Scooby GTA5 API Reference
Documentation
Reference for the Scooby Lua scripting surface. Each class lists its methods with a signature, the return type, parameters, a description, and the original usage example. Hover a signature to copy a Class.method(params) snippet.
External references: NativeDB (Legacy) · NativeDB (Enhanced) · NativeDB Data (GitHub) · Animation Dictionaries
CEntity (Script)
Entity class for native/scripting (handle-based)
Create entity from handle
Get entity handle
Check if entity is valid
Check if entity is a ped
Check if entity is a vehicle
Check if entity is an object
Check if entity is a player
Check if entity is a mission entity
Get entity model hash
Get entity position
Set entity position
Get entity rotation
Set entity rotation
Get entity velocity
Set entity velocity
Get entity heading
Set entity heading
Get entity speed
Set entity collision
Set entity frozen state
Delete entity
Check if entity is networked
Check if entity is remote
Check if we have control
Get network object ID
Prevent network migration
Force control of entity
Request control of entity
Check if entity is invincible
Set entity invincibility
Check if entity is dead
Kill entity
Get entity health
Set entity health
Get entity max health
Check if entity is visible
Set entity visibility
Get entity alpha
Set entity alpha
Reset entity alpha
Check if entity has interior
CNetGamePlayer (Script)
Network player class (handle-based)
Get player name
Get Rockstar ID
Get host token
Check if player is valid
Check if player is host
Get player ped
CNetObject (Script)
Network object class (handle-based)
Get network object ID
Get object owner
CObject (Script)
Object class (handle-based, inherits CEntity)
Create object from handle
Create new object
CPed (Script)
Ped class (handle-based, inherits CEntity)
Create ped from handle
Create new ped
Get ped's current vehicle
Get ped's last vehicle
Get vehicle network object ID
Set ped in vehicle
Get ragdoll state
Set ragdoll state
Get bone position
Check if ped is enemy
Get ped accuracy
Set ped accuracy
Give weapon to ped
Remove weapon from ped
Get current weapon hash
Check if ped has weapon
Set infinite ammo
Set infinite clip
Set max ammo for weapon
Teleport ped to position
Get ped armour
Set ped armour
Set as group leader
Add to group
Remove from group
Check group membership
Randomize ped outfit
Start scenario
Set keep task
Clear ped damage
Set max time underwater
Set ped as cop
CVehicle (Script)
Vehicle class (handle-based, inherits CEntity)
Create vehicle from handle
Create new vehicle
Get vehicle driver
Get passenger by seat
Set maximum speed
Set forward speed
Repair vehicle
Set doors locked
Set dirt level
Set on all wheels
Get vehicle mods
Set vehicle mod
Get primary color
Get secondary color
Set vehicle colors
Set custom primary RGB color
Set custom secondary RGB color
Globals
Global utility functions
Yield execution for milliseconds
Log info message
Log warning message
Log error message
Show notification: notify.success(title, msg)
Get local player ped
Get local player
Get all peds in world
Get all vehicles in world
Get all objects in world
Get all network players
Invoke native function
Vector3 (Script)
Simple 3D Vector class
Create new vector
X component
Y component
Z component
Get vector length
Normalize vector
Distance to another vector
script
Script execution and control
Register a coroutine callback on the game script thread and return a cancellable handle. Long work must yield or call checkpoint periodically.
Cancel and release a callback by handle. Safe while callbacks are being processed.
Yield execution for ms (must be called inside run_in_callback). Zero or a negative value resumes on the next frame; very large values are clamped safely.
Yield for one frame only when the current guarded call is close to its time limit. Use inside long queued loops.
Milliseconds remaining in the active guarded Lua call; -1 outside a guarded host-to-Lua call.
Check if currently inside a script callback coroutine
Register a handler for a named event and return its removable handle.
Disable and release an event handler by handle. A handler removed during dispatch is not called again.
Register an isolated ImGui render callback and return its handle. Every Begin/Push must be paired in the same callback.
Disable and release a render callback by handle. Safe while callbacks are being processed.
Keep the script loaded after a runtime callback fails. The failing render/thread callback is stopped.
Return this script's Continue On Error setting.
Return the number of runtime errors reported by this script.
Register a cleanup function called before the script state closes.
time
World time, weather, wind, and environment control
Get current game time
Set game time
Set game date
Advance game time
Pause/unpause game clock
Get milliseconds per game minute
Set weather type
Set persistent weather
Transition weather over time
Get current weather type
Clear weather override
Set random weather
Get all weather type names
Set wind speed
Get wind speed
Set rain level
Get rain level
Set snow level
Get snow level
Force lightning
Set gravity level
Set blackout mode
Check if blackout is active
Get game timer (ms)
Get frame delta time
Get frame count
widget
The menu's themed controls, callable from a script's OWN ImGui window. menu.* widgets already render through these, so a Lua feature inside the menu looks identical to a native one - this library is for a custom window drawn from script.register_render, which otherwise only had raw imgui.* (stock grey) or hand-drawing. Mix them freely: themed controls for the parts that should match the menu, your own drawing for chrome. Every function is value-in / value-out like imgui.checkbox_value and NOT like imgui.checkbox, so your script stays the single owner of its state. RENDER CALLBACK ONLY - outside a frame each returns "unchanged" instead of crashing; use widget.can_draw() to branch. `opts` is optional on every call: { style = "switch", accent = {r,g,b,a}, text = {r,g,b,a}, width = 200, height = 24, step = 5, format = "%d%%" }. Style names are the same vocabulary as menu.set_style; colours accept 0-255 or 0-1, detected the same way set_accent does
Themed toggle. Style names: "switch", "checkbox", "box", "radio", "text", "button_toggle"
Themed integer slider. Style names: "bar", "modern", "drag", "input", "stepper". opts.step sets the increment, opts.format the display text
Themed float slider. Same styles and opts as slider_int
Themed button. Style names: "plain", "accent", "danger", "link"
Themed dropdown. index is 1-based, like every other list in this API. Style names: "dropdown", "stepper", "radio", "buttons"
A list that holds NO selection - every entry is its own action. Returns the 1-based index clicked this frame, or nil. Style names: "dropdown", "buttons"
Every accepted style name, so a script can offer the user the same choices menu.set_style has
True only inside a render callback. Lets a script branch rather than silently drawing nothing
panel
Extend, restyle or replace the menu's built-in panels, and pin images to the menu window edges. Panel names: "player_info", "weapon_preview", "vehicle_preview", "ped_preview", "notifications" (short aliases like "player" and "vehicle" also work). Rows are PUSHED by your script: every panel renders on the render thread, where calling into Lua is not allowed, so update your values from a script.run_in_callback loop and the renderer reads the stored strings. What each panel supports: player_info takes everything (rows, hide_builtin, set_replace, set_title, set_native_enabled, get_context). weapon_preview and vehicle_preview support set_native_enabled and get_context. ped_preview and notifications support set_native_enabled only - ped_preview renders a live 3D ped rather than label/value rows, and notifications is a transient stack, so rows, title and image have nothing to attach to either. Suppressing notifications stops the drawing only; notification.* keeps working
Add or update a row. Re-using the same key updates that row in place, so calling this every tick from a loop is the intended usage, not a leak. Colour is a packed ImU32 (ABGR) or 0 for the panel default; order sorts the row (built-in rows occupy 0-999, so the 1000 default puts yours after them). Capped at 64 rows per panel
Remove one of your rows by key
Remove every row your script added to a panel. Other scripts' rows are untouched
Every row currently registered on a panel, including other scripts', for a script drawing the panel itself
Hide one of the panel's OWN rows by its English label ("Health", "Armour", ...), matched case-insensitively. Pass false to show it again
Keep the panel's frame, title and image but drop every built-in row, leaving only script rows
false skips the entire native panel, for a script drawing its own from script.register_render. Pass true to restore it
Override the panel's title. "" or nil restores the panel's own
Override the panel's image with a texture id from texture.load / load_from_url. 0 or nil restores the panel's own
What the panel is showing right now, so a script can react to it: { hash, name, number }. `number` is the vehicle class for vehicle_preview or the selected player id for player_info
Every valid panel name
Pin an image to an edge of the menu window, free to overhang outside it - the "character peeking over the top of the menu" look. Re-using a key updates it in place. opts: width, height (0 = the texture's own size; setting only one derives the other from the aspect ratio so it is never stretched), along (0-1 down the edge, 0.5 centres), offset (extra pixels along the edge), overhang (pixels OUTSIDE the edge - match it to the height to sit fully outside), tint (packed ImU32), behind (draw under the window so it peeks out from behind instead of covering the chrome), visible, host ("both" | "clickui" | "listui"). Capped at 32 decals
Remove one of your decals by key
Remove every decal your script added
texture
Texture loading, management, and drawing
Load a texture from a file. A relative path resolves inside the lua folder. PNG, JPG, BMP, GIF and WebP (when the codec is installed)
Load a texture from raw image bytes, 1 byte to 64 MB. The string is read length-aware, so binary data with NULs is fine
Download an image and load it in one call - the direct way to use a web image in your GUI. This helper is synchronous, so it blocks the calling script's thread until the download finishes or http's timeouts fire: load during startup or from a script.run_in_callback loop, never from a render callback. For non-blocking downloads use http.get_async and then texture.load_from_memory in its callback. Obeys the user's Network capability and reports HTTP status and empty/oversized bodies as errors
Load an animated GIF. Drive it with update_animation and set_frame
Unload texture by ID
Unload all textures
Get texture dimensions
Check if texture ID is valid
Check if texture is a GIF
Get GIF frame count
Get all loaded texture IDs
Set GIF frame
Update GIF animation
Draw texture
Draw texture with UV coords
Draw texture with tint color
Draw texture as button
Draw a texture at a screen position on the FOREGROUND draw list - on top of everything, ignoring window clipping and scrolling. For an image inside your own window use draw_to_window instead
Draw a texture on the current window's draw list, so it is clipped and scrolled with the window. This is the one to build custom GUI elements with (icon rails, panel art, rounded avatars). Coordinates are absolute screen pixels: imgui.get_window_pos() plus imgui.get_cursor_pos() minus the scroll gives the current spot. A non-zero rounding uses the whole texture and ignores the UVs
Draw texture rotated (foreground draw list)
utils
General utility functions
Hash string using joaat
Get model hash from name
Check if control is pressed
Check if control was just pressed
Check if control was just released
Disable a control input
Get 3D distance between two points
Get 2D distance between two points
Clamp value between min and max
Linear interpolation
Convert degrees to radians
Convert radians to degrees
Get random integer in range
Get random float in range
Random chance (0-100)
Get offset coordinates from entity
Get heading from one position to another
Convert world coords to screen coords
Get screen resolution
Get screen aspect ratio
Format number as money string
Format distance value
SetShouldUnload
Mark script for unload (global func)
Call to mark script done
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
ShouldUnload
Check if script should unload (global func)
Returns true if script should exit
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Tunables
Game tunables
Get tunable as integer
Get tunable as float
Get tunable as boolean
Set tunable as integer
Set tunable as float
Set tunable as boolean
Transactions
Transaction handling
Create transaction
Add item to transaction
Send transaction
Network
Network utilities
Check if in session
Get session type
Get player by name
Get session host
Get script host
Events
Event handling
Register event handler
Unregister event handler
draw
Drawing library for rendering shapes, text, and graphics on screen
Draw a line between two points
Draw a rectangle outline
Draw a filled rectangle
Draw a circle outline
Draw a filled circle
Draw text at position
Draw a triangle outline
Draw a filled triangle
Draw a quad outline
Draw a filled quad
Get screen dimensions
Calculate text dimensions
Convert 3D world position to screen coords
Clear all pending draw commands
drawing
In-game NATIVE UI drawing — rendered by the game's own HUD/graphics natives (GRAPHICS::DRAW_RECT/DRAW_SPRITE, HUD text), so it looks like part of GTA's real HUD. Coordinates are NORMALISED 0.0-1.0 (0,0 = top-left, 1,1 = bottom-right), NOT pixels. Call these EVERY FRAME from a script.run_in_callback loop (with script.yield(0)), NOT from imgui/register_render — native draws only last one game frame.
Draw a filled rectangle (native GRAPHICS::DRAW_RECT). x,y is the CENTRE of the rect; w,h are its full size, all 0.0-1.0.
Usage example
-- A real in-game native HUD panel, drawn by GTA itself.
-- Toggle with F6. Everything below is native (not an imgui overlay).
local ui = { open = true, running = true }
script.run_in_callback(function()
while ui.running do
if input.is_key_pressed(input.keys.F6) then ui.open = not ui.open end
if ui.open then
-- panel background (x,y = CENTRE, 0-1 normalised)
drawing.rect(0.15, 0.30, 0.20, 0.28, 0, 0, 0, 180)
-- accent header bar
drawing.rect(0.15, 0.18, 0.20, 0.04, 30, 150, 220, 230)
-- native title text (left-aligned, x,y = top-left)
drawing.text("SCOOBY NATIVE UI", 0.06, 0.165, 0.40, 255, 255, 255, 255, 4)
-- live native stat rows
drawing.text("Health: " .. player.get_health(), 0.06, 0.22, 0.34, 200, 235, 200, 255, 0)
drawing.text("Armour: " .. player.get_armour(), 0.06, 0.26, 0.34, 200, 220, 235, 255, 0)
drawing.text("[F6] hide", 0.06, 0.40, 0.30, 150, 150, 150, 255, 0)
end
script.yield(0)
end
end)
script.on_unload(function() ui.running = false end)Draw a streamed texture (native GRAPHICS::DRAW_SPRITE). Auto-requests the texture dict. x,y = centre. Draws nothing on the first frame(s) while the dict streams in.
Like sprite, but requests the dict if not resident and returns true only if it actually drew this frame — use to preload/poll instead of drawing nothing.
Native pixel dimensions of a texture in a streamed dict (GET_TEXTURE_RESOLUTION). Requests the dict if needed; returns nil until it's resident. Use for aspect-correct sizing.
Draw native game text. x,y = top-left, 0-1 normalised. font: 0=Chalet, 1=Sign, 2=Cursive, 4=Condensed, 7=Pricedown.
Draw native text centred horizontally on x.
Draw native text at a 3D world position (billboards toward the camera).
Measure native text width in normalised 0-1 units.
Draw a 3D world marker (native GRAPHICS::DRAW_MARKER).
Draw a 3D world-space line (native GRAPHICS::DRAW_LINE).
Draw a 3D world-space box.
Draw a 3D world-space sphere.
Stream a texture dictionary for use with drawing.sprite; returns true once it's loaded (poll across frames: repeat until drawing.request_texture_dict(d)).
Check whether a streamed texture dict is ready.
Release a streamed texture dict.
http
HTTP request library for web communication
Send an HTTP GET. URL queries are preserved and the body is returned length-aware, so binary responses (images, archives) survive intact. Responses are capped at 64 MB to keep a bad endpoint from exhausting the host
Same request as get, with the byte count returned explicitly. Hand the body straight to texture.load_from_memory or buffer.from_string
GET and decode the response as JSON. Invalid JSON comes back as nil plus a parse error instead of throwing, so a flaky endpoint cannot kill the script
Start a non-blocking GET and return a request ID. The callback runs on the Lua/game thread as callback(body, status, error_or_nil), and is discarded safely if the script unloads. The same 64 MB response cap applies.
Start a non-blocking POST and return a request ID. At most 32 async requests may be outstanding globally.
Start a non-blocking custom request and return a request ID. Completion delivery is bounded per frame.
Cancel callback delivery for a request owned by this script. The underlying WinHTTP operation is allowed to finish in the background.
Check whether this script still owns a pending request ID.
Return this script's number of outstanding asynchronous requests.
Per-stage timeouts in milliseconds. These bound synchronous calls and background request workers. Omitted stages keep their current value; each is clamped to 1000-120000. Raise the receive timeout before fetching something large
Read the current per-stage timeouts
Restore the default timeouts (5s resolve, 8s connect, 8s send, 15s receive)
Send HTTP POST request
Send HTTP PUT request
Send HTTP DELETE request
Send custom HTTP request
URL encode a string
URL decode a string
Download file from URL to lua folder
Open URL in default browser
HTTP request with custom headers
GET request with Bearer token
POST request with Bearer token
GET request with Basic auth
POST request with Basic auth
input
Input handling for keyboard, mouse and gamepad. Keyboard functions (is_key_*) read raw OS key state every frame — they work for WASD and other gameplay-bound keys, unlike a plain ImGui-only check which can miss keys GTA reads via raw input.
Check if key was just pressed this frame
Check if key is held down
Usage example
-- Move a Lua-drawn window/actor with WASD, independent of the -- game's own movement — call this from script.register_render. if input.is_key_down(input.keys.W) then player_y = player_y - speed end if input.is_key_down(input.keys.S) then player_y = player_y + speed end if input.is_key_down(input.keys.A) then player_angle = player_angle - turn_speed end if input.is_key_down(input.keys.D) then player_angle = player_angle + turn_speed end
Check if key was just released this frame
Get mouse position
Get mouse movement since last frame
Get vertical scroll delta this frame
Check if mouse button was just clicked
Check if mouse button held
Check if mouse button released
Check if mouse button was double-clicked
Check if a gamepad (XInput slot 0) is connected
Check if a gamepad button is held
Check if a gamepad button was just pressed this frame
Usage example
if input.is_gamepad_connected() then
if input.is_gamepad_button_pressed(input.gamepad.A) then
notification.info("A pressed", 1000)
end
local lx = input.get_gamepad_axis(input.gamepad_axis.LEFT_X)
local ly = input.get_gamepad_axis(input.gamepad_axis.LEFT_Y)
-- lx/ly are -1..1; deadzone before using them for movement
if math.abs(lx) > 0.2 or math.abs(ly) > 0.2 then
move(lx, ly)
end
endRead a gamepad analog axis
Check if a GTA control was just pressed
Check if a GTA control is held
Check if a GTA control was just released
Disable a single GTA control this frame (must be called every frame to stay disabled)
Re-enable a previously disabled GTA control
Disable every GTA control in an input group this frame
Convenience: disable ALL foot + vehicle controls this frame. Call every frame (e.g. from script.register_render) while your UI should have exclusive input.
Usage example
script.register_render(function()
if my_window_open then
input.block_game_input(true)
-- ... draw your imgui window ...
end
end)Override an analog control's value for the next frame
Read an analog control's normalized value
Check a just-pressed control even while disabled
Check a held control even while disabled
memory
Direct memory access for advanced modding
Read byte from address
Read short from address
Read int from address
Read long from address
Read float from address
Read double from address
Read string from address
Read pointer from address
Write byte to address
Write short to address
Write int to address
Write long to address
Write float to address
Write double to address
Add offset to address
Resolve RIP-relative address
Check if address is valid
Get module base address
Scan a module or explicit address range for the first IDA-style signature match.
Return up to 4096 matches for an IDA-style signature.
Cherax-compatible scan that checkpoints near the watchdog limit inside a queued callback.
Scan an ordered array of patterns and yield between bounded batches inside a queued callback.
timer
Timing utilities and scheduling
Get current time in milliseconds
Get current time in seconds (float)
Get elapsed time since start
Get game tick count
Get delta time since last frame
Get current FPS
Get system time as table
Format current time
Get unix timestamp
Create reusable timer object
TimerObject
Reusable timer for interval-based operations
Get elapsed time since start/reset
Reset timer to current time
Check if interval has passed
Check if ready and auto-reset if true
Set new interval
Get current interval
file
File operations within lua folder
Read file contents
Write content to file
Append content to file
Check if file/folder exists
Delete file or folder
Create directory
List directory contents
Check if path is directory
Get file size in bytes
Copy file to destination
Move/rename file
Get absolute path to lua folder
Open folder in Windows Explorer
Extract ZIP archive to destination
json
JSON parsing and encoding library
Parse JSON string to table
Convert table to JSON string
Check if string is valid JSON
Get value at path (dot notation)
Set value at path (dot notation)
Merge two tables
Get array of keys
Get array of values
Get number of elements
crypto
Hashing and encoding utilities
Compute MD5 hash
Compute SHA1 hash
Compute SHA256 hash
Compute SHA512 hash
Encode to Base64
Decode from Base64
Encode to hex string
Decode from hex string
Compute CRC32 checksum
Compute JOAAT hash (GTA hash)
Generate random bytes
Generate random hex string
Generate UUID string
world
World, weather, and time manipulation
Get current game time
Set game time
Get game date
Set game date
Pause/unpause game clock
Set weather type
Set rain level (0-1)
Get rain level
Set wind speed
Get wind speed
Toggle city blackout
Create explosion
Start a fire
Remove fire by ID
Extinguish all fires
Get ground height at coords
Cast ray between points
Get street name at coords
Clear peds/vehicles/objects
imgui
Complete ImGui bindings for creating custom menus and windows
Begin a window. Always call end_() once, even when visible is false.
Begin a persistent closable window. Always call end_() once; use visible only to skip contents.
End the Lua-owned window. Extra calls are rejected before touching host UI state.
Begin child region
End child region
Display text
Display colored text
Display wrapped text
Create button
Create checkbox with storage
Create checkbox with value
Integer slider whose value lives in imgui's own id-keyed storage. Prefer slider_int_value when your script already owns the number
Float slider whose value lives in imgui's own id-keyed storage. Prefer slider_float_value when your script already owns the number
A colour swatch that opens a picker when clicked. Components are 0-1. Value in, value out - color_button only DISPLAYS a colour, this is the one that changes it, which any ESP/chams/theme section needs
The full inline picker (wheel or square plus sliders) rather than a popup swatch. Same value-in/value-out shape as color_edit
Clip subsequent draw-list output to a rectangle. Needed for a scroll region you draw yourself - without it hand-drawn content spills past the panel it belongs to. Must be paired with pop_clip_rect
Pop the clip rect pushed by push_clip_rect
Four-corner gradient fill. The only way to draw a gradient panel, slider track or colour ramp from Lua - add_rect_filled is flat only. Colours are packed ImU32 (ABGR)
Filled triangle - chevrons, arrows and pointers without faking them out of two lines
Filled quad, for skewed panels and custom shapes
Cubic bezier curve, for curved connectors and curve previews
True while a drag is in progress. For hand-built draggable things: a custom slider grab, a movable panel, a colour-wheel cursor
How far the mouse has moved since the drag began
Zero the drag delta after consuming it, so the next frame reports movement since now rather than since the drag started
Integer slider that takes the current value and hands back the new one, leaving your script the single owner of the state (same shape as checkbox_value)
Float slider that takes the current value and hands back the new one, leaving your script the single owner of the state (same shape as checkbox_value)
Text input with storage
Integer input with storage
Float input with storage
Dropdown combo with storage
Listbox with storage
Begin a combo popup
End combo popup
Create selectable item
RGBA color picker
Begin tab bar
End tab bar
Begin tab item
End tab item
Begin a table layout
End table layout
Advance to the next table row
Advance to the next table column
Select a table column
Configure a table column
Render table headers
Create tree node
End tree node
Create collapsing header
Place next item on same line
Draw horizontal separator
Add vertical spacing
Open popup by ID
Begin popup content
End popup
Check if last item hovered
Check if last item clicked
Push style color
Pop style color
Push style variable
Pop style variable
Set the next item width
Push an ImGui ID scope
Pop an ImGui ID scope
Store value by ID
Retrieve value by ID
Display progress bar
clipboard
System clipboard operations
Get clipboard text
Set clipboard text
Clear clipboard
Check if clipboard has text
config
Persistent config storage per script
Get config value
Set config value
Save config to file
Load config from file
Check if key exists
Remove config key
Clear all config
Get all config as table
Set all config from table
Get config file path
player
Local and network player utilities
Get local player ID
Get local player ped handle
Get local player as Ped object
Get local player vehicle handle (0 if none)
Get local player vehicle as Vehicle object
Check if player is in vehicle
Get player position
Set player position
Teleport player to position
Get player heading
Set player heading
Get player health
Set player health
Get player max health
Get player armour
Set player armour
Check if player is dead
Set player invincibility
Check if player is invincible
Get wanted level (0-5)
Set wanted level (0-5)
Clear wanted level
Get local player name
Get player money (wallet)
Give weapon to player
Remove weapon from player
Remove all weapons
Get current weapon hash
Set current weapon
Check if player has weapon
Enable infinite ammo
Enable infinite clip
Give all weapons to player
Refill current weapon ammo
Get number of players in session
Get table of all player IDs
Get player name by ID
Get ped handle of player by ID
Get position of player by ID
Check if local player is host
Check if session is started
spawn
Spawn vehicles, peds, and objects
Spawn vehicle at position
Spawn vehicle in front of player
Spawn vehicle and enter it
Spawn ped at position
Spawn ped near player
Spawn bodyguard with weapon
Clone existing ped
Spawn object at position
Spawn object in front of player
Spawn object attached to entity
Check if model hash is valid
Check if model is a vehicle
Check if model is a ped
Request and load model
Delete spawned entity
Delete all vehicles nearby
Delete all peds nearby
blip
Map blips and markers on the world map
Create blip at coordinates
Create blip for entity
Create radius blip
Create area blip
Remove blip
Set blip sprite/icon
Get blip sprite
Set blip color
Get blip color
Set blip transparency
Get blip transparency
Set blip scale
Set blip name
Show route to blip
Set route line color
Set blip flashing
Set short range display
Set blip as friendly
Get waypoint coordinates
Check if waypoint is set
Set waypoint on map
Clear waypoint
camera
Camera creation and manipulation
Create scripted camera
Create camera at position
Destroy camera
Destroy all scripted cameras
Set camera position
Get camera position
Set camera rotation
Get camera rotation
Set field of view
Point camera at coordinates
Point camera at entity
Attach camera to entity
Attach camera to ped bone
Set camera as active
Check if camera is active
Enable scripted camera rendering
Shake camera
Stop camera shake
Set motion blur strength
Set depth of field
Get gameplay camera position
Get gameplay camera rotation
Get gameplay camera FOV
Shake gameplay camera
Stop gameplay camera shake
Fade screen in
Fade screen out
Check if screen fading in
Check if screen fading out
Check if screen fully visible
Check if screen fully black
Smoothly transition between cameras
Check if camera is interpolating
locale
Localisation for script text, backed by the same label store the native menu uses. The Lua menu frontends resolve every element name through it, so naming a widget after a registered key localises it for free
Register a key with its English default. Registering the same key twice is harmless — the first default wins, which lets two scripts share a key
Usage example
-- Name a widget after a key and it follows the user's language.
locale.register("MYSCRIPT_GODMODE", "God Mode")
local mine = menu.attach("Self > Main", "My Script")
menu.add_toggle(mine, "MYSCRIPT_GODMODE", function(on)
player.set_invincible(on)
end, false)
-- Or resolve manually
notification.info(locale.get("MYSCRIPT_GODMODE"), 2000)Resolve a key to its localised text. Unregistered input comes back unchanged, so this is safe to wrap around any string
Override a key's text for this user, persisted with the menu's other label overrides
Drop an override, falling back to the registered default
Whether a key currently has a user override
Active language index (0 = English)
Switch language. 0 is English; other values start an async translation load that applies on a later resolve
Every registered label as { key, default, text, overridden }
Get label text by hash
Get label text by name
Check if label exists
Add custom text label
Clear custom labels
Get system language ID
Get current game language
Get language name
ui_theme
Read and edit ClickUI, ListUI, overlays, notifications and player info at runtime
Return the complete theme table, or one value selected by a dotted path
Apply a complete theme table. The clickui and listui sections are merged into native persisted theme state
Merge a partial table into one native UI surface without replacing unrelated settings
Set one value using a dotted path such as listui.navigation.showMainTabs or notifications.notificationWidth
Invalidate UI image and GIF caches after a Lua script changes assets
Return the managed image folder for listui, clickui, overlays, notifications or player_info
compat
Compatibility bridge for porting BigBase/ScoobyOPMenu/2Take1/Impulse/FiveM-style Lua scripts to Scooby
Compatibility bridge version string
Table of script ecosystems this bridge intentionally supports
Lua compatibility is enabled; scripts can use the compatibility aliases for Texture, Time, Utils, Natives, Script, FeatureMgr, ClickGUI, ListGUI, EventMgr, GUI, Logger, eFeatureType, eCallbackTrigger, eLuaEvent, eGuiMode and eLogColor aliases
Compatibility property bridge is enabled for Feature.Value, Feature.Enabled, Feature.List, Feature.Callback and related aliases
Compatibility Tab/ListWidget builder controls are enabled for AddButton, AddToggle, AddSliderInt, AddSliderFloat, AddCombo and AddInputText
Extra compatibility example-script aliases are enabled for Utils.GetTimeEpocheMs, Logger.LogInfo, SetNoCallbackOnPress and player feature iteration
Compatibility runtime wrappers are enabled for Memory allocation helpers, Players/GTA/PoolMgr wrappers and ImGui background draw helpers
Re-install compatibility aliases if another script overwrote them
Create a guarded global table alias when the source table exists
Run a Lua callback through pcall and route errors to the Scooby Lua log
Alias of natives. Call native.load_natives() or natives.load_natives() before using GTA native namespaces
Notification table aliases for scripts that use either naming style
Aliases for the sandboxed file API
Alias/wrapper for file helpers, including GetMenuRootPath, DoesFileExist, ReadFileContent, WriteFileContent, DeleteFile, CreateFolder and FindFiles
Show a Scooby notification from Yim/Stand/2Take1-style scripts
Yield inside a script callback using Scooby's scheduler
Run a callback every script tick from a compatibility script; stops and logs once if the callback errors
Run a callback once on the script thread for FiveM/older menu ports
Load generated natives if they are not already loaded
Hash helper aliases for ported scripts
Alias for a persistent looped callback
FiveM-style wait alias backed by script.yield
FiveM-style script-thread callback wrapper
Run a callback after a delay using thread.set_timeout when available
Common JSON aliases backed by Scooby json.encode/json.decode
Convenience JSON file helpers inside the Lua sandbox
Current-character MP stat prefix helper used by SilentNight/2Take1-style recovery scripts
Native invoker compatibility aliases; raw native hashes are resolved through Scooby's crossmap before calling _I
Compatibility allocation helpers backed by Scooby's memory.allocate/free/read/write APIs
Player and CPed wrapper helpers for scripts that iterate player objects instead of raw ids
Compatibility GTA helper wrappers for local handles, pointer-to-handle conversion and normalized world-to-screen coordinates
Best-effort pool iteration wrappers backed by Scooby entities scans
Compatibility background draw helpers routed through Scooby draw helpers when available
Compatibility uppercase ImGui aliases; table helpers are compatibility stubs when the underlying renderer does not expose real tables
Feature manager compatibility shim for scripts that add their own features or render their own ClickGUI tabs. Supports canonical hash/name/type/desc/callback and simpler name/type/desc/callback forms
Extra Compatibility feature lookup/iteration aliases used by menu scripts
Global compatibility helper aliases for adding and retrieving normal/player features
Feature property aliases mapped to Scooby compatibility feature state
Feature callback triggers for OnClick, OnRender, OnTick and value/list changes
Compatibility button behavior alias for features that should fire registered trigger callbacks without also calling the base callback on press
Custom GUI tab compatibility shim; tabs render in their own Lua windows through script.register_render
Additional ClickGUI compatibility aliases for scripts that register or hide custom tabs
List UI compatibility shim; tabs/widgets/sub-tabs render through the compatibility window instead of the old native ListUI
ListGUI compatibility widget builders that create compatibility Feature objects and add them to the tab/widget
Compatibility metadata helpers backed by Scooby game/version data where available
Compatibility texture helper aliases backed by Scooby's texture module when available
Compatibility time helpers using the Lua runtime clock
Lightweight compatibility vector tables with x/y/z/w fields and basic add/subtract/multiply helpers
Compatibility utility helpers mapped to Scooby player/input modules when available
Event manager compatibility layer; ON_PRESENT/ON_POST_PRESENT and ON_UNLOAD are wired to Scooby callbacks, other events can be registered or manually triggered safely
Notification and logging aliases mapped to Scooby notify/log
ScriptGlobal shortcuts for ported Lua scripts
Create a ScriptGlobal object from a raw global index
ScriptLocal shortcuts for ported Lua scripts; returns default values if the script is not running
Create a ScriptLocal object from script name/hash and local index
Callable aliases for ScriptGlobal.new(index) and ScriptLocal.new(script, index)
Script-thread guards for ported Lua scripts; use before script-local writes
Create/get a default Lua menu root and return an object-style node
Object-style menu category helper used by older Lua scripts
Object-style group helper; maps to a Scooby category
Object-style submenu helper; maps to a Scooby category
Object-style button helper; accepts 2Take1/Yim-style argument shapes
Object-style toggle helper
Object-style input/color helpers for older menu APIs
ScoobyOPMenu/Stand-style menu aliases backed by Scooby menu widgets
Toggle that runs a callback every script tick while enabled
Minimal 2Take1-style feature adapter for action/toggle/value scripts
ScoobyOPMenu-style entity list aliases backed by esp entity scanners
Entity helper aliases backed by Entity.* functions when available
Yim/Stand-style player helper aliases backed by Scooby players
Small pointer object wrapper with add/sub/rip/read/write helpers for byte/short/int/long/float/double/string
audio
Audio and sound playback
Play UI/frontend sound
Play sound at position
Play sound from entity
Stop playing sound
Make ped speak
Stop ped speaking
Set radio station
Get current radio station
Skip to next radio track
Set vehicle siren
Check if siren is on
Blip siren momentarily
Start vehicle horn
Play system beep
teleport
Teleportation and movement
Teleport to coordinates
Teleport to waypoint marker
Teleport to blip type
Teleport to mission objective
Teleport forward by distance
Teleport upward by distance
Teleport to another player
Teleport player to you
Get ground Z coordinate
Teleport into vehicle
Teleport to preset location
Get list of preset locations
controls
Control and input handling
Check if control is pressed
Check if control was just pressed
Check if control was just released
Check if disabled control is pressed
Disable control for this frame
Enable control for this frame
Disable all controls
Enable all controls
Get control normal value (-1 to 1)
Get unbound control normal
Set control normal for next frame
Check if using keyboard
Vibrate gamepad
Stop gamepad vibration
Set control exclusive to script
Get last input (0=KB/M, 1=gamepad)
Get control constant table
gameplay
General gameplay utilities
Get hash from string
Get frame delta time
Get current frame count
Get game time in ms
Get system time table
Get in-game date table
Check if cutscene playing
Skip current cutscene
Check if game is loading
Wait for milliseconds
Pause/unpause game
Check if game is paused
Get random integer
Get random float
Get distance between points
Get heading between coords
Clear area of entities
Create pickup
Get pickup hash from name
Check if pickup exists
Remove a pickup
Check if in GTA Online
Check if session started
Get interior at position
Check if interior is ready
Refresh an interior
Enable interior prop
Disable interior prop
streaming
Asset streaming and loading
Request model to load
Check if model is loaded
Release model from memory
Check if model is valid
Check if model is vehicle
Check if model is ped
Request and wait for model
Request collision at coords
Load game scene at coords
Start new scene load
Check if scene load active
Check if scene is loaded
Stop scene loading
Request particle effect asset
Check if ptfx loaded
Remove ptfx from memory
Request animation dictionary
Check if anim dict loaded
Remove anim dict from memory
Request clip set
Check if clip set loaded
Remove clip set from memory
Request IPL to be loaded
Remove IPL
Check if IPL is active
weapon
Weapon manipulation library
Give weapon to ped
Remove weapon from ped
Remove all weapons from ped
Check if ped has weapon
Get current weapon hash
Set current weapon
Get weapon ammo count
Set weapon ammo count
Get max ammo for weapon
Get weapon clip size
Get ammo in current clip
Set ammo in current clip
Give weapon component
Remove weapon component
Check if weapon has component
Set weapon tint
Get weapon tint index
Toggle infinite ammo
Toggle infinite clip
Give all weapons to ped
Get common weapon hash constants
esp
ESP and drawing helper functions
Convert 3D world coords to 2D screen
Get entity position on screen
Get bone position on screen
Get entity 2D bounding box
Get all peds from pool
Get all vehicles from pool
Get all objects from pool
Get peds within radius
Get vehicles within radius
Get all bone screen positions
Get ped health/armour info
Get vehicle health/speed info
Check if entity is on screen
Get distance to entity
Get local player ped handle
Get common bone ID constants
task
Ped task and animation library
Clear all ped tasks
Clear tasks immediately
Task ped to go to entity
Task ped to go to coords
Follow navmesh to coords
Task ped to wander
Task ped to stand still
Task ped to jump
Task ped to cower
Task ped hands up
Task ped to fight target
Task ped to shoot entity
Task ped to shoot coord
Task ped to aim at entity
Task ped to aim at coord
Task ped to reload weapon
Play animation on ped
Play animation with position
Stop animation on ped
Check if playing animation
Task ped to enter vehicle
Task ped to leave vehicle
Task drive to coords
Task vehicle to chase target
Task vehicle to flee target
Start ped scenario
Use nearest scenario
Stop current scenario
Task rappel from helicopter
Task ped to parachute
Parachute to target coords
Task ped to skydive
Get task sequence progress
Get task script status
object
Object creation and manipulation
Create object at coords
Create object with heading
Create object attached to entity
Delete object
Check if object exists
Get object model hash
Get all objects from pool
Get closest object to position
Get nearby objects
Place object on ground
Slide object to coords
Set object targetable
Register door to system
Remove door from system
Set door state
Get door state
Lock/unlock door
Create pickup at coords
Create ambient pickup
Create money pickup
Create portable pickup
Remove pickup
Check if pickup exists
Get pickup coordinates
Create rope at coords
Delete rope
Attach entities to rope
Detach rope from entity
Start rope winding
Stop rope winding
Start rope unwinding
Stop rope unwinding
Create parachute bag on ped
Get pickup hash constants
graphics
Screen effects, particles, and visual effects
Start screen effect
Stop screen effect
Stop all screen effects
Check if effect is active
Set timecycle modifier
Set timecycle strength
Clear timecycle modifier
Get timecycle modifier index
Set extra timecycle
Clear extra timecycle
Toggle nightvision
Check if nightvision active
Toggle thermal vision
Check if thermal active
Start looped particle FX
Start looped PTFX on entity
Start looped PTFX on bone
Stop looped particle FX
Remove particle FX
Remove PTFX in range
Set looped PTFX colour
Set looped PTFX alpha
Set looped PTFX scale
Check if PTFX exists
Start non-looped PTFX at coord
Start non-looped PTFX on entity
Set non-looped PTFX colour
Set non-looped PTFX alpha
Use PTFX asset for next spawn
Fade screen out
Fade screen in
Check if screen faded out
Check if screen faded in
Check if screen fading out
Check if screen fading in
Trigger blur fade in
Trigger blur fade out
Check if blur is running
Disable screen blur
Draw scaleform fullscreen
Request scaleform movie
Check if scaleform loaded
Release scaleform movie
Get screen resolution
Get screen aspect ratio
Convert world to screen coords
Set TV channel
Get current TV channel
Set TV volume
Toggle movie subtitles
Set screen flash
Disable occlusion this frame
Force footstep tracks
Force vehicle trails
Get screen effect names
Get timecycle modifier names
raycast
Raycasting and shape test functions
Cast ray from point to point
Cast ray asynchronously
Get async raycast result
Cast ray from gameplay camera
Cast ray from entity forward
Cast capsule shape test
Cast box shape test
Get entity player is aiming at
Check if player aiming at entity
Check LOS between entities
Check LOS from entity to coord
Get ground Z at position
Get ground Z and surface normal
Get water height at position
Test vertical water probe
Get intersect flag constants
system
System utilities, process info, and OS functions
Get current process ID
Get current thread ID
Get process memory usage in MB
Get CPU tick count (ms)
Get high-res time in microseconds
Get system time as table
Which GTA V build the menu is attached to: "legacy" or "enhanced". The builds are NOT interchangeable - natives get added, removed and renumbered between them and script globals move, so a feature written against one can silently do nothing on the other. Check this once at load and guard the features that differ. Backed by the module the loader actually attached to, not a filename guess
True on the Legacy build
True on the Enhanced build
Get computer name
Get current user name
Get environment variable
Query performance counter
Query performance frequency
Sleep for milliseconds (blocking)
Get current working directory
Get temp directory path
Open URL/file with default app
Show message box dialog
Play system beep
bit
Bitwise operations and bit manipulation
LuaJIT-compatible conversion to a signed 32-bit integer: rounds ties-to-even, wraps modulo 2^32, and maps NaN/infinity to zero
Variadic bitwise AND
Variadic bitwise OR
Variadic bitwise XOR
Bitwise NOT
Left shift
Right shift (logical)
Arithmetic right shift
Set bit at position
Clear bit at position
Toggle bit at position
Test bit at position
Count set bits
Get lowest set bit
Get highest set bit position
Extract bits from position
Replace bits at position
LuaJIT-compatible signed 32-bit rotate left
LuaJIT-compatible signed 32-bit rotate right
Reverse bit order
LuaJIT-compatible 32-bit byte swap
Width-aware rotate left; validates a width from 1 to 64
Width-aware rotate right; validates a width from 1 to 64
Width-aware byte swap; validates a byte count from 1 to 8
Create bit mask
Convert to binary string
Convert from binary string
convert
Type conversion and unit conversion utilities
Convert int to hex string
Convert hex string to int
Convert int to octal string
Convert octal string to int
Convert float to int (truncate)
Round number
Floor to int
Ceil to int
Convert string to uppercase
Convert string to lowercase
Convert string to number
Convert number to string
Convert string to byte array
Convert byte array to string
Convert RGB to hex string
Convert hex string to RGB
Convert RGBA to int
Convert int to RGBA
Convert degrees to radians
Convert radians to degrees
Convert meters to feet
Convert feet to meters
Convert MPH to KPH
Convert KPH to MPH
Convert m/s to MPH (GTA speed)
Convert m/s to KPH (GTA speed)
str
String manipulation and utility functions
Trim whitespace from both ends
Trim whitespace from left
Trim whitespace from right
Pad string on left
Pad string on right
Check if string starts with prefix
Check if string ends with suffix
Check if string contains substring
Find first index of substring
Find last index of substring
Count occurrences of substring
Split string by delimiter
Join array of strings
Replace all occurrences
Replace first occurrence
Extract substring
Reverse string
Repeat string n times
Check if string is empty/whitespace
Check if string is numeric
Check if string is alphabetic
Check if string is alphanumeric
Capitalize first letter
Convert to title case
ScriptGlobal
Access and modify GTA script globals (use ScriptGlobal.new(index))
Create script global accessor
Resolve a tunable hash to its script-global storage address, or 0 when unavailable. Static function; no ScriptGlobal object is required
Access array element at offset
Get value as integer
Get value as unsigned int
Get value as 64-bit integer
Get value as float
Get value as boolean
Get value as string
Get value as Vector3
Set value as integer
Set value as unsigned int
Set value as 64-bit integer
Set value as float
Set value as boolean
Set value as string
Set value as Vector3
Get raw memory address
Get raw bytes
Set raw bytes
Check if global is accessible
Returns whether the script globals are valid and ready or not.
