

ts
isOrbisVersion(): boolean

isPcVersion ​

ts
isPcVersion(): boolean

isPointObscuredByAMissionEntity ​

ts
isPointObscuredByAMissionEntity(p0: number, p1: number, p2: number, p3: number, p4: number, p5: number, p6: number): boolean

isPopMultiplierAreaNetworked ​

ts
isPopMultiplierAreaNetworked(id: number): boolean

isPositionOccupied ​

ts
isPositionOccupied(x: number, y: number, z: number, range: number, p4: boolean, checkvehicles: boolean, checkpeds: boolean, p7: boolean, p8: boolean, ignoreentity: number, p10: boolean): boolean

isPrevWeatherType ​

ts
isPrevWeatherType(weathertype: string): boolean

isProjectileInArea ​

ts
isProjectileInArea(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, ownedbyplayer: boolean): boolean

isProjectileTypeInAngledArea ​

ts
isProjectileTypeInAngledArea(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, width: number, p7: number, ownedbyplayer: boolean): boolean

isProjectileTypeInArea ​

ts
isProjectileTypeInArea(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, type: number, ownedbyplayer: boolean): boolean

isProjectileTypeWithinDistance ​

ts
isProjectileTypeWithinDistance(x: number, y: number, z: number, projectilehash: number, radius: number, ownedbyplayer: boolean): boolean

isProsperoVersion ​

ts
isProsperoVersion(): boolean

isPs3Version ​

ts
isPs3Version(): boolean

isScarlettVersion ​

ts
isScarlettVersion(): boolean

isScePlatform ​

ts
isScePlatform(): boolean

isSniperBulletInArea ​

ts
isSniperBulletInArea(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number): boolean

isSniperInverted ​

ts
isSniperInverted(): boolean

isSteamVersion ​

ts
isSteamVersion(): boolean

isStringNull ​

ts
isStringNull(string: string): boolean

isStringNullOrEmpty ​

ts
isStringNullOrEmpty(string: string): boolean

isStuntJumpInProgress ​

ts
isStuntJumpInProgress(): boolean

isStuntJumpMessageShowing ​

ts
isStuntJumpMessageShowing(): boolean

isTennisMode ​

ts
isTennisMode(ped: number): boolean

isThisAMinigameScript ​

ts
isThisAMinigameScript(): boolean

isXbox360Version ​

ts
isXbox360Version(): boolean

isXboxPlatform ​

ts
isXboxPlatform(): boolean

landingScreenStartedEndUserBenchmark ​

ts
landingScreenStartedEndUserBenchmark(): boolean

loadCloudHat ​

ts
loadCloudHat(name: string, transitiontime: number): void

networkSetScriptIsSafeForNetworkGame ​

ts
networkSetScriptIsSafeForNetworkGame(): void

nextOnscreenKeyboardResultWillDisplayUsingTheseFonts ​

ts
nextOnscreenKeyboardResultWillDisplayUsingTheseFonts(p0: number): void

overrideFreezeFlags ​

ts
overrideFreezeFlags(p0: boolean): void

overrideSaveHouse ​

ts
overrideSaveHouse(p0: boolean, p1: number, p2: number, p3: number, p4: number, p5: boolean, p6: number, p7: number): boolean

pauseDeathArrestRestart ​

ts
pauseDeathArrestRestart(toggle: boolean): void

playTennisDiveAnim ​

ts
playTennisDiveAnim(ped: number, p1: number, p2: number, p3: number, p4: number, p5: boolean): void

playTennisSwingAnim ​

ts
playTennisSwingAnim(ped: number, animdict: string, animname: string, p3: number, p4: number, p5: boolean): void

plmGetConstrainedDurationMs ​

ts
plmGetConstrainedDurationMs(): number

plmIsInConstrainedMode ​

ts
plmIsInConstrainedMode(): boolean

populateNow ​

ts
populateNow(): void

preloadCloudHat ​

ts
preloadCloudHat(name: string): void

preventArrestStateThisFrame ​

ts
preventArrestStateThisFrame(): void

queueMissionRepeatLoad ​

ts
queueMissionRepeatLoad(): boolean

queueMissionRepeatSave ​

ts
queueMissionRepeatSave(): boolean

queueMissionRepeatSaveForBenchmarkTest ​

ts
queueMissionRepeatSaveForBenchmarkTest(): boolean

quitGame ​

ts
quitGame(): void

registerBoolToSave ​

ts
registerBoolToSave(name: string): { p0: number }

registerEnumToSave ​

ts
registerEnumToSave(name: string): { p0: number }

registerFloatToSave ​

ts
registerFloatToSave(name: string): { p0: number }

registerInt64ToSave ​

ts
registerInt64ToSave(name: string): { p0: number }

registerIntToSave ​

ts
registerIntToSave(name: string): { p0: number }

registerSaveHouse ​

ts
registerSaveHouse(x: number, y: number, z: number, p3: number, p4: string, p5: number, p6: number): number