Usage example
bool ScriptGlobal.AreValid()
Member available through Scooby's native Lua API.
Usage example
bool ScriptGlobal.GetBool(int global)
Member available through Scooby's native Lua API.
Usage example
number ScriptGlobal.GetFloat(int global)
Member available through Scooby's native Lua API.
Usage example
int ScriptGlobal.GetInt(int global)
Member available through Scooby's native Lua API.
Usage example
int ScriptGlobal.GetPtr(int global)
Member available through Scooby's native Lua API.
Usage example
string ScriptGlobal.GetString(int global)
Returns a pointer to the tunable. Returns 0 if not found.
Usage example
int ScriptGlobal.GetTunableByHash(int hash)
Member available through Scooby's native Lua API.
Usage example
void ScriptGlobal.SetBool(int global, bool value)
Member available through Scooby's native Lua API.
Usage example
void ScriptGlobal.SetFloat(int global, number value)
Member available through Scooby's native Lua API.
Usage example
void ScriptGlobal.SetInt(int global, int value)
Member available through Scooby's native Lua API.
Usage example
void ScriptGlobal.SetString(int global, string text)
ScriptLocal
Access and modify GTA script locals (use ScriptLocal.new(script_hash, index))
Create script local accessor
Create from script hash
Access array element at offset
Get value as integer
Get value as float
Get value as boolean
Get value as string
Get value as Vector3
Set value as integer
Set value as float
Set value as boolean
Set value as string
Set value as Vector3
Get raw memory address
Check if local is accessible
Check if script is running
Check by script hash
Get hash from script name
Member available through Scooby's native Lua API.
Usage example
bool ScriptLocal.GetBool(int scriptHash, int local)
Member available through Scooby's native Lua API.
Usage example
number ScriptLocal.GetFloat(int scriptHash, int local)
Member available through Scooby's native Lua API.
Usage example
int ScriptLocal.GetInt(int scriptHash, int local)
Member available through Scooby's native Lua API.
Usage example
int ScriptLocal.GetPtr(int scriptHash, int global)
Member available through Scooby's native Lua API.
Usage example
string ScriptLocal.GetString(int scriptHash, int local)
Member available through Scooby's native Lua API.
Usage example
void ScriptLocal.SetBool(int scriptHash, int local, bool value)
Member available through Scooby's native Lua API.
Usage example
void ScriptLocal.SetFloat(int scriptHash, int local, number value)
Member available through Scooby's native Lua API.
Usage example
void ScriptLocal.SetInt(int scriptHash, int local, int value)
Member available through Scooby's native Lua API.
Usage example
void ScriptLocal.SetString(int scriptHash, int local, string text)
event
Event system for inter-script communication
Register event listener
Register one-time listener
Remove event listener
Emit event immediately
Emit event after delay
Manually process up to limit delayed events and return the count. The host already drains 128 per frame, so normal scripts do not need to call this.
Check if event has listeners
Get listener count for event
Get all registered event names
Clear all event listeners
thread
Thread and coroutine management
Create new thread
Create and start thread
Start a thread
Pause a thread
Resume a paused thread
Stop a thread
Kill thread immediately
Get thread status string
Check if thread is running
Check if thread exists
Get all thread IDs
Get thread info table
Execute callback after delay
Execute callback repeatedly
Clear timeout/interval
Process timer queue
Tick all threads
Get active thread count
Get active timer count
Clear all threads and timers
discord
Discord Rich Presence integration
Initialize Discord RPC
Shutdown Discord RPC
Check if initialized
Enable or disable automatic GTA session presence
Check if automatic GTA session presence is enabled
Reset to Scooby automatic presence
Set presence state (line 2)
Set presence details (line 1)
Set large image
Set small image
Set timestamps
Set elapsed time from now
Set countdown timer
Set party info
Clear party info
Clear timestamps
Clear all presence data
Set full presence from table
Get current presence as table
Push presence update to Discord
Get current Unix timestamp
Get application ID
network
Extended network and session functions
Send script event to players
Get script host player
Check if in online session
Check if session is active
Check if in any session
Check if local player is host
Get session state string
Get connected player count
Get max session players
Get local player index
Check if player is active
Check if player connected
Get player name by ID
Get all players as table
Request entity control
Check entity control
Get network ID from entity
Get entity from network ID
Check if entity is networked
Set entity networked state
Check if network ID exists
Leave current session
End session
Kick player from session
Get friend count
Get friend name by index
Check if friend is online
Check if friend in session
Check if player is talking
Check if game in progress
Check if transition started
Get transition state
Get network time
Get time difference
Check multiplayer access
Check if signed in
Check if signed online
stats
Extended player statistics functions
Set stat as integer
Set stat as boolean
Set stat as float
Set stat as string
Get stat as integer
Get stat as boolean
Get stat as float
Get stat as string
Set packed stat int
Set packed stat bool
Set packed bool range
Get packed stat int
Get packed stat bool
Get an MP character stat. With no character argument the name resolves through the MPX_ prefix, i.e. whichever character is currently loaded - pass 0 or 1 only to force a specific slot. A name that already carries its own MP0_/MP1_/MPX_/MPPLY_ prefix is used as-is
Set an MP character stat. Same prefix rules as get_mp_int - omit character to write the loaded character rather than always slot 0
Get an MP float stat (MPX_ prefix rules as get_mp_int)
Set an MP float stat (MPX_ prefix rules as get_mp_int)
Get an MP bool stat (MPX_ prefix rules as get_mp_int)
Set an MP bool stat (MPX_ prefix rules as get_mp_int)
Read the current rank. Defaults to the loaded character
Set rank 1-8000 through the same path as the native Recovery > Rank feature: the RP for that rank is written, using admin RP plus a session refresh from rank 1000 up (a direct CHAR_XP_FM write is unstable there). Pass "gift" to force the admin-RP route at any rank. Reports its own result, including the not-loaded-in warning, and returns the clamped rank. Requires being fully loaded into online
Total RP a given rank needs, so a script can preview the cost or drive its own XP writes
Get wallet balance
Get bank balance
Get player kills
Get player deaths
Get K/D ratio
Get active character slot
Get total playtime
Get stat hash from name
Increment stat by amount
Force save stats
players
Extended player list and management functions
Get all players as detailed table
Get array of player IDs only
Get number of players in session
Get currently selected player ID
Set selected player by ID
Get random player ID
Get session host player ID
Find player by name
Find player by Rockstar ID
Get detailed player info table
Get player name
Get player ped handle
Get player position
Get player Rockstar ID
Get player host token
Get player IP as string
Get distance from local player
Check if player is local
Check if player is session host
Check if player is marked modder
Check if player ID is valid
Check if player is talking
Check if player is typing
Add custom tag to player
Remove custom tag from player
Clear all custom tags from player
Get all tags for player
Check if player has specific tag
Teleport to player
Spectate player
Stop spectating
Copy player's outfit
Call function for each player
console
Console logging and debugging functions
Print to console
Print with timestamp
Print info message
Print warning message
Print error message
Print debug message
Print formatted message
Dump value/table structure
Print and return type of value
Start timer
End timer and print elapsed
Assert condition
Print with stack trace
Count calls with label
Reset count for label
Start log group
End log group
notification
Notification display functions
Show notification
Show info notification
Show success notification
Show warning notification
Show error notification
Show notification with custom title
Show GTA notification above minimap
Show colored GTA notification
Show picture notification
Show help text at top of screen
Show help text for current frame
Show subtitle at bottom
Show floating text in 3D world
Clear all notifications
Hide notification feed
Resume notification feed
Check if feed is paused
indicator
On-screen indicator and overlay functions
Create text indicator
Set indicator text
Set indicator position
Set text color
Set text scale
Set text font
Set text alignment
Set text outline
Set text shadow
Create box indicator
Set box position
Set box size
Set box color
Create progress bar
Set progress value (0-1)
Set progress bar colors
Show percentage text
Enable/disable indicator
Remove indicator
Remove all indicators
Check if indicator exists
Get indicator count
Draw text immediately (per frame)
Draw rectangle immediately
Draw sprite immediately
Draw 2D line immediately
Draw 3D marker immediately
vehicle_ext
Extended vehicle manipulation and customization
Get vehicle class (0-22)
Get vehicle class name
Get vehicle display name
Get vehicle manufacturer name
Get model name hash as string
Get total seat count
Get first empty seat (-1 if none)
Get max speed in m/s
Get acceleration value
Get braking value
Get traction value
Get top speed with mods
Set max vehicle speed
Get current gear
Set current gear
Get max gear count
Get engine RPM (0-1)
Set engine RPM
Get speed in m/s
Get speed in MPH
Get speed in KPH
Get fuel level (0-100)
Set fuel level
Get oil level
Set oil level
Get dirt level (0-15)
Set dirt level
Get body health (0-1000)
Set body health
Get engine health (-4000 to 1000)
Set engine health
Get petrol tank health
Set petrol tank health
Get wheel type
Set wheel type
Get number of wheels
Burst a specific tyre
Fix a specific tyre
Check if tyre is burst
Set if tyres can burst
Get current livery
Set vehicle livery
Get available livery count
Get roof livery
Set roof livery
Get license plate text
Set license plate text
Get license plate type
Set license plate type
Get primary color index
Get secondary color index
Set primary and secondary colors
Get custom primary RGB
Get custom secondary RGB
Set custom primary RGB
Set custom secondary RGB
Get pearlescent color
Get wheel color
Set pearl and wheel colors
Get interior color
Set interior color
Get dashboard color
Set dashboard color
Get xenon headlight color
Set xenon headlight color
Get neon enabled state
Set neon lights enabled
Get neon RGB color
Set neon RGB color
Get tyre smoke RGB
Set tyre smoke RGB
Get window tint index
Set window tint
Get mod at slot
Set mod at slot
Get number of mods for slot
Get mod name text
Toggle boolean mod
Check if toggle mod is on
Check if extra is enabled
Set extra enabled state
Check if extra exists
Set convertible roof state
Get roof state (0-4)
Check if vehicle is convertible
Set door lock state
Get door lock status
Open/close a door
Close a door
Check if door is damaged
Check if door is open
Get door angle ratio
Smash a window
Fix a window
Roll down a window
Roll up a window
Check if window is intact
Set engine running state
Check if engine is running
Set lights state (0-3)
Get lights state
Set high beams
Set indicator lights
Set brake lights on
Get headlight color
Set headlight color
Set alarm active
Check if alarm is active
Start horn sound
Disable horn
Set siren state
Check if siren is on
Check if vehicle has siren
Set radio enabled
Set radio station
Activate rocket boost
Check if boost is active
Get boost charge level
Set parachute state
Set forward speed
Place vehicle on ground
Check if stuck on roof
Set reduced grip
Set gravity amount
Disable explosion on impact
Set out of control
Set undriveable
Set provides cover
Set damage resistance
Detach windscreen
Pop open the boot
Pop open the bonnet
Eject driver from vehicle
Get driver ped
Get passenger at seat
Get all passengers
Check if seat is free
Get last driver ped
Check if large vehicle
Check if bike/motorcycle
Check if boat
Check if car
Check if helicopter
Check if airplane
Check if train
Check if submarine
Check if quad/ATV
Check if amphibious vehicle
Check if has rocket boost
Check if has parachute
Check if has weapons
Get vehicle owner player
Check if marked stolen
Set stolen status
Set hotwire required
Check if vehicle is wanted
Clone vehicle with mods
Copy mods to another vehicle
Apply all max mods
Remove all mods
ped_ext
Extended ped manipulation and appearance
Get ped type (0-29)
Get ped type name
Check if human ped
Check if animal ped
Get ped model hash
Get ped model name
Get max health
Set max health
Get current health
Set current health
Get armour amount
Set armour amount
Get shooting accuracy
Set shooting accuracy
Get combat ability (0-2)
Set combat ability
Get combat range (0-3)
Set combat range
Get combat movement (0-3)
Set combat movement
Set combat attribute flag
Set ped config flag
Get ped config flag
Reset ped config flag
Trigger ragdoll
Set ragdoll blocking
Check if ragdolling
Clear all tasks
Clear tasks immediately
Get current task hash
Check if running task
Set event blocking
Keep task after cutscene
Set flee attributes
Set alertness (0-3)
Get alertness level
Set seeing range
Set hearing range
Set min FOV angle
Set max FOV angle
Set peripheral range
Set center FOV angle
Get relationship to ped
Get relationship group hash
Set relationship group
Set as enemy of player
Set as friend of player
Set as cop
Check if cop
Check if player ped
Get player ID if player ped
Check if in any vehicle
Check if in specific vehicle
Check if seated in vehicle
Get current vehicle
Get seat index in vehicle
Get last used vehicle
Check if on foot
Check if on mount
Get mount entity
Check if walking
Check if running
Check if sprinting
Check if jumping
Check if falling
Check if climbing
Check if diving
Check if swimming
Check if underwater
Check if in cover
Check if in melee combat
Check if shooting
Check if reloading
Check if aiming
Check if in combat
Check if in combat with ped
Check if fleeing
Check if injured
Check if hurt
Check if dead
Check if fatally injured
Check if prone
Check if ducking
Check if getting up
Check if being carjacked
Check if being stunned
Check if being stealth killed
Check if performing stealth kill
Check if arrested
Check if handcuffed
Get bone world coords
Get bone index from ID
Get last damaged bone
Clear blood damage
Clear facial decorations
Clear all decorations
Reset visible damage
Apply damage pack
Give helmet
Remove helmet
Check if wearing helmet
Get current drawable for component
Get current texture for component
Get current palette for component
Set ped component variation
Get component palette
Get drawable, texture, and palette
Get drawable count for component
Get texture count for drawable
Get current prop index
Get current prop texture
Set ped prop
Clear ped prop
Clear all props
Get prop count for type
Get prop texture count
Get prop drawable and texture
Get prop drawable count
Get prop texture count for drawable
Snapshot all components and props
Apply a component/prop snapshot
Set head blend data
Get head blend data
Set head overlay
Get head overlay value
Set head overlay color
Set eye color
Get eye color
Set hair colors
Get hair primary color
Get hair highlight color
Set face feature
Get face feature scale
Clone ped
Clone ped to target
interior
Interior loading and manipulation
Get interior at coordinates
Get interior with type at coords
Get interior containing entity
Get interior from camera position
Get interior heading
Get interior position
Get interior group ID
Check if interior is valid
Check if interior is ready
Check if entity is inside
Refresh interior
Disable interior
Cap interior
Force entity to room
Clear forced room for entity
Get room key from entity
Get room hash at coords
Add pickup to interior
Enable interior prop
Disable interior prop
Check if prop is enabled
Set interior prop color
Activate interior room
Deactivate interior room
Check if room is activated
Get offset from interior origin
cutscene
Cutscene playback and control
Request cutscene
Check if cutscene is loaded
Check if specific cutscene loaded
Remove loaded cutscene
Start cutscene playback
Start cutscene at position
Stop current cutscene
Check if cutscene is active
Check if cutscene is playing
Get current cutscene time
Get cutscene total duration
Get section playing time
Check if cutscene was skipped
Check if cutscene finished
Check if message cutscene ending
Skip to end of cutscene
Register entity for cutscene
Unregister entity from cutscene
Check if can set entity position
Set cutscene entity hidden
Set ped component in cutscene
Set ped prop in cutscene
Set cutscene triggers enabled
Register synced entity
rope
Rope creation and manipulation
Create a rope
Delete a rope
Delete all ropes
Set rope length
Get rope length
Force rope to length
Reset rope length
Attach rope between entities
Detach entity from rope
Pin rope vertex
Unpin rope vertex
Get rope vertex count
Get rope vertex coords
Activate rope physics
Freeze rope
Set rope flag
Set rope shadow enabled
Check if rope exists
Start winding rope
Stop winding rope
Start unwinding rope
Stop unwinding rope
Load rope textures
Unload rope textures
Check if textures loaded
water
Water and wave functions
Get water height at coords
Get water height without waves
Test water probe
Test vertical water probe
Reset water to defaults
Modify water at coords
Add extra waves at coords
Set deep ocean wave scale
Get deep ocean wave scale
Set wave intensity
Get wave intensity
fire
Fire creation and management
Start fire at coordinates
Start fire on entity
Stop fire by handle
Stop fires near coords
Stop fire on entity
Get fire count in range
Get closest fire coords
Check if entity is on fire
Check if fire at coords
Add explosion
Add owned explosion
Check if explosion at coords
Check if explosion active in area
Get entity explosion type
Get explosion type at coords
explosion_type
Explosion type constants
Standard grenade
Grenade launcher
Sticky bomb
Molotov cocktail
Rocket
Tank shell
Hi-octane
Car explosion
Plane explosion
Petrol pump
Bike explosion
Directed steam
Directed flame
Water hydrant
Gas canister
Boat explosion
Ship destroy
Truck explosion
Bullet impact
Smoke grenade launcher
Smoke grenade
BZ gas
Flare
Gas canister
Fire extinguisher
Programmable AR
Train explosion
Barrel explosion
Propane tank
Blimp explosion
Dir flame explode
Tanker explosion
Plane rocket
Vehicle bullet
Gas tank
Bird crap
Railgun
Blimp 2
Firework
Snowball
Proximity mine
Valkyrie cannon
Orbital cannon
decor
Entity decorator system for persistent data
Set int decorator
Set float decorator
Set bool decorator
Get int decorator
Get float decorator
Get bool decorator
Check if decorator exists
Remove decorator
Register decorator property
Check if property registered
dlc
DLC content and checks
Check if DLC is present
Check if extra content installed
Check MP car mod DLC unlock
Get DLC vehicle model
Get DLC weapon model
Get DLC vehicle data
Get number of DLC vehicles
Get number of DLC weapons
Get DLC weapon data
Get DLC weapon component data
mobile
Mobile phone functions
Create mobile phone
Destroy mobile phone
Set phone position
Get phone position
Set phone rotation
Get phone rotation
Move finger on phone
Allow script phone use
Check if player can use phone
Check if phone is open
Check if phone is visible
Close the phone
Start phone call
Stop phone call
Check if call in progress
Set sleep mode active
app
In-game apps and features
Check if app loaded
Delete app instance
Get app int value
Get app float value
Get app string value
Set app int value
Set app float value
Set app string value
Set app block value
Close current app
Save app data
socialclub
Social Club features
Check if signed in to SC
Get local SC profile ID
Check if valid SC name
Get number of crew members
Get player's crew rank
Check if player in same crew
Get crew tag string
money
Money and banking functions
Get wallet balance
Get bank balance
Get total money
Set wallet balance
Set bank balance
Add cash to wallet
Remove cash from wallet
stat_ext
Extended stat manipulation
Get int stat value
Get float stat value
Get bool stat value
Get string stat value
Get date stat value
Get masked int stat
Set int stat value
Set float stat value
Set bool stat value
Set string stat value
Set date stat value
Set masked int stat
Increment int stat
Increment float stat
Get stat name hash
Save stats to profile
Clear stat slot for save
unlock
Unlock game content
Unlock achievement
Check if achievement unlocked
Unlock all achievements
Unlock all clothing
Unlock all hairstyles
Unlock all tattoos
Unlock all weapons
Unlock all weapon attachments
Unlock all vehicle liveries
Unlock all vehicle mods
recovery
Recovery and grinding helpers
Set RP level
Get current RP level
Set exact RP amount
Get exact RP amount
Get RP needed for level
Max all skills
Reset all skills
Set specific skill level
Get specific skill level
Clear bad sport status
Get bad sport value
Set K/D ratio
protection
Protection against other players
Block crash attempts
Block kick attempts
Block freeze attempts
Block invisible attacks
Block bounty setting
Block CEO kicks
Block CEO bans
Block all requests
Block blame setting
Block off-radar reveals
Block sound spam
Block sync attacks
Get last attacker name
Get attack log
Clear attack log
tunable
Game tunable modification
Get int tunable
Get float tunable
Get bool tunable
Set int tunable
Set float tunable
Set bool tunable
Reset tunable to default
Reset all tunables
Get tunable by name
Set tunable by name
model
Model loading and info
Check if model hash is valid
Check if model in CD image
Check if model is loaded
Request model to load
Release loaded model
Get model dimensions
Get hash from model name
Check if vehicle model
Check if ped model
Check if object model
Check if bike model
Check if car model
Check if boat model
Check if heli model
Check if plane model
Check if train model
Check if weapon model
Wait for model to load
Get model name from hash
pickup
Pickup creation and manipulation
Create pickup at coords
Create ambient pickup
Create portable pickup
Create weapon pickup
Create money pickup
Create health pickup
Create armour pickup
Delete pickup
Check if pickup exists
Get pickup coordinates
Get pickup object handle
Check if collected
Set regen time
Get pickup value
Highlight pickup
Set can be collected
prop
Prop/object spawning and manipulation
Create prop at coords
Create without ground offset
Create attached to entity
Delete prop
Delete nearby props
Get nearest prop
Check if prop exists
Get prop coordinates
Set prop coordinates
Get prop rotation
Set prop rotation
Get prop heading
Set prop heading
Freeze prop position
Set prop visibility
Set prop dynamic
Place prop on ground
Get offset from entity
Check if has physics
Activate physics
Set physics parameters
Break breakable object
Check if object broken
Get fragment owner
Set object state
Get object state
door
Door manipulation
Register door for script
Remove door registration
Get door state
Set door state
Check if door closed
Get door open ratio
Set door open ratio
Set door locked state
Set door hold open
Set automatic rate
Set automatic distance
Disable door physics
Get door soundset
garage
Personal garage functions
Get vehicles in garage
Get vehicle at slot
Store vehicle in garage
Check if vehicle stored
Get garage for vehicle
Retrieve vehicle from garage
Get garage name
Get garage coordinates
Get number of garages
Check if garage full
Get first free slot
anim
Animation playback and control
Request animation dictionary
Check if dict loaded
Remove animation dictionary
Get animation length
Play animation on ped
Play animation on entity
Stop animation on entity
Stop all animations on entity
Check if animation playing
Get current playback time
Set current playback time
Set animation speed
Wait for dict to load
scenario
Scenario and ambient behavior
Play scenario at coords
Play scenario in place
Stop ped's scenario
Check if ped playing scenario
Check if playing scenario type
Check if scenario exists at coords
Check if scenario type exists
Get scenario types in area
Enable scenario group
Disable scenario group
Reset scenario group
Set exclusive scenario
Create scenario point
Delete scenario point
relationship
Relationship group management
Create relationship group
Remove relationship group
Check if group exists
Set relationship between groups
Get relationship between groups
Get default relationship group
Get relationship group hash
Get hash from group name
Companion relationship constant
Respect relationship constant
Like relationship constant
Neutral relationship constant
Dislike relationship constant
Hate relationship constant
Pedestrians group hash
Player group hash
Civilian male group hash
Civilian female group hash
Cop group hash
Fireman group hash
Medic group hash
Gang group hash
pathfind
Pathfinding and navigation mesh
Get closest road node
Get road node with heading
Get nth closest node
Get nth node with heading
Get safe coord for ped
Get closest sidewalk position
Check if point is on road
Get road flags at coords
Check if road is blocked
Get closest major road
Get random road node in area
Generate GPS directions
Add navmesh blocker
Remove navmesh blocker
Check if blocker exists
Get navmesh polygon flags
Check if navmesh loaded
Load all paths at once
Reset roads to original
Modify roads in area
Modify roads in angled area
traffic
Traffic and ambient AI control
Set parked car density
Set random car density
Set ped density
Set scenario ped density
Suppress ambient peds
Suppress ambient vehicles
Suppress all ambient traffic
Clear area of vehicles
Clear area of peds
Clear area of vehicles
Clear area of objects
Clear area of cops only
Clear area of everything
Set all random vehicle locks
Remove from generators
Disable vehicle generators
Enable vehicle generators
Add temporary vehicle
Get random vehicle in area
Get closest vehicle
zone
Zone detection and management
Get zone at coordinates
Get zone name at coords
Get zone ID from name
Get zone position and size
Get zone pop schedule
Set zone enabled state
Get zone scumminess value
Trigger Vinewood sign
Override ambient pop
Clear ambient pop override
Check if entity in zone
Check if coords in zone
minimap
Minimap and radar control
Show minimap
Hide minimap
Check if minimap visible
Toggle extended radar
Check if extended radar
Set radar zoom level
Get radar zoom level
Zoom to blip radius
Lock minimap position
Unlock minimap position
Set radius scale
Center on player
Clamp to area
Clear area clamp
Refresh minimap
Flash blip on minimap
Set player blip position
Set minimap component
scaleform
Scaleform movie control
Request scaleform movie
Request with movie file
Check if scaleform loaded
Check if method exists
Call method with no return
Call method returning int
Call method returning bool
Call method returning string
Call method returning float
Begin scaleform method call
Push int parameter
Push float parameter
Push bool parameter
Push string parameter
End method call
End method and get return
Draw scaleform on screen
Draw fullscreen scaleform
Draw scaleform in 3D world
Free scaleform movie
Wait for scaleform to load
movie
Video file playback
Play bink movie
Stop current movie
Check if movie playing
Get playback position
Get movie duration
Set movie volume
Draw movie on screen
Release movie
ptfx
Particle effects system
Request particle asset
Check if asset loaded
Remove particle asset
Set current particle asset
Start particle at coords
Start particle on entity
Start particle on ped bone
Stop particle effect
Stop particle immediately
Check if particle exists
Set particle offset
Set particle rotation
Set particle scale
Set particle evolution
Set particle color
Set particle alpha
Set far clip distance
Set near clip distance
Enable bullet impact FX
Remove all particle effects
Wait for asset to load
audio_ext
Extended audio and sound functions
Play sound by ID
Play sound at position
Play sound from entity
Play sound from ped
Stop sound by ID
Release sound ID
Check if sound finished
Set sound volume
Request audio bank
Release audio bank
Play mission complete
Check if playing
Stop mission complete
Enable ambient zone
Check if zone enabled
Enable static emitter
Prepare music event
Trigger music event
Cancel music event
Set radio station
Enable mobile radio
Check mobile radio
Enable user radio control
Skip radio track forward
Retune radio up
Retune radio down
Get current station name
Get current station index
Set entity voice
Set entity angry voice
Stop entity speech
Disable ped pain audio
Play ambient speech
Play scripted speech
Check if speech playing
hud
HUD display functions
Look up one of GTA's built-in HUD palette colours so native UIs can match the game's own theme. Common indices: 0/1 white, 8 grey, 116 freemode blue, 143 red, 145 green. Returns 0-255 components. (alias: get_hud_color)
Draw native game text at 0-1 normalised coords (x,y = top-left).
Draw native game text centred horizontally on x.
Measure native text width (0-1 normalised).
Show HUD
Hide HUD
Check if HUD visible
Show HUD component
Hide HUD component
Check if component active
Display ammo this frame
Display cash HUD
Set wallet display
Set bank display
Display area name
Display vehicle name
Get street name at coords
Get area name at coords
Display wanted level HUD
Set wanted stars visible
Get waypoint coordinates
Set waypoint on map
Check if waypoint is set
Remove waypoint
Flash wanted display
Clear all help messages
Clear brief display
Clear all prints
Clear small prints
Set big map active
Check if big map active
Check if big map full
loading
Loading screen and transitions
Start new loading scene
Stop loading scene
Check if scene loading
Set loading prompt text
Remove loading prompt
Check if prompt showing
Switch out player
Switch in player
Get switch state
Check if switch in progress
Fade screen in
Fade screen out
Check if faded in
Check if faded out
Check if fading in
Check if fading out
gps
GPS routing and navigation
Set route active
Check if route active
Clear GPS route
Add point to route
Set route render settings
Set inverted routing
Set route to blip
Clear route to blip
Get distance to waypoint
Set custom route color
Clear custom route color
Set route flashing
Show route on minimap
math_util
Math utility functions
Calculate 2D distance
Calculate 3D distance
Convert degrees to radians
Convert radians to degrees
Convert heading to direction
Convert direction to heading
Rotate point around axis
Linear interpolation
Interpolate vectors
Clamp value to range
Normalize heading 0-360
Random float in range
Random int in range
Random pos in circle
Random pos in sphere
Convert screen to world coords
Convert world to screen coords
Get angle between vectors
dispatch
Police and emergency dispatch control
Enable dispatch service
Block dispatch service
Set max wanted level
Get max wanted level
Set wanted multiplier
Set wanted difficulty
Police ignore player
Everyone ignore player
Set player wanted level
Set wanted no drop
Get player wanted level
Clear wanted level
Set fake wanted level
Get fake wanted level
Report crime to police
Suppress crime report
Spawn police car nearby
Police dispatch constant
Ambulance dispatch constant
Fire dispatch constant
online
Online session management
Check if in online session
Check if session active
Check if session started
Check if transition started
Check if transition finished
Leave current session
Find a new session
Join by session info
Get current session type
Set session type
Get player count in session
Get max player count
Check if session host
Get session host player
Kick player from session
Check if player is valid
Get player name
Get player's ped
Get player coordinates
Send chat message
Get recent chat messages
business
CEO/MC business functions
Check if player is CEO
Check if MC president
Check if in organization
Check if in MC
Get organization type
Get organization name
Get organization color
Register as CEO
Register as MC president
Retire from organization
Get associate/prospect count
Get associates list
Invite player to org
Kick member from org
Disband organization
Request bull shark testosterone
Request ammo drop
Request helicopter
Request backup
Enable ghost organization
Bribe authorities
Set bounty on player
Get warehouse count
Get warehouse stock
Sell warehouse contents
casino
Casino and gambling functions
Get casino chips
Set casino chips
Add casino chips
Buy chips with cash
Cash out chips
Spin lucky wheel
Check if daily spin available
Play slot machine
Play blackjack
Play roulette
Play poker
Check if penthouse owned
Get heist progress
heist
Heist setup and management
Get active heist type
Get heist progress
Check if setup complete
Get heist take amount
Set heist approach
Set entry point
Set exit point
Set crew member
Set weapon loadout
Skip all setups
Complete all setups
Start heist finale
apartment
Apartment and property functions
Get owned apartments list
Get apartment name
Get apartment address
Teleport to apartment
Enter apartment
Exit apartment
Check if in apartment
Get current apartment index
Set apartment style
Get weapon stash
Store weapon in stash
Retrieve weapon from stash
Start apartment party
Invite player to apt
nightclub
Nightclub business functions
Check if nightclub owned
Get nightclub popularity
Set nightclub popularity
Get daily income
Get warehouse stock
Sell warehouse stock
Get current DJ
Set current DJ
Book a DJ
Start club mission
Get staff list
Hire staff member
Upgrade equipment
bunker
Bunker business functions
Check if bunker owned
Get research progress
Get bunker stock
Set bunker stock
Get supplies level
Set supplies level
Buy supplies
Sell stock
Start research
Fast track research
Unlock all research
Get unlocked research list
facility
Facility and doomsday heist
Check if facility owned
Get orbital cooldown
Reset orbital cooldown
Fire orbital cannon
Check if avenger available
Spawn avenger
Check if thruster available
Spawn thruster
Start doomsday heist
Get doomsday progress
arcade
Arcade business functions
Check if arcade owned
Get daily income
Get owned arcade games
Buy arcade game
Check if drone available
Spawn nano drone
Check master terminal
Start casino heist
Get casino heist progress
kosatka
Kosatka submarine functions
Check if kosatka owned
Get kosatka location
Teleport to kosatka
Enter kosatka
Exit kosatka
Check if inside
Fast travel kosatka
Check sparrow available
Spawn sparrow helicopter
Check toreador available
Spawn toreador
Start Cayo Perico heist
Get Cayo heist progress
Get available heist targets
Set primary heist target
agency
Agency business functions
Check if agency owned
Get safe income
Collect safe money
Get contract progress
Start a contract
Get available contracts
Get payphone hits
Start payphone hit
Get VIP contract progress
Start VIP contract
autoshop
Auto Shop business functions
Check if auto shop owned
Get waiting customers
Deliver customer car
Check contract available
Start robbery contract
Get exotic export list
Get daily income
hangar
Hangar business functions
Check if hangar owned
Get hangar stock
Sell stock
Start source mission
Get stored aircraft
Retrieve aircraft
Store current aircraft
native
Direct native function calls
Call native by hash
Call native by name
Invoke native with context
Get native hash by name
Get native name by hash
Set expected return type
hash
Hash calculation utilities
Calculate JOAAT hash
Calculate Jenkins hash
Convert hash to hex string
Convert hex string to hash
Reverse lookup hash
Check if valid model hash
Check if valid weapon hash
Check if valid vehicle hash
Check if valid ped hash
vec
Vector math operations
Create new vector
Add two vectors
Subtract vectors
Multiply vector by scalar
Divide vector by scalar
Dot product
Cross product
Get vector length
Get length squared
Normalize vector
Distance between vectors
Distance squared
Linear interpolation
Angle between vectors
Rotate vector
Project onto vector
Reflect off surface
matrix
Matrix math operations
Create identity matrix
Create translation matrix
Create X rotation matrix
Create Y rotation matrix
Create Z rotation matrix
Create rotation matrix
Create scale matrix
Multiply matrices
Invert matrix
Transpose matrix
Transform point by matrix
Transform vector by matrix
Decompose into components
Create look-at matrix
bone
Ped bone ID constants
Head bone ID
Neck bone ID
Spine base bone ID
Spine 1 bone ID
Spine 2 bone ID
Spine 3 bone ID
Pelvis bone ID
Left clavicle bone ID
Right clavicle bone ID
Left upper arm bone ID
Right upper arm bone ID
Left forearm bone ID
Right forearm bone ID
Left hand bone ID
Right hand bone ID
Left thigh bone ID
Right thigh bone ID
Left calf bone ID
Right calf bone ID
Left foot bone ID
Right foot bone ID
Left toe bone ID
Right toe bone ID
Left thumb bone ID
Left index finger bone ID
Left middle finger bone ID
Left ring finger bone ID
Left pinky finger bone ID
Right thumb bone ID
Right index finger bone ID
Right middle finger bone ID
Right ring finger bone ID
Right pinky finger bone ID
vehicle_bone
Vehicle bone constants
Left front wheel
Right front wheel
Left rear wheel
Right rear wheel
Driver front door
Driver rear door
Passenger front door
Passenger rear door
Hood/bonnet
Trunk/boot
Windshield
Rear window
Left headlight
Right headlight
Left front indicator
Right front indicator
Left rear indicator
Right rear indicator
Left brake light
Right brake light
Engine
Fuel cap
Driver seat
Passenger seat
Rear driver seat
Rear passenger seat
Exhaust
Second exhaust
License plate
Left front suspension
Right front suspension
Left rear suspension
Right rear suspension
weapon_component
Weapon component type constants
Magazine/clip
Flashlight attachment
Suppressor/silencer
Scope attachment
Grip attachment
Drum magazine
Barrel modification
Muzzle attachment
Weapon variant/skin
Camouflage skin
vehicle_mod_type
Vehicle mod type constants
Spoiler
Front bumper
Rear bumper
Side skirt
Exhaust
Frame/chassis
Grille
Hood
Fender
Right fender
Roof
Engine
Brakes
Transmission
Horn
Suspension
Armor
Turbo (toggle)
Xenon lights (toggle)
Front wheels
Back wheels (bikes)
Plate holders
Vanity plates
Interior trim
Ornaments
Dashboard
Dial/gauge
Door speaker
Seats
Steering wheel
Shift lever
Plaques
Speakers
Trunk
Hydraulics
Engine block
Air filter
Struts
Arch cover
Aerials
Trim 2
Tank
Windows
Livery
key
Keyboard key constants
Backspace key
Tab key
Enter key
Shift key
Control key
Alt key
Pause key
Caps Lock key
Escape key
Space key
Page Up key
Page Down key
End key
Home key
Left arrow key
Up arrow key
Right arrow key
Down arrow key
Insert key
Delete key
Number 0 key
Number 1 key
Number 2 key
Number 3 key
Number 4 key
Number 5 key
Number 6 key
Number 7 key
Number 8 key
Number 9 key
A key
B key
C key
D key
E key
F key
G key
H key
I key
J key
K key
L key
M key
N key
O key
P key
Q key
R key
S key
T key
U key
V key
W key
X key
Y key
Z key
F1 key
F2 key
F3 key
F4 key
F5 key
F6 key
F7 key
F8 key
F9 key
F10 key
F11 key
F12 key
Numpad 0 key
Numpad 1 key
Numpad 2 key
Numpad 3 key
Numpad 4 key
Numpad 5 key
Numpad 6 key
Numpad 7 key
Numpad 8 key
Numpad 9 key
Numpad multiply
Numpad add
Numpad subtract
Numpad decimal
Numpad divide
color
Predefined color constants
White color (255,255,255)
Black color (0,0,0)
Red color (255,0,0)
Green color (0,255,0)
Blue color (0,0,255)
Yellow color (255,255,0)
Cyan color (0,255,255)
Magenta color (255,0,255)
Orange color (255,165,0)
Purple color (128,0,128)
Pink color (255,192,203)
Lime color (0,255,128)
Gold color (255,215,0)
Silver color (192,192,192)
Gray color (128,128,128)
Dark red color
Dark green color
Dark blue color
Transparent (0 alpha)
Create color from RGB
Create color from hex
Convert color to hex
Interpolate between colors
Convert HSV to RGB
Convert RGB to HSV
weather_type
Weather type constants
Clear weather
Extra sunny
Cloudy
Overcast
Rainy
Clearing weather
Thunderstorm
Smoggy
Foggy
Christmas/snowy
Light snow
Blizzard
Neutral weather
Halloween special
blip_sprite
Blip sprite type constants
Standard blip
Destination marker
Enemy marker
Dead drop
Taxi
Friend marker
Mission marker
Waypoint marker
Ammu-Nation
Los Santos Customs
Helicopter
Plane
Boat
Car
Motorcycle
Crate drop
Simeon
Lester
Gerald
Ron
Trevor
Lamar
CEO/VIP
MC president
Casino
Nightclub
Arcade
Bunker
Facility
Kosatka submarine
Agency
Auto Shop
blip_color
Blip color constants
White
Red
Green
Blue
Yellow
Light red
Violet
Pink
Light orange
Light brown
Light green
Light blue
Light purple
Dark purple
Cyan
Light yellow
Orange
Light gray
Dark gray
Black
Olive
Gold
Franklin green
Trevor orange
Michael blue
Friendly
Enemy
Mission
marker_type
3D marker type constants
Upside down cone
Vertical cylinder
Thick chevron up
Thin chevron up
Checkered flag rect
Checkered flag circle
Vertical circle
Plane model
Lost MC dark
Lost MC light
Number 0
Number 1
Number 2
Number 3
Number 4
Number 5
Number 6
Number 7
Number 8
Number 9
Chevron 1
Chevron 2
Chevron 3
Horizontal ring
Tiger shark
Plane
Boat
Car
Motorcycle
Bicycle
Truck
Parachute
Ring flat
Dollar sign
Horizontal bars
Wolf head
Question mark
Plane symbol
Helicopter symbol
Boat symbol
Car symbol
Motorcycle symbol
Bike symbol
Truck symbol
Parachute symbol
pickup_type
Pickup type hash constants
Health pickup
Health snack
Body armor
Money case
Money bag
Money wallet
Money purse
Pistol weapon
Combat pistol
SMG weapon
Assault rifle
Carbine rifle
Pump shotgun
Sniper rifle
Micro SMG
Grenade
Molotov
Sticky bomb
Petrol can
Fire extinguisher
Baseball bat
Knife
Parachute
Portable crate
Pistol ammo
SMG ammo
Rifle ammo
Shotgun ammo
Sniper ammo
ped_type
Ped type constants
Michael ped type
Franklin ped type
Trevor ped type
Male civilian
Female civilian
Police officer
Albanian gang
Biker gang 1
Biker gang 2
Italian gang
Russian gang
Russian gang 2
Irish gang
Jamaican gang
African American gang
Korean gang
Chinese/Japanese gang
Puerto Rican gang
Drug dealer
Medic/EMT
Firefighter
Generic criminal
Homeless person
Prostitute
Special ped
Mission ped
SWAT officer
Animal
Army soldier
vehicle_class
Vehicle class type constants
Compacts
Sedans
SUVs
Coupes
Muscle cars
Sports Classics
Sports
Super cars
Motorcycles
Off-Road
Industrial
Utility
Vans
Bicycles
Boats
Helicopters
Planes
Service
Emergency
Military
Commercial
Trains
Open Wheel
weapon_hash
Common weapon hash constants
Unarmed/fists
Knife
Nightstick
Hammer
Baseball bat
Crowbar
Golf club
Broken bottle
Antique dagger
Hatchet
Knuckle dusters
Machete
Switchblade
Battle axe
Pool cue
Pipe wrench
Stone hatchet
Pistol
Pistol Mk II
Combat pistol
AP Pistol
Stun gun
Pistol .50
SNS Pistol
SNS Pistol Mk II
Heavy pistol
Vintage pistol
Flare gun
Marksman pistol
Heavy revolver
Heavy Revolver Mk II
Double action revolver
Up-n-Atomizer
Ceramic pistol
Navy revolver
Perico pistol
Micro SMG
SMG
SMG Mk II
Assault SMG
Combat PDW
Machine pistol
Mini SMG
Unholy Hellbringer
Pump shotgun
Pump Shotgun Mk II
Sawed-off shotgun
Assault shotgun
Bullpup shotgun
Musket
Heavy shotgun
Double barrel shotgun
Sweeper shotgun
Combat shotgun
Assault rifle
Assault Rifle Mk II
Carbine rifle
Carbine Rifle Mk II
Advanced rifle
Special carbine
Special Carbine Mk II
Bullpup rifle
Bullpup Rifle Mk II
Compact rifle
Military rifle
Heavy rifle
Tactical rifle
MG
Combat MG
Combat MG Mk II
Gusenberg sweeper
Sniper rifle
Heavy sniper
Heavy Sniper Mk II
Marksman rifle
Marksman Rifle Mk II
Precision rifle
RPG
Grenade launcher
Smoke grenade launcher
Minigun
Firework launcher
Railgun
Homing launcher
Compact grenade launcher
Widowmaker
EMP launcher
Grenade
BZ Gas
Tear gas
Flare
Molotov cocktail
Sticky bomb
Proximity mine
Snowball
Pipe bomb
Ball
Jerry can
Fire extinguisher
Parachute
Hazardous jerry can
screen
Screen and display functions
Get screen width
Get screen height
Get aspect ratio
Get screen resolution
Convert world coords to screen
Convert screen coords to world
Check if coords in screen bounds
Capture screenshot
Get safe zone size
timecycle
Timecycle visual modifier functions
Set timecycle modifier
Set modifier strength (0-1)
Clear timecycle modifier
Get current modifier name
Get current strength
Set extra timecycle modifier
Clear extra modifier
Push modifier to stack
Pop modifier from stack
Get modifier index
Stunt modifier
Drug driving modifier
Michael drug modifier
Trevor drug modifier
Damage screen modifier
Dying screen modifier
Drunk modifier
Night vision modifier
Thermal vision modifier
Underwater modifier
Black and white camera
Sepia camera filter
Secret camera modifier
Bloom effect
postfx
Post-processing effects
Set motion blur amount
Set chromatic aberration
Set vignette effect
Set film grain amount
Set lens flare
Set bloom amount
Set depth of field
Set contrast amount
Set brightness amount
Set saturation amount
Reset all post effects
mission
Mission state functions
Get current mission name
Check if mission is active
Get mission flag state
Set mission flag state
Get mission progress
Check if mission cutscene playing
Skip mission cutscene
Restart from checkpoint
Fail current mission
Complete current mission
Get current mission type
collectible
Collectible and objective tracking
Get collected count
Get total collectibles
Check if specific item collected
Set item as collected
Get nearest collectible position
Highlight nearest collectible on map
Letter scraps type
Spaceship parts type
Submarine pieces type
Stunt jumps type
Knife flights type
Under bridges type
Playing cards type
Action figures type
Signal jammers type
Movie props type
Hidden caches type
Treasure chests type
LD Organics products type
tv
In-game TV and media functions
Enable TV channel
Disable TV channel
Set current TV channel
Get current TV channel
Check if TV is playing
Set TV volume
Get TV volume
Draw TV screen
Override TV audio
Enable/disable TV static
train
Train spawning and control
Create a train
Delete train
Set train speed
Get train speed
Set cruise speed
Get cruise speed
Get train carriage
Get number of carriages
Set carriage config
Allow/disallow passengers
Set track speed
Force doors open
Get position on track
Set position on track
Derail the train
Check if derailed
Get train track index
Set train track
submarine
Submarine vehicle functions
Set submarine submerge level
Get submerge level
Check if submerged
Set periscope mode
Check if using periscope
Set crush depth
Get current depth
Launch torpedo
Enable/disable sonar
Check if sonar enabled
aircraft
Aircraft specific functions
Set throttle level
Get throttle level
Set yaw
Set pitch
Set roll
Get current altitude
Set altitude
Set landing gear state
Get landing gear state
Check if in VTOL hover
Set VTOL hover mode
Check if engine is on
Set engine state
Set autopilot active
Check if autopilot active
Get aircraft health
Set rotor speed
Get rotor speed
Get rotor health
Set rotor health
Jettison passengers
Set searchlight
Check searchlight state
Fire countermeasures
Get countermeasure count
Set bomb bay state
Check if bomb bay open
Drop bomb from aircraft
motorcycle
Motorcycle specific functions
Set wheelie power
Set stoppie power
Set lean angle
Get current lean angle
Pop a wheelie
Check if doing wheelie
Check if doing stoppie
Check if can do burnout
Set slippery tires
boat
Boat specific functions
Set anchor state
Check if anchored
Set sail state
Get current sail state
Set boom rotation
Get boom rotation
Set rudder angle
Get rudder angle
Check if boat is in water
Make boat sink
Check if boat is sinking
Set boat out of water
tank
Tank specific functions
Set turret rotation
Get turret rotation
Set cannon elevation
Get cannon elevation
Fire tank cannon
Enable/disable tracks
Check if tracks enabled
Get cannon cooldown
session_type
Online session type constants
Single player
Public session
New public session
Closed crew session
Crew session
Closed friend session
Find friend session
Solo session
Invite only session
Join crew session
control
Game control input constants
Next camera control
Look left/right
Look up/down
Look up only
Look down only
Look left only
Look right only
Cinematic slowmo
Scripted fly up/down
Scripted fly left/right
Scripted fly z up
Scripted fly z down
Weapon wheel up/down
Weapon wheel left/right
Weapon wheel next
Weapon wheel prev
Select next weapon
Select prev weapon
Skip cutscene
Character wheel
Multiplayer info
Sprint
Jump
Enter vehicle
Attack
Aim weapon
Look behind
Phone
Special ability
Special ability 2
Move left/right
Move up/down
Move up only
Move down only
Move left only
Move right only
Duck/crouch
Select weapon
Pickup item
Sniper zoom
Sniper zoom in
Sniper zoom out
Sniper zoom 2 in
Sniper zoom 2 out
Take cover
Reload weapon
Talk/Interact
Detonate
HUD special
Arrest
Accurate aim
Context action
Context 2
Weapon special
Weapon special 2
Dive
Drop weapon
Drop ammo
Throw grenade
Vehicle move L/R
Vehicle move U/D
Vehicle move up
Vehicle move down
Vehicle move left
Vehicle move right
Vehicle special
Vehicle gun L/R
Vehicle gun U/D
Vehicle aim
Vehicle attack
Vehicle attack 2
Vehicle accelerate
Vehicle brake
Vehicle duck
Vehicle headlight
Vehicle exit
Vehicle handbrake
Hotwire left
Hotwire right
Vehicle look behind
Vehicle cinematic cam
Vehicle next radio
Vehicle prev radio
Next radio track
Prev radio track
Radio wheel
Vehicle horn
Fly throttle up
Fly throttle down
Fly yaw left
Fly yaw right
Passenger aim
Passenger attack
Franklin special
Stunt up/down
Cinematic up/down
Cinematic up
Cinematic down
Cinematic left/right
Vehicle next weapon
Vehicle prev weapon
Vehicle roof
Vehicle jump
Grappling hook
Vehicle shuffle
Drop projectile
Mouse control override
Fly roll L/R
Fly roll left
Fly roll right
Fly pitch U/D
Fly pitch up
Fly pitch down
Fly undercarriage
Fly attack
Fly next weapon
Fly prev weapon
Fly target left
Fly target right
VTOL mode
Fly duck
Fly attack camera
Fly mouse override
Sub turn L/R
Sub turn left
Sub turn right
Sub pitch U/D
Sub pitch up
Sub pitch down
Sub throttle up
Sub throttle down
Sub ascend
Sub descend
Sub hard left
Sub hard right
Sub mouse override
Bike pedal
Bike sprint
Bike front brake
Bike rear brake
Melee light attack
Melee heavy attack
Melee alternate
Melee block
Parachute deploy
Parachute detach
Parachute turn
Parachute left
Parachute right
Parachute pitch
Parachute up
Parachute down
Parachute brake left
Parachute brake right
Parachute smoke
Precision landing
Open map
Select unarmed
Select melee
Select handgun
Select shotgun
Select SMG
Select rifle
Select sniper
Select heavy
Select special
Select Michael
Select Franklin
Select Trevor
Select MP char
Save replay clip
Special ability PC
Cellphone up
Cellphone down
Cellphone left
Cellphone right
Cellphone select
Cellphone cancel
Cellphone option
Cellphone extra
Cellphone scroll fwd
Cellphone scroll back
Phone camera focus
Phone camera grid
Phone selfie
Phone camera DoF
Phone camera exp
Frontend down
Frontend up
Frontend left
Frontend right
Frontend R down
Frontend R up
Frontend R left
Frontend R right
Frontend axis X
Frontend axis Y
Frontend R axis X
Frontend R axis Y
Frontend pause
Frontend pause alt
Frontend accept
Frontend cancel
Frontend X
Frontend Y
Frontend LB
Frontend RB
Frontend LT
Frontend RT
Frontend LS
Frontend RS
Frontend leaderboard
Frontend social club
Frontend SC 2
Frontend delete
Endscreen accept
Endscreen expand
Frontend select
Script L axis X
Script L axis Y
Script R axis X
Script R axis Y
Script R up
Script R down
Script R left
Script R right
Script LB
Script RB
Script LT
Script RT
Script LS
Script RS
Script pad up
Script pad down
Script pad left
Script pad right
Script select
Cursor accept
Cursor cancel
Cursor X
Cursor Y
Cursor scroll up
Cursor scroll down
Enter cheat code
Interaction menu
MP text chat all
MP text chat team
MP text chat friends
MP text chat crew
Push to talk
Creator LS
Creator RS
Creator LT
Creator RT
Creator menu toggle
Creator accept
Creator delete
Attack 2
Rappel jump
Rappel long jump
Rappel smash window
Previous weapon
Next weapon
Melee attack 1
Melee attack 2
Whistle
Move left
Move right
Move up
Move down
Look left
Look right
Look up
Look down
Sniper zoom in
Sniper zoom out
Sniper zoom in alt
Sniper zoom out alt
Vehicle move left
Vehicle move right
Vehicle move up
Vehicle move down
Vehicle gun left
Vehicle gun right
Vehicle gun up
Vehicle gun down
Vehicle look left
Vehicle look right
Recording start/stop
Recording 2
Scaled look L/R
Scaled look U/D
Scaled look up
Scaled look down
Scaled look left
Scaled look right
Replay marker delete
Replay clip delete
Replay pause
Replay rewind
Replay fast forward
Replay new marker
Replay record
Replay screenshot
Replay hide HUD
Replay start point
Replay end point
Replay advance
Replay back
Replay tools
Replay restart
Replay show hotkey
Cycle marker left
Cycle marker right
FOV increase
FOV decrease
Camera up
Camera down
Replay save
Toggle time
Toggle tips
Replay preview
Toggle timeline
Timeline pickup clip
Timeline duplicate
Timeline place clip
Replay ctrl
Timeline save
Preview audio
Vehicle drive look
Vehicle drive look 2
Fly attack 2
Radio wheel U/D
Radio wheel L/R
Vehicle slowmo U/D
Vehicle slowmo up
Vehicle slowmo down
Hydraulics toggle
Hydraulics left
Hydraulics right
Hydraulics up
Hydraulics down
Hydraulics U/D
Hydraulics L/R
Switch visor
Vehicle melee hold
Vehicle melee left
Vehicle melee right
Map POI
Snapmatic photo
Vehicle car jump
Vehicle rocket boost
Fly boost
Vehicle parachute
Bike wings
Bomb bay
Countermeasures
Vehicle transform
Quadruped reverse
Respawn faster
HUD marker select
ped_component
Ped drawable component IDs
Head
Beard/Mask
Hair
Torso
Legs
Hands/Parachute
Feet/Shoes
Eyes/Accessories
Accessories
Tasks/Armor
Decals/Badges
Torso 2/Shirt
ped_prop
Ped prop type IDs
Hats
Glasses
Ears
Watches
Bracelets
face_feature
Face feature indices for ped customization
Nose width
Nose peak height
Nose peak length
Nose bone height
Nose peak lower
Nose bone twist
Eyebrow height
Eyebrow forward
Cheekbone height
Cheekbone width
Cheek width
Eye opening
Lip thickness
Jaw bone width
Jaw bone back length
Chin bone length
Chin bone lower
Chin bone width
Chin hole
Neck thickness
head_overlay
Head overlay indices for ped appearance
Blemishes
Facial hair
Eyebrows
Ageing
Makeup
Blush
Complexion
Sun damage
Lipstick
Moles/freckles
Chest hair
Body blemishes
Additional blemishes
screenshot
Screenshot and recording functions
Take screenshot
Take clean screenshot (no HUD)
Get screenshots folder path
Set screenshots folder
Check if recording video
Start video recording
Stop video recording
Get recordings folder path
log
Logging and debugging functions
Log info message
Log warning message
Log error message
Log debug message
Log trace message
Log success message
Clear log
Get all log entries
Set log level
Get current log level
Write logs to file
Trace log level
Debug log level
Info log level
Warning log level
Error log level
util
General utility functions
Get game version string
Get online version
Get build number
Check if session started
Check if game window focused
Get current frame count
Get frame delta time
Get current FPS
Get game timer (ms)
Yield execution
Sleep for milliseconds
Create tick handler
Remove tick handler
Show toast notification
Spoof Rockstar ID
Get local Rockstar ID
Get player's Rockstar ID
CEntity
Base entity class for all game entities. Every ped, vehicle, object and pickup is backed by one of these in memory at a fixed offset from the entity's script handle; besides the wrapper-style accessors above, CEntity also exposes a handful of raw fields readable directly with memory.* once you resolve the base pointer via memory.handle_to_pointer.
Create CEntity from memory address
Get entity memory address
Usage example
int object:GetAddress()
Get entity type (Ped, Vehicle, Object)
Usage example
eEntityType object:GetType()
Get current velocity vector (m/s)
Usage example
V3 object:GetVelocity()
Get attachment extension if attached
Usage example
fwAttachmentEntityExtension object:GetAttachmentExtension()
Check if entity is a ped
Usage example
bool object:IsPed()
Check if entity is a vehicle
Usage example
bool object:IsVehicle()
Check if entity is an object
Usage example
bool object:IsObject()
Check if entity has physics
Usage example
bool object:IsPhysical()
World position of entity (read/write)
Usage example
V3 object.Position
Whether entity is visible (read/write)
Usage example
bool object.IsVisible
Whether entity uses dynamic physics
Usage example
bool object.IsDynamic
Whether entity is fixed in place
Usage example
bool object.IsFixed
Whether fixed by network sync
Usage example
bool object.IsFixedByNetwork
Get model info (may be nil)
Usage example
CBaseModelInfo object.ModelInfo
Height scale multiplier
Usage example
number object.HeightMultiplier
Width scale multiplier
Usage example
number object.WidthMultiplier
Thickness scale multiplier
Usage example
number object.ThicknessMultiplier
Raw entity-type byte at CEntity+0x28 (0 = ped, 3 = vehicle, per the engine's type enum)
Current health as a raw float at CEntity+0x280
Maximum health as a raw float at CEntity+0x284
The entity's embedded fMatrix44 world transform, starting directly at CEntity+0x60 with no extra pointer hop (row 4 holds world position)
Reads an entity's current and max health directly from its CEntity struct instead of a wrapper getter.
Usage example
local ptr = memory.handle_to_pointer(entity)
local health = memory.read_float(ptr + 0x280)
local maxHealth = memory.read_float(ptr + 0x284)
print(string.format("%.1f / %.1f", health, maxHealth))Member available through Scooby's native Lua API.
Usage example
CEntity CEntity.FromAddress(int address)
CPhysical
Physical entity with physics properties
Create CPhysical from address
Get memory address
Usage example
int object:GetAddress()
Get entity type
Usage example
eEntityType object:GetType()
Get velocity vector (m/s)
Usage example
V3 object:GetVelocity()
Get attachment extension
Usage example
fwAttachmentEntityExtension object:GetAttachmentExtension()
Make entity invincible
Usage example
void object:EnableInvincible()
Remove invincibility
Usage example
void object:DisableInvincible()
Check if invincible
Usage example
bool object:IsInvincible()
Check if ped
Usage example
bool object:IsPed()
Check if vehicle
Usage example
bool object:IsVehicle()
Check if object
Usage example
bool object:IsObject()
Check if physical
Usage example
bool object:IsPhysical()
World position
Usage example
V3 object.Position
Visibility state
Usage example
bool object.IsVisible
Dynamic physics state
Usage example
bool object.IsDynamic
Fixed in place state
Usage example
bool object.IsFixed
Check if in water
Usage example
bool object.IsInWater
Check if not buoyant
Usage example
bool object.IsNotBuoyant
Check if scorched
Usage example
bool object.IsRenderScorched
Model info reference
Usage example
CBaseModelInfo object.ModelInfo
Network object reference
Usage example
CNetObject object.NetObject
Member available through Scooby's native Lua API.
Usage example
CPhysical CPhysical.FromAddress(int address)
Member available through Scooby's native Lua API.
Usage example
number object.HeightMultiplier
Member available through Scooby's native Lua API.
Usage example
bool object.IsFixedByNetwork
Member available through Scooby's native Lua API.
Usage example
number object.ThicknessMultiplier
Member available through Scooby's native Lua API.
Usage example
number object.WidthMultiplier
CBaseModelInfo
Model information class
Create from address
Get memory address
Usage example
int object:GetAddress()
Check if object model
Usage example
bool object:IsObject()
Check if ped model
Usage example
bool object:IsPed()
Check if vehicle model
Usage example
bool object:IsVehicle()
Check if world object
Usage example
bool object:IsWorldObject()
Model hash
Usage example
int object.Model
Model index
Usage example
int object.ModelIndex
Member available through Scooby's native Lua API.
Usage example
CBaseModelInfo CBaseModelInfo.FromAddress(int address)
CVehicleModelInfo
Vehicle model information class. Beyond the Is* body-style checks above, the struct stores the vehicle type enum and per-model wheel scale as raw fields readable directly once you have the CVehicleModelInfo pointer (CEntity's model info slot at +0x20, dereferenced).
Create from address
Create from base model info
Get memory address
Usage example
int object:GetAddress()
Check if car
Usage example
bool object:IsCar()
Check if motorcycle
Usage example
bool object:IsBike()
Check if bicycle
Usage example
bool object:IsBicycle()
Check if quadbike
Usage example
bool object:IsQuadbike()
Check if boat
Usage example
bool object:IsBoat()
Check if jetski
Usage example
bool object:IsJetski()
Check if plane
Usage example
bool object:IsPlane()
Check if helicopter
Usage example
bool object:IsHeli()
Check if blimp
Usage example
bool object:IsBlimp()
Check if train
Usage example
bool object:IsTrain()
Check if trailer
Usage example
bool object:IsTrailer()
Check if submarine
Usage example
bool object:IsSubmarine()
Check if submarine car
Usage example
bool object:IsSubmarineCar()
Check if amphibious car
Check if amphibious quadbike
Model hash
Usage example
int object.Model
Model index
Usage example
int object.ModelIndex
Vehicle type enum (car/bike/boat/heli/plane/...) at CVehicleModelInfo+0x340
Front wheel scale multiplier at CVehicleModelInfo+0x48C
Rear wheel scale multiplier at CVehicleModelInfo+0x490
First dword of the model-info flag bitfield at CVehicleModelInfo+0x57C
Resolves a vehicle's CVehicleModelInfo pointer from its CEntity model info slot and reads the vehicle type enum directly.
Usage example
local entityPtr = memory.handle_to_pointer(vehicle)
local modelInfoPtr = memory.read_pointer(entityPtr + 0x20)
local vehicleType = memory.read_uint(modelInfoPtr + 0x340)
print("vehicle type enum:", vehicleType)Member available through Scooby's native Lua API.
Usage example
CVehicleModelInfo CVehicleModelInfo.FromAddress(int address)
Member available through Scooby's native Lua API.
Usage example
CVehicleModelInfo CVehicleModelInfo.FromBaseModelInfo(CModelInfo base)
Member available through Scooby's native Lua API.
Usage example
bool object:IsAmphibiousCar()
Member available through Scooby's native Lua API.
Usage example
bool object:IsAmphibiousQuadbike()
CNetGamePlayer
Network game player class
Get memory address
Usage example
int object:GetAddress()
Get player name
Usage example
string object:GetName()
Get player gamer info
Usage example
GamerInfo object:GetGamerInfo()
Check if local player
Usage example
bool object:IsLocalPlayer()
Check if RAC flag set
Player ID
Usage example
int object.PlayerId
Connection ID
Usage example
int object.CxnId
Player info reference
Usage example
CPlayerInfo object.PlayerInfo
Check if a report flag is set. Also called Rockstar Anti Cheat(RAC).
Usage example
bool object:isReportBitSet(eReportReason reason)
CNetObject
Network object for entity synchronization
Get associated CPhysical entity
Usage example
CPhysical object:GetEntity()
Check if remotely owned
Usage example
bool object.IsRemote
Network object ID
Usage example
int object.ObjectID
Network object type
Usage example
int object.ObjectType
Owner player ID
Usage example
int object.PlayerId
Next owner player ID
Usage example
int object.PendingPlayerId
CPlayerInfo
Player information class. The struct also carries an embedded rlGamerInfo block and a handful of raw movement/wanted fields readable directly with memory.* once you resolve a CPlayerInfo pointer yourself (a player ped's CPed+0x10A8, dereferenced).
Get memory address
Player name
Current wanted level
Maximum wanted level
Player frame flags
Player control flags
Current stamina
Maximum stamina
Embedded rlGamerInfo block (Rockstar ID, IPs, name) starting at CPlayerInfo+0x20 (see rlGamerInfo)
Raw wanted level (stars) at CPlayerInfo+0x8E8
Run speed multiplier at CPlayerInfo+0xD50
Raw stamina value at CPlayerInfo+0xD54
Reads a player's wanted level straight out of a resolved CPlayerInfo struct.
Usage example
local wanted = memory.read_uint(playerInfoPtr + 0x8E8)
print("wanted stars:", wanted)Member available through Scooby's native Lua API.
Usage example
number object.CachedSprintMultThisFrame
Member available through Scooby's native Lua API.
Usage example
number object.ExplosiveDamageModifier
Affects the air drag of the player's current car/bike
Usage example
number object.ForceAirDragMult
Member available through Scooby's native Lua API.
Usage example
int object.FriendStatus
A counter going up when the player does bad stuff.
Usage example
int object.HavocCaused
2 bytes
Usage example
int object.JackSpeed
Member available through Scooby's native Lua API.
Usage example
int object.LastChangeWeaponFrame
Last vehicle player tried to enter.
Usage example
CVehicle object.LastTargetVehicle
2 bytes
Usage example
int object.MaxArmour
Member available through Scooby's native Lua API.
Usage example
number object.MaxExplosiveDamage
2 bytes
Usage example
int object.MaxHealth
Member available through Scooby's native Lua API.
Usage example
number object.MaxSprintEnergy
Member available through Scooby's native Lua API.
Usage example
number object.MeleeUnarmedDamageModifier
Member available through Scooby's native Lua API.
Usage example
number object.MeleeWeaponDamageModifier
Member available through Scooby's native Lua API.
Usage example
number object.MeleeWeaponDefenseModifier
Member available through Scooby's native Lua API.
Usage example
number object.MeleeWeaponForceModifier
structure to GamerInfo holding information about the player
Usage example
GamerInfo object.NetData
A count of the number of enemy peds in combat targetting this player.
Usage example
int object.NumEnemiesInCombat
A count of the number of enemy peds shooting at this player.
Usage example
int object.NumEnemiesShootingInCombat
Restrict the player to only being able to enter this vehicle (script-controlled)
Usage example
CVehicle object.OnlyEnterThisVehicle
Member available through Scooby's native Lua API.
Usage example
int object.PlayerGroup
Pointer to the player ped (should always be set)
Usage example
CPed object.PlayerPed
PLAYERSTATE_INVALID = -1, PLAYERSTATE_PLAYING, PLAYERSTATE_HASDIED, PLAYERSTATE_HASBEENARRESTED, PLAYERSTATE_FAILEDMISSION, PLAYERSTATE_LEFTGAME, PLAYERSTATE_RESPAWN, PLAYERSTATE_IN_MP_CUTSCENE
Usage example
int object.PlayerState
Script can prefer the player to enter the front passenger seat for this vehicle
Usage example
CVehicle object.PreferFrontPassengerSeatVehicle
Script can prefer the player to enter the rear seats for this vehicle
Usage example
CVehicle object.PreferRearSeatsVehicle
Member available through Scooby's native Lua API.
Usage example
number object.RunSprintSpeedMultiplier
Member available through Scooby's native Lua API.
Usage example
CPed object.SpotterOfStolenVehicle
Member available through Scooby's native Lua API.
Usage example
number object.SprintControlCounter
Member available through Scooby's native Lua API.
Usage example
number object.SprintEnergy
Member available through Scooby's native Lua API.
Usage example
number object.StealthRate
Member available through Scooby's native Lua API.
Usage example
number object.SwimSpeedMultiplier
The player's team (in network game)
Usage example
int object.Team
Member available through Scooby's native Lua API.
Usage example
int object.TimeBikeSprintPressed
Member available through Scooby's native Lua API.
Usage example
number object.VehicleDamageModifier
Member available through Scooby's native Lua API.
Usage example
number object.VehicleDefenseModifier
Member available through Scooby's native Lua API.
Usage example
number object.WeaponDamageModifier
Member available through Scooby's native Lua API.
Usage example
number object.WeaponDefenseModifier
Member available through Scooby's native Lua API.
Usage example
number object.WeaponMinigunDefenseModifier
Member available through Scooby's native Lua API.
Usage example
number object.WeaponTakedownDefenseModifier
CExplosionArgs
Explosion configuration arguments
Create new explosion args
Explosion type (GRENADE, MOLOTOV, etc)
Usage example
eExplosionTag object.ExplosionTag
World position of explosion
Usage example
V3 object.ExplosionPosition
Direction vector of explosion force
Usage example
V3 object.Direction
Scale multiplier (1.0 = normal)
Usage example
number object.SizeScale
Camera shake intensity (0.0-1.0)
Usage example
number object.CamShake
Delay in milliseconds
Usage example
int object.ActivationDelay
If true, no damage dealt
Usage example
bool object.NoDamage
If true, no visual effects
Usage example
bool object.NoFx
Whether to make sound
Usage example
bool object.MakeSound
Whether explosion is in air
Usage example
bool object.InAir
Only affects local game
Usage example
bool object.IsLocalOnly
Prevent self-damage
Usage example
bool object.DisableDamagingOwner
Entity that caused explosion
Usage example
CEntity object.EntExplosionOwner
Entity to ignore damage
Usage example
CEntity object.EntIgnoreDamage
Entity that is exploding
Usage example
CEntity object.ExplodingEntity
Entity to attach explosion to
Usage example
CEntity object.AttachEntity
Bone to attach to
Usage example
int object.AttachBoneTag
Weapon that caused explosion
Usage example
int object.WeaponHash
Member available through Scooby's native Lua API.
Usage example
bool object.AttachedToVehicle
Member available through Scooby's native Lua API.
Usage example
int object.CamShakeNameHash
Member available through Scooby's native Lua API.
Usage example
number object.CamShakeRollOffScaling
Member available through Scooby's native Lua API.
Usage example
bool object.DetonatingOtherPlayersExplosive
Create a new CExplosionArgs object.
Usage example
CExplosionArgs CExplosionArgs.New(eExplosionTag explosionTag, V3 explosionPosition)
Member available through Scooby's native Lua API.
Usage example
eExplosionTag object.OriginalExplosionTag
Member available through Scooby's native Lua API.
Usage example
int object.VfxTagHash
GamerHandle
Player gamer handle for identification
Create new GamerHandle
Check if handle is valid
Usage example
bool object:IsValid()
Convert to GamerHandleBuffer
Usage example
GamerHandleBuffer object:ToBuffer()
Rockstar ID
Platform identifier
Create a new GamerHandle object.