registerTextLabel15ToSave ​

ts
registerTextLabel15ToSave(name: string): { p0: number }

registerTextLabel23ToSave ​

ts
registerTextLabel23ToSave(name: string): { p0: number }

registerTextLabel31ToSave ​

ts
registerTextLabel31ToSave(name: string): { p0: number }

registerTextLabel63ToSave ​

ts
registerTextLabel63ToSave(name: string): { p0: number }

registerTextLabelToSave ​

ts
registerTextLabelToSave(name: string): { p0: number }

removeDispatchSpawnBlockingArea ​

ts
removeDispatchSpawnBlockingArea(p0: number): void

removePopMultiplierArea ​

ts
removePopMultiplierArea(id: number, p1: boolean): void

removePopMultiplierSphere ​

ts
removePopMultiplierSphere(id: number, p1: boolean): void

resetDispatchIdealSpawnDistance ​

ts
resetDispatchIdealSpawnDistance(): void

resetDispatchSpawnBlockingAreas ​

ts
resetDispatchSpawnBlockingAreas(): void

resetDispatchSpawnLocation ​

ts
resetDispatchSpawnLocation(): void

resetDispatchTimeBetweenSpawnAttempts ​

ts
resetDispatchTimeBetweenSpawnAttempts(p0: number): void

resetEndUserBenchmark ​

ts
resetEndUserBenchmark(): void

resetWantedResponseNumPedsToSpawn ​

ts
resetWantedResponseNumPedsToSpawn(): void

restartGame ​

ts
restartGame(): void

saveEndUserBenchmark ​

ts
saveEndUserBenchmark(): void

scriptRaceGetPlayerSplitTime ​

ts
scriptRaceGetPlayerSplitTime(player: number): { p1: number; p2: number; return: boolean }

scriptRaceInit ​

ts
scriptRaceInit(p0: number, p1: number, p2: number, p3: number): void

scriptRacePlayerHitCheckpoint ​

ts
scriptRacePlayerHitCheckpoint(player: number, p1: number, p2: number, p3: number): void

scriptRaceShutdown ​

ts
scriptRaceShutdown(): void

setBeastJumpThisFrame ​

ts
setBeastJumpThisFrame(player: number): void

setBit ​

ts
setBit(offset: number): { address: number }

setBitsInRange ​

ts
setBitsInRange(rangestart: number, rangeend: number, p3: number): { var_: number }

setCloudsAlpha ​

ts
setCloudsAlpha(opacity: number): void

setCloudSettingsOverride ​

ts
setCloudSettingsOverride(p0: string): void

setContentIdIndex ​

ts
setContentIdIndex(contentid: number, index: number): void

setCreditsActive ​

ts
setCreditsActive(toggle: boolean): void

setCreditsFadeOutWithScreen ​

ts
setCreditsFadeOutWithScreen(toggle: boolean): void

setCurrWeatherState ​

ts
setCurrWeatherState(weathertype1: number, weathertype2: number, percentweather2: number): void