Usage example
GamerHandle GamerHandle() GamerHandle GamerHandle.New(int rockstarId)
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
GamerHandleBuffer
Buffer for GamerHandle used by natives
Create new buffer
Usage example
GamerHandleBuffer GamerHandleBuffer.New()
Get buffer address
Usage example
int object:GetBuffer()
Get buffer size
Usage example
int object:GetSize()
Convert to GamerHandle
Usage example
GamerHandle object:ToHandle()
GamerInfo
Player gamer information
Player name
Rockstar ID
Host key
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Feature
Menu feature object for creating custom features
Get feature hash
Usage example
int object:GetHash()
Get feature ID in creation order
Usage example
int object:GetId()
Get feature name
Set feature name
Get feature description
Set feature description
Get feature type
Usage example
eFeatureType object:GetType()
Check if feature is toggled on
Usage example
bool object:IsToggled()
Check if can be toggled
Usage example
bool object:IsToggleFeature()
Check if visible in GUI
Usage example
bool object:IsVisible()
Set visibility in GUI
Check if saved in settings
Usage example
bool object:IsSaveable()
Set if saved in settings
Check if searchable
Usage example
bool object:IsSearchable()
Set if searchable
Check if player feature
Usage example
bool object:IsPlayerFeature()
Get array index if part of array
Usage example
int object:GetArrayIndex()
Get player index (same as GetArrayIndex)
Usage example
int object:GetPlayerIndex()
Toggle feature on/off
Trigger callback as if clicked
Usage example
void object:OnClick()
Render feature in current context
Usage example
bool object:Render()
Reset to default values
Usage example
Feature object:Reset()
Get boolean value
Usage example
bool object:GetBoolValue()
Set boolean value
Get integer value
Usage example
int object:GetIntValue()
Set integer value
Get float value
Usage example
number object:GetFloatValue()
Set float value
Get string value
Usage example
string object:GetStringValue()
Set string value
Get color as r,g,b,a
Set color
Get color as packed RGBA
Usage example
int object:GetColorU32()
Set color from packed RGBA
Get color as float 0.0-1.0
Set color from floats
Get minimum int value
Usage example
int object:GetIntMinValue()
Get maximum int value
Usage example
int object:GetIntMaxValue()
Get min and max int values
Usage example
int,int object:GetIntLimitValues()
Get minimum float value
Usage example
number object:GetFloatMinValue()
Get maximum float value
Usage example
number object:GetFloatMaxValue()
Get min and max float values
Usage example
number,number object:GetFloatLimitValues()
Set minimum value
Set maximum value
Set min and max values
Set default value
Set current value
Get int step size for slider
Usage example
int object:GetStepSize()
Get float step size for slider
Usage example
number object:GetStepSize()
Set step size for slider
Get fast int step size
Usage example
int object:GetStepSize()
Get fast float step size
Usage example
number object:GetStepSize()
Set fast step size
Get format string for values
Usage example
string object:GetFormat()
Set format string
Get list items for combo
Set list items for combo
Get current list index
Usage example
int object:GetListIndex()
Set current list index
Check if list index toggled
Toggle list index
Get all hotkeys
Add hotkey
Remove hotkey
Remove all hotkeys
Register callback trigger; callback can be omitted to reuse Feature.Callback
Do not call the base callback when pressed; use registered callback triggers instead
Check no-callback-on-press mode
Load settings from file
Add feature to render before
Add feature to render after
Remove from render before
Remove from render after
Clear render before list
Clear render after list
Get render before list
Get render after list
Add info content feature
Manually trigger callback
Usage example
void object:TriggerCallback()
Feature name (read/write)
Usage example
string object.Name
Feature description (read/write)
Usage example
string object.Desc
Adds a hotkey for the feature and returns itself.
Usage example
Feature object:AddHotKey(int keyCode)
Add an feature as info content for eFeatureType ListWithInfo.
Usage example
Feature object:AddInfoContentFeature(int hash)
Adds a feature to a list that will be rendered after this feature.
Usage example
void object:AddRenderAfter(Feature feature)
Adds a feature to a list that will be rendered before this feature.
Usage example
void object:AddRenderBefore(Feature feature)
Removes all hotkeys for this feature.
Usage example
Feature object:ClearHotkeys()
Member available through Scooby's native Lua API.
Usage example
void object:ClearRenderAfter(Feature feature)
Member available through Scooby's native Lua API.
Usage example
void object:ClearRenderBefore(Feature feature)
Gets the current color in rgba.
Usage example
int r, g, b, a object:GetColor()
Gets the current color in rgba as floats from 0.0 to 1.0 .
Usage example
number r, g, b, a object:GetColorFloats()
Get the description of the feature.
Usage example
string object:GetDesc(bool translate = true)
Get all hotkeys for this feature.
Usage example
table<int, int> object:GetHotkeys()
Gets the list for feature types like combo.
Usage example
table<int, string> object:GetList()
Get the name of the feature.
Usage example
string object:GetName(bool translate = true)
Returns a list of features that will be rendered after this feature.
Usage example
table<int, int> object:GetRenderAfter()
Returns a list of features that will be rendered before this feature.
Usage example
table<int, int> object:GetRenderBefore()
Returns whether the list index has been toggled for types like ComboToggles.
Usage example
bool object:IsListIndexToggled(int index)
Load the specific settings for this feature from a file.
Usage example
bool object:LoadSettings(string file)
object:LoadSettings("Default.json");Triggers the callback as if it would be called from the settings loader.
Usage example
void object:OnSettingsLoad()
Registers Callback Trigger for the feature and returns itself.
Usage example
Feature object:RegisterCallbackTrigger(eCallbackTrigger flags)
Remove specific hotkeys for this feature.
Usage example
Feature object:RemoveHotkey(int keyCode, bool all)
Returns true when at least one feature was removed
Usage example
bool object:RemoveRenderAfter(Feature feature)
Returns true when at least one feature was removed
Usage example
bool object:RemoveRenderBefore(Feature feature)
Sets the current boolean value.
Usage example
Feature object:SetBoolValue(bool value)
Sets the current color value.
Usage example
Feature object:SetColor(int r, int g, int b, int a)
Sets the current color value.
Usage example
Feature object:SetColorFloats(number r, number g, number b, number a)
Sets the current color in packed rgba.
Usage example
Feature object:SetColorU32(int color)
Sets the default feature value and returns itself.
Usage example
Feature object:SetDefaultValue(true):SetDefaultValue(1337)
Feature object:SetDefaultValue(3.33):SetDefaultValue("Test")Set the description of the feature.
Usage example
Feature object:SetDesc(string desc)
Sets the feature fast step size used in a slider.
Usage example
Feature object:SetFastStepSize(5) Feature object:SetFastStepSize(0.5)
Sets the current floating value.
Usage example
Feature object:SetFloatValue(number value)
Sets the format used for slider and input values.
Usage example
object:SetFormat(string fmt)
object:SetFormat("%X"Sets the current integer value.
Usage example
Feature object:SetIntValue(int value)
Sets the feature minimum and maximum values and returns itself.
Usage example
Feature object:SetLimitValues(20, 40):SetLimitValues(0.5, 2.5)
Sets the list for feature types like combo.
Usage example
Feature object:SetList(table<int, string>)
Sets the current list index of the feature.
Usage example
Feature object:SetListIndex(int index)
Sets the feature maximum value and returns itself.
Usage example
Feature object:SetMaxValue(20):SetMaxValue(20.1)
Sets the feature minimum value and returns itself.
Usage example
Feature object:SetMinValue(20):SetMinValue(20.1)
Set the name of the feature.
Usage example
Feature object:SetName(string name)
This disables the callback for OnClick.
Usage example
Feature object:SetNoCallbackOnClick(bool disable)
This disables the callback for OnSettingsLoad.
Usage example
Feature object:SetNoCallbackOnSettingsLoad(bool disable)
Sets whether the feature should be safed in settings or not.
Usage example
Feature object:SetSaveable(bool saveable)
Sets whether a feature can be found by search or not.
Usage example
Feature object:SetSearchable(bool searchable)
Sets the feature step size used in a slider.
Usage example
Feature object:SetStepSize(5) Feature object:SetStepSize(0.5)
Sets the current string value.
Usage example
Feature object:SetStringValue(string value)
Sets the current feature value and returns itself.
Usage example
Feature object:SetValue(true):SetValue(1337)
Feature object:SetValue(3.33):SetValue("Test")Sets whether the feature should be shown in the GUI or not.
Usage example
Feature object:SetVisible(bool visible)
Flips the current boolean value of this feature.
Usage example
Feature object:Toggle() Feature object:Toggle(bool on)
Toggles the list index for types like ComboToggles.
Usage example
Feature object:ToggleListIndex(int index, bool toggle)
FeatureMgr
Cherax-compatible feature manager. Native Scooby menu mirroring is queued in bounded per-frame batches so large scripts do not exceed the Lua watchdog.
Create and add new feature; also accepts compatibility shortcut forms like name/type/desc/callback
Create array of features
Create player feature array (32); returned table supports ipairs and by_player[playerId]
Get feature by hash, player index, or pass through an existing Feature table
Compatibility alias for GetFeature
Get feature by compatibility ID
Iterate all compatibility features
Enable/disable native Scooby menu widgets; re-enabling mirrors existing features unless mirror_existing is false.
Return whether native Scooby menu mirroring is enabled.
Usage example
bool FeatureMgr.GetNativeMenuMirroring()
Set mirrored widgets created per frame (clamped to 1-64).
Get feature by name
Remove feature by hash
Remove feature array
Remove player feature
Get all features
Get all feature hashes
Get all player feature hashes
Check if feature bool value
Check if feature toggled
Toggle feature on/off
Get feature int value
Set feature int value
Get feature float value
Set feature float value
Get feature string value
Set feature string value
Get feature color
Set feature color
Get feature list items
Get feature list index
Set feature list index
Get current list string
Reset feature to defaults
Reset all player features for player
Reset all player features for everyone
Usage example
void FeatureMgr.ResetAllPlayerFeatures()
Trigger feature callback by hash or Feature table
Search features by name
Get currently focused feature
Usage example
Feature FeatureMgr.GetFocusedFeature()
Get currently hovered feature
Usage example
Feature FeatureMgr.GetHoveredFeature()
Load settings from file
Create and add a new feature to the list.
Usage example
Feature FeatureMgr.AddFeature(int hash, string name, eFeatureType type, string desc = , function(Feature) callback = 0, bool nativeThreadExecution = true, bool forceQueue = false)
Create and add a new features. Returns list of the created feature hashes.
Usage example
table<int, int> FeatureMgr.AddFeatureArray(int size, int hash, string name, eFeatureType type, string desc = ,function(Feature) callback = 0, bool nativeThreadExecution = true, bool forceQueue = false)
Creates an array of 32 features which will automatically reset when the player leaves.
Usage example
table<int, int> FeatureMgr.AddPlayerFeature(int hash, string name, eFeatureType type, string desc = , function(Feature) callback = 0, bool nativeThreadExecution = true, bool forceQueue = false)
Returns all feaure hashes.
Usage example
table<int, int> FeatureMgr.GetAllFeatureHashes()
Enable or disable queued native Scooby menu mirroring for compatibility features.
Usage example
bool FeatureMgr.SetNativeMenuMirroring(bool enabled, bool mirrorExisting = true)
Sets how many compatibility widgets are mirrored per frame (1-64).
Usage example
int FeatureMgr.SetNativeMenuMirrorBatchSize(int size)
Returns all feaures.
Usage example
table<int, Feature> FeatureMgr.GetAllFeatures()
Returns all player feaure hashes.
Usage example
table<int, int> FeatureMgr.GetAllPlayerFeatureHashes() table<int, int> FeatureMgr.GetAllPlayerFeatureHashes(int playerId)
Returns the string value of the current feature list index.
Usage example
string FeatureMgr.GetCurrentFeatureListString(int hash) string FeatureMgr.GetCurrentFeatureListString(int hash, int index)
Returns a feature by hash.
Usage example
Feature FeatureMgr.GetFeature(int hash) Feature FeatureMgr.GetFeature(int hash, int index)
Returns a feature by name.
Usage example
Feature FeatureMgr.GetFeatureByName(string name) Feature FeatureMgr.GetFeatureByName(string name, int index)
Returns the color value of the feature.
Usage example
int r, g, b, a FeatureMgr.GetFeatureColor(int hash) int r, g, b, a FeatureMgr.GetFeatureColor(int hash, int index)
Returns the float value of the feature.
Usage example
number FeatureMgr.GetFeatureFloat(int hash) number FeatureMgr.GetFeatureFloat(int hash, int index)
Returns the int value of the feature.
Usage example
int FeatureMgr.GetFeatureInt(int hash) int FeatureMgr.GetFeatureInt(int hash, int index)
Returns all string items of the feature list.
Usage example
table<int, string> FeatureMgr.GetFeatureList(int hash) table<int, string> FeatureMgr.GetFeatureList(int hash, int index)
Returns the current index of the feature list.
Usage example
int FeatureMgr.GetFeatureListIndex(int hash) int FeatureMgr.GetFeatureListIndex(int hash, int index)
Returns the string value of the feature.
Usage example
string FeatureMgr.GetFeatureString(int hash) string FeatureMgr.GetFeatureString(int hash, int index)
Returns the boolean value of the feature.
Usage example
bool FeatureMgr.IsFeatureEnabled(int hash) bool FeatureMgr.IsFeatureEnabled(int hash, int index)
Returns if the feature is toggled.
Usage example
bool FeatureMgr.IsFeatureToggled(int hash) bool FeatureMgr.IsFeatureToggled(int hash, int index)
Loads the given settings. File can be relative or absolute.
Usage example
bool FeatureMgr.LoadSettings(string file)
FeatureMgr.LoadSettings("Default.json")Removes the feature for the given hash.
Usage example
bool FeatureMgr.RemoveFeature(int hash)
Removes the feature array for the given hash and size.
Usage example
bool FeatureMgr.RemoveFeatureArray(int hash, int size)
Removes the player feature for the given hash.
Usage example
bool FeatureMgr.RemovePlayerFeature(int hash)
Restore the current values with the default values of the feature.
Usage example
void FeatureMgr.ResetFeature(int hash) void FeatureMgr.ResetFeature(int hash, int index)
Resets all player features for given player id.
Usage example
void FeatureMgr.ResetPlayerFeatures(int playerIndex)
Searches the best matching features for a given result. Uses translations for results. You should cache results whenever input changes. Expensive execution time.
Usage example
table<int, int> FeatureMgr.SearchFeature(string input, int maxResults, number cutoffPercent)
Sets the color value of the feature.
Usage example
void FeatureMgr.SetFeatureColor(int hash, int r, int g, int b, int a) void FeatureMgr.SetFeatureColor(int hash, int index, int r, int g, int b, int a)
Sets the float value of the feature.
Usage example
void FeatureMgr.SetFeatureFloat(int hash, number value) void FeatureMgr.SetFeatureFloat(int hash, int index, number value)
Sets the int value of the feature.
Usage example
void FeatureMgr.SetFeatureInt(int hash, int value) void FeatureMgr.SetFeatureInt(int hash, int index, int value)
Sets the current index of the feature list.
Usage example
void FeatureMgr.SetFeatureListIndex(int hash, int listIndex) void FeatureMgr.SetFeatureListIndex(int hash, int index, int listIndex)
Sets the string value of the feature.
Usage example
void FeatureMgr.SetFeatureString(int hash, string value) void FeatureMgr.SetFeatureString(int hash, int index, string value)
Flips the current boolean value of the feature.
Usage example
void FeatureMgr.ToggleFeature(int hash) void FeatureMgr.ToggleFeature(int hash, int index)
Member available through Scooby's native Lua API.
Usage example
void FeatureMgr.TriggerFeatureCallback(int hash) void FeatureMgr.TriggerFeatureCallback(int hash, int index)
EventMgr
Event manager for registering event handlers
Register event handler
Remove handler by ID
Register a handler that will be called for a specific event.
Usage example
int EventMgr.RegisterHandler(eLuaEvent event, function func() end)
Remove a previously registered handler by id.
Usage example
void EventMgr.RemoveHandler(int id)
FileMgr
File manager for file operations
Get menu root directory
Usage example
string FileMgr.GetMenuRootPath()
Check if file exists
Read file content
Write file content
Delete file
Create directory
Find files by extension
Extract zip file
Ensures that the given path is a directory.
Usage example
bool FileMgr.CreateDir(string path)
Deletes the given file using an absolute path.
Usage example
void FileMgr.DeleteFile(string path)
Check whether the file exist using an absolute path.
Usage example
bool FileMgr.DoesFileExist(string path)
Returns a list of all found files.
Usage example
table<int,string> FileMgr.FindFiles(string path, string extension, bool recursive)
Reads the file content using an absolute path.
Usage example
string FileMgr.ReadFileContent(string path)
Extract a .zip file to a given directory.
Usage example
bool FileMgr.Unzip(string zipName, string dir)
Writes the given content to a file using an absolute path.
Usage example
bool FileMgr.WriteFileContent(string path, string content, bool append = false)
HotKeyMgr
Hotkey manager for feature hotkeys
Add hotkey for feature
Remove hotkey from feature
Get hotkeys for feature
Get all hotkeys and their features
Adds a new hotkey for a feature.
Usage example
void HotKeyMgr.AddHotkey(int hash, int key)
Returns all hotkeys and their associated feature hash.
Usage example
table<int, table<int, int>> HotKeyMgr.GetAllHotkeys()
Returns all hotkeys for a specific feature hash.
Usage example
table<int, int> HotKeyMgr.GetHotKeys(int hash)
Removes specific hotkey from an feature.
Usage example
void HotKeyMgr.RemoveHotkey(int hash, int key)
GTA
Game functions for interacting with GTA
Get local player CPed
Usage example
CPed GTA.GetLocalPed()
Get local player CVehicle
Usage example
CVehicle GTA.GetLocalVehicle()
Get local player ID
Usage example
int GTA.GetLocalPlayerId()
Convert entity handle to CPhysical
Convert CPhysical to entity handle
Spawn vehicle (native thread)
Spawn vehicle in front of player
Spawn ped (native thread)
Create random ped
Spawn object (native thread)
Spawn world object with bypass
Add explosion without restrictions
Get ground Z coordinate
Convert 3D to 2D screen coords
Get ped bone world position
Get ped bone screen position
Get model info from hash
Get model info index
Get model name from hash
Get display name from hash
Get label text
Set label text
Remove label text override
Register file for game use
Trigger script event
Send chat to all players
Send chat to player
Add local chat message
Force script host
Give script host to player
Force player to take control
Render ped preview on frontend
Convert world to sector pos
Convert sector to world pos
Get script event name
Start basket transaction
Add item to basket
Begin service transaction
Start transaction checkout
Adds a chat message locally on your pc only. You can specify the sender of the message. The message has a max length of 255 characters.
Usage example
void GTA.AddChatMessageToPool(int playerId, string message, bool team)
Add an explosion without any restrictions.
Usage example
bool GTA.AddExplosion(CExplosionArgs args)
Adds an item to the Basket Transaction.
Usage example
bool GTA.BasketAddItem(table<int, int>)
Initializes a Basket Transaction.
Usage example
bool valid, int transactionId GTA.BasketStart(int category, int action, int flags)
Initializes a new Service Transaction.
Usage example
bool valid, int transactionId GTA.BeginService(int type, int category, int service, int action, int price, int flags)
Starts the checkout of a transaction. Should be used for services and baskets.
Usage example
bool GTA.CheckoutStart(int transactionId)
Converts the sector pos to world cords.
Usage example
V3 GTA.ConvertSectorToWorldPosition(V3 sectorIn, V3 relativePos)
Converts the world pos to sector and relative position. This is being used in sync data nodes to sync the actual position of entities.
Usage example
V3,V3 GTA.ConvertWorldToSectorPosition(V3 pos)
Spawns an object. Should only be executed in a native thread.
Usage example
int GTA.CreateObject(int hash, float x, float y, float z, bool dynamic, bool isNetworked = true) int GTA.CreateObject(string model, float x, float y, float z, bool dynamic, bool isNetworked = true)
Spawns a ped. Should only be executed in a native thread.
Usage example
int GTA.CreatePed(int hash, int pedType, float x, float y, float z, number heading, bool isNetworked = true, bool autoCleanup = true) int GTA.CreatePed(string model, int pedType, float x, float y, float z, number heading, bool isNetworked = true, bool autoCleanup = true)
Creates a random ped. Should only be executed in a native thread.
Usage example
int GTA.CreateRandomPed(float x, float y, float z)
Spawns an world object using a bypass. Should only be executed in a native thread.
Usage example
int GTA.CreateWorldObject(int hash, float x, float y, float z, bool dynamic, bool isNetworked = true) int GTA.CreateWorldObject(string model, float x, float y, float z, bool dynamic, bool isNetworked = true)
Renders a given CPed on the frontend.
Usage example
void GTA.DrawPedPreview(CPed ped, v2 relativeScreen, v2 size, float distance, float pitch, float yaw, float lightning) GTA.DrawPedPreview(pPed, v2.new(0.5, 0.5), v2.new(0.1, 0.2), -4.0, 0.0, 0.0, 1.0)
Forces yourself to script host of the given script.
Usage example
void GTA.ForceScriptHost(int scriptHash)
Does the same as GetBonePos3D and then converts them to normalized screen coordinates.
Usage example
V2 GTA.GetBonePos2D(CPed ped, int wMask)
Gets the bone world position based on the specified ped and mask.
Usage example
V3 GTA.GetBonePos3D(CPed ped, int wMask)
Returns the display name of a specific hash.
Usage example
string GTA.GetDisplayNameFromHash(int hash)
Returns whether the ground was found and the Z coordinate it was found at.
Usage example
bool, number GTA.GetGroundZ(number x, number y)
Returns a specific label for a given text entry.
Usage example
string GTA.GetLabelText(string str) string GTA.GetLabelText(int hashCode)
Returns Model Info by hash. Returns nil if no CBaseModelInfo found.
Usage example
CBaseModelInfo GTA.GetModelInfoFromHash(int hash)
Returns Model Info Index by hash. Returns -1 if invalid.
Usage example
int GTA.GetModelInfoIndexFromHash(int hash)
Returns the model name of the model hash.
Usage example
string GTA.GetModelNameFromHash(int hash)
Returns sucess and the name.
Usage example
bool, string GTA.GetScriptEventName(int scriptEvent)
Force another player take control of the given entity.
Usage example
void GTA.GiveControl(int playerId, int iEntity)
Give a sepcific player script host of the given script.
Usage example
void GTA.GiveScriptHost(int playerId, int scriptHash)
Converts an entity handle into a CPhysical pointer.
Usage example
CPhysical GTA.HandleToPointer(int handle)
Converts a CPhysical pointer into an entity handle.
Usage example
int GTA.PointerToHandle(CPhysical ptr)
Registers the given file for the game so it can be used by natives.
Usage example
bool GTA.RegisterFile(string path)
GTA.RegisterFile(path .. "MyAssets.ytd")
GRAPHICS.REQUEST_STREAMED_TEXTURE_DICT("MyAssets")Member available through Scooby's native Lua API.
Usage example
void GTA.RemoveLabelText(string label)
GTA.RemoveLabelText("LOADING_MPLAYER_L")Sends a chat message to every player in the session. Note: You won't see that message yourself unless you manually add it to the chat pool. The message has a max length of 255 characters.
Usage example
void GTA.SendChatMessageToEveryone(string message, bool team)
Sends a chat message to a given player in the session. Note: You won't see that message yourself unless you manually add it to the chat pool. The message has a max length of 255 characters.
Usage example
void GTA.SendChatMessageToPlayer(int playerId, string message, bool team)
Overwrites the text for a specifc label which is being used by the game.
Usage example
void GTA.SetLabelText(string label, string text)
GTA.SetLabelText("LOADING_MPLAYER_L", "Loading GTA Online with Scooby")Should only be executed in a native thread.
Usage example
int GTA.SpawnVehicle(int hash, float x, float y, float z, number heading, bool isNetworked = true, bool autoCleanup = true) int GTA.SpawnVehicle(string model, float x, float y, float z, number heading, bool isNetworked = true, bool autoCleanup = true)
Spawns a vehicle in front of the given player. Should only be executed in a native thread.
Usage example
int GTA.SpawnVehicleForPlayer(int hash, int player, number forward = 5.0) int GTA.SpawnVehicleForPlayer(string model, int player, number forward = 5.0)
Triggers a script event for given player(s).
Usage example
int GTA.TriggerScriptEvent(int bitflags, table<int, int> arguments) int GTA.TriggerScriptEvent(int bitflags, variadic_args arguments)
Converts a 3D world position to a 2D normalized screen position. To get the actual screen coordinates multiply them with the screen size.
Usage example
float, float GTA.WorldToScreen(float x, y, z)
GUI
GUI management functions
Check if GUI is open
Usage example
bool GUI.IsOpen()
Toggle GUI open/closed
Usage example
void GUI.Toggle()
Get current GUI mode
Usage example
eGuiMode GUI.GetMode()
Set GUI mode
Get currently rendering mode
Usage example
eGuiMode GUI.GetCurrentRenderMode()
Show toast notification
Creates a toast notification.
Usage example
bool GUI.AddToast(string title, string text, int duration, eToastPos pos)
Sets the current GUI Mode
Usage example
void GUI.SetMode(eGuiMode mode)
ClickGUI
Click GUI management for adding tabs
Add lua tab to main GUI
Remove lua tab from GUI
Add lua tab to player options
Remove lua tab from player options
Get current open tab
Usage example
ClickTab ClickGUI.GetActiveMenuTab()
Set current open tab
Get GUI position
Get GUI size
Load theme by name
Render feature in current context
Set a registered tab visible/hidden
Render custom title bar
Begin custom child window
End custom child window
Usage example
void ClickGUI.EndCustomChildWindow()
Adds a lua tab to the player options.
Usage example
void ClickGUI.AddPlayerTab(string title, function() renderFunc)
Adds a lua tab to the main gui.
Usage example
void ClickGUI.AddTab(string title, function() renderFunc)
Begin custom ImgGui Child window. The text alignment range is [0.0 - 1.0]. A value of -1.0 indicates the default value.
Usage example
bool ClickGUI.BeginCustomChildWindow(string label, int frames = -1, int textLines = -1, number textAlignX = -1.0, number textAlignY = -1.0)
Get the current position in screen coordinates.
Usage example
number x,y ClickGUI.GetPos()
Get the current size in screen coordinates.
Usage example
number x,y ClickGUI.GetSize()
Loads a Theme by its name.
Usage example
bool ClickGUI.LoadTheme(string fileName)
ClickGUI.LoadTheme("Default")Removes a lua tab from the player options.
Usage example
void ClickGUI.RemovePlayerTab(string title)
Removes a lua tab from the main gui.
Usage example
void ClickGUI.RemoveTab(string title)
Renders a custom title bar.
Usage example
void ClickGUI.RenderCustomTitleBar(string title)
Render a feature for the given feature hash and index.
Usage example
bool ClickGUI.RenderFeature(int hash) bool ClickGUI.RenderFeature(int hash, int index)
Set the current open menu tab.
Usage example
void ClickGUI.SetActiveMenuTab(ClickTab tab)
ListGUI
List UI compatibility rendered through Scooby's compatibility windows
Add a compatibility list tab
Hide a compatibility list tab
Get registered compatibility list tabs
Render registered list tabs in the current ImGui context
Create a list tab object
Attach a ListWidget or compatible renderer to a tab
Attach a compatibility Feature object or feature hash to a tab
Create and attach a nested list tab
Add a compatibility-spelled separator row
Read tab content by 0-based compatibility index
Read or set selected content index
Compatibility tab label and description helpers
Create a list widget object
Add text, feature, callback, or renderer table to a list widget
Returns the top most tab.
Usage example
Tab ListGUI.GetCurrentTab()
Returns a specific player tab. (ranges from 0-31).
Usage example
Tab ListGUI.GetPlayerTab(int player)
Get the current position in screen coordinates.
Usage example
number x,y ListGUI.GetPos()
Returns the root tab.
Usage example
Tab ListGUI.GetRootTab()
Get the current size in screen coordinates.
Usage example
number x,y ListGUI.GetSize()
Loads a Theme by its name.
Usage example
bool ListGUI.LoadTheme(string fileName)
ListGUI.LoadTheme("Default")Remoces the tab from the stack and jump back to the tab before.
Usage example
ListGUI.RemoveTabFromStack(Tab tab)
Adds the tab to the tab stack or jumps back if it is already in the tab stack.
Usage example
ListGUI.SetCurrentTab(Tab tab)
Set the current position in screen coordinates.
Usage example
void ListGUI.SetPos(number x, number y)
Set the current size in screen coordinates.
Usage example
void ListGUI.SetSize(number x, number y)
Curl
HTTP library for web requests
Create new curl object
Set curl option
Add HTTP header
Perform async curl operation
Usage example
void object:Perform()
Check if operation finished
Usage example
bool object:GetFinished()
Get response (code, body)
Usage example
eCurlCode,string object:GetResponse()
Disable error logging
Adds the defined header.
Usage example
LuaCurl object:AddHeader(string header)
Disables the logging of errors.
Usage example
LuaCurl object:DisableErrorLog()
Create a new curl object. Never lose this object until you are completely done with it. Never do 'Curl.Easy():Setopt' because this will cause the object to be lost by lua gc.
Usage example
LuaCurl Curl.Easy() curlObject = Curl.Easy() curlObject:Setopt(eCurlOption.CURLOPT_URL, "https://www.google.com/"):Perform() --Peform is an async task so keep the curlObject somewhere where it does not get freed from lua gc.
Set specific curl options during initialize.
Usage example
LuaCurl object:Setopt(eCurlOption option, string str) LuaCurl object:Setopt(eCurlOption option, int value) LuaCurl object:Setopt(eCurlOption.CURLOPT_URL, "https://www.google.com/")
DatBitBuffer
Bit buffer for reading/writing network sync data
Read boolean from buffer
Usage example
bool,bool object:ReadBool()
Read signed int from buffer
Read unsigned int from buffer
Read string from buffer
Write boolean to buffer
Write signed int to buffer
Write unsigned int to buffer
Write string to buffer
Set cursor position
Get cursor position
Get max buffer size
Reads a signed integer from the buffer. Format: [value, success]
Usage example
int,bool object:ReadInt(int numBits)
Reads a zero-terminated string from the buffer. Format: [value, success]
Usage example
string,bool object:ReadString(int maxChars)
Reads an unsigned integer from the buffer. Format: [value, success]
Usage example
int,bool object:ReadUns(int numBits)
Sets the bit position of the cursor. This is the location of the next read/write.
Usage example
bool object:SetCursorPos(int pos)
D3D12Texture
Texture class for D3D12 rendering
Get current frame texture ID
Usage example
ImTextureID object:GetCurrent()
Get specific frame texture
Get number of frames
Usage example
int object:GetFrameCount()
Get texture width
Usage example
int object:GetWidth()
Get texture height
Usage example
int object:GetHeight()
The index starts at 0. The max index is (GetFrameCount - 1).
Usage example
ImTextureID object:GetFrame(int index)
Vector2
2D vector class (V2)
Create new Vector2
X component
Y component
Get vector length
Get length squared
Normalize vector
Dot product
Distance to other vector
Linear interpolation
CPedGameStateDataNode
Ped game state sync data node. Data nodes like this one are the serialization units the network code uses to replicate a ped's non-positional state between machines: the engine fills one of these each sync tick and reads it back to apply the received state. Unlike CPed itself, a data node's fields are not guaranteed to sit at the same byte offset across every game build, so resolve a validated instance pointer (for example from a hooked sync call) before doing raw memory.* reads on it.
Currently selected weapon hash
Usage example
int object.weapon
Ped death state
Usage example
int object.deathState
Ped arrest state
Usage example
int object.arrestState
Current vehicle ID
Usage example
int object.vehicleID
Seat index in vehicle
Usage example
int object.seat
Is ped in vehicle
Usage example
bool object.inVehicle
Does ped have vehicle
Usage example
bool object.hasVehicle
Is flashlight on
Usage example
bool object.flashLightOn
Is weapon object present
Usage example
bool object.weaponObjectExists
Is weapon visible
Usage example
bool object.weaponObjectVisible
Weapon tint index
Usage example
int object.weaponObjectTintIndex
Number of weapon components
Usage example
int object.numWeaponComponents
Weapon component hashes
Equipped gadget hashes
Number of equipped gadgets
Usage example
int object.numGadgets
Action mode enabled
Usage example
bool object.bActionModeEnabled
Stealth mode enabled
Usage example
bool object.bStealthModeEnabled
Once you have a validated pointer to a ped's CPedGameStateDataNode instance, its fields can be read like any other struct field.
Usage example
-- weaponFieldOffset must be resolved for your target build (e.g. via a hook
-- on the node's Read/Write serialisation function, or a per-build dump)
local weaponHash = memory.read_int(nodePtr + weaponFieldOffset)
print("synced weapon hash:", weaponHash)do we have a valid weapon clip set? Used as part of a hack fix for when pointing while holding a weapon
Usage example
bool object.HasValidWeaponClipset
eHeadIkFlags
Usage example
int object.LookAtFlags
If looking at an object, ID of object ped is looking at
Usage example
int object.LookAtObjectID
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
Member available through Scooby's native Lua API.
Usage example
bool object.bDisableStartEngine
Member available through Scooby's native Lua API.
Usage example
bool object.bPedPerceptionModified
Member available through Scooby's native Lua API.
Usage example
bool object.bvehicleweaponindex
Member available through Scooby's native Lua API.
Usage example
bool object.canBeIncapacitated
Member available through Scooby's native Lua API.
Usage example
bool object.changeToAmbientPopTypeOnMigration
Member available through Scooby's native Lua API.
Usage example
int object.cleardamagecount
Member available through Scooby's native Lua API.
Usage example
bool object.createdByConcealedPlayer
ID of the player that is and has taken us into custody.
Usage example
int object.custodianID
Member available through Scooby's native Lua API.
Usage example
bool object.disableBlindFiringInShotReactions
The ped is running a CTaskSwapWeapon
Usage example
bool object.doingWeaponSwap
Member available through Scooby's native Lua API.
Usage example
bool object.dontActivateRagdollFromAnyPedImpact
Member available through Scooby's native Lua API.
Usage example
bool object.dontBehaveLikeLaw
hashes of gadgets equipped
Usage example
table<int, int> object.equippedGadgets
does this ped have a custodian.
Usage example
bool object.hasCustodianOrArrestFlags
Member available through Scooby's native Lua API.
Usage example
bool object.hasDroppedWeapon
Member available through Scooby's native Lua API.
Usage example
bool object.hitByTranqWeapon
Member available through Scooby's native Lua API.
Usage example
bool object.isDuckingInVehicle
Is looking at an object
Usage example
bool object.isLookingAtObject
Member available through Scooby's native Lua API.
Usage example
bool object.isUpright
Member available through Scooby's native Lua API.
Usage example
bool object.isUsingAlternateLowriderLeanAnims
Member available through Scooby's native Lua API.
Usage example
bool object.isUsingLowriderLeanAnims
ped keeps his tasks given when he was a script ped
Usage example
bool object.keepTasksAfterCleanup
Member available through Scooby's native Lua API.
Usage example
bool object.killedByKnockdown
Member available through Scooby's native Lua API.
Usage example
bool object.killedByStandardMelee
Member available through Scooby's native Lua API.
Usage example
bool object.killedByStealth
Member available through Scooby's native Lua API.
Usage example
bool object.killedByTakedown
ID of the mount this ped is currently in
Usage example
int object.mountID
Member available through Scooby's native Lua API.
Usage example
int object.nMovementModeOverrideID
is this ped on a mount?
Usage example
bool object.onMount
Member available through Scooby's native Lua API.
Usage example
bool object.permanentlyDisablePotentialToBeWalkedIntoResponse
Member available through Scooby's native Lua API.
Usage example
int object.vehicleweaponindex
hashes of weapon components equipped
Usage example
table<int, int> object.weaponComponents
Member available through Scooby's native Lua API.
Usage example
table<int, int> object.weaponComponentsTint
Member available through Scooby's native Lua API.
Usage example
bool object.weaponObjectAttachLeft
Member available through Scooby's native Lua API.
Usage example
bool object.weaponObjectHasAmmo
CPedCreationDataNode
Ped creation sync data node
Ped model hash
Usage example
int object.modelHash
Population type
Usage example
int object.popType
Random seed
Usage example
int object.randomSeed
Maximum health
Usage example
int object.maxHealth
Spawned in vehicle
Usage example
bool object.inVehicle
Vehicle ID if in vehicle
Usage example
int object.vehicleID
Seat index if in vehicle
Usage example
int object.seat
Is ped standing
Usage example
bool object.isStanding
Does ped have prop
Usage example
bool object.hasProp
Prop hash if has prop
Usage example
int object.propHash
Voice hash
Usage example
int object.voiceHash
Is wearing helmet
Usage example
bool object.wearingAHelmet
is a valid respawn object id
Usage example
bool object.IsRespawnObjId
True if the respawn ped was flagged for removal
Usage example
bool object.RespawnFlaggedForRemoval
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
ID of the Player to attribute damage to.
Usage example
int object.attDamageToPlayer
True if the ped damage should be attributed to a certain player.
Usage example
bool object.hasAttDamageToPlayer
CVehicleGameStateDataNode
Vehicle game state sync data node
Is engine on
Usage example
bool object.engineOn
Is engine starting
Usage example
bool object.engineStarting
Is handbrake on
Usage example
bool object.handBrakeOn
Are lights on
Usage example
bool object.lightsOn
High beams on
Usage example
bool object.headlightsFullBeamOn
Is siren on
Usage example
bool object.sirenOn
Is alarm set
Usage example
bool object.alarmSet
Is alarm activated
Usage example
bool object.alarmActivated
Door lock state
Usage example
int object.doorLockState
Current radio station
Usage example
int object.radioStation
Is vehicle driveable
Usage example
bool object.isDriveable
Is parked vehicle
Usage example
bool object.isParked
Doors open bitmask
Usage example
int object.doorsOpen
Doors broken bitmask
Usage example
int object.doorsBroken
Windows down bitmask
Usage example
int object.windowsDown
Is roof lowered (convertible)
Usage example
bool object.roofLowered
Has timed explosive
Usage example
bool object.hasTimedExplosion
Explosion time
Usage example
int object.timedExplosionTime
Explosion culprit entity
Usage example
int object.timedExplosionCulprit
AI can use driver seat even if marked exclusive
Usage example
bool object.AICanUseExclusiveSeats
should players attempt to enter vehicle if its locked for them?