setDispatchIdealSpawnDistance ​

ts
setDispatchIdealSpawnDistance(distance: number): void

setDispatchSpawnLocation ​

ts
setDispatchSpawnLocation(x: number, y: number, z: number): void

setDispatchTimeBetweenSpawnAttempts ​

ts
setDispatchTimeBetweenSpawnAttempts(p0: number, p1: number): void

setDispatchTimeBetweenSpawnAttemptsMultiplier ​

ts
setDispatchTimeBetweenSpawnAttemptsMultiplier(p0: number, p1: number): void

setExplosiveAmmoThisFrame ​

ts
setExplosiveAmmoThisFrame(player: number): void

setExplosiveMeleeThisFrame ​

ts
setExplosiveMeleeThisFrame(player: number): void

setFadeInAfterDeathArrest ​

ts
setFadeInAfterDeathArrest(toggle: boolean): void

setFadeInAfterLoad ​

ts
setFadeInAfterLoad(toggle: boolean): void

setFadeOutAfterArrest ​

ts
setFadeOutAfterArrest(toggle: boolean): void

setFadeOutAfterDeath ​

ts
setFadeOutAfterDeath(toggle: boolean): void

setFakeWantedLevel ​

ts
setFakeWantedLevel(fakewantedlevel: number): void

setFireAmmoThisFrame ​

ts
setFireAmmoThisFrame(player: number): void

setForcedJumpThisFrame ​

ts
setForcedJumpThisFrame(player: number): void

setGamePaused ​

ts
setGamePaused(toggle: boolean): void

setGravityLevel ​

ts
setGravityLevel(level: number): void

setIdealSpawnDistanceForIncident ​

ts
setIdealSpawnDistanceForIncident(incidentid: number, p1: number): void

setIncidentRequestedUnits ​

ts
setIncidentRequestedUnits(incidentid: number, dispatchservice: number, numunits: number): void

setInstancePriorityHint ​

ts
setInstancePriorityHint(flag: number): void

setInstancePriorityMode ​

ts
setInstancePriorityMode(p0: number): void

setMinigameInProgress ​

ts
setMinigameInProgress(toggle: boolean): void

setMissionFlag ​

ts
setMissionFlag(toggle: boolean): void

setOverrideWeather ​

ts
setOverrideWeather(weathertype: string): void

setOverrideWeatherex ​

ts
setOverrideWeatherex(weathertype: string, p1: boolean): void

setPlayerIsInAnimalForm ​

ts
setPlayerIsInAnimalForm(toggle: boolean): void

setPlayerIsRepeatingAMission ​

ts
setPlayerIsRepeatingAMission(toggle: boolean): void

setRain ​

ts
setRain(intensity: number): void

setRandomEventFlag ​

ts
setRandomEventFlag(toggle: boolean): void

setRandomSeed ​

ts
setRandomSeed(seed: number): void

setRandomWeatherType ​

ts
setRandomWeatherType(): void

setRestartCoordOverride ​

ts
setRestartCoordOverride(x: number, y: number, z: number, heading: number): void

setRiotModeEnabled ​

ts
setRiotModeEnabled(toggle: boolean): void

setSaveHouse ​

ts
setSaveHouse(savehousehandle: number, p1: boolean, p2: boolean): void

setSaveMenuActive ​

ts
setSaveMenuActive(ignorevehicle: boolean): void

setScriptHighPrio ​

ts
setScriptHighPrio(toggle: boolean): void

setSnow ​

ts
setSnow(level: number): void

setStuntJumpsCanTrigger ​

ts
setStuntJumpsCanTrigger(toggle: boolean): void

setSuperJumpThisFrame ​

ts
setSuperJumpThisFrame(player: number): void

setTennisMoveNetworkSignalFloat ​

ts
setTennisMoveNetworkSignalFloat(ped: number, p1: string, p2: number): void

setThisIsATriggerScript ​

ts
setThisIsATriggerScript(toggle: boolean): void

setThisScriptCanBePaused ​

ts
setThisScriptCanBePaused(toggle: boolean): void

setThisScriptCanRemoveBlipsCreatedByAnyScript ​

ts
setThisScriptCanRemoveBlipsCreatedByAnyScript(toggle: boolean): void

setTickerJohnmarstonIsDone ​

ts
setTickerJohnmarstonIsDone(): void

setTimeScale ​

ts
setTimeScale(timescale: number): void

setWantedResponseNumPedsToSpawn ​

ts
setWantedResponseNumPedsToSpawn(p0: number, p1: number): void

setWeatherTypeNow ​

ts
setWeatherTypeNow(weathertype: string): void

setWeatherTypeNowPersist ​

ts
setWeatherTypeNowPersist(weathertype: string): void

setWeatherTypeOvertimePersist ​

ts
setWeatherTypeOvertimePersist(weathertype: string, time: number): void

setWeatherTypePersist ​

ts
setWeatherTypePersist(weathertype: string): void

setWind ​

ts
setWind(speed: number): void

setWindDirection ​

ts
setWindDirection(direction: number): void

setWindSpeed ​

ts
setWindSpeed(speed: number): void

shootSingleBulletBetweenCoords ​

ts
shootSingleBulletBetweenCoords(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, damage: number, p7: boolean, weaponhash: number, ownerped: number, isaudible: boolean, isinvisible: boolean, speed: number): void

shootSingleBulletBetweenCoordsIgnoreEntity ​

ts
shootSingleBulletBetweenCoordsIgnoreEntity(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, damage: number, p7: boolean, weaponhash: number, ownerped: number, isaudible: boolean, isinvisible: boolean, speed: number, entity: number, p14: number): void

shootSingleBulletBetweenCoordsIgnoreEntityNew ​

ts
shootSingleBulletBetweenCoordsIgnoreEntityNew(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, damage: number, p7: boolean, weaponhash: number, ownerped: number, isaudible: boolean, isinvisible: boolean, speed: number, entity: number, p14: boolean, p15: boolean, targetentity: number, p17: boolean, p18: number, p19: number, p20: number): void

shouldUseMetricMeasurements ​

ts
shouldUseMetricMeasurements(): boolean

slerpNearQuaternion ​

ts
slerpNearQuaternion(t: number, x: number, y: number, z: number, w: number, x1: number, y1: number, z1: number, w1: number): { outw: number; outx: number; outy: number; outz: number }

startEndUserBenchmark ​

ts
startEndUserBenchmark(): void

startSaveArrayWithSize ​

ts
startSaveArrayWithSize(size: number, arrayname: string): { p0: number }

startSaveData ​

ts
startSaveData(p1: number, p2: boolean): { p0: number }

startSaveStructWithSize ​

ts
startSaveStructWithSize(size: number, structname: string): { p0: number }

stopEndUserBenchmark ​

ts
stopEndUserBenchmark(): void

stopSaveArray ​

ts
stopSaveArray(): void

stopSaveData ​

ts
stopSaveData(): void

stopSaveStruct ​

ts
stopSaveStruct(): void

stringToInt ​

ts
stringToInt(string: string): { outinteger: number; return: boolean }

supressRandomEventThisFrame ​

ts
supressRandomEventThisFrame(eventtype: number, suppress: boolean): void

tan ​

ts
tan(p0: number): number

terminateAllScriptsWithThisName ​

ts
terminateAllScriptsWithThisName(scriptname: string): void

toggleShowOptionalStuntJumpCamera ​

ts
toggleShowOptionalStuntJumpCamera(toggle: boolean): void

uiStartedEndUserBenchmark ​

ts
uiStartedEndUserBenchmark(): boolean

unloadAllCloudHats ​

ts
unloadAllCloudHats(): void

unloadCloudHat ​

ts
unloadCloudHat(name: string, p1: number): void

updateOnscreenKeyboard ​

ts
updateOnscreenKeyboard(): number

useActiveCameraForTimeslicingCentre ​

ts
useActiveCameraForTimeslicingCentre(): void

usingMissionCreator ​

ts
usingMissionCreator(toggle: boolean): void

waterOverrideFadeIn ​

ts
waterOverrideFadeIn(p0: number): void

waterOverrideFadeOut ​

ts
waterOverrideFadeOut(p0: number): void

waterOverrideSetOceannoiseminamplitude ​

ts
waterOverrideSetOceannoiseminamplitude(minamplitude: number): void

waterOverrideSetOceanwaveamplitude ​

ts
waterOverrideSetOceanwaveamplitude(amplitude: number): void

waterOverrideSetOceanwavemaxamplitude ​

ts
waterOverrideSetOceanwavemaxamplitude(maxamplitude: number): void

waterOverrideSetOceanwaveminamplitude ​

ts
waterOverrideSetOceanwaveminamplitude(minamplitude: number): void

waterOverrideSetRipplebumpiness ​

ts
waterOverrideSetRipplebumpiness(bumpiness: number): void

waterOverrideSetRippledisturb ​

ts
waterOverrideSetRippledisturb(disturb: number): void

waterOverrideSetRipplemaxbumpiness ​

ts
waterOverrideSetRipplemaxbumpiness(maxbumpiness: number): void

waterOverrideSetRippleminbumpiness ​

ts
waterOverrideSetRippleminbumpiness(minbumpiness: number): void

waterOverrideSetShorewaveamplitude ​

ts
waterOverrideSetShorewaveamplitude(amplitude: number): void

waterOverrideSetShorewavemaxamplitude ​

ts
waterOverrideSetShorewavemaxamplitude(maxamplitude: number): void

waterOverrideSetShorewaveminamplitude ​

ts
waterOverrideSetShorewaveminamplitude(minamplitude: number): void

waterOverrideSetStrength ​

ts
waterOverrideSetStrength(strength: number): void

VIMP developer documentation