Usage example
bool object.DontTryToEnterThisVehicleIfLockedForPlayer
Member available through Scooby's native Lua API.
Usage example
int object.ExtraBrokenFlags
Member available through Scooby's native Lua API.
Usage example
number object.HeadlightMultiplier
Hash of a horn sound used for overriden vehicle horn
Usage example
int object.OverridenVehHornHash
Is vehicle horn has been overriden
Usage example
bool object.OverridingVehHorn
Member available through Scooby's native Lua API.
Usage example
int object.PlayerLocks
Allows the vehicle to be removed aggressively during the car jacking missions
Usage example
bool object.RemoveAggressivelyForCarjackingMission
Vehicle flag set by script but can't be synced in script node because it would reset
Usage example
bool object.UnFreezeWhenCleaningUp
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
Member available through Scooby's native Lua API.
Usage example
bool object.canEjectPassengersIfLocked
Member available through Scooby's native Lua API.
Usage example
bool object.checkForEnoughRoomToFitPed
Member available through Scooby's native Lua API.
Usage example
number object.customPathNodeStreamingRadius
Member available through Scooby's native Lua API.
Usage example
bool object.detachedTombStone
Member available through Scooby's native Lua API.
Usage example
bool object.disableSuperDummy
Member available through Scooby's native Lua API.
Usage example
table<int, int> object.doorIndividualLockedState
Member available through Scooby's native Lua API.
Usage example
int object.doorIndividualLockedStateFilter
if the doors are not allowed to be broken off bitmask
Usage example
int object.doorsNotAllowedToBeBrokenOff
doors open ratio
Usage example
table<int, int> object.doorsOpenRatio
Member available through Scooby's native Lua API.
Usage example
number object.downforceModifierFront
Member available through Scooby's native Lua API.
Usage example
number object.downforceModifierRear
Member available through Scooby's native Lua API.
Usage example
bool object.driftTyres
if the audio for the engine startup should be skipped
Usage example
bool object.engineSkipEngineStartup
exclusive driver (only peds that can drive this vehicle).
Usage example
table<int, int> object.exclusiveDriverPedID
flagged for cleanup
Usage example
bool object.flaggedForCleanup
should other vehicles be forced to stop for this one
Usage example
bool object.forceOtherVehsToStop
Is the Full Throttle effect being applied to this vehicle
Usage example
bool object.fullThrottleActive
Network time that Full Throttle will end
Usage example
int object.fullThrottleEndTime
Member available through Scooby's native Lua API.
Usage example
bool object.ghost
Member available through Scooby's native Lua API.
Usage example
bool object.hasBeenOwnedByPlayer
Member available through Scooby's native Lua API.
Usage example
bool object.hasLastDriver
Member available through Scooby's native Lua API.
Usage example
bool object.influenceWantedLevel
is this a stationary car
Usage example
bool object.isStationary
Script can disable trailers from attaching themselves
Usage example
bool object.isTrailerAttachmentEnabled
Time that the vehicle arrived at its current junction
Usage example
int object.junctionArrivalTime
Traffic flow command (stop, go)
Usage example
int object.junctionCommand
Member available through Scooby's native Lua API.
Usage example
int object.lastDriverPedID
Member available through Scooby's native Lua API.
Usage example
bool object.mercVeh
should this veh move away from the player
Usage example
bool object.moveAwayFromPlayer
Member available through Scooby's native Lua API.
Usage example
bool object.noDamageFromExplosionsOwnedByDriver
Member available through Scooby's native Lua API.
Usage example
int object.overridelights
Member available through Scooby's native Lua API.
Usage example
bool object.placeOnRoadQueued
Member available through Scooby's native Lua API.
Usage example
bool object.planeResistToExplosion
does this vehicle have pretend occupants
Usage example
bool object.pretendOccupants
driver changed current radio station
Usage example
bool object.radioStationChangedByDriver
consider this veh with cop/wrecked vehs for removal purposes
Usage example
bool object.removeWithEmptyCopOrWreckedVehs
is this vehicle running the car respot timer
Usage example
bool object.runningRespotTimer
indicates whether script has specified the handbrake is on this vehicle (included in vehicle game state to ensure goes with handbrake state)
Usage example
bool object.scriptSetHandbrakeOn
Member available through Scooby's native Lua API.
Usage example
bool object.usePlayerLightSettings
Member available through Scooby's native Lua API.
Usage example
bool object.useRespotEffect
Member available through Scooby's native Lua API.
Usage example
bool object.vehicleOccupantsTakeExplosiveDamage
Member available through Scooby's native Lua API.
Usage example
int object.xenonLightColor
CVehicleCreationDataNode
Vehicle creation sync data node
Vehicle model hash
Usage example
int object.modelHash
Population type
Usage example
int object.popType
Random seed
Usage example
int object.randomSeed
Maximum health
Usage example
int object.maxHealth
Vehicle status flags
Usage example
int object.status
Needs to be hotwired
Usage example
bool object.needsToBeHotwired
Tyres don't burst
Usage example
bool object.tyresDontBurst
Last driver time
Usage example
int object.lastDriverTime
Uses VTOL mode
Usage example
bool object.usesVerticalFlightMode
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
should this vehicle be taken out of the parked car population budget?
Usage example
bool object.takeOutOfParkedCarBudget
CVehicleHealthDataNode
Vehicle health sync data node
Current health
Usage example
int object.health
Body health
Usage example
int object.bodyhealth
Engine health (packed)
Usage example
int object.packedEngineHealth
Fuel tank health (packed)
Usage example
int object.packedPetrolTankHealth
Is health at max
Usage example
bool object.hasMaxHealth
Is vehicle wrecked
Usage example
bool object.isWrecked
Wrecked by explosion
Usage example
bool object.isBlownUp
Number of wheels
Usage example
int object.numWheels
Tyre damaged flags
Tyre destroyed flags
Suspension health array
Fix trigger counter
Usage example
int object.fixedCount
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
Member available through Scooby's native Lua API.
Usage example
int object.extinguishedFireCount
has this vehicle been damaged by another entity?
Usage example
bool object.hasDamageEntity
if the health is the same as body health
Usage example
bool object.healthsame
last material id that was damaged for vehicle
Usage example
int object.lastDamagedMaterialId
the health of the suspension for the wheels
Usage example
table<int, number> object.suspensionHealth
is the suspension health for all wheels at the default
Usage example
bool object.suspensionHealthDefault
Member available through Scooby's native Lua API.
Usage example
table<int, bool> object.tyreBrokenOff
indicates which tyres are damaged
Usage example
table<int, bool> object.tyreDamaged
indicates which tyres are destroyed
Usage example
table<int, bool> object.tyreDestroyed
Member available through Scooby's native Lua API.
Usage example
table<int, bool> object.tyreFire
is the tyre health for all wheels at the default
Usage example
bool object.tyreHealthDefault
Member available through Scooby's native Lua API.
Usage example
table<int, number> object.tyreWearRate
weapon damage entity (only for script objects???????????????)
Usage example
int object.weaponDamageEntity
weapon damage Hash
Usage example
int object.weaponDamageHash
CVehicleProximityMigrationDataNode
Network sync data node carrying the state a vehicle needs to migrate control between machines when players move out of each other's proximity - population type, occupant slots, packed velocity and the vehicle's in-flight AI task. Unlike most sync nodes, its fields sit at fixed byte offsets inside the node instance, documented below.
Maximum passenger count for this vehicle, at +0xC0
Usage example
int object.maxOccupants
Whether a population type is present, at +0xF4
Usage example
bool object.hasPopType
Population type value, at +0xF8
Vehicle status flag bitfield, at +0xFC
Usage example
int object.status
Timestamp of the last time this vehicle had a driver, at +0x100
Usage example
int object.lastDriverTime
Whether the vehicle is moving; position/velocity are only synced when true, at +0x104
Usage example
bool object.isMoving
Vehicle world position (packed Vector3), at +0x110
Packed X velocity component, at +0x120
Packed Y velocity component, at +0x124
Packed Z velocity component, at +0x128
Cruise speed multiplier used when computing AI cruise speeds, at +0x12C
Current migrating AI task type, at +0x134
Usage example
int object.taskType
Reads the packed status and movement flags straight out of a resolved CVehicleProximityMigrationDataNode instance.
Usage example
local status = memory.read_int(nodePtr + 0xFC)
local isMoving = memory.read_byte(nodePtr + 0x104) ~= 0
print("status:", status, "moving:", isMoving)population type 0x00F8
Usage example
int object.PopType
remaining time from respotting 0x0130
Usage example
int object.RespotCounter
speed multiplier (used when calculating cruise speeds) 0x012C
Usage example
number object.SpeedMultiplier
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
does this vehicle have passengers? 0x00C4
Usage example
table<int, bool> object.hasOccupant
does the vehicle have any task data to sync 0x0132
Usage example
bool object.hasTaskData
IDs of the passengers 0x00D4
Usage example
table<int, int> object.occupantID
current velocity X (packed) 0x120
Usage example
int object.packedVelocityX
current velocity Y (packed) 0x124
Usage example
int object.packedVelocityY
current velocity Z (packed) 0x128
Usage example
int object.packedVelocityZ
current vehicle position 0x110
Usage example
V3 object.position
the migration data of the current AI task 0x013C
Usage example
table<int, int> object.taskMigrationData
the size of the migration data for the current AI task 0x0138
Usage example
int object.taskMigrationDataSize
CDynamicEntityGameStateDataNode
Small network sync node covering the fixed-physics/collision game-state flags shared by every dynamic entity (peds, vehicles, most objects). Also carries the entity's decorator count and a reference to the interior it currently belongs to.
Interior proxy location reference, at +0xC0
Whether this entity forces its surrounding collision to load, at +0xC4
Usage example
bool object.loadsCollisions
Whether the entity is retained (kept alive) by the streaming system, at +0xC5
Usage example
bool object.retained
Number of script decorators attached to the entity, at +0xC8
Usage example
int object.decoratorListCount
Reads the loadsCollisions flag from a resolved CDynamicEntityGameStateDataNode instance.
Usage example
local loadsCollisions = memory.read_byte(nodePtr + 0xC4) ~= 0
print("forces collision load:", loadsCollisions)0x00C0
Usage example
int object.InteriorProxyLoc
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
eFeatureType
Feature type enumeration
Clickable button
Dropdown combo
Toggleable combo
Custom-rendered feature
RGB color input
RGBA color input
Float input
Integer input
Text input
List feature
List feature with info panel
Float slider
Float slider with toggle
Integer slider
Integer slider with toggle
On/off toggle
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
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Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
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Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
eGuiMode
GUI mode enumeration
GUI closed
Click-based GUI
List-based GUI
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
eLuaEvent
Lua event enumeration
Called every frame
Called in native thread
Key pressed
Key released
Script event received
Network event received
Chat message received
Player joined session
Player left session
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
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Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
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Member available through Scooby's native Lua API.
Runs registered cleanup handlers when the Lua is stopped or unloaded.
Member available through Scooby's native Lua API.
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Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
eExplosionTag
Explosion type enumeration
Grenade explosion
Grenade launcher
Sticky bomb
Molotov cocktail
Rocket
Tank shell
High octane
Car explosion
Plane explosion
Petrol pump
Bike explosion
Steam
Flame
Water hydrant
Gas canister
Boat explosion
Ship destroy
Truck explosion
Bullet impact
Smoke grenade
Smoke grenade
BZ gas
Flare
Gas canister
Fire extinguisher
Plane rocket
Vehicle bullet
Gas tank
Firework
Snowball
Proximity mine
Valkyrie cannon
Orbital cannon
Member available through Scooby's native Lua API.
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Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
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Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
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Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
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eEntityType
Entity type enumeration
No entity
Pedestrian
Vehicle
Object
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Member available through Scooby's native Lua API.
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Member available through Scooby's native Lua API.
ImGui
ImGui drawing and UI functions for custom interfaces
Draw a circle outline
Draw a filled circle
Draw a texture image
Draw a rounded texture image
Draw a line between two points
Draw a rectangle outline
Draw a filled rectangle
Draw a gradient filled rectangle
Draw text at position
Draw a triangle outline
Draw a filled triangle
Draw circle on background layer
Draw filled circle on background layer
Draw line on background layer
Draw rectangle on background layer
Draw filled rectangle on background layer
Draw text on background layer
Convert float4 color to packed U32
Convert RGBA table to packed U32
Convert packed U32 to float4 table
Convert HSV to RGB color
Convert RGB to HSV color
Begin a new window. Always call End once, even when the returned visible value is false.
End the Lua-owned current window. Extra calls cannot close Scooby's host window.
Begin a child region
End child region
Begin a group (lock horizontal starting position)
End the current group
Create a button
Create a small button
Create a checkbox
Create a radio button
Show a progress bar
Draw a bullet point
Create a float slider
Create an integer slider
Create an angle slider (radians)
Create a vertical float slider
Create a vertical integer slider
Create a draggable float input
Create a draggable integer input
Create a text input field
Create a multiline text input
Create an integer input field
Create a float input field
Create RGB color editor
Create RGBA color editor
Create RGB color picker
Create RGBA color picker
Create a combo box dropdown
Begin a custom combo box
End the custom combo box
Create a list box
Create a selectable item
Create a tree node
Create a tree node with flags
Push tree indentation
Pop tree indentation
Create a collapsing header
Begin a tab bar
End tab bar
Begin a tab item
End tab item
Begin a table
End table
Usage example
void ImGui.EndTable()
Move to next table row
Usage example
void ImGui.TableNextRow()
Move to next table column
Set current column index
Setup a table column
Begin a popup
Begin a modal popup
End popup
Open a popup
Close current popup
Check if popup is open
Begin menu bar
End menu bar
Begin main menu bar
End main menu bar
Begin a menu
End menu
Create a menu item
Begin a tooltip
End tooltip
Set tooltip text
Draw a separator line
Put next widget on same line
Force a new line
Add vertical spacing
Add invisible spacing
Increase indentation
Decrease indentation
Setup column layout (legacy)
Move to next column (legacy)
Display text
Display colored text
Display grayed out text
Display wrapped text
Display text with bullet point
Display label with text value
Get screen display size
Usage example
number, number ImGui.GetDisplaySize()
Get current frame rate
Usage example
number ImGui.GetFrameRate()
Get cursor position within window
Set cursor position within window
Get cursor position in screen space
Set cursor position in screen space
Get window position
Get window size
Set window position
Set window size
Get available content region
Calculate text dimensions
Get last item min bounds
Get last item max bounds
Get last item size
Get mouse position
Check if mouse button was clicked
Check if mouse button is held
Check if mouse button was released
Check if mouse button was double-clicked
Check if mouse is in rect
Check if last item is hovered
Check if last item is active
Check if last item is focused
Check if last item was clicked
Check if last item is visible
Check if last item was edited
Check if last item was deactivated
Push a style color
Pop style color(s)
Push a style variable (float)
Pop style variable(s)
Push item width
Pop item width
Set next item width
Push an ID
Pop the ID
Get ID from string
Get horizontal scroll position
Get vertical scroll position
Set horizontal scroll position
Set vertical scroll position
Scroll to make current X visible
Scroll to make current Y visible
Member available through Scooby's native Lua API.
Usage example
void ImGui.AddCircle(number x, number y, number radius, int r, int g, int b, int a, int numSegments = 0, number thickness = 1.0)
Member available through Scooby's native Lua API.
Usage example
void ImGui.AddCircleFilled(number x, number y, number radius, int r, int g, int b, int a, int numSegments = 0)
min and max represent the upper-left and lower-right corners of the rectangle. uv_min and uv_max represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture.
Usage example
void ImGui.AddImage(ImTextureID texture, number min_x, number min_y, number max_x, number max_y, number uv_min_x = 0.0, number uv_min_y = 0.0, number uv_max_x = 1.0, number uv_max_y = 1.0, int color = 255 << 24 | 255 << 16 | 255 << 8 | 255)
Member available through Scooby's native Lua API.
Usage example
void ImGui.AddImageQuad(ImTextureID texture, V2 p1, V2 p2, V2 p3, V2 p4, V2 uv1 = Vector2.New(0.0, 0.0), V2 uv2 = Vector2.New(1.0, 0.0), V2 uv3 = Vector2.New(1.0, 1.0), V2 uv4 = Vector2.New(0.0, 1.0), int alpha = 255)
Member available through Scooby's native Lua API.
Usage example
void ImGui.AddImageRotated(ImTextureID texture, number center_x, number center_y, number width, number height, number angle, int alpha = 255)
Same as AddImage with rounding.
Usage example
void ImGui.AddImageRounded(ImTextureID texture, number min_x, number min_y, number max_x, number max_y, number uv_min_x = 0.0, number uv_min_y = 0.0, number uv_max_x = 1.0, number uv_max_y = 1.0, int color = 255 << 24 | 255 << 16 | 255 << 8 | 255, number rounding = 16.0)
Member available through Scooby's native Lua API.
Usage example
void ImGui.AddLine(number x1, number y1, number x2, number y2, int r, int g, int b, int a, number thickness = 1.0)
Member available through Scooby's native Lua API.
Usage example
void ImGui.AddRect(number x1, number y1, number x2, number y2, int r, int g, int b, int a, number rounding = 1.0, int drawFlags = 0, number thickness = 1.0)
Member available through Scooby's native Lua API.
Usage example
void ImGui.AddRectFilled(number x1, number y1, number x2, number y2, int r, int g, int b, int a, number rounding = 1.0, int drawFlags = 0)
Member available through Scooby's native Lua API.
Usage example
void ImGui.AddRectFilledMultiColor(number x1, number y1, number x2, number y2, int col_upr_left, int col_upr_right, int col_bot_right, int col_bot_left)
ImGui.AddRectFilledMultiColor(0, 0, 100, 100, ColorConvertRGBAToU32({255, 255, 255, 255}), ColorConvertRGBAToU32({255, 255, 255, 255}), ColorConvertRGBAToU32({0, 0, 0, 255}), ColorConvertRGBAToU32({0, 0, 0, 255}))Member available through Scooby's native Lua API.
Usage example
void ImGui.AddText(number x, number y, strig text, int r, int g, int b, int a)
Member available through Scooby's native Lua API.
Usage example
void ImGui.AddTriangle(number x1, number y1, number x2, number y2, number x3, number y3, int r, int g, int b, int a, number thickness = 1.0)
Member available through Scooby's native Lua API.
Usage example
void ImGui.AddTriangleFilled(number x1, number y1, number x2, number y2, number x3, number y3, int r, int g, int b, int a)
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Usage example
void ImGui.BeginDisabled()
Member available through Scooby's native Lua API.
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Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Usage example
bool ImGui.BeginTable(string strId, int columns, ImGuiTableFlags flags)
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Usage example
void ImGui.BgAddCircle(number x, number y, number radius, int r, int g, int b, int a, int numSegments = 0, number thickness = 1.0)
Member available through Scooby's native Lua API.
Usage example
void ImGui.BgAddCircleFilled(number x, number y, number radius, int r, int g, int b, int a, int numSegments = 0)
min and max represent the upper-left and lower-right corners of the rectangle. uv_min and uv_max represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture.
Usage example
void ImGui.BgAddImage(ImTextureID texture, number min_x, number min_y, number max_x, number max_y, number uv_min_x = 0.0, number uv_min_y = 0.0, number uv_max_x = 1.0, number uv_max_y = 1.0, int color = 255 << 24 | 255 << 16 | 255 << 8 | 255)
Member available through Scooby's native Lua API.
Usage example
void ImGui.BgAddImageQuad(ImTextureID texture, V2 p1, V2 p2, V2 p3, V2 p4, V2 uv1 = Vector2.New(0.0, 0.0), V2 uv2 = Vector2.New(1.0, 0.0), V2 uv3 = Vector2.New(1.0, 1.0), V2 uv4 = Vector2.New(0.0, 1.0), int alpha = 255)
Member available through Scooby's native Lua API.
Usage example
void ImGui.BgAddImageRotated(ImTextureID texture, number center_x, number center_y, number width, number height, number angle, int alpha = 255)
Same as AddImage with rounding.
Usage example
void ImGui.BgAddImageRounded(ImTextureID texture, number min_x, number min_y, number max_x, number max_y, number uv_min_x = 0.0, number uv_min_y = 0.0, number uv_max_x = 1.0, number uv_max_y = 1.0, int color = 255 << 24 | 255 << 16 | 255 << 8 | 255, number rounding = 16.0)
Member available through Scooby's native Lua API.
Usage example
void ImGui.BgAddLine(number x1, number y1, number x2, number y2, int r, int g, int b, int a, number thickness = 1.0)
Member available through Scooby's native Lua API.
Usage example
void ImGui.BgAddRect(number x1, number y1, number x2, number y2, int r, int g, int b, int a, number rounding = 1.0, int drawFlags = 0, number thickness = 1.0)
Member available through Scooby's native Lua API.
Usage example
void ImGui.BgAddRectFilled(number x1, number y1, number x2, number y2, int r, int g, int b, int a, number rounding = 1.0, int drawFlags = 0)
Member available through Scooby's native Lua API.
Usage example
void ImGui.BgAddRectFilledMultiColor(number x1, number y1, number x2, number y2, int col_upr_left, int col_upr_right, int col_bot_right, int col_bot_left)
ImGui.BgAddRectFilledMultiColor(0, 0, 100, 100, ColorConvertRGBAToU32({255, 255, 255, 255}), ColorConvertRGBAToU32({255, 255, 255, 255}), ColorConvertRGBAToU32({0, 0, 0, 255}), ColorConvertRGBAToU32({0, 0, 0, 255}))Member available through Scooby's native Lua API.
Usage example
void ImGui.BgAddText(number x, number y, strig text, int r, int g, int b, int a)
Member available through Scooby's native Lua API.
Usage example
void ImGui.BgAddTriangle(number x1, number y1, number x2, number y2, number x3, number y3, int r, int g, int b, int a, number thickness = 1.0)
Member available through Scooby's native Lua API.
Usage example
void ImGui.AddTriangleFilled(number x1, number y1, number x2, number y2, number x3, number y3, int r, int g, int b, int a)
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Converts a float 4 into a packed color.
Usage example
int ImGui.ColorConvertFloat4ToU32(table<int, number> color)
Member available through Scooby's native Lua API.
Converts an rgba table to a packed color.
Usage example
int ImGui.ColorConvertRGBAToU32(table<int, int> rgba)
Member available through Scooby's native Lua API.
Converts a packed color into a float 4.
Usage example
table<int, number> ImGui.ColorConvertU32ToFloat4(int color)
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
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Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
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Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
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Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
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Usage example
void ImGui.EndDisabled()
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Member available through Scooby's native Lua API.
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Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
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Usage example
void ImGui.TableNextColumn()
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Usage example
bool ImGui.TableSetColumnIndex(int column)
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Usage example
void ImGui.TableSetupColumn(string strId, ImGuiTableColumnFlags flags)
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ImGuiCol
ImGui color indices for styling
Text color
Disabled text color
Window background color
Child window background
Popup background color
Border color
Border shadow color
Frame background color
Frame hovered background
Frame active background
Title bar background
Active title bar background
Collapsed title background
Menu bar background
Scrollbar background
Scrollbar grab color
Scrollbar grab hovered
Scrollbar grab active
Checkmark color
Slider grab color
Slider grab active
Button color
Button hovered color
Button active color
Header color
Header hovered color
Header active color
Separator color
Separator hovered
Separator active
Resize grip color
Resize grip hovered
Resize grip active
Tab color
Tab hovered color
Tab active color
Tab unfocused color
Tab unfocused active
Plot lines color
Plot lines hovered
Plot histogram color
Plot histogram hovered
Text selection background
Drag drop target color
Navigation highlight
Windowing highlight
Windowing dim background
Modal dim background
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ImGuiDir
ImGui direction constants
No direction
Left direction
Right direction
Up direction
Down direction
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ImGuiColorEditFlags
Flags for color editor widgets
No special flags
Ignore alpha (read 3 components)
Disable picker when clicking
Disable options menu
Disable small preview square
Disable inputs sliders/text
Disable tooltip on hover
Disable display of label
Disable side color preview
Disable drag and drop
Disable border around widget
Show vertical alpha bar
Preview as checkerboard
Half checkerboard for alpha
Allow 0.0f to >1.0f values
Display as RGB
Display as HSV
Display as hex
Display values as 0-255
Display values as 0.0-1.0
Use bar for hue picker
Use wheel for hue picker
Input as RGB values
Input as HSV values
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ImGuiComboFlags
Flags for combo box widgets
No special flags
Align popup to left
Small popup height
Regular popup height
Large popup height
Largest popup height
Hide arrow button
Hide preview
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ImGuiCond
Condition flags for set functions
No condition (always)
Set unconditionally
Set once per runtime session
Set if never used before
Set when appearing
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ImGuiInputTextFlags
Flags for input text widgets
No special flags
Allow 0123456789.+-*/
Allow 0123456789ABCDEFabcdef
Turn lowercase to uppercase
Filter out spaces and tabs
Select all on focus
Return true on enter key
Allow tab input
Ctrl+Enter for new line
Disable horizontal scroll
Overwrite mode
Read-only mode
Password mode (show asterisks)
Disable undo/redo
Allow 0123456789.+-*/eE
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ImGuiWindowFlags
Flags for window creation
No special flags
Disable title bar
Disable resize grips
Disable window move
Disable scrollbar
Disable mouse scroll
Disable collapse button
Auto-resize to content
Disable background
Don't save settings
Disable mouse inputs
Has a menu bar
Allow horizontal scroll
No focus on appear
No bring to front
Always show V scrollbar
Always show H scrollbar
Use window padding
Disable navigation inputs
Disable navigation focus
Disable all navigation
No decorations
No inputs
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ImGuiStyleVar
Style variable indices for PushStyleVar
Global alpha
Disabled alpha
Window padding
Window rounding
Window border size
Window minimum size
Window title alignment
Child rounding
Child border size
Popup rounding
Popup border size
Frame padding
Frame rounding
Frame border size
Item spacing
Item inner spacing
Indent spacing
Table cell padding
Scrollbar size
Scrollbar rounding
Grab minimum size
Grab rounding
Tab rounding
Button text alignment
Selectable text alignment
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ImGuiSelectableFlags
Flags for Selectable widget
No special flags
Don't close popup
Span all columns
Allow double click
Disabled state
Allow item overlap
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ImGuiTreeNodeFlags
Flags for tree nodes
No special flags
Draw as selected
Draw with frame
Allow overlap
Don't push on open
No auto open
Default to open
Open on double click
Open only on arrow
No collapsing (leaf)
Show bullet
Use frame padding
Span available width
Span full width
Collapsing header style
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ImGuiTableFlags
Flags for table widgets
No special flags
Columns are resizable
Columns are reorderable
Columns can be hidden
Table is sortable
Don't save settings
Context menu in body
Alternating row colors
Inner horizontal borders
Outer horizontal borders
Inner vertical borders
Outer vertical borders
Horizontal borders
Vertical borders
Inner borders
Outer borders
All borders
Horizontal scroll
Vertical scroll
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ImGuiHoveredFlags
Flags for hover detection
Return true when hovered
Include child windows
Only root window
Any window
Allow when blocked
Allow when active item
Allow when overlapped
Allow when disabled
Rectangle only test
Root and child windows
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ImGuiMouseButton
Mouse button constants
Left mouse button
Right mouse button
Middle mouse button
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ImGuiMouseCursor
Mouse cursor types
No cursor (hidden)
Arrow cursor (default)
Text input cursor (I-beam)
Resize all directions
Resize north-south
Resize east-west
Resize diagonal NE-SW
Resize diagonal NW-SE
Hand cursor (for links)
Not allowed cursor
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natives
Native function loading. Call natives.load_natives() to load all GTA V native wrappers, then use e.g. PLAYER.PLAYER_PED_ID()
Load all GTA V native function definitions into Lua globals (e.g. PLAYER, ENTITY, PED, VEHICLE namespaces)
Check if native functions have been loaded
Game
Game version detection and edition-specific helpers for EE/LE compatibility
Check if running Enhanced Edition (EE) - returns true for next-gen/PC enhanced
Check if running Legacy Edition (LE) - returns true for old-gen/legacy PC
Get edition string: 'EE' for Enhanced or 'LE' for Legacy
Get edition-appropriate value. Returns eeValue on EE, leValue on LE
Get edition-appropriate global address (automatically selects EE or LE value)
Get the game build number
Check if a feature is available on current edition
GameVersionQuickRef
Quick reference patterns for Game version API
if Game.IsEnhancedEdition() then ... else ... end - Check edition and run different code
local BASE = Game.GetGlobal(EE_VALUE, LE_VALUE) - Get correct global for current edition
local val = Game.GetEditionValue(eeVal, leVal) - Works with any type: numbers, strings, tables
Use if-else to define edition-specific global tables at script start, then use them throughout
Heist.BASE = Game.IsEnhancedEdition() and 2686095 or 2686093 - Ternary-style edition check
GameVersionExamples
Full code examples for Game version API (copy these)
-- Check which edition is running if Game.IsEnhancedEdition() then print("Running Enhanced Edition (EE)") else print("Running Legacy Edition (LE)") end
-- Use edition-specific globals in your script local HEIST_BASE = Game.GetGlobal(4718592, 4718590) -- EE value, LE value -- Same as: local HEIST_BASE = Game.IsEnhancedEdition() and 4718592 or 4718590
-- Get edition-appropriate value for any type local heistOffset = Game.GetEditionValue(3539, 3537) -- EE offset, LE offset local labelText = Game.GetEditionValue("EE_LABEL", "LE_LABEL") -- Works with tables too local settings = Game.GetEditionValue( { base = 1000, offset = 100 }, -- EE settings { base = 900, offset = 90 } -- LE settings )
-- Complete example: Version-aware heist script local Heist = {} -- Define edition-specific globals if Game.IsEnhancedEdition() then Heist.CUT_BASE = 2686095 Heist.CUT_OFFSET = 6783 Heist.READY_BASE = 2658294 else -- Legacy Edition Heist.CUT_BASE = 2686093 Heist.CUT_OFFSET = 6781 Heist.READY_BASE = 2658292 end -- Or use the helper function Heist.DIFFICULTY = Game.GetGlobal(3538, 3536) -- Now use these values in your script script.run_in_callback(function() while true do local g = ScriptGlobal.new(Heist.CUT_BASE) if g:can_access() then g:at(Heist.CUT_OFFSET):set_int(85) end script.yield(1000) end end)
Ped
Ped constructor module. Use Ped.new(handle) or Ped.create(...), then call snake_case methods on the instance
Spawn a ped at position
Spawn a random ped at position
Delete a ped
Check if ped exists
Check if ped is alive
Check if ped is dead
Check if ped is in any vehicle
Check if ped is in specific vehicle
Get vehicle ped is in
Put ped into vehicle seat
Get ped world position
Set ped world position
Get ped heading (rotation)
Set ped heading
Get ped health
Set ped health
Get ped max health
Set ped max health
Get ped armour
Set ped armour
Kill the ped instantly
Resurrect a dead ped
Clear all ped tasks
Clear tasks immediately
Set ped invincibility
Set ped visibility
Set if ped can ragdoll
Make ped ragdoll
Set ped combat ability (0-2)
Set ped shooting accuracy (0-100)
Give weapon to ped
Remove weapon from ped
Remove all weapons
Get current weapon hash
Set current weapon
Check if ped has weapon
Get ammo count for weapon
Set ammo count for weapon
Set relationship between ped groups
Get ped's group hash
Set ped's group
Clone a ped
Set ped component (clothes)
Set ped prop (hat, glasses)
Clear ped prop
Set ped face blend data
Set ped head overlay (makeup, beard)
Set head overlay color
Set ped hair color
Set ped eye color
Make ped walk/run to position
Make ped follow another entity
Make ped attack target
Make ped flee from entity
Make ped do drive-by
Make ped enter vehicle
Make ped leave vehicle
Play animation on ped
Stop animation on ped
Check if ped is playing animation
Vehicle
Vehicle constructor module. Use Vehicle.new(handle) or Vehicle.create(...), then call snake_case methods on the instance
Spawn a vehicle at position
Delete a vehicle
Check if vehicle exists
Get vehicle world position
Set vehicle world position
Get vehicle rotation
Set vehicle rotation
Get vehicle heading
Set vehicle heading
Get vehicle velocity
Set vehicle velocity
Get vehicle speed (m/s)
Set vehicle forward speed
Get vehicle health (0-1000)
Set vehicle health
Get engine health (-4000 to 1000)
Set engine health
Get body health (0-1000)
Set body health
Get fuel tank health
Set fuel tank health
Fully repair vehicle
Fix vehicle deformation
Get vehicle driver ped
Get passenger in seat
Get number of seats
Check if seat is free
Turn engine on/off
Check if engine is running
Turn lights on/off
Get lights state
Set siren on/off
Check if siren is on
Set alarm on/off
Check if alarm is activated
Open/close door
Shut door
Break door off
Get door angle ratio
Roll window up/down
Smash window
Fix smashed window
Burst tyre
Fix burst tyre
Check if tyre is burst
Set if tyres can burst
Place vehicle on ground properly
Set vehicle invincibility
Set if vehicle can be targeted
Set if vehicle can be damaged
Set vehicle primary/secondary color
Get vehicle colors
Set custom RGB primary color
Set custom RGB secondary color
Get custom primary RGB
Get custom secondary RGB
Set extra colors (pearl, wheel)
Get extra colors
Set vehicle livery
Get vehicle livery
Get number of liveries
Set vehicle mod
Get vehicle mod
Get number of mods for type
Set mod kit (needed for mods)
Set wheel type
Get wheel type
Set license plate text
Get license plate text
Set license plate style
Get license plate style
Enable/disable neon
Get neon enabled states
Set neon color
Get neon color
Set xenon headlight color
Get xenon headlight color
Set tyre smoke color
Get tyre smoke color
Set window tint
Get window tint
Toggle vehicle extra
Check if extra is on
Set radio station
Raise/lower convertible roof
Check if vehicle is convertible
Set vehicle gravity
Make vehicle strong (plane/heli)
Set engine power multiplier
Set engine torque multiplier
Object
Object spawning and manipulation functions
Spawn an object at position
Spawn object without ground offset
Delete an object
Check if object exists
Get object position
Set object position
Get object rotation
Set object rotation
Get object heading
Set object heading
Set object visibility
Set object physics
Freeze object position
Set object invincibility
Place object on ground
Attach object to entity
Detach object
Check if object is attached
Get entity object is attached to
Activate physics on collision
Slide object to position
Weapon
Weapon and ammo functions
Get weapon hash from name
Get weapon name from hash
Get weapon display name
Check if weapon hash is valid
Get max ammo for weapon
Get ammo in current clip
Set ammo in clip
Get weapon clip size
Refill all ammo
Get weapon damage type
Get component hash
Give weapon component
Remove weapon component
Check if has weapon component
Set weapon tint
Get weapon tint
Set weapon camo
Get weapon camo
Make ped fire at coords
Get where bullets will hit
World
World and environment functions
Get ground Z coordinate at position
Get water height at position
Cast a ray and get hit info
Get closest vehicle to position
Get closest ped to position
Get closest object to position
Get all nearby vehicles
Get all nearby peds
Get all nearby objects
Create explosion at position
Shoot bullet between points
Create a rope
Delete a rope
Attach rope end to entity
Clear area of objects/vehicles/peds
Clear area of vehicles only
Clear area of peds only
Clear area of objects only
Get zone name at position
Get street name at position
Set city blackout
TimeWeather
Time and weather control functions
Get current game hour (0-23)
Get current game minute (0-59)
Get current game second (0-59)
Set game time
Add to current time
Pause/unpause time
Get current weather type
Set weather type
Transition to weather
Clear weather override
Set rain intensity (0.0-1.0)
Get rain intensity
Set wind speed
Get wind speed
Set wind direction
Get wind direction
Enable/disable snow
Set screen effect
Clear screen effect
Set effect strength (0.0-1.0)
Blip
Map blip functions
Create blip at coordinates
Create blip for entity
Create radius blip
Delete blip
Check if blip exists
Get blip coordinates
Set blip coordinates
Get blip sprite
Set blip sprite/icon
Get blip color
Set blip color
Get blip alpha
Set blip alpha (0-255)
Set blip scale
Set blip name
Set GPS route to blip
Set GPS route color
Make blip flash
Set blip display mode
Set blip as short range only
Set blip as friendly
Set blip priority
Get entity type from blip
Get entity from blip
Get first blip of sprite type
Get next blip of sprite type
Get waypoint blip coords
Check if waypoint is set
Set waypoint at coords
Clear current waypoint
Camera
Camera creation and control
Create a camera
Delete camera
Check if camera exists
Set camera active (rendering)
Activate with interpolation
Stop custom camera, return to gameplay
Get camera position
Set camera position
Get camera rotation
Set camera rotation
Get camera field of view
Set camera field of view
Point camera at coordinates
Point camera at entity
Attach camera to entity
Detach camera from entity
Shake camera
Stop camera shake
Check if camera is shaking
Set motion blur strength
Set depth of field
Set DOF strength
Get current gameplay camera position
Get current gameplay camera rotation
Get gameplay camera FOV
Shake gameplay camera
Stop gameplay camera shake
Input
Input and control functions
Check if keyboard key is pressed
Check if key was just pressed
Check if key was just released
Check if game control is pressed
Check if control was just pressed
Check if control was just released
Check disabled control press
Check disabled control just pressed
Get control value (-1.0 to 1.0)
Get disabled control value
Disable a control this frame
Enable a control
Disable all controls this frame
Enable all controls
Set control input value
Get last input (0=mouse/kb, 2=gamepad)
Check if using keyboard/mouse
Audio
Audio and sound functions
Play a sound by ID
Play sound from entity
Play sound from coordinates
Play frontend sound
Stop a playing sound
Check if sound finished playing
Get new sound ID
Release a sound ID
Set audio flag
Set ambient zone state
Clear ambient zone state
Enable static emitter
Request audio bank
Release audio bank
Make ped speak
Stop ped speaking
Check if ped is speaking
Set microphone position
Set radio station
Get current radio station
Set vehicle radio enabled
Set vehicle radio station
Streaming
Model and asset streaming functions
Request model to load
Check if model is loaded
Mark model as not needed
Check if model hash is valid
Check if model exists in game files
Check if model is a vehicle
Check if model is a ped
Request animation dictionary
Check if anim dict is loaded
Remove animation dictionary
Request animation set
Check if anim set is loaded
Remove animation set
Request clip set
Check if clip set is loaded
Remove clip set
Request particle effect asset
Check if ptfx asset is loaded
Remove particle effect asset
Request texture dictionary
Check if texture dict is loaded
Mark texture dict as not needed
Request interior/IPL
Remove interior/IPL
Check if IPL is active
Request script audio bank
Release script audio bank
Graphics
Graphics and visual effects
Draw 3D line
Draw 3D polygon
Draw 3D box
Draw 3D sphere marker
Draw 3D marker
Draw 2D sprite
Draw 2D rectangle
Draw 2D text on screen
Draw 3D world text
Start particle effect at coords
Start particle effect on entity
Start particle effect on ped bone
Stop particle effect
Use non-looped ptfx asset
Set particle effect color
Set particle effect scale
Convert world coords to screen
Convert screen coords to world
Get screen resolution
Get screen aspect ratio
Enable/disable nightvision
Enable/disable thermal vision
Play screen effect
Stop screen effect
Check if effect is running
Stop all screen effects
UI
User interface and HUD functions
Show notification
Show subtitle text
Show help text (top left)
Hide help text
Check if help text is shown
Add text entry for labels
Check if text label exists
Get text from label
Show big warning message
Hide entire HUD
Hide specific HUD component
Show specific HUD component
Check if HUD component is active
Show/hide minimap
Set minimap zoom level (0-200)
Enable expanded minimap
Clear GPS waypoint
Set GPS waypoint
Check if waypoint is set
Get waypoint coordinates
Set GPS route to blip
Clear GPS route
Flash minimap
Request scaleform movie
Check if scaleform is loaded
Begin scaleform method call
Add int parameter
Add float parameter
Add bool parameter
Add string parameter
End and execute scaleform method
Draw scaleform movie
Draw scaleform fullscreen
Entity
Entity constructor module. Use Entity.new(handle), then call snake_case methods on the instance
Check if entity exists
Delete entity
Get entity type (1=Ped, 2=Vehicle, 3=Object)
Get entity model hash
Get entity position
Set entity position
Get entity rotation
Set entity rotation
Get entity heading (yaw)
Set entity heading
Get entity velocity
Set entity velocity
Get entity speed
Get entity forward direction
Get entity up direction
Get entity right direction
Get entity health
Set entity health
Get entity max health
Set entity max health
Check if entity is dead
Check if entity is alive
Check if entity is visible
Set entity visibility
Check if entity is on screen
Check if entity is in water
Check if entity is in air
Check if entity is on fire
Set entity on fire
Stop entity fire
Set entity invincibility
Set if entity can be damaged
Freeze entity position
Set entity collision
Check if entity has collision
Check if entity is attached
Get entity attached to
Attach entity to another
Detach entity
Set entity alpha/transparency
Get entity alpha
Reset entity alpha to full
Set as mission entity (won't despawn)
Mark entity as no longer needed
Request network control of entity
Check if we have control of entity
Get entity network ID
Get entity from network ID
Check if entity is networked
Get distance to another entity
Get distance to coordinates
Apply physics force to entity
Math
Math utility functions
Calculate 3D distance between two points
Calculate 2D distance between two points
Linear interpolation between values
Clamp value between min and max
Convert degrees to radians
Convert radians to degrees
Convert direction vector to rotation
Convert rotation to direction vector
Get heading from one point to another
Get random integer
Get random float
Self
Local player convenience functions
Get local player ped handle
Get local player ID
Get local player position
Set local player position
Get local player heading
Set local player heading
Get vehicle local player is in
Check if local player is in vehicle
Get local player health
Set local player health
Get local player armour
Set local player armour
Get wanted level (0-5)
Set wanted level
Clear wanted level
Get current money amount
Set money amount
Give weapon to self
Remove weapon from self
Remove all weapons
Get current weapon hash
Set current weapon
Set local player invincible
Set never wanted mode
Enable super jump
Enable unlimited stamina
Enable fast run
Enable fast swim
Disable ragdoll
Online
GTA Online specific functions
Check if in GTA Online
Check if in active session
Get number of players in session
Get max players in session
Get all player IDs
Get player name by ID
Get player's ped
Get player's team
Check if player is dead
Check if player is in vehicle
Get player's vehicle
Get player's position
Get player's heading
Get player's health
Get player's armour
Get player's wanted level
Check if player is session host
Check if ID is local player
Get session host ID
Get script host ID
SyncNodes
Network sync data node access for advanced manipulation
Get CPedCreationDataNode for ped
Get CPedGameStateDataNode for ped
Get CVehicleCreationDataNode for vehicle
Get CVehicleGameStateDataNode for vehicle
Get CVehicleHealthDataNode for vehicle
Get CPlayerGameStateDataNode for player
Force write node data to network
CHandlingData
Vehicle handling data controlling physics and behavior. CHandlingData is a fixed-layout struct pointed to by CVehicle+0x960 (dereferenced); every f*/n*/vec* field documented below lives at a real byte offset inside it, and the struct also owns an array of per-vehicle-type sub-handling data (CCarHandlingData / CBikeHandlingData / CBoatHandlingData / CFlyingHandlingData - see those entries) reachable through its sub-handling array.
Create from memory address
Get memory address
Get handling data for vehicle
Vehicle mass in kg
Initial drag coefficient
Downforce modifier
Popup light rotation
Centre of mass offset (X,Y,Z)
Inertia multiplier (X,Y,Z)
Percent submerged when floating
Submerged ratio
Drive bias front (0.0=rear, 1.0=front)
Drive bias rear
Number of drive gears
Initial drive force
Drive inertia
Clutch upshift rate
Clutch downshift rate
Max flat velocity (top speed)
Brake force
Brake bias front
Handbrake force
Steering lock angle
Max traction curve
Min traction curve
Lateral traction curve
Traction spring delta max
Low speed traction loss multiplier
Camber stiffness
Traction bias front
Traction loss multiplier
Suspension force
Suspension compression damping
Suspension rebound damping
Suspension upper limit
Suspension lower limit
Suspension raise
Suspension bias front
Anti-roll bar force
Anti-roll bar bias front
Roll centre height front
Roll centre height rear
Collision damage multiplier
Weapon damage multiplier
Deformation damage multiplier
Engine damage multiplier
Petrol tank volume
Oil volume
Seat offset X
Seat offset Y
Seat offset Z
Monetary/sell value
Model flags
Handling flags
Damage flags
atArray of pointers to the vehicle-type-specific sub-handling block (CCarHandlingData/CBikeHandlingData/CBoatHandlingData/CFlyingHandlingData) at CHandlingData+0x158
Reads and edits fMass directly at its known byte offset instead of going through a wrapper setter.
Usage example
local vehiclePtr = memory.handle_to_pointer(vehicle) local handlingPtr = memory.read_pointer(vehiclePtr + 0x960) local mass = memory.read_float(handlingPtr + 0xC) memory.write_float(handlingPtr + 0xC, mass * 0.5) -- halve the mass
CBaseSubHandlingData
Common base for the four vehicle-type-specific handling blocks (CCarHandlingData, CBikeHandlingData, CBoatHandlingData, CFlyingHandlingData). CHandlingData stores an array of these; the concrete pointer actually used at runtime is picked based on the vehicle's type and backs whichever type-specific fields apply to that vehicle.
Sub-handling type tag identifying which concrete subtype this pointer really is, at CBaseSubHandlingData+0xC8
Reads the sub-handling type tag from the first entry in a vehicle's CHandlingData sub-handling array.
Usage example
local vehiclePtr = memory.handle_to_pointer(vehicle)
local handlingPtr = memory.read_pointer(vehiclePtr + 0x960)
local dataPtr = memory.read_pointer(handlingPtr + 0x158) -- atArray data pointer
local subHandlingPtr = memory.read_pointer(dataPtr) -- first entry, dereferenced
local handlingType = memory.read_int(subHandlingPtr + 0xC8)
print("sub-handling type:", handlingType)CCarHandlingData
Car-specific handling tuning block, reached through CHandlingData's sub-handling array when the vehicle's type is a car. Holds suspension geometry (toe/camber/castor) and impulse tuning that only applies to four-wheeled vehicles.
Rear-end popup impulse multiplier against other cars, at CCarHandlingData+0x8
Front wheel toe angle, at CCarHandlingData+0x14
Rear wheel toe angle, at CCarHandlingData+0x18
Front wheel camber angle, at CCarHandlingData+0x1C
Rear wheel camber angle, at CCarHandlingData+0x20
Castor angle, at CCarHandlingData+0x24
Engine braking resistance, at CCarHandlingData+0x28
Reads the front toe angle from a car's CCarHandlingData block.
Usage example
local toeFront = memory.read_float(carSubHandlingPtr + 0x14)
print("front toe:", toeFront)CBikeHandlingData
Bike/quad lean and balance tuning block, reached through CHandlingData's sub-handling array for two-wheeled vehicles. Controls how far the rider leans into turns and how wheelies/stoppies balance.
Forward lean centre-of-mass multiplier, at CBikeHandlingData+0x8
Maximum bike bank angle, at CBikeHandlingData+0x18
Wheelie balance point, at CBikeHandlingData+0x34
Stoppie balance multiplier, at CBikeHandlingData+0x38
Reads a bike's maximum lean/bank angle from its CBikeHandlingData block.
Usage example
local maxBank = memory.read_float(bikeSubHandlingPtr + 0x18)
print("max bank angle:", maxBank)CBoatHandlingData
Boat-specific sub-handling block reached through CHandlingData's sub-handling array for watercraft. It carries no additional tunable fields beyond the shared CBaseSubHandlingData type tag - boat buoyancy and thrust are driven by CVehicle's own physics and model info fields instead.
Inherited sub-handling type tag, at CBoatHandlingData+0xC8 (same layout as CBaseSubHandlingData)
Confirms a resolved sub-handling pointer is really a boat block by reading the shared type tag.
Usage example
local handlingType = memory.read_int(boatSubHandlingPtr + 0xC8)
print("handling type tag:", handlingType)CFlyingHandlingData
Aircraft handling tuning block for planes and helicopters, reached through CHandlingData's sub-handling array. Covers thrust, control-surface response and turbulence.
Base thrust value, at CFlyingHandlingData+0x8
Yaw control multiplier, at CFlyingHandlingData+0x1C
Roll control multiplier, at CFlyingHandlingData+0x2C
Pitch control multiplier, at CFlyingHandlingData+0x38
Lift multiplier, at CFlyingHandlingData+0x44
Reads and doubles an aircraft's base thrust value directly on its CFlyingHandlingData block.
Usage example
local thrust = memory.read_float(flyingSubHandlingPtr + 0x8) memory.write_float(flyingSubHandlingPtr + 0x8, thrust * 2.0)
CWheel
Per-wheel runtime state for a vehicle, one instance per entry in CVehicle's wheel array. Tracks suspension compression, tyre health/temperature and per-wheel dynamic/config flags, separately from the shared, vehicle-wide CHandlingData.
Current tyre radius, at CWheel+0x110
Rim radius, at CWheel+0x114
Suspension health, at CWheel+0x1E8 (100 = default, 0 can trigger detachment)
Tyre health, at CWheel+0x1EC (0 = tyre gone, below roughly 500 = flat)
Wheel rotation speed, at CWheel+0x170
Per-wheel steering angle, at CWheel+0x1CC
Burst flag byte, at CWheel+0x20B
Walks a vehicle's wheel array and reads the first wheel's tyre health.
Usage example
local vehiclePtr = memory.handle_to_pointer(vehicle)
local wheelArrayData = memory.read_pointer(vehiclePtr + 0xC30) -- atArray data pointer
local firstWheelPtr = memory.read_pointer(wheelArrayData) -- CWheel* stored in the array
local tyreHealth = memory.read_float(firstWheelPtr + 0x1EC)
print("front-left tyre health:", tyreHealth)CTransmission
Per-vehicle transmission state, embedded directly inside CVehicle rather than reached through a separate pointer. Tracks the active gear, RPM, clutch/throttle blend and the per-gear ratio table used to derive top speed for each gear.
Active gear index, at CTransmission+0x0
Highest available gear, at CTransmission+0x6
Array of 11 per-gear ratio floats (reverse + 10 forward), starting at CTransmission+0xC, 4 bytes apart
Current engine RPM (normalized), at CTransmission+0x48
Clutch engagement, at CTransmission+0x54
Throttle input, at CTransmission+0x58
Reads a vehicle's current RPM straight out of its embedded CTransmission block.
Usage example
local vehiclePtr = memory.handle_to_pointer(vehicle)
local transmissionPtr = vehiclePtr + 0x880 -- CTransmission is embedded, no extra pointer hop
local rpm = memory.read_float(transmissionPtr + 0x48)
print("rpm (0-1):", rpm)CWeaponInfo
Weapon information and configuration. Every property above is backed by a real field on the underlying struct; ClipSize and Damage, for example, sit at fixed offsets readable directly once you have a validated CWeaponInfo pointer (typically obtained through CPedWeaponManager, see that entry).
Create from memory address
Get memory address
Get weapon info for weapon hash
Get weapon info for current weapon
Weapon hash
Ammo info hash
Magazine/clip size
Accuracy spread
Accurate mode accuracy modifier
Run and gun accuracy modifier
Recoil accuracy max
Recoil error time
Recoil recovery rate
Recoil accuracy for headshot
Min headshot distance (player)
Max headshot distance (player)
Headshot damage modifier (player)
Base weapon damage
Damage time
Damage time in vehicle
Damage time vehicle headshot
Limb damage modifier
Network limb damage modifier
Light armour damage modifier
Vehicle damage modifier
Weapon force
Force hit ped
Force hit vehicle
Force hit flying heli
Override force
Force max strength multiplier
Force falloff range start
Force falloff range end
Force falloff min
Projectile force
Fragment impulse
Penetration value
Vertical launch adjustment
Drop forward velocity
Bullet/projectile speed
Bullets per shot
Batch spread
Reload time (multiplayer)
Reload time (singleplayer)
Vehicle reload time
Animation reload rate
Bullets per animation loop
Time between shots
Firing pattern alias hash
Firing pattern hash
Spin up time (miniguns)
Spin time
Spin down time
AI sound range
AI potential blast range
Damage falloff range min
Damage falloff range max
Damage falloff modifier
Weapon effective range
Bullet direction offset (degrees)
Check if silenced
Weapon type enum
Weapon wheel slot
Weapon group hash
Weapon name hash, at CWeaponInfo+0x10
Magazine size, at CWeaponInfo+0x70 (mirrors the ClipSize property above)
Base damage, at CWeaponInfo+0xB0 (mirrors the Damage property above)
Reads and edits a weapon's clip size directly at its known offset.
Usage example
local clipSize = memory.read_uint(weaponInfoPtr + 0x70) memory.write_int(weaponInfoPtr + 0x70, clipSize * 2) -- double the magazine size
CPedModelInfo
Ped model information class
Create from memory address
Create from base model info
Get memory address
Model hash
Model index
Personality hash
Streamed ped type
Movement clip set
Default movement clip set
Strafe clip set
Movement to strafe clip set
Injured strafe clip set
Full body damage clip set
Additive damage clip set
Default gesture clip set
Facial clip set group
Default viseme clip set
Pose matcher name
Pose matcher prone name
Get expression set name
Motion task data set name
Default task data set name
Ped capsule name
Ped component variable metadata
Ped bone tag name
Head IK clamp prone mode
Check if male ped
Check if female ped
Check if human ped
Check if animal ped
Check if gang ped
Check if cop ped
CPed
Ped entity class with AI and state control. Internally CPed extends CEntity with ped-specific state: pointers to its intelligence/inventory/weapon-manager sub-objects, an embedded velocity vector, and raw armour/cash fields that sit at fixed offsets readable directly with memory.* once you have the ped's base pointer.
Create from memory address
Create from script handle
Get memory address
Usage example
int object:GetAddress()
Get script handle
Get world position
Set world position
Get rotation (pitch, roll, yaw)
Set rotation
Get heading angle
Set heading angle
Get velocity vector
Set velocity vector
Get current health
Set current health
Get maximum health
Set maximum health
Get current armour
Set current armour
Get ped intelligence
Get player info (if player ped)
Usage example
CPlayerInfo object.PlayerInfo
Get weapon manager
Get draw handler
Check if is player ped
Usage example
bool object:IsPlayer()
Check if is local player
Check if alive
Check if dead
Check if in any vehicle
Usage example
bool object:IsInVehicle()
Check if in specific vehicle seat
Get current vehicle
Get last used vehicle
Get seatbelt state
Set seatbelt state
Check if wearing helmet
Check if ragdolling
Check if swimming
Check if on foot
Check if shooting
Check if reloading
Check if jumping
Check if falling
Check if climbing
Check if getting into vehicle
Check if in combat
Check if aiming
Check if fleeing
Check if in cover
Ped accuracy (0-100)
Ped type enum
Relationship group hash
Current weapon hash
Get bone world position
Get bone rotation
Get bone index from ID
Attach to another entity
Detach from current attachment
Check if attached
Get attached entity
Packed ped type/flags dword, at CPed+0x1098 (the ped type enum is bit-packed inside it, e.g. (value << 11) >> 25)
Pointer to this ped's CPedWeaponManager, at CPed+0x10B8 (dereference; nil for unarmed peds)
Pointer to CPlayerInfo, at CPed+0x10A8 (dereference; only meaningful for player peds)
Armour value, at CPed+0x150C
Cached cash amount, at CPed+0x1614
Reads a ped's armour value directly from its CPed struct.
Usage example
local ptr = memory.handle_to_pointer(ped)
local armour = memory.read_float(ptr + 0x150C)
print("armour:", armour)Member available through Scooby's native Lua API.
Usage example
number object.Armor
Member available through Scooby's native Lua API.
Usage example
CVehicle object.CurVehicle
Member available through Scooby's native Lua API.
Usage example
void object:DisableInvincible()
Member available through Scooby's native Lua API.
Usage example
void object:EnableInvincible()
Member available through Scooby's native Lua API.
Usage example
CPed CPed.FromAddress(int address)
Check if the extension is not nil before using it.
Usage example
fwAttachmentEntityExtension object:GetAttachmentExtension()
Member available through Scooby's native Lua API.
Usage example
eEntityType object:GetType()
Returns the current velocity vector in meters per second.
Usage example
V3 object:GetVelocity()
Member available through Scooby's native Lua API.
Usage example
number object.Health
Member available through Scooby's native Lua API.
Usage example
number object.HeightMultiplier
Member available through Scooby's native Lua API.
Usage example
bool object.IsDynamic
Member available through Scooby's native Lua API.
Usage example
bool object.IsFixed
Member available through Scooby's native Lua API.
Usage example
bool object.IsFixedByNetwork
Member available through Scooby's native Lua API.
Usage example
bool object.IsInWater
Member available through Scooby's native Lua API.
Usage example
bool object:IsInvincible()
Member available through Scooby's native Lua API.
Usage example
bool object.IsNotBuoyant
Member available through Scooby's native Lua API.
Usage example
bool object:IsObject()
Member available through Scooby's native Lua API.
Usage example
bool object:IsPed()
Member available through Scooby's native Lua API.
Usage example
bool object:IsPhysical()
Member available through Scooby's native Lua API.
Usage example
bool object.IsRenderScorched
Member available through Scooby's native Lua API.
Usage example
bool object:IsVehicle()
Member available through Scooby's native Lua API.
Usage example
bool object.IsVisible
Member available through Scooby's native Lua API.
Usage example
CVehicle object.LastVehicle
Member available through Scooby's native Lua API.
Usage example
number object.MaxHealth
Check if 'object.ModelInfo' is not nil before using it.
Usage example
CBaseModelInfo object.ModelInfo
Check if 'object.NetObject' is not nil before using it.
Usage example
CNetObject object.NetObject
Member available through Scooby's native Lua API.
Usage example
V3 object.Position
Member available through Scooby's native Lua API.
Usage example
number object.ThicknessMultiplier
Member available through Scooby's native Lua API.
Usage example
number object.WidthMultiplier
CVehicle
Raw memory layout of a vehicle entity. CVehicle extends CEntity with vehicle-specific state: pointers to its model info and handling data, an embedded transmission, a wheel array, and cached physics values such as engine health and velocity. Resolve the base pointer with memory.handle_to_pointer on a vehicle's script handle, then apply the offsets below.
Pointer to this vehicle's CVehicleModelInfo, at CVehicle+0x20 (dereference; shared with CEntity's model info slot)
Pointer to this vehicle's CHandlingData, at CVehicle+0x960 (dereference to reach the struct)
World-space velocity vector (fVector3), at CVehicle+0x7D0
Engine health, at CVehicle+0x910
Embedded CTransmission block, at CVehicle+0x880 (see CTransmission)
atArray of CWheel* entries, at CVehicle+0xC30 (see CWheel)
Current steering angle, at CVehicle+0x9DC
Door lock state enum, at CVehicle+0x13D0
Reads a vehicle's raw velocity vector directly, bypassing any wrapper getter.
Usage example
local ptr = memory.handle_to_pointer(vehicle)
local vx = memory.read_float(ptr + 0x7D0)
local vy = memory.read_float(ptr + 0x7D4)
local vz = memory.read_float(ptr + 0x7D8)
print(string.format("velocity: %.2f, %.2f, %.2f", vx, vy, vz))Member available through Scooby's native Lua API.
Usage example
int object.BodyDirtColor
Member available through Scooby's native Lua API.
Usage example
number object.BodyHealth
Member available through Scooby's native Lua API.
Usage example
number object.Brake
Member available through Scooby's native Lua API.
Usage example
number object.CheatPowerIncrease
0.0=fully clean, 15.0=maximum dirt visible
Usage example
number object.DirtLevel
Member available through Scooby's native Lua API.
Usage example
void object:DisableInvincible()
Member available through Scooby's native Lua API.
Usage example
void object:EnableInvincible()
Member available through Scooby's native Lua API.
Usage example
CVehicle CVehicle.FromAddress(int address)
Member available through Scooby's native Lua API.
Usage example
int object:GetAddress()
Check if the extension is not nil before using it.
Usage example
fwAttachmentEntityExtension object:GetAttachmentExtension()
Member available through Scooby's native Lua API.
Usage example
CPed object:GetDriver()
Member available through Scooby's native Lua API.
Usage example
CPed object:GetLastDriver()
Member available through Scooby's native Lua API.
Usage example
int object:GetMaxSeats()
Member available through Scooby's native Lua API.
Usage example
CPed object:GetPedInSeat(int seatIndex)
Member available through Scooby's native Lua API.
Usage example
eEntityType object:GetType()
Returns the current velocity vector in meters per second.
Usage example
V3 object:GetVelocity()
Member available through Scooby's native Lua API.
Usage example
bool object.HandBrake
Member available through Scooby's native Lua API.
Usage example
number object.HeadlightMultiplier
Member available through Scooby's native Lua API.
Usage example
number object.HeightMultiplier
Member available through Scooby's native Lua API.
Usage example
bool object.IsDynamic
Member available through Scooby's native Lua API.
Usage example
bool object.IsFixed
Member available through Scooby's native Lua API.
Usage example
bool object.IsFixedByNetwork
Member available through Scooby's native Lua API.
Usage example
bool object.IsInWater
Member available through Scooby's native Lua API.
Usage example
bool object:IsInvincible()
Member available through Scooby's native Lua API.
Usage example
bool object.IsNotBuoyant
Member available through Scooby's native Lua API.
Usage example
bool object:IsObject()
Member available through Scooby's native Lua API.
Usage example
bool object:IsPed()
Member available through Scooby's native Lua API.
Usage example
bool object:IsPhysical()
Member available through Scooby's native Lua API.
Usage example
bool object.IsRenderScorched
Member available through Scooby's native Lua API.
Usage example
bool object:IsVehicle()
Member available through Scooby's native Lua API.
Usage example
bool object.IsVisible
Check if 'object.ModelInfo' is not nil before using it.
Usage example
CBaseModelInfo object.ModelInfo
Check if 'object.NetObject' is not nil before using it.
Usage example
CNetObject object.NetObject
Member available through Scooby's native Lua API.
Usage example
bool object.Nitrous
Member available through Scooby's native Lua API.
Usage example
number object.PetrolTankHealth
Member available through Scooby's native Lua API.
Usage example
V3 object.Position
This is for 4 wheel steering.
Usage example
number object.SecondSteerAngle
Member available through Scooby's native Lua API.
Usage example
number object.SteerAngle
Member available through Scooby's native Lua API.
Usage example
number object.ThicknessMultiplier
Member available through Scooby's native Lua API.
Usage example
number object.Throttle
Member available through Scooby's native Lua API.
Usage example
number object.VehicleTopSpeedPercent
Member available through Scooby's native Lua API.
Usage example
number object.WidthMultiplier
fMatrix44
A 4x4 row-major transform matrix as laid out by the engine. Rows 1-3 encode an entity's right/forward/up basis vectors and row 4 encodes its world position, which is why reading row 4 is a common shortcut for an entity's position without going through a dedicated position field.
First row: right-vector XYZ plus a W component, 16 bytes starting at offset 0x0
Second row: forward-vector XYZ plus W, at offset 0x10
Third row: up-vector XYZ plus W, at offset 0x20
Fourth row: world position XYZ plus W, at offset 0x30
Reads an entity's world position out of row 4 of its transform matrix, an alternative to a dedicated GetPosition call.
Usage example
local entityPtr = memory.handle_to_pointer(entity)
local matrixPtr = entityPtr + 0x60 -- CEntity's transform matrix is embedded, no extra pointer hop
local x = memory.read_float(matrixPtr + 0x30)
local y = memory.read_float(matrixPtr + 0x34)
local z = memory.read_float(matrixPtr + 0x38)
print(string.format("position: %.2f, %.2f, %.2f", x, y, z))fVector3
A tightly packed, 12-byte XYZ float triplet used throughout the engine wherever a plain vector is embedded inside another struct (velocity, offsets, wheel ground positions, and so on). It has no separate identity in memory beyond three consecutive floats.
X component, offset +0x0 from the vector's base pointer
Y component, offset +0x4
Z component, offset +0x8
Generic helper for reading any embedded fVector3 given its base address.
Usage example
local x = memory.read_float(vecPtr) local y = memory.read_float(vecPtr + 0x4) local z = memory.read_float(vecPtr + 0x8) return x, y, z
rlGamerInfo
Rockstar Games Services identity block embedded inside CPlayerInfo. Carries the Rockstar ID, cached internal/external IP and port, NAT type, and the player's display name, independent of whatever CNetGamePlayer wrapper exposes.
64-bit Rockstar ID, at rlGamerInfo+0x10
Cached external IPv4 (packed uint32), at rlGamerInfo+0xA8
Cached external port, at rlGamerInfo+0xAC
Null-terminated display name, at rlGamerInfo+0xDC
Reads a player's Rockstar ID out of the rlGamerInfo block embedded in their CPlayerInfo.
Usage example
local gamerInfoPtr = playerInfoPtr + 0x20 -- rlGamerInfo is embedded, not a pointer
local rockstarId = memory.read_long(gamerInfoPtr + 0x10)
print("rockstar id:", rockstarId)phFragInst
Fragment physics instance for a breakable/skinned entity. Reached from the owning entity by dereferencing a fragment-instance pointer (offset varies by entity type; CVehicle keeps its own at +0x9C0), then a cache-entry pointer and a skeleton pointer chained off that. Exposes the per-bone local and global transform matrices used for accurate bone-position reads (attachment points, ragdoll bones, and similar).
Fragment cache entry pointer, at phFragInst+0x68 (dereferenced)
CSkeleton pointer, at cache entry+0x178 (dereferenced)
Bone count, at skeleton+0x20
Pointer to the array of local (object-space) bone fMatrix44 transforms, at skeleton+0x10 (dereferenced)
Pointer to the array of global (world-space) bone fMatrix44 transforms, at skeleton+0x18 (dereferenced)
Walks a vehicle to its phFragInst, then to its skeleton, to reach a single bone's global transform matrix and read its position row.
Usage example
local vehiclePtr = memory.handle_to_pointer(vehicle)
local fragInstPtr = memory.read_pointer(vehiclePtr + 0x9C0) -- CVehicle's phFragInst slot
local cache = memory.read_pointer(fragInstPtr + 0x68)
local skeleton = memory.read_pointer(cache + 0x178)
local globalMatrices = memory.read_pointer(skeleton + 0x18)
local boneMatrix = globalMatrices + (boneIndex * 0x40) -- fMatrix44 is 0x40 bytes
local x = memory.read_float(boneMatrix + 0x30)
local y = memory.read_float(boneMatrix + 0x34)
local z = memory.read_float(boneMatrix + 0x38)
print(string.format("bone position: %.2f, %.2f, %.2f", x, y, z))CPedIntelligence
Ped intelligence and AI control
Create from memory address
Get memory address
Get task manager
Get current scripted task
Get currently active task
Get event handler
Check if in combat
Get combat target entity
Set combat target
Clear combat state
Check if any task is active
Check if specific task type is active
Clear all tasks
CTaskManager
Ped task manager for controlling behavior
Create from memory address
Get memory address
Get active task
Get task by index
Find task by type
Check if has task type
Clear all tasks
CTask
Base task class for ped behavior
Create from memory address
Get memory address
Get task type ID
Get task type name
Check if task is active
Get sub-task
CPedWeaponManager
Ped weapon manager. This is a small struct pointed to by CPed+0x10B8; besides the wrapper getters above it stores raw pointers back to its owning CPed and to the currently equipped weapon's CWeaponInfo, plus the raw selected-weapon hash, all readable directly with memory.*.
Create from memory address
Get memory address
Get current weapon info
Get best weapon for current situation
Get weapon by slot
Check if has weapon
Get ammo count
Set ammo count
Get max ammo
Pointer back to the owning CPed, at CPedWeaponManager+0x10
Hash of the currently selected weapon, at CPedWeaponManager+0x18
Pointer to the equipped weapon's CWeaponInfo, at CPedWeaponManager+0x20 (dereference)
Reads the raw selected-weapon hash out of a ped's CPedWeaponManager without calling GetCurrentWeapon.
Usage example
local pedPtr = memory.handle_to_pointer(ped)
local weaponMgrPtr = memory.read_pointer(pedPtr + 0x10B8)
local weaponHash = memory.read_uint(weaponMgrPtr + 0x18)
print("selected weapon hash:", weaponHash)CVehicleClass
Vehicle entity class
Create from memory address
Create from script handle
Get memory address
Get script handle
Get world position
Set world position
Get rotation
Set rotation
Get velocity
Set velocity
Get forward direction
Get right direction
Get up direction
Get body health
Set body health
Get engine health
Set engine health
Get petrol tank health
Set petrol tank health
Get handling data
Get driver ped
Get passenger ped by seat
Get number of passengers
Get max passenger count
Check if engine is on
Set engine state
Check if lights are on
Set lights state
Check if high beams are on
Set high beams state
Check if siren is on
Set siren state
Check if alarm is active
Get alarm time remaining
Get dirt level
Set dirt level
Get current gear
Set current gear
Get next gear
Get current RPM
Set current RPM
Get throttle (0.0-1.0)
Get brake pressure
Get steering angle
Set steering angle
Get wheel speed
Get turbo pressure
Set turbo pressure
Get vehicle gravity
Set vehicle gravity
Check if vehicle is damaged
Check if vehicle is driveable
Check if on all wheels
Check if stuck on roof
Check if in water
Check if on fire
Get primary color
Set primary color
Get secondary color
Set secondary color
Get pearlescent color
Set pearlescent color
Get wheel color
Set wheel color
Get wheel type
Set wheel type
Get mod at slot
Set mod at slot
Get livery index
Set livery index
Get license plate text
Set license plate text
Get license plate type
Set license plate type
Get window tint
Set window tint
Check if neon lights are on
Set neon lights state
Get neon color
Set neon color
Get tyre smoke color
Set tyre smoke color
Repair vehicle
Explode vehicle
CObject
Object entity class. CObject shares CEntity's base memory layout (see CEntity) - it adds no extra size in front of the shared header, so the same entity-type byte, health floats and transform matrix documented on CEntity apply directly to any CObject handle.
Create from memory address
Create from script handle
Get memory address
Usage example
int object:GetAddress()
Get script handle
Get world position
Set world position
Get rotation
Set rotation
Get velocity
Set velocity
Get heading angle
Set heading angle
Check if visible
Usage example
bool object.IsVisible
Set visibility
Check if dynamic physics
Usage example
bool object.IsDynamic
Check if attached
Get attached entity
Attach to entity
Detach from entity
Delete object
Place on ground properly
Confirms an object handle's entity-type byte via CEntity's shared layout (0 = ped, 3 = vehicle; objects use their own value).
Usage example
local ptr = memory.handle_to_pointer(object)
local entityType = memory.read_byte(ptr + 0x28)
print("entity type byte:", entityType)Member available through Scooby's native Lua API.
Usage example
void object:DisableInvincible()
Member available through Scooby's native Lua API.
Usage example
void object:EnableInvincible()
Member available through Scooby's native Lua API.
Usage example
CObject CObject.FromAddress(int address)
Check if the extension is not nil before using it.
Usage example
fwAttachmentEntityExtension object:GetAttachmentExtension()
Member available through Scooby's native Lua API.
Usage example
eEntityType object:GetType()
Returns the current velocity vector in meters per second.
Usage example
V3 object:GetVelocity()
Member available through Scooby's native Lua API.
Usage example
number object.HeightMultiplier
Member available through Scooby's native Lua API.
Usage example
bool object.IsFixed
Member available through Scooby's native Lua API.
Usage example
bool object.IsFixedByNetwork
Member available through Scooby's native Lua API.
Usage example
bool object.IsInWater
Member available through Scooby's native Lua API.
Usage example
bool object:IsInvincible()
Member available through Scooby's native Lua API.
Usage example
bool object.IsNotBuoyant
Member available through Scooby's native Lua API.
Usage example
bool object:IsObject()
Member available through Scooby's native Lua API.
Usage example
bool object:IsPed()
Member available through Scooby's native Lua API.
Usage example
bool object:IsPhysical()
Member available through Scooby's native Lua API.
Usage example
bool object.IsRenderScorched
Member available through Scooby's native Lua API.
Usage example
bool object:IsVehicle()
Check if 'object.ModelInfo' is not nil before using it.
Usage example
CBaseModelInfo object.ModelInfo
Check if 'object.NetObject' is not nil before using it.
Usage example
CNetObject object.NetObject
Member available through Scooby's native Lua API.
Usage example
V3 object.Position
Member available through Scooby's native Lua API.
Usage example
number object.ThicknessMultiplier
Member available through Scooby's native Lua API.
Usage example
number object.WidthMultiplier
CPickup
Pickup object class
Create from memory address
Get memory address
Get world position
Set world position
Get rotation
Get pickup type hash
Get pickup amount/value
Set pickup amount/value
Get object handle
Check if collected
Check if can be collected
Regenerate pickup
Delete pickup
CProjectile
Projectile entity class (bullets, rockets, etc)
Create from memory address
Get memory address
Get world position
Set world position
Get velocity
Set velocity
Get direction vector
Get owner entity
Get weapon hash that fired this
Get damage amount
Set damage amount
Get time since fired
Check if is missile type
Check if is throwable type
Force explode
Delete projectile
CCamera
Camera class for rendering views
Create from memory address
Get memory address
Get camera position
Set camera position
Get camera rotation
Set camera rotation
Get forward direction
Get field of view
Set field of view
Get near clip distance
Set near clip distance
Get far clip distance
Set far clip distance
Check if camera is active
Set camera active state
Apply camera shake
Stop camera shake
Point at world coordinate
Point at entity
CBlip
Map blip class
Create new blip at position
Create blip for entity
Create blip for pickup
Create radius blip
Get blip handle
Get blip position
Set blip position
Get blip sprite
Set blip sprite
Get blip color
Set blip color
Get blip alpha
Set blip alpha
Get blip scale
Set blip scale
Get blip rotation
Set blip rotation
Check if short range only
Set short range only
Get blip name
Set blip name
Set route to blip
Set route color
Set blip flashing
Set flash interval
Check if on minimap
Show on minimap
Delete blip
Check if blip exists
CScriptedGameEvent
Network scripted game event class
Create from memory address
Get memory address
Get event type ID
Get event name string
Get sender player ID
Get target player ID
Get event arguments array
Get specific argument by index
Set specific argument
Get number of arguments
Check if requires script host
Block this event
Mark as modified
CNetworkObjectMgr
Network object manager
Get local network ID
Get entity from network ID
Check if network ID exists
Request control of entity
Check if have control
Register entity on network
Unregister entity from network
Set if network ID can migrate
Set entity invisible locally
Set entity visible locally
CPool
GTA object pool class
Get ped pool
Get vehicle pool
Get object pool
Get pickup pool
Get pool size
Get active entity count
Get entity at index
Get all entities in pool
Check if pool contains entity
CWanted
Wanted level control class
Create from memory address
Get memory address
Get current wanted level (0-5)
Set wanted level
Get wanted level multiplier
Set wanted level multiplier
Check if wanted
Get time to lose wanted
Set time to lose wanted
Get number of cops in pursuit
Get last known position
Set last known position
Clear wanted level
Set never wanted mode
CPathFind
Path finding and navigation
Get closest vehicle node
Get closest node with heading
Get next sidewalk position
Get safe coordinate for ped
Get random vehicle node
Get nth closest vehicle node
Check if point is on road
Calculate travel distance between points
CWorld
World and environment control
Get all peds in world
Get all vehicles in world
Get all objects in world
Get all pickups in world
Get peds near position
Get vehicles near position
Get objects near position
Get closest ped to position
Get closest vehicle to position
Get ground Z coordinate
Get ground Z at 3D position
Cast ray and get hit info
Cast ray from point to point
Perform shape test
Get shape test result
Clear area of entities
Get water height at position
CWeather
Weather and time control
Get current weather type
Set weather type
Set weather immediately
Get next weather type
Set next weather type
Get weather transition progress
Set weather transition
Override weather type
Clear weather override
Set rain intensity
Get rain intensity
Set wind speed
Get wind speed
Set wind direction
Get wind direction
Set snow level
Get snow level
Set cloud opacity
Get cloud opacity
CTime
Game time control
Get current hour (0-23)
Get current minutes (0-59)
Get current seconds (0-59)
Get day of week (0-6)
Set game time
Add to clock time
Set clock date
Get clock date
Pause time progression
Check if time is paused
Set time scale multiplier
Get time scale multiplier
CStats
Player statistics and tracking
Get integer stat value
Set integer stat value
Get float stat value
Set float stat value
Get boolean stat value
Set boolean stat value
Get string stat value
Set string stat value
Get date stat value
Set date stat value
Increment integer stat
Decrement integer stat
CInput
Input and control handling
Check if control is pressed
Check if control was just pressed
Check if control was just released
Get analog control value (-1 to 1)
Get disabled control value
Disable control action
Enable control action
Disable all control actions
Enable all control actions
Set cursor location
Get cursor location
Set input as exclusive
Check if keyboard key is pressed
Check if keyboard key was just pressed
Check if keyboard key was just released
CAudio
Audio and sound control
Play sound from entity
Play sound from position
Play frontend sound
Stop sound by ID
Check if sound has finished
Set audio flag
Prepare music event
Trigger music event
Cancel music event
Enable/disable vehicle radio
Set radio station
Enable mobile radio
Get current radio station
Enable static emitter
CStreaming
Asset and model streaming
Request model to be loaded
Check if model is loaded
Release model from memory
Check if model exists
Check if model is valid
Check if model is a ped
Check if model is a vehicle
Request collision at position
Check collision loaded around entity
Request animation dictionary
Check if anim dict loaded
Remove animation dictionary
Request animation set
Check if anim set loaded
Request clip set
Check if clip set loaded
Request weapon asset
Check if weapon asset loaded
Request particle effect asset
Check if particle asset loaded
Set streaming focus area
Clear streaming focus
CGraphics
Graphics and visual effects
Draw 2D sprite
Draw 2D rectangle
Draw 3D line
Draw 3D polygon
Draw 3D box
Draw 3D marker
Draw light with range
Draw spot light
Start looped particle effect
Start non-looped particle effect
Stop particle effect
Set particle effect color
Set particle effect scale
Enable screen effect
Disable screen effect
Enable/disable nightvision
Enable/disable thermal vision
Play screen filter effect
Stop screen filter effect
Check if screen effect is running
CHUD
HUD and UI control
Display ammo bar
Display area name
Display cash amount
Display help text
Display notification
Display notification above map
Set notification title and subtitle
Clear all notifications
Pause notification feed
Resume notification feed
Check if minimap is rendering
Show/hide minimap
Set minimap component visibility
Set big map active
Check if big map is active
Check if radar is hidden
Show/hide radar
Remove waypoint
Set new waypoint
Check if waypoint is active
Get waypoint coordinates
Open/close pause menu
Check if pause menu is active
Begin text component
End and draw text component
Add string to text component
Add integer to text component
Add float to text component
CInterior
Interior and building control
Get interior at position
Get interior from entity
Get interior group ID
Check if interior is ready
Pin interior in memory
Unpin interior from memory
Refresh interior
Enable interior prop
Disable interior prop
Check if interior prop enabled
Cap/uncap interior
Check if interior is capped
Get world offset from interior
CDecorator
Entity decorator system for custom data
Set boolean decorator
Set integer decorator
Set float decorator
Get boolean decorator
Get integer decorator
Get float decorator
Check if decorator exists
Remove decorator
Register decorator type
CScriptGlobal
Script global variable access
Get global address pointer
Get global as integer
Set global as integer
Get global as float
Set global as float
Get global as boolean
Set global as boolean
Get global as string
Set global as string
Get global as Vector3
Set global as Vector3
Get array element at offset
CScriptLocal
Script local variable access
Get local address pointer
Get local as integer
Set local as integer
Get local as float
Set local as float
Get local as boolean
Set local as boolean
Get array element at offset
CMemory
Direct memory read/write operations
Read byte from address
Write byte to address
Read short from address
Write short to address
Read integer from address
Write integer to address
Read 64-bit integer from address
Write 64-bit integer to address
Read float from address
Write float to address
Read string from address
Write string to address
Read Vector3 from address
Write Vector3 to address
Allocate memory block
Free allocated memory
Scan for pattern in memory
Scan module for pattern
Get module base address
Get module size
CNatives
Native function invocation
Call native function by hash
Invoke native function
Get native handler address
Register custom native handler
Vector3
3D vector class (V3) for positions and directions
Create new Vector3
X component
Y component
Z component
Get vector length/magnitude
Get length squared (faster)
Get normalized vector (length 1)
Dot product with another vector
Cross product with another vector
Distance to another vector
Distance squared (faster)
Linear interpolation to another vector
Spherical linear interpolation
Angle between vectors in radians
Project onto another vector
Reflect off normal vector
Rotate around X axis
Rotate around Y axis
Rotate around Z axis
Clamp to min/max length
Floor all components
Ceiling all components
Round all components
Absolute value all components
Component-wise minimum
Component-wise maximum
Convert to heading angle
Create from heading angle
Get zero vector (0,0,0)
Get one vector (1,1,1)
Get up vector (0,0,1)
Get down vector (0,0,-1)
Get forward vector (0,1,0)
Get back vector (0,-1,0)
Get left vector (-1,0,0)
Get right vector (1,0,0)
Joaat
Jenkins one-at-a-time hash function
Calculate hash from string
Calculate hash from lowercase string
rage_fwEntity
RAGE framework entity base class
Create from memory address
Get memory address
Get entity type
Get entity archetype
Get model info
Get world position
Set world position
Get transformation matrix
Set transformation matrix
Get bounding box minimum
Get bounding box maximum
Check if visible
Set visibility
rage_netObject
RAGE network object for entity synchronization
Create from memory address
Get memory address
Get network object ID
Get network object type
Get owner player
Get pending next owner
Get associated game entity
Check if locally owned
Check if remotely owned
Check if can migrate ownership
Set migration capability
Get sync tree
Force synchronization
rage_netPlayer
RAGE network player base class
Create from memory address
Get memory address
Get player name
Get player ID (0-31)
Get host token
Check if session host
Check if local player
Get gamer info
rage_netSyncTree
RAGE network sync tree for entity data
Create from memory address
Get memory address
Get associated net object
Get number of sync nodes
Get sync node by index
Find sync node by type
Check if currently syncing
Mark tree as dirty for sync
rage_netSyncDataNode
RAGE network sync data node base
Create from memory address
Get memory address
Get node type ID
Get parent node
Get first child node
Get next sibling node
Check if node is active
Check if node needs sync
Mark node as dirty
rage_datBitBuffer
RAGE data bit buffer for network serialization
Create new bit buffer
Create from memory address
Get memory address
Read single bit
Write single bit
Read multiple bits
Write multiple bits
Read boolean
Write boolean
Read byte (8 bits)
Write byte (8 bits)
Read signed 8-bit int
Write signed 8-bit int
Read unsigned 8-bit int
Write unsigned 8-bit int
Read signed 16-bit int
Write signed 16-bit int
Read unsigned 16-bit int
Write unsigned 16-bit int
Read signed 32-bit int
Write signed 32-bit int
Read unsigned 32-bit int
Write unsigned 32-bit int
Read signed 64-bit int
Write signed 64-bit int
Read 32-bit float
Write 32-bit float
Read signed float with precision
Write signed float with precision
Read null-terminated string
Write null-terminated string
Read Vector3
Write Vector3
Read array of bytes
Write array of bytes
Get current bit position
Set current bit position
Get maximum buffer size in bits
Get data length in bytes
Check if flag is set
Seek to position
Seek forward by bits
Seek backward by bits
rage_rlSessionInfo
RAGE lobby session information
Create from memory address
Get memory address
Get session ID
Get host gamer info
Get peer network address
Check if session info is valid
rage_rlGamerInfo
RAGE gamer information
Create from memory address
Get memory address
Get gamer name
Get Rockstar ID
Get gamer handle
Get external IP address
Get external port
Get internal IP address
Get internal port
Get host token
rage_fwBasePool
RAGE entity pool for managing game objects
Get global ped pool
Get global vehicle pool
Get global object pool
Get global pickup pool
Get pool capacity
Get active entity count
Get entity at slot index
Get index of entity in pool
Check if index is valid
Check if pool is full
Get all valid entities
Iterate over all valid entities
rage_atArray
RAGE array container class
Get number of elements
Get array capacity
Get element at index
Set element at index
Check if array is empty
Clear all elements
CExplosionEvent
Network explosion event
Create from memory address
Get memory address
Get explosion owner entity
Get explosion position
Get explosion type
Get damage scale
Get camera shake amount
Check if audible
Check if invisible
Block this explosion event
CWeaponDamageEvent
Network weapon damage event
Create from memory address
Get memory address
Get attacker entity
Get victim entity
Get weapon hash
Get damage amount
Get hit component/bone
Get hit world position
Check if headshot
Check if melee attack
Block this damage event
Modify damage amount
CRagdollRequestEvent
Network ragdoll request event
Create from memory address
Get memory address
Get target ped
Get ragdoll force
Block this ragdoll event
CDoorBreakEvent
Network door break event
Create from memory address
Get memory address
Get door entity
Get damage amount
Block this door break event
CPlaySoundEvent
Network play sound event
Create from memory address
Get memory address
Get sound ID
Get sound name hash
Get sound position
Get attached entity
Block this sound event
CNetworkIncrementStatEvent
Network stat increment event
Create from memory address
Get memory address
Get stat hash
Get increment amount
Block this stat event
CScriptWorldStateEvent
Network script world state event
Create from memory address
Get memory address
Get world state event type
Get population type
Block this world state event
CPedAIDataNode
Ped AI state sync data node
Relationship group hash
Decision maker type
Is in ped group
Ped group ID
Is leader of group
Navigation capability flags
Config flags
standard decision maker type
Usage example
int object.DecisionMakerType
ped relationship group
Usage example
int object.RelationshipGroup
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
CPedAppearanceDataNode
Ped appearance sync data node
Ped component variations
Ped props (hats, glasses)
Head blend data for MP peds
Hair color index
Hair highlight color
Eye color index
Is male ped
for secondary task phone
Usage example
int object.PhoneMode
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
Member available through Scooby's native Lua API.
Usage example
CSyncedPedVarData object.VariationData
the facial clipset used by the ped
Usage example
int object.facialClipSetId
the dictionary used by the ped
Usage example
int object.facialIdleAnimOverrideClipDictNameHash
the facial clip used by the ped
Usage example
int object.facialIdleAnimOverrideClipNameHash
what helmet type are we using?
Usage example
int object.helmetProp
what texture are we going to use for the helmet?
Usage example
int object.helmetTextureId
are we attaching a helmet?
Usage example
bool object.isAttachingHelmet
are we removing a helmet?
Usage example
bool object.isRemovingHelmet
Member available through Scooby's native Lua API.
Usage example
bool object.isVisorSwitching
are we wearing a helmet?
Usage example
bool object.isWearingHelmet
what colour the parachute pack will appear on deployment...
Usage example
int object.parachutePackTintIndex
what colour the parachute will appear on deployment...
Usage example
int object.parachuteTintIndex
Member available through Scooby's native Lua API.
Usage example
bool object.supportsVisor
Member available through Scooby's native Lua API.
Usage example
int object.targetVisorState
what helmet type are we using?
Usage example
int object.visorDownProp
Member available through Scooby's native Lua API.
Usage example
bool object.visorIsUp
what helmet type are we using?
Usage example
int object.visorUpProp
CPedHealthDataNode
Ped health sync data node
Current health
Usage example
int object.health
Maximum health
Current armour
Usage example
int object.armour
Maximum armour
Cause of death weapon hash
Hurt state started
Usage example
bool object.hurtStarted
Hurt state ended
Entity that damaged with weapon
Usage example
int object.weaponDamageEntity
Weapon hash that caused damage
Usage example
int object.weaponDamageHash
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
ped endurance
Usage example
int object.endurance
armour is default
Usage example
bool object.hasDefaultArmour
endurance is max
Usage example
bool object.hasMaxEndurance
health is max
Usage example
bool object.hasMaxHealth
hurt time (used by GetUp, Writhe + Aiming + Gun to pick injured animations)
Usage example
int object.hurtEndTime
true if the ped died from a headshot
Usage example
bool object.killedWithHeadShot
true if the ped died from a Melee damage (weapon whips)
Usage example
bool object.killedWithMeleeDamage
Script set a max endurance for this ped
Usage example
bool object.maxEnduranceSetByScript
Script set a max health for this ped
Usage example
bool object.maxHealthSetByScript
Member available through Scooby's native Lua API.
Usage example
int object.scriptMaxEndurance
max health set by script
Usage example
int object.scriptMaxHealth
Member available through Scooby's native Lua API.
Usage example
int object.weaponDamageComponent
CPedMovementDataNode
Ped movement sync data node
Is ped moving
Is ped running
Is ped sprinting
Is in stealth mode
Desired movement speed
Actual movement speed
desired move blend ratio in the X axis
Usage example
number object.DesiredMoveBlendRatioX
desired move blend ratio in the Y axis
Usage example
number object.DesiredMoveBlendRatioY
desired pitch
Usage example
number object.DesiredPitch
indicates whether the move blend ratio for the ped in the X axis is non-zero
Usage example
bool object.HasDesiredMoveBlendRatioX
indicates whether the move blend ratio for the ped in the Y axis is non-zero
Usage example
bool object.HasDesiredMoveBlendRatioY
indicates the ped has stopped moving (velocity is zero)
Usage example
bool object.HasStopped
script set max move blend ratio
Usage example
number object.MaxMoveBlendRatio
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
CPedOrientationDataNode
Ped orientation sync data node
Current heading
Desired heading
Pitch angle
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
ped current heading
Usage example
number object.currentHeading
ped desired heading
Usage example
number object.desiredHeading
CPedInventoryDataNode
Ped inventory/weapon sync data node
Weapon array with ammo counts
Currently equipped weapon
Number of weapons
Grenade ammo count
Sticky bomb ammo
Smoke grenade ammo
Molotov ammo
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
Member available through Scooby's native Lua API.
Usage example
bool object.allAmmoInfinite
Member available through Scooby's native Lua API.
Usage example
table<int, bool> object.ammoInfinite
Member available through Scooby's native Lua API.
Usage example
table<int, int> object.ammoQuantity
Member available through Scooby's native Lua API.
Usage example
table<int, int> object.ammoSlots
Member available through Scooby's native Lua API.
Usage example
table<int, int> object.itemSlotNumComponents
Member available through Scooby's native Lua API.
Usage example
table<int, int> object.itemSlotTint
Member available through Scooby's native Lua API.
Usage example
table<int, int> object.itemSlots
Member available through Scooby's native Lua API.
Usage example
int object.numAmmos
Member available through Scooby's native Lua API.
Usage example
int object.numItems
CPedTaskTreeDataNode
Ped task tree sync data node
Task tree type
Script task hash
Script task stage
Sequence task hash
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
Member available through Scooby's native Lua API.
Usage example
int object.scriptCommand
Member available through Scooby's native Lua API.
Usage example
int object.taskSlotsUsed
Member available through Scooby's native Lua API.
Usage example
int object.taskStage
Member available through Scooby's native Lua API.
Usage example
table<int, TaskSlotData> object.taskTreeData
CVehicleControlDataNode
Vehicle control sync data node
Current steering angle
Throttle position (0-1)
Brake position (0-1)
Handbrake engaged
Driving behavior flags
Has driver
CTaskBringVehicleToHalt bControlVerticalVelocity
Usage example
bool object.BVTHControlVertVel
CTaskBringVehicleToHalt stopping dist
Usage example
number object.BVTHStoppingDist
For hover vehicles
Usage example
bool object.HasTargetGravityScale
Member available through Scooby's native Lua API.
Usage example
bool object.HasTopSpeedPercentage
Member available through Scooby's native Lua API.
Usage example
number object.StickY
the current value of the dive control for sub cars
Usage example
number object.SubCarDive
the current value of the pitch control for sub cars
Usage example
number object.SubCarPitch
Member available through Scooby's native Lua API.
Usage example
number object.TargetGravityScale
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
CTaskVehiclePlayerDriveAutomobile::ProcessDriverInputsForPlayerOnUpdate; player has raised all lowrider suspension
Usage example
bool object.bAllLowriderHydraulicsRaised
Member available through Scooby's native Lua API.
Usage example
bool object.bIsClosingAnyDoor
Member available through Scooby's native Lua API.
Usage example
bool object.bIsNitrousOverrideActive
CTaskVehiclePlayerDriveAutomobile::ProcessDriverInputsForPlayerOnUpdate; player has modified suspension of lowrider
Usage example
bool object.bModifiedLowriderSuspension
Member available through Scooby's native Lua API.
Usage example
bool object.bNitrousActive
Hydraulics sound effect when activated
Usage example
bool object.bPlayHydraulicsActivationSound
Hydraulics sound effect when bouncing
Usage example
bool object.bPlayHydraulicsBounceSound
Hydraulics sound effect when de-activated
Usage example
bool object.bPlayHydraulicsDeactivationSound
the current value of the brake pedal
Usage example
number object.brakePedal
CTaskBringVehicleToHalt is running as a secondary task
Usage example
bool object.bringVehicleToHalt
Syncs modified lowrider suspension values
Usage example
table<int, number> object.fLowriderSuspension
Member available through Scooby's native Lua API.
Usage example
bool object.isInBurnout
Member available through Scooby's native Lua API.
Usage example
bool object.isSubCar
indicates if the kers system is active
Usage example
bool object.kersActive
number of wheels on this car
Usage example
int object.numWheels
reduced suspension force used to "stance" tuner pack vehicles
Usage example
bool object.reducedSuspensionForce
the current road node the vehicle is driving from
Usage example
int object.roadNodeAddress
the current value of the yaw control for sub cars
Usage example
number object.subCarYaw
the current value of the throttle
Usage example
number object.throttle
set to the maximum speed a vehicle can travel at
Usage example
number object.topSpeedPercent
CVehicleDamageStatusDataNode
Vehicle damage status sync data node
Body damage array
Windows smashed flags
Tyres burst flags
Doors damaged flags
Bumpers loose flags
Lights smashed flags
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
number of bullet penetration decals for armoured windows
Usage example
table<int, int> object.armouredPenetrationDecalsCount
the health of all the windows (if bulletproof / armoured)
Usage example
table<int, number> object.armouredWindowsHealth
the front bumper state
Usage example
int object.frontBumperState
Member available through Scooby's native Lua API.
Usage example
int object.frontLeftDamageLevel
Member available through Scooby's native Lua API.
Usage example
int object.frontRightDamageLevel
windows are bulletproof / armoured
Usage example
bool object.hasArmouredGlass
whether the front or rear bumper states are set
Usage example
bool object.hasBrokenBouncing
has this vehicle got deformation damage
Usage example
bool object.hasDeformationDamage
true if any lights are broken
Usage example
bool object.hasLightsBroken
true if any sirens are broken
Usage example
bool object.hasSirensBroken
true if any windows are broken
Usage example
bool object.hasWindowsBroken
array of broken lights
Usage example
table<int, bool> object.lightsBroken
Member available through Scooby's native Lua API.
Usage example
int object.middleLeftDamageLevel
Member available through Scooby's native Lua API.
Usage example
int object.middleRightDamageLevel
the rear bumper state
Usage example
int object.rearBumperState
Member available through Scooby's native Lua API.
Usage example
int object.rearLeftDamageLevel
Member available through Scooby's native Lua API.
Usage example
int object.rearRightDamageLevel
array of broken sirens
Usage example
table<int, bool> object.sirensBroken
Member available through Scooby's native Lua API.
Usage example
table<int, int> object.weaponImpactPointLocationCounts
if there are any weapon impacts to set/send
Usage example
bool object.weaponImpactPointLocationSet
array of broken windows
Usage example
table<int, bool> object.windowsBroken
CVehicleGadgetDataNode
Vehicle gadget sync data node
Gadget type
Gadget state
Gadget specific data
Member available through Scooby's native Lua API.
Usage example
table<int, GadgetData> object.GadgetData
Member available through Scooby's native Lua API.
Usage example
bool object.IsAttachedTrailer
Member available through Scooby's native Lua API.
Usage example
int object.NumGadgets
Member available through Scooby's native Lua API.
Usage example
V3 object.OffsetFromParentVehicle
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
CHeliControlDataNode
Helicopter control sync data node
Engine state
Main rotor speed
Throttle position
Cyclic pitch
Cyclic roll
Yaw/pedal control
Landing gear state
Usage example
int object.landingGearState
CTaskBringVehicleToHalt bControlVerticalVelocity
Usage example
bool object.BVTHControlVertVel
CTaskBringVehicleToHalt stopping dist
Usage example
number object.BVTHStoppingDist
For hover vehicles
Usage example
bool object.HasTargetGravityScale
Member available through Scooby's native Lua API.
Usage example
bool object.HasTopSpeedPercentage
Member available through Scooby's native Lua API.
Usage example
number object.StickY
the current value of the dive control for sub cars
Usage example
number object.SubCarDive
the current value of the pitch control for sub cars
Usage example
number object.SubCarPitch
Member available through Scooby's native Lua API.
Usage example
number object.TargetGravityScale
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
CTaskVehiclePlayerDriveAutomobile::ProcessDriverInputsForPlayerOnUpdate; player has raised all lowrider suspension
Usage example
bool object.bAllLowriderHydraulicsRaised
if the helicopter has landing gear
Usage example
bool object.bHasLandingGear
Member available through Scooby's native Lua API.
Usage example
bool object.bIsClosingAnyDoor
Member available through Scooby's native Lua API.
Usage example
bool object.bIsNitrousOverrideActive
CTaskVehiclePlayerDriveAutomobile::ProcessDriverInputsForPlayerOnUpdate; player has modified suspension of lowrider
Usage example
bool object.bModifiedLowriderSuspension
Member available through Scooby's native Lua API.
Usage example
bool object.bNitrousActive
Hydraulics sound effect when activated
Usage example
bool object.bPlayHydraulicsActivationSound
Hydraulics sound effect when bouncing
Usage example
bool object.bPlayHydraulicsBounceSound
Hydraulics sound effect when de-activated
Usage example
bool object.bPlayHydraulicsDeactivationSound
the current value of the brake pedal
Usage example
number object.brakePedal
CTaskBringVehicleToHalt is running as a secondary task
Usage example
bool object.bringVehicleToHalt
Syncs modified lowrider suspension values
Usage example
table<int, number> object.fLowriderSuspension
should the heli be fixed if no collision around it?
Usage example
bool object.hasActiveAITask
does the heli have the jetpack effect
Usage example
bool object.hasJetpackStrafeForceScale
Member available through Scooby's native Lua API.
Usage example
bool object.isInBurnout
Member available through Scooby's native Lua API.
Usage example
bool object.isSubCar
force of jetpack strafe
Usage example
number object.jetPackStrafeForceScale
force of jetpack thrusters
Usage example
number object.jetPackThrusterThrottle
indicates if the kers system is active
Usage example
bool object.kersActive
anchor state for anchorable sea helis
Usage example
bool object.lockedToXY
is the main rotor stopped?
Usage example
bool object.mainRotorStopped
number of wheels on this car
Usage example
int object.numWheels
pitch control of the helicopter
Usage example
number object.pitchControl
reduced suspension force used to "stance" tuner pack vehicles
Usage example
bool object.reducedSuspensionForce
the current road node the vehicle is driving from
Usage example
int object.roadNodeAddress
roll control of the helicopter
Usage example
number object.rollControl
the current value of the yaw control for sub cars
Usage example
number object.subCarYaw
the current value of the throttle
Usage example
number object.throttle
throttle control of the helicopter
Usage example
number object.throttleControl
set to the maximum speed a vehicle can travel at
Usage example
number object.topSpeedPercent
yaw control of the helicopter
Usage example
number object.yawControl
CHeliHealthDataNode
Helicopter health sync data node
Main rotor health
Tail rotor health
Engine health
Body health
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
Member available through Scooby's native Lua API.
Usage example
int object.bodyHealth
is the boom broken?
Usage example
bool object.boomBroken
can the boom break?
Usage example
bool object.canBoomBreak
Member available through Scooby's native Lua API.
Usage example
bool object.disableExpFromBodyDamage
Member available through Scooby's native Lua API.
Usage example
int object.engineHealth
Member available through Scooby's native Lua API.
Usage example
int object.gasTankHealth
Member available through Scooby's native Lua API.
Usage example
bool object.hasCustomHealth
health is max
Usage example
bool object.hasMaxHealth
health
Usage example
int object.health
last material id that was damaged
Usage example
int object.lastDamagedMaterialId
Member available through Scooby's native Lua API.
Usage example
number object.mainRotorDamageScale
health of the main rotor blade for the helicopter
Usage example
int object.mainRotorHealth
set when script alters max health
Usage example
bool object.maxHealthSetByScript
Member available through Scooby's native Lua API.
Usage example
number object.rearRotorDamageScale
health of the rear rotor blade for the helicopter
Usage example
int object.rearRotorHealth
the script max health
Usage example
int object.scriptMaxHealth
Member available through Scooby's native Lua API.
Usage example
number object.tailBoomDamageScale
weapon damage entity (only for script objects)
Usage example
int object.weaponDamageEntity
weapon damage Hash
Usage example
int object.weaponDamageHash
CPlayerAppearanceDataNode
Player appearance sync data node
Player model hash
Component variations
Prop variations
Head blend data
Hair color
Eye color
number of decorations (medals/tattoos)
Usage example
bool object.HasDecorations
does this player have custom head data?
Usage example
bool object.HasHeadBlendData
has a valid respawn object id
Usage example
bool object.HasRespawnObjId
model index for player
Usage example
int object.NewModelHash
texture preset hashes (looked up from collection)
Usage example
table<int, int> object.PackedDecorations
ID of the ped used for Team Swapping
Usage example
int object.RespawnNetObjId
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
Member available through Scooby's native Lua API.
Usage example
CSyncedPedVarData object.VariationData
voice hash code
Usage example
int object.VoiceHash
Member available through Scooby's native Lua API.
Usage example
int object.crewEmblemVariation
Member available through Scooby's native Lua API.
Usage example
int object.crewLogoTexHash
Member available through Scooby's native Lua API.
Usage example
int object.crewLogoTxdHash
the facial clipset used by the player
Usage example
int object.facialClipSetId
the dictionary used by the player
Usage example
int object.facialIdleAnimOverrideClipDictNameHash
the facial clip used by the player
Usage example
int object.facialIdleAnimOverrideClipNameHash
which helmet prop are we using?
Usage example
int object.helmetProp
which helmet are we about to put on?
Usage example
int object.helmetTextureId
are we attaching a helmet via TaskMotionInAutomobile::State_PutOnHelmet
Usage example
bool object.isAttachingHelmet
are we playing secondary priority removing helmet anim?
Usage example
bool object.isRemovingHelmet
Member available through Scooby's native Lua API.
Usage example
bool object.isVisorSwitching
are we wearing a helmet (needed for when we aborting putting one on)
Usage example
bool object.isWearingHelmet
Member available through Scooby's native Lua API.
Usage example
int object.networkedDamagePack
Colour of the players' parachute pack
Usage example
int object.parachutePackTintIndex
Colour of the players' parachute
Usage example
int object.parachuteTintIndex
Member available through Scooby's native Lua API.
Usage example
int object.phoneMode
Member available through Scooby's native Lua API.
Usage example
bool object.supportsVisor
Member available through Scooby's native Lua API.
Usage example
int object.targetVisorState
Member available through Scooby's native Lua API.
Usage example
bool object.visorIsUp
which helmet prop are we using?
Usage example
int object.visorPropDown
which helmet prop are we using?
Usage example
int object.visorPropUp
CPlayerCameraDataNode
Player camera sync data node
Camera world position
Aim direction vector
Free look direction
Is in first person view
Is aiming
Is in cover
Member available through Scooby's native Lua API.
Usage example
V3 object.LookAtPosition
the position offset of the camera if aiming - or absolute position if using a free camera
Usage example
V3 object.Position
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
if set, this player is using the cinematic vehicle camera
Usage example
bool object.UsingCinematicVehCamera
if set, this player is controlling a free camera
Usage example
bool object.UsingFreeCamera
is this player using the left trigger aim camera mode
Usage example
bool object.UsingLeftTriggerAimMode
if the player is currently aiming a weapon
Usage example
bool object.aiming
Member available through Scooby's native Lua API.
Usage example
bool object.bAimTargetEntity
can the owner move while aiming (changes based on aiming from hip / scope / weapon)
Usage example
bool object.canOwnerMoveWhileAiming
camera matrix euler angles
Usage example
number object.eulersX
camera matrix euler angles
Usage example
number object.eulersZ
if the player is free aim locked onto a target...
Usage example
bool object.freeAimLockedOnTarget
Member available through Scooby's native Lua API.
Usage example
bool object.inFirstPersonIdle
Member available through Scooby's native Lua API.
Usage example
bool object.isLooking
if set, the camera is far away from the player
Usage example
bool object.largeOffset
if locked onto a target, offset from target position to actual lock on pos.
Usage example
V3 object.lockOnTargetOffset
if the player is aiming a long range weapon (sniper rifle - 1500m range) or short range (<150m)
Usage example
bool object.longRange
if set, more precise camera data is used
Usage example
bool object.morePrecision
Member available through Scooby's native Lua API.
Usage example
bool object.onSlope
position we're aiming at (used to compute pitch and yaw on the clone).
Usage example
V3 object.playerToTargetAimOffset
Member available through Scooby's native Lua API.
Usage example
bool object.stickWithinStrafeAngle
if we're aiming at a target we pass that info instead of pitch and yaw.
Usage example
int object.targetId
Member available through Scooby's native Lua API.
Usage example
bool object.usingFirstPersonCamera
Member available through Scooby's native Lua API.
Usage example
bool object.usingFirstPersonVehicleCamera
Member available through Scooby's native Lua API.
Usage example
bool object.usingSwimMotionTask
CPlayerWantedAndLOSDataNode
Player wanted level and line of sight sync
Current wanted level (0-5)
Usage example
int object.wantedLevel
Pending wanted level
Time to escape wanted
Has line of sight to cops
Last known position by cops
Is evading police
Member available through Scooby's native Lua API.
Usage example
bool object.HasLeftInitialSearchArea
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
Member available through Scooby's native Lua API.
Usage example
int object.WantedLevelBeforeParole
Member available through Scooby's native Lua API.
Usage example
bool object.bIsOutsideCircle
Member available through Scooby's native Lua API.
Usage example
int object.causedByPlayerPhysicalIndex
Member available through Scooby's native Lua API.
Usage example
bool object.causedByThisPlayer
Member available through Scooby's native Lua API.
Usage example
bool object.copsAreSearching
Member available through Scooby's native Lua API.
Usage example
int object.fakeWantedLevel
Member available through Scooby's native Lua API.
Usage example
V3 object.lastSpottedLocation
Member available through Scooby's native Lua API.
Usage example
V3 object.searchAreaCentre
Member available through Scooby's native Lua API.
Usage example
int object.timeFirstSpotted
Member available through Scooby's native Lua API.
Usage example
int object.timeLastSpotted
Member available through Scooby's native Lua API.
Usage example
int object.visiblePlayers
CPlayerGamerDataNode
Player gamer data sync node
Rockstar ID
Host token
Crew ID
Crew rank
Crew color
Is Rockstar developer
Is flagged as cheater
Member available through Scooby's native Lua API.
Usage example
int object.PlayerFlags
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
Member available through Scooby's native Lua API.
Usage example
bool object.bHasStartedTransition
Member available through Scooby's native Lua API.
Usage example
bool object.bHasTransitionInfo
Member available through Scooby's native Lua API.
Usage example
bool object.bNeedToSerialiseCrewRankTitle
Member available through Scooby's native Lua API.
Usage example
bool object.bNeedToSerialiseMuteData
Member available through Scooby's native Lua API.
Usage example
bool object.bNeedToSerialiseRankSystemFlags
Member available through Scooby's native Lua API.
Usage example
int object.kickVotes
Member available through Scooby's native Lua API.
Usage example
int object.muteCount
Member available through Scooby's native Lua API.
Usage example
int object.muteTotalTalkersCount
Member available through Scooby's native Lua API.
Usage example
int object.nMatchMakingGroup
Member available through Scooby's native Lua API.
Usage example
int object.playerAccountId
CPhysicalVelocityDataNode
Physical entity velocity sync data node
Linear velocity vector
Speed magnitude
current velocity X (packed)
Usage example
int object.PackedVelocityX
current velocity Y (packed)
Usage example
int object.PackedVelocityY
current velocity Z (packed)
Usage example
int object.PackedVelocityZ
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
CPhysicalAngVelocityDataNode
Physical entity angular velocity sync
Angular velocity vector
current angular velocity X (packed)
Usage example
int object.PackedAngVelocityX
current angular velocity Y (packed)
Usage example
int object.PackedAngVelocityY
current angular velocity Z (packed)
Usage example
int object.PackedAngVelocityZ
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
CPhysicalAttachDataNode
Physical entity attachment sync data node
Is attached to another entity
Entity attached to
Attachment bone index
Attachment offset
Attachment rotation
inv mass scale A
Usage example
number object.InvMassScaleA
inv mass scale B
Usage example
number object.InvMassScaleB
is the vehicle attached as a cargo vehicle
Usage example
bool object.IsCargoVehicle
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
activates the physics on the object when it is detached
Usage example
bool object.activatePhysicsWhenDetached
allowed initial separation
Usage example
bool object.allowInitialSeparation
is this object attached?
Usage example
bool object.attached
object ID of the object attached to
Usage example
int object.attachedObjectID
attachment flags
Usage example
int object.attachmentFlags
attachment bone
Usage example
int object.attachmentMyBone
attachment offset
Usage example
V3 object.attachmentOffset
attachment bone
Usage example
int object.attachmentOtherBone
attachment parent offset
Usage example
V3 object.attachmentParentOffset
attachment quaternion
Usage example
V3 object.attachmentQuat
if set m_activatePhysicsWhenDetached is synced
Usage example
bool object.syncPhysicsActivation
CEntityOrientationDataNode
Entity orientation sync data node
Entity heading
Entity pitch
Entity roll
Full rotation matrix
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
CObjectCreationDataNode
Object creation sync data node
Object model hash
Usage example
int object.modelHash
Has initialized physics
Usage example
bool object.hasInitPhysics
Is dynamic object
Owned by script
Usage example
int object.ownedBy
Fragment group index
indicates the network blender can run when the object is using fixed physics
Usage example
bool object.CanBlendWhenFixed
if the object is breakable, destroy any frags created by the breaking
Usage example
bool object.DestroyFrags
the object has exploded
Usage example
bool object.HasExploded
the object is an uprooted fence
Usage example
bool object.IsAmbientFence
the object is broken / damaged
Usage example
bool object.IsBroken
this object is a frag object
Usage example
bool object.IsFragObject
the object must remain registered
Usage example
bool object.KeepRegistered
world position script grabbed this object from
Usage example
V3 object.ScriptGrabPosition
radius used by script to grab this object
Usage example
number object.ScriptGrabRadius
has script grabbed this object from a world position?
Usage example
bool object.ScriptGrabbedFromWorld
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
position of the dummy object this object was instanced from
Usage example
V3 object.dummyPosition
the frag group index (used by fragment cache objects)
Usage example
int object.fragGroupIndex
if set, this object is a vehicle fragment and it belongs to this vehicle id
Usage example
int object.fragParentVehicle
is there a prop object associated with this network object?
Usage example
bool object.hasGameObject
Member available through Scooby's native Lua API.
Usage example
int object.lodDistance
Member available through Scooby's native Lua API.
Usage example
bool object.lodOrphanHd
stop the object changing owner
Usage example
bool object.noReassign
the position of the object (used when the network object has no game object)
Usage example
table<int, V3> object.objectMatrix
position of the object (used when there is no game object)
Usage example
V3 object.objectPosition
used when there is no associated prop (and sync data) for this network object
Usage example
int object.ownershipToken
does the creating player want control of this object
Usage example
bool object.playerWantsControl
CDoorCreationDataNode
Door creation sync data node
Door model hash
Door position
Is automatic door
0xC0
Usage example
int object.DoorModel
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
CDoorMovementDataNode
Door movement sync data node
Door open ratio (0-1)
Is door locked
Lock state flags
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
Member available through Scooby's native Lua API.
Usage example
bool object.bClosed
Member available through Scooby's native Lua API.
Usage example
bool object.bFullyOpen
Member available through Scooby's native Lua API.
Usage example
bool object.bHasOpenRatio
Member available through Scooby's native Lua API.
Usage example
bool object.bOpening
Member available through Scooby's native Lua API.
Usage example
number object.fOpenRatio
CPickupCreationDataNode
Pickup creation sync data node
Pickup type hash
Usage example
int object.pickupHash
Pickup amount/value
Usage example
int object.amount
Pickup model hash
Pickup flags
Team permission flags
LOD distance of pickup
Usage example
int object.LODdistance
List of blocked players for this pickup
Usage example
int object.PlayersToBlockList
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
set if the network object has a corresponding CPickup object
Usage example
bool object.bHasPlacement
Are there any blocked players for this pickup
Usage example
bool object.bHasPlayersBlockingList
set if this is an ambient pickup dropped for another player to collect
Usage example
bool object.bPlayerGift
a custom model, if specified by script
Usage example
int object.customModelHash
Allow projectiles to collide with this pickup
Usage example
bool object.includeProjectiles
how long the pickup has existed (only used for ambient pickups)
Usage example
int object.lifeTime
Member available through Scooby's native Lua API.
Usage example
int object.numWeaponComponents
for modded weapons dropped by players
Usage example
table<int, int> object.weaponComponents
for modded weapons dropped by players
Usage example
int object.weaponTintIndex
CGlobalFlagsDataNode
Global flags sync data node
Global flag bitmask
Ownership token
network object global flags
Usage example
int object.GlobalFlags
current ownership token
Usage example
int object.OwnershipToken
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
CSectorDataNode
Sector position sync data node
Sector X coordinate
Usage example
int object.sectorX
Sector Y coordinate
Usage example
int object.sectorY
Sector Z coordinate
Usage example
int object.sectorZ
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
CSectorPositionDataNode
Sector relative position sync data node
Relative position X
Relative position Y
Relative position Z
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
X position of this object within the current sector
Usage example
number object.sectorPosX
Y position of this object within the current sector
Usage example
number object.sectorPosY
Z position of this object within the current sector
Usage example
number object.sectorPosZ
CTrainGameStateDataNode
Train game state sync data node
Train configuration index
Carriage index in train
Track ID
Distance along track
Train speed
Is engine carriage
Direction on track
used by stationary trains in missions
Usage example
bool object.AllowRemovalByPopulation
Config index of the carriage
Usage example
int object.CarriageConfigIndex
the target cruise speed of the train (desired speed)
Usage example
number object.CruiseSpeed
Direction traveling on track
Usage example
bool object.Direction
the distance of this carriage from the engine (0.0 if this is an engine)
Usage example
number object.DistFromEngine
ID of the engine this carriage is attached to (if this train is not an engine)
Usage example
int object.EngineID
Does this train have any passenger carriages?
Usage example
bool object.HasPassengerCarriages
Is this a caboose
Usage example
bool object.IsCaboose
is this train an engine or carriage?
Usage example
bool object.IsEngine
Is this a mission created train?
Usage example
bool object.IsMissionTrain
ID of the car linked backward from this train car
Usage example
int object.LinkedToBackwardID
ID of the car linked forward from this train car
Usage example
int object.LinkedToForwardID
Should this train be rendered as derailed?
Usage example
bool object.RenderDerailed
Stop for stations
Usage example
bool object.StopForStations
the track the train is on
Usage example
int object.TrackID
Config index of the entire train this carriage/engine is a part of
Usage example
int object.TrainConfigIndex
the train state
Usage example
int object.TrainState
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
are we using high precision blending on the train
Usage example
bool object.UseHighPrecisionBlending
force the doors open
Usage example
bool object.doorsForcedOpen
CNetworkPlayerMgr
Network player manager for session players
Get local player object
Get number of players in session
Get player by ID
Get player by name
Get all players in session
Check if local player is host
Get session host
Get script host
CNetShopTransaction
Network shop transaction for purchases
Create from memory address
Get memory address
Get transaction ID
Get transaction category
Get transaction action
Get transaction price
Get transaction status
Check if transaction is complete
Check if transaction is pending
Matrix44
4x4 transformation matrix
Create identity matrix
Create from memory address
Get right vector (X axis)
Get forward vector (Y axis)
Get up vector (Z axis)
Get position/translation
Set right vector
Set forward vector
Set up vector
Set position
Get rotation as euler angles
Set rotation from euler angles
Get scale factors
Set scale factors
Multiply with another matrix
Get inverse matrix
Get transposed matrix
Reset to identity matrix
Transform a point
Transform a vector (no translation)
Matrix33
3x3 rotation matrix
Create identity matrix
Create from memory address
Get right vector
Get forward vector
Get up vector
Set right vector
Set forward vector
Set up vector
Convert to euler angles
Set from euler angles
Multiply matrices
Get transposed matrix
Quaternion
Quaternion for 3D rotations
Create identity quaternion
Create from components
Create from euler angles
Create from axis and angle
X component
Y component
Z component
W component (scalar)
Get quaternion length
Get normalized quaternion
Get conjugate quaternion
Get inverse quaternion
Dot product with another quaternion
Multiply quaternions
Spherical interpolation
Convert to euler angles
Convert to axis and angle
Convert to rotation matrix
Rotate a vector
eNetObjType
Network object type enumeration
Car/Automobile
Motorcycle
Boat
Door
Helicopter
Object
Pedestrian
Pickup
Pickup placement
Airplane
Submarine
Player
Trailer
Train
eControl
Input control enumeration
Next camera
Look left/right
Look up/down
Look up only
Look down only
Look left only
Look right only
Cinematic slow-mo
Scripted fly up/down
Scripted fly left/right
Scripted fly Z up
Scripted fly Z down
Weapon wheel up/down
Weapon wheel left/right
Weapon wheel next
Weapon wheel previous
Select next weapon
Select previous weapon
Skip cutscene
Character wheel
Multiplayer info
Sprint
Jump
Enter vehicle
Attack
Aim
Look behind
Phone
Special ability
Special ability secondary
Move left/right
Move up/down
Move up only
Move down only
Move left only
Move right only
Duck/crouch
Select weapon
Pickup
Sniper zoom
Sniper zoom in
Sniper zoom out
Sniper zoom in secondary
Sniper zoom out secondary
Take cover
Reload
Talk/interact
Detonate
HUD special
Arrest
Accurate aim
Context action
Context secondary
Weapon special
Weapon special 2
Dive
Drop weapon
Drop ammo
Throw grenade
Vehicle move left/right
Vehicle move up/down
Vehicle accelerate
Vehicle brake
Vehicle horn
Vehicle exit
Vehicle handbrake
Hotwire left
Hotwire right
Vehicle headlight
Radio wheel
Vehicle cinematic camera
Next radio station
Previous radio station
Next radio track
Previous radio track
Frontend down
Frontend up
Frontend left
Frontend right
Frontend accept
Frontend cancel
eWeatherType
Weather type enumeration
Extra sunny
Clear
Cloudy
Smog
Foggy
Overcast
Rain
Thunder/storm
Clearing
Neutral
Snow
Blizzard
Light snow
Christmas
Halloween
eBoneId
Ped bone ID enumeration (common bones)
Skeleton root
Pelvis
Spine base
Spine 1
Spine 2
Spine 3
Neck
Head
Left clavicle
Left upper arm
Left forearm
Left hand
Right clavicle
Right upper arm
Right forearm
Right hand
Left thigh
Left calf
Left foot
Right thigh
Right calf
Right foot
IK left hand
IK right hand
IK left foot
IK right foot
Physics left hand
Physics right hand
eVehicleModSlot
Vehicle modification slot enumeration
Spoiler
Front bumper
Rear bumper
Side skirt
Exhaust
Roll cage/chassis
Grille
Hood
Left fender
Right fender
Roof
Engine
Brakes
Transmission
Horn
Suspension
Armour
Nitrous (arena)
Turbo
Subwoofer (unused)
Tyre smoke
Hydraulics
Xenon lights
Wheels
Rear wheels (bikes)
Plate holder
Vanity plates
Trim design
Ornaments
Dashboard
Dial design
Door speaker
Seats
Steering wheel
Shift lever
Plaques
Speakers
Trunk/hydraulics
Hydraulics
Engine block
Air filter
Strut brace
Arch cover
Aerials
Trim
Tank
Door/window
Livery
Scooby
Canonical Scooby Lua API identity and runtime metadata.
Returns the active game build number.
Returns Legacy or Enhanced.
Returns the Scooby Lua API version label.
Returns the local Rockstar ID when available.
Returns true when running the Enhanced edition.
Returns true when running the Legacy edition.
eLuaEvent value for overriding built-in notifications.
Usage example
EventMgr.RegisterHandler(eLuaEvent.ON_NOTIFICATION, function(title, message, notification_type, duration) return false end)
CAutomobileCreationDataNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Usage example
bool object.AllDoorsClosed
Member available through Scooby's native Lua API.
Usage example
table<int, bool> object.DoorsClosed
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
CBikeGameStateDataNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
is the bike on it's side stand?
Usage example
bool object.OnSideStand
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
CBoatGameStateDataNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
anchor buoyancy lod distance
Usage example
number object.AnchorLodDistance
shows us how much the boat wants to float back up. 0 when the boat is sinking the fastest.
Usage example
number object.BuoyancyForceMultiplier
force the low lod mode for the boat
Usage example
bool object.ForceLowLodMode
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
should we be considering a higher tolerance on the test for being near a river?
Usage example
bool object.UseWidestToleranceBoundingBoxTest
what action does this boat take when it is wrecked?
Usage example
int object.boatWreckedAction
if the interior light is allowed to be on/off - default on
Usage example
bool object.interiorLightOn
is this boat locked in the XY plane (anchored)
Usage example
bool object.lockedToXY
CDoorScriptGameStateDataNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
distance at which an automatic sliding door or barrier opens, or 0.0f for default
Usage example
number object.AutomaticDist
rate an automatic sliding door or barrier moves, uses default value for door type if this is 0.0f
Usage example
number object.AutomaticRate
if true the door is fragmented
Usage example
bool object.Broken
flags specifying which door fragments are broken
Usage example
int object.BrokenFlags
true means any component is damaged out
Usage example
bool object.Damaged
flags indicating components that have damaged out
Usage example
int object.DamagedFlags
the state held in the door system
Usage example
int object.DoorSystemState
true means the door is held open
Usage example
bool object.HoldOpen
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
CDoorScriptInfoDataNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
the hash identifying the door in the door system
Usage example
int object.DoorSystemHash
if true, the door system entry for this door should already exist non-networked
Usage example
bool object.ExistingScriptDoor
Member available through Scooby's native Lua API.
Usage example
bool object.HasScriptInfo
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
CEntityScriptGameStateDataNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
Member available through Scooby's native Lua API.
Usage example
bool object.disableCollisionCompletely
gamestate flag indicating whether the object is using fixed physics
Usage example
bool object.isFixed
gamestate flag indicating whether the object is using collision
Usage example
bool object.usesCollision
CEntityScriptInfoDataNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Usage example
bool object.HasScriptInfo
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
CMigrationDataNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
bit flags indicating which players left while the object was cloned on their machine when local
Usage example
int object.ClonedPlayersThatLeft
bit flags indicating which players the object is cloned on
Usage example
int object.ClonedState
bit flags indicating which nodes are unsynced with any other player
Usage example
int object.UnsyncedNodes
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
CObjectGameStateDataNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Usage example
bool object.HasBeenPickedUpByHook
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
Member available through Scooby's native Lua API.
Usage example
int object.brokenFlags
Member available through Scooby's native Lua API.
Usage example
bool object.hasAddedPhysics
Member available through Scooby's native Lua API.
Usage example
bool object.objectHasExploded
Member available through Scooby's native Lua API.
Usage example
bool object.popTires
Member available through Scooby's native Lua API.
Usage example
int object.taskDataSize
Member available through Scooby's native Lua API.
Usage example
table<int, int> object.taskSpecificData
Member available through Scooby's native Lua API.
Usage example
int object.taskType
Member available through Scooby's native Lua API.
Usage example
bool object.visible
CObjectOrientationNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
Indicates whether the orientation should be synced with high precision
Usage example
bool object.bUseHighPrecision
current orientation of the object
Usage example
table<int, V3> object.orientation
CObjectScriptGameStateDataNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
activate the physics on this object as soon as it is unfrozen
Usage example
bool object.ActivatePhysicsAsSoonAsUnfrozen
has breaking been disabled on this object
Usage example
bool object.BreakingDisabled
Member available through Scooby's native Lua API.
Usage example
bool object.CanBeTargeted
has damage been disabled on this object
Usage example
bool object.DamageDisabled
Member available through Scooby's native Lua API.
Usage example
int object.DamageInflictorId
Member available through Scooby's native Lua API.
Usage example
bool object.IgnoreLightSettings
is this object stealable?
Usage example
bool object.IsStealable
created by
Usage example
int object.OwnedBy
script adjusted scope distance
Usage example
int object.ScopeDistance
tint color of object
Usage example
int object.TintIndex
scripted translational damping
Usage example
V3 object.TranslationDamping
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
does this object require high precision blending (i.e. minigame objects, such as a golf ball)
Usage example
bool object.UseHighPrecisionBlending
does this object use scripted physics params
Usage example
bool object.UsingScriptedPhysicsParams
Member available through Scooby's native Lua API.
Usage example
bool object.bDriveToMaxAngle
Member available through Scooby's native Lua API.
Usage example
bool object.bDriveToMinAngle
Member available through Scooby's native Lua API.
Usage example
bool object.bIsArenaBall
Member available through Scooby's native Lua API.
Usage example
bool object.bIsArticulatedProp
Member available through Scooby's native Lua API.
Usage example
bool object.bNoGravity
Member available through Scooby's native Lua API.
Usage example
bool object.bObjectDamaged
Member available through Scooby's native Lua API.
Usage example
bool object.bObjectFragBroken
Member available through Scooby's native Lua API.
Usage example
bool object.bWeaponImpactsApplyGreaterForce
Member available through Scooby's native Lua API.
Usage example
int object.jointToDriveIndex
value of speed boost for boost pads
Usage example
int object.objSpeedBoost
CObjectSectorPosNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
X position of this object within the current sector
Usage example
number object.SectorPosX
Y position of this object within the current sector
Usage example
number object.SectorPosY
Z position of this object within the current sector
Usage example
number object.SectorPosZ
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
Indicates whether the position should be synced with high precision
Usage example
bool object.UseHighPrecision
CPedAttachDataNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
bone ped is attached to
Usage example
int object.attachBone
attachment flags
Usage example
int object.attachFlags
attachment heading
Usage example
number object.attachHeading
attachment heading limit
Usage example
number object.attachHeadingLimit
offset from attachment position
Usage example
V3 object.attachOffset
attachment quaternion
Usage example
V3 object.attachQuat
is the ped attached?
Usage example
bool object.attached
ID of Object ped is attached to
Usage example
int object.attachedObjectID
whether the ped is attached to ground or not
Usage example
bool object.attachedToGround
CPedComponentReservationDataNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
Member available through Scooby's native Lua API.
Usage example
table<int, int> object.componentReservations
Member available through Scooby's native Lua API.
Usage example
int object.numPedComponents
CPedMovementGroupDataNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
For syncing swings from CommandPlayTennisSwingAnim
Usage example
CSyncedTennisMotionData object.TennisMotionData
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
indicates whether the ped is currently crouching
Usage example
bool object.isCrouching
indicates if the ped is currently ankle cuffed
Usage example
bool object.isRagdollConstraintAnkleActive
indicates if the ped is currently handcuffed
Usage example
bool object.isRagdollConstraintWristActive
indicates whether the ped is currently ragdolling
Usage example
bool object.isRagdolling
indicates whether the ped is currently being stealthy
Usage example
bool object.isStealthy
indicates whether the ped is currently strafing
Usage example
bool object.isStrafing
Member available through Scooby's native Lua API.
Usage example
number object.motionInVehiclePitch
current motion set this ped is using
Usage example
int object.motionSetId
the state of the move blender the ped is using
Usage example
int object.moveBlendState
the type of move blender the ped is using
Usage example
int object.moveBlendType
current strafe set this ped is using
Usage example
int object.overriddenStrafeSetId
current weapon set this ped is using
Usage example
int object.overriddenWeaponSetId
CPedScriptCreationDataNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Usage example
bool object.StayInCarWhenJacked
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
CPedScriptGameStateDataNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Usage example
V3 object.AngledDefensiveAreaV1
Member available through Scooby's native Lua API.
Usage example
V3 object.AngledDefensiveAreaV2
Member available through Scooby's native Lua API.
Usage example
number object.AngledDefensiveAreaWidth
Member available through Scooby's native Lua API.
Usage example
V3 object.DefensiveAreaCentre
Member available through Scooby's native Lua API.
Usage example
number object.DefensiveAreaRadius
Member available through Scooby's native Lua API.
Usage example
int object.DefensiveAreaType
Member available through Scooby's native Lua API.
Usage example
int object.FiringPatternHash
Member available through Scooby's native Lua API.
Usage example
bool object.HasDefensiveArea
Member available through Scooby's native Lua API.
Usage example
bool object.HasInVehicleContextHash
Member available through Scooby's native Lua API.
Usage example
int object.NavCapabilityFlags
Member available through Scooby's native Lua API.
Usage example
int object.SeatIndexToUseInAGroup
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
Member available through Scooby's native Lua API.
Usage example
bool object.UseCentreAsGotoPos
Member available through Scooby's native Lua API.
Usage example
int object.ammoToDrop
Member available through Scooby's native Lua API.
Usage example
int object.combatMovement
Member available through Scooby's native Lua API.
Usage example
number object.fAccuracy
Member available through Scooby's native Lua API.
Usage example
number object.fBlindFireChance
Member available through Scooby's native Lua API.
Usage example
number object.fBurstDurationInCover
Member available through Scooby's native Lua API.
Usage example
number object.fHomingRocketBreakLockAngle
Member available through Scooby's native Lua API.
Usage example
number object.fHomingRocketBreakLockAngleClose
Member available through Scooby's native Lua API.
Usage example
number object.fHomingRocketBreakLockCloseDistance
Member available through Scooby's native Lua API.
Usage example
number object.fMaxInformFriendDistance
Member available through Scooby's native Lua API.
Usage example
number object.fMaxShootingDistance
Member available through Scooby's native Lua API.
Usage example
number object.fMaxVehicleTurretFiringRange
Member available through Scooby's native Lua API.
Usage example
number object.fStrafeWhenMovingChance
Member available through Scooby's native Lua API.
Usage example
number object.fTimeBetweenAggressiveMovesDuringVehicleChase
Member available through Scooby's native Lua API.
Usage example
number object.fTimeBetweenBurstsInCover
Member available through Scooby's native Lua API.
Usage example
number object.fTimeBetweenPeeks
Member available through Scooby's native Lua API.
Usage example
number object.fWeaponDamageModifier
Member available through Scooby's native Lua API.
Usage example
int object.fleeBehaviorFlags
Member available through Scooby's native Lua API.
Usage example
bool object.hasPedType
Member available through Scooby's native Lua API.
Usage example
int object.inVehicleContextHash
Member available through Scooby's native Lua API.
Usage example
bool object.isAmbientSpeechDisabled
Member available through Scooby's native Lua API.
Usage example
bool object.isPainAudioDisabled
Member available through Scooby's native Lua API.
Usage example
int object.isTargettableByTeam
Member available through Scooby's native Lua API.
Usage example
int object.minOnGroundTimeForStun
Member available through Scooby's native Lua API.
Usage example
int object.pedCash
Member available through Scooby's native Lua API.
Usage example
bool object.pedHasCash
Member available through Scooby's native Lua API.
Usage example
int object.pedType
Member available through Scooby's native Lua API.
Usage example
int object.popType
Member available through Scooby's native Lua API.
Usage example
int object.ragdollBlockingFlags
Member available through Scooby's native Lua API.
Usage example
number object.shootRate
Member available through Scooby's native Lua API.
Usage example
int object.targetLossResponse
Member available through Scooby's native Lua API.
Usage example
int object.uMaxNumFriendsToInform
Member available through Scooby's native Lua API.
Usage example
int object.vehicleweaponindex
CPedSectorPosMapNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Usage example
bool object.IsRagdolling
Member available through Scooby's native Lua API.
Usage example
bool object.IsStandingOnNetworkObject
Member available through Scooby's native Lua API.
Usage example
V3 object.LocalOffset
Member available through Scooby's native Lua API.
Usage example
int object.StandingOnNetworkObjectID
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
CPedTaskSequenceDataNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
Member available through Scooby's native Lua API.
Usage example
bool object.hasSequence
Member available through Scooby's native Lua API.
Usage example
int object.numTasks
Member available through Scooby's native Lua API.
Usage example
int object.repeatMode
Member available through Scooby's native Lua API.
Usage example
int object.sequenceResourceId
Member available through Scooby's native Lua API.
Usage example
table<int, CTaskData> object.taskData
CPedTaskSpecificDataNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
Member available through Scooby's native Lua API.
Usage example
CTaskData object.taskData
Member available through Scooby's native Lua API.
Usage example
int object.taskIndex
CPhysicalGameStateDataNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
if set, the entity won't be stopped from cloning for players who are not in a tutorial
Usage example
bool object.allowCloningWhileInTutorial
the type of alpha ramp the entity is doing
Usage example
int object.alphaType
the entity is fading out / alpha ramping
Usage example
bool object.alteringAlpha
A custom max duration for fading
Usage example
int object.customFadeDuration
the entity is fading out
Usage example
bool object.fadingOut
is in water game state flag
Usage example
bool object.isInWater
gamestate flag indicating whether the object is visible
Usage example
bool object.isVisible
render scorched game state flag
Usage example
bool object.renderScorched
CPhysicalHealthDataNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
health is max
Usage example
bool object.hasMaxHealth
health
Usage example
int object.health
last material id that was damaged
Usage example
int object.lastDamagedMaterialId
set when script alters max health
Usage example
bool object.maxHealthSetByScript
the script max health
Usage example
int object.scriptMaxHealth
weapon damage entity (only for script objects)
Usage example
int object.weaponDamageEntity
weapon damage Hash
Usage example
int object.weaponDamageHash
CPhysicalMigrationDataNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
does this object have zero health?
Usage example
bool object.isDead
CPhysicalScriptGameStateDataNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Usage example
bool object.AllowMigrateToSpectator
Member available through Scooby's native Lua API.
Usage example
int object.AlwaysClonedForPlayer
Member available through Scooby's native Lua API.
Usage example
bool object.HasMaxSpeed
Member available through Scooby's native Lua API.
Usage example
number object.MaxSpeed
Member available through Scooby's native Lua API.
Usage example
int object.RelGroupHash
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
CPhysicalScriptMigrationDataNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
this can be false for entities that used to be script entities
Usage example
bool object.HasData
the host token used by the current host of the script
Usage example
int object.HostToken
the players participating in the script the object belongs to
Usage example
int object.ScriptParticipants
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
CPickupPlacementCreationDataNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
a variable amount used by some pickup types (eg money).
Usage example
int object.amount
a custom model, if specified by script
Usage example
int object.customModelHash
a custom regeneration time, if specified by script
Usage example
int object.customRegenTime
indicates whether this is a map placement or not
Usage example
bool object.mapPlacement
the hash of the pickup type
Usage example
int object.pickupHash
the pickup orientation in eulers
Usage example
V3 object.pickupOrientation
the pickup position
Usage example
V3 object.pickupPosition
the placement flags
Usage example
int object.placementFlags
which teams are allowed to collect this pickup
Usage example
int object.teamPermits
CPickupPlacementStateDataNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
has this pickup been collected?
Usage example
bool object.Collected
object ID of the ped who collected the pickup
Usage example
int object.Collector
has this pickup been destroyed?
Usage example
bool object.Destroyed
Member available through Scooby's native Lua API.
Usage example
bool object.Regenerates
the time at which the placement regenerates its pickup
Usage example
int object.RegenerationTime
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
CPickupScriptGameStateNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
Allows non script participants to pick this up
Usage example
bool object.allowNonScriptParticipantCollect
used to unfix portable pickups
Usage example
bool object.bFloating
pickup flags
Usage example
int object.flags
used by portable pickups, indicating whether they are in an inaccessible location
Usage example
bool object.inAccessible
the last accessible location (used by portable pickups only)
Usage example
V3 object.lastAccessibleLoc
used by portable pickups, indicating whether the last accessible location has valid ground
Usage example
bool object.lastAccessibleLocHasValidGround
some pickups have a script specified glow offset
Usage example
number object.offsetGlow
Member available through Scooby's native Lua API.
Usage example
bool object.portable
which teams are allowed to collect this pickup (only used for pickups without a placement)
Usage example
int object.teamPermits
CPickupSectorPosNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
X position of this object within the current sector
Usage example
number object.SectorPosX
Y position of this object within the current sector
Usage example
number object.SectorPosY
Z position of this object within the current sector
Usage example
number object.SectorPosZ
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
CPlaneControlDataNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
CTaskBringVehicleToHalt bControlVerticalVelocity
Usage example
bool object.BVTHControlVertVel
CTaskBringVehicleToHalt stopping dist
Usage example
number object.BVTHStoppingDist
For hover vehicles
Usage example
bool object.HasTargetGravityScale
Member available through Scooby's native Lua API.
Usage example
bool object.HasTopSpeedPercentage
Member available through Scooby's native Lua API.
Usage example
number object.StickY
the current value of the dive control for sub cars
Usage example
number object.SubCarDive
the current value of the pitch control for sub cars
Usage example
number object.SubCarPitch
Member available through Scooby's native Lua API.
Usage example
number object.TargetGravityScale
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
player has raised all lowrider suspension
Usage example
bool object.bAllLowriderHydraulicsRaised
Member available through Scooby's native Lua API.
Usage example
bool object.bIsClosingAnyDoor
Member available through Scooby's native Lua API.
Usage example
bool object.bIsNitrousOverrideActive
player has modified suspension of lowrider
Usage example
bool object.bModifiedLowriderSuspension
Member available through Scooby's native Lua API.
Usage example
bool object.bNitrousActive
Hydraulics sound effect when activated
Usage example
bool object.bPlayHydraulicsActivationSound
Hydraulics sound effect when bouncing
Usage example
bool object.bPlayHydraulicsBounceSound
Hydraulics sound effect when de-activated
Usage example
bool object.bPlayHydraulicsDeactivationSound
brake control of the plane
Usage example
number object.brake
the current value of the brake pedal
Usage example
number object.brakePedal
CTaskBringVehicleToHalt is running as a secondary task
Usage example
bool object.bringVehicleToHalt
Syncs modified lowrider suspension values
Usage example
table<int, number> object.fLowriderSuspension
Member available through Scooby's native Lua API.
Usage example
bool object.hasActiveAITask
Member available through Scooby's native Lua API.
Usage example
bool object.isInBurnout
Member available through Scooby's native Lua API.
Usage example
bool object.isSubCar
indicates if the kers system is active
Usage example
bool object.kersActive
number of wheels on this car
Usage example
int object.numWheels
pitch control of the plane
Usage example
number object.pitchControl
reduced suspension force used to stance tuner pack vehicles
Usage example
bool object.reducedSuspensionForce
the current road node the vehicle is driving from
Usage example
int object.roadNodeAddress
roll control of the plane
Usage example
number object.rollControl
the current value of the yaw control for sub cars
Usage example
number object.subCarYaw
the current value of the throttle
Usage example
number object.throttle
throttle control of the plane
Usage example
number object.throttleControl
set to the maximum speed a vehicle can travel at
Usage example
number object.topSpeedPercent
whether the plane is in vertical or horizontal flight mode
Usage example
number object.verticalFlightMode
yaw control of the plane
Usage example
number object.yawControl
CPlaneGameStateDataNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
if AI can fly plane well with damaged parts
Usage example
bool object.AIIgnoresBrokenPartsForHandling
When set, planes will spiral while crashing
Usage example
bool object.AllowRollAndYawWhenCrashing
flags indicating which sections have broken off
Usage example
int object.BrokenSections
Member available through Scooby's native Lua API.
Usage example
bool object.ControlSectionsBreakOffFromExplosions
flags indicating which sections are damaged
Usage example
int object.DamagedSections
damage scale for engine (overall)
Usage example
number object.EngineDamageScale
Do we have custom damage scales for our landing gear sections?
Usage example
bool object.HasCustomLandingGearSectionDamageScale
Do we have custom damage scales for our sections?
Usage example
bool object.HasCustomSectionDamageScale
flags indicating state of individual propellers
Usage example
int object.IndividualPropellerFlags
LOD distance of pickup
Usage example
int object.LODdistance
Landing Gear Public State
Usage example
int object.LandingGearPublicState
damage scale for each plane section
Usage example
table<int, number> object.LandingGearSectionDamageScale
Lockon state (none, acquiring, acquired)
Usage example
int object.LockOnState
ID of network object this plane is locked-on to
Usage example
int object.LockOnTarget
flags indicating which rotors are broken off
Usage example
int object.RotorBroken
damage fraction values for each plane section
Usage example
table<int, number> object.SectionDamage
damage scale for each plane section
Usage example
table<int, number> object.SectionDamageScale
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
Member available through Scooby's native Lua API.
Usage example
bool object.dipStraightDownWhenCrashing
Member available through Scooby's native Lua API.
Usage example
bool object.disableExlodeFromBodyDamageOnCollision
Does this plane take damage from body impacts?
Usage example
bool object.disableExpFromBodyDamage
CPlayerAmbientModelStreamingNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Usage example
int object.AllowedPedModelStartOffset
Member available through Scooby's native Lua API.
Usage example
int object.AllowedVehicleModelStartOffset
Member available through Scooby's native Lua API.
Usage example
int object.TargetVehicleEntryPoint
Member available through Scooby's native Lua API.
Usage example
int object.TargetVehicleForAnimStreaming
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
CPlayerCreationDataNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Usage example
int object.ModelHash
Member available through Scooby's native Lua API.
Usage example
int object.NumBloodMarks
Member available through Scooby's native Lua API.
Usage example
int object.NumScars
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
Member available through Scooby's native Lua API.
Usage example
bool object.hasCommunicationPrivileges
only want to apply this once and then it's derived locally...
Usage example
bool object.wearingAHelmet
CPlayerExtendedGameStateNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Usage example
number object.CityDensity
Member available through Scooby's native Lua API.
Usage example
number object.MaxExplosionDamage
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
Member available through Scooby's native Lua API.
Usage example
int object.WaypointLocalDirtyTimestamp
Member available through Scooby's native Lua API.
Usage example
int object.WaypointObjectId
camera aspect ratio
Usage example
number object.aspectRatio
Member available through Scooby's native Lua API.
Usage example
bool object.bHasActiveWaypoint
Member available through Scooby's native Lua API.
Usage example
bool object.bOwnsWaypoint
camera fov ratio
Usage example
number object.fovRatio
Member available through Scooby's native Lua API.
Usage example
number object.fxWaypoint
Member available through Scooby's native Lua API.
Usage example
number object.fyWaypoint
set when the player is to only be ghosted with specific players
Usage example
int object.ghostPlayers
CPlayerGameStateDataNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
air drag multiplier
Usage example
number object.AirDragMult
Antagonistic player index
Usage example
int object.AntagonisticPlayerIndex
true when local player concealed themselves
Usage example
bool object.ConcealedOnOwner
Does the ped use the crew emblem?
Usage example
bool object.EnableCrewEmblem
Member available through Scooby's native Lua API.
Usage example
bool object.FadeOut
game state flags
Usage example
PlayerGameStateFlags object.GameStateFlags
Member available through Scooby's native Lua API.
Usage example
int object.GarageInstanceIndex
flags indicating whether the ped is targettable by each team //
Usage example
int object.IsTargettableByTeam
jack speed percentage for the player
Usage example
int object.JackSpeed
Member available through Scooby's native Lua API.
Usage example
int object.LockOnState
for when players use homing launchers
Usage example
int object.LockOnTargetID
max armour for the player
Usage example
int object.MaxArmour
max health for the player
Usage example
int object.MaxHealth
Member available through Scooby's native Lua API.
Usage example
number object.MeleeDamageModifier
Member available through Scooby's native Lua API.
Usage example
number object.MeleeUnarmedDamageModifier
mobile phone ring state for the player
Usage example
int object.MobileRingState
Override Receive Chat
Usage example
int object.OverrideReceiveChat
Override Send Chat //
Usage example
int object.OverrideSendChat
the current player state
Usage example
int object.PlayerState
current player team
Usage example
int object.PlayerTeam
Member available through Scooby's native Lua API.
Usage example
V3 object.ScriptedWeaponFirePos
Network Object of the ped we are spectating
Usage example
int object.SpectatorId
Tutorial session index - used to split players into fake sessions including only team-mates
Usage example
int object.TutorialIndex
Current tutorial instance ID (only used for gang sessions)
Usage example
int object.TutorialInstanceID
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
Member available through Scooby's native Lua API.
Usage example
bool object.VehicleJumpDown
Member available through Scooby's native Lua API.
Usage example
number object.VehicleShareMultiplier
Member available through Scooby's native Lua API.
Usage example
number object.WeaponDamageModifier
Member available through Scooby's native Lua API.
Usage example
number object.WeaponDefenseModifier
Member available through Scooby's native Lua API.
Usage example
number object.WeaponMinigunDefenseModifier
Member available through Scooby's native Lua API.
Usage example
bool object.arcadeCNCVOffender
Member available through Scooby's native Lua API.
Usage example
int object.arcadePassiveAbilityFlags
Member available through Scooby's native Lua API.
Usage example
int object.arcadeRoleInt
Member available through Scooby's native Lua API.
Usage example
int object.arcadeTeamInt
Member available through Scooby's native Lua API.
Usage example
bool object.bBattleAware
used for spectating players, that have other collision flags set
Usage example
bool object.bCollisionsDisabledByScript
Disable Leave ped behind when the remote player leaves the session.
Usage example
bool object.bDisableLeavePedBehind
Member available through Scooby's native Lua API.
Usage example
bool object.bGhost
Member available through Scooby's native Lua API.
Usage example
bool object.bHasScriptedWeaponFirePos
If we have a voice proximity override
Usage example
bool object.bHasVoiceProximityOverride
player is in a mocap cutscene
Usage example
bool object.bInCutscene
Member available through Scooby's native Lua API.
Usage example
bool object.bIsChokingFromDOTEffect
Member available through Scooby's native Lua API.
Usage example
bool object.bIsFriendlyFireAllowed
Member available through Scooby's native Lua API.
Usage example
bool object.bIsPassiveMode
true when player is SCTV spectator
Usage example
bool object.bIsSCTVSpectating
Member available through Scooby's native Lua API.
Usage example
bool object.bIsShockedFromDOTEffect
Member available through Scooby's native Lua API.
Usage example
bool object.bIsSuperJump
Override Transition Chat
Usage example
bool object.bOverrideTransitionChat
Override Tutorial Chat
Usage example
bool object.bOverrideTutorialChat
Member available through Scooby's native Lua API.
Usage example
bool object.bUseExtendedPopulationRange
Indicator whether the VWI is sent
Usage example
bool object.bvehicleweaponindex
count of decorator extensions ( the scripted ones )
Usage example
int object.decoratorListCount
Loudness of player voice through microphone
Usage example
number object.fVoiceLoudness
Member available through Scooby's native Lua API.
Usage example
int object.nCharacterRank
Member available through Scooby's native Lua API.
Usage example
int object.nMentalState
Member available through Scooby's native Lua API.
Usage example
int object.nPedDensity
Member available through Scooby's native Lua API.
Usage example
int object.nPropertyID
Voice channel this player is in
Usage example
int object.nVoiceChannel
the total size of all the network array handler data arbitrated by this player
Usage example
int object.sizeOfNetArrayData
Member available through Scooby's native Lua API.
Usage example
V3 object.vExtendedPopulationRangeCenter
Proximity override
Usage example
V3 object.vVoiceProximityOverride
Vehicle Weapon Index: Missiles, Gatling, etc...
Usage example
int object.vehicleweaponindex
CPlayerPedGroupDataNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
CPlayerSectorPosNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
is this player standing on stairs?
Usage example
bool object.IsOnStairs
is this player ragdolling?
Usage example
bool object.IsRagdolling
is this player currently standing on another network object?
Usage example
bool object.IsStandingOnNetworkObject
Offset from the center of the object
Usage example
V3 object.LocalOffset
the serialised players current stealth noise
Usage example
int object.PackedStealthNoise
X position of this object within the current sector
Usage example
number object.SectorPosX
Y position of this object within the current sector
Usage example
number object.SectorPosY
Z position of this object within the current sector
Usage example
number object.SectorPosZ
ID of the object this player is standing on
Usage example
int object.StandingOnNetworkObjectID
the players current stealth noise
Usage example
number object.StealthNoise
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
CProjectBaseSyncDataNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Dynamically cast this node to any concrete sync data node by name.
Usage example
CPedCreationDataNode object:As("CPedCreationDataNode")Member available through Scooby's native Lua API.
Usage example
string object:GetNodeName()
Member available through Scooby's native Lua API.
Usage example
eSyncDataNode object:GetNodeType()
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
CSubmarineControlDataNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
the current value of the dive control.
Usage example
number object.dive
the current value of the pitch control.
Usage example
number object.pitch
the current value of the yaw control.
Usage example
number object.yaw
CSubmarineGameStateDataNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
is this submarine anchored?
Usage example
bool object.IsAnchored
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
CSyncedPedVarData
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Usage example
table<int, int> object.ComponentData
Member available through Scooby's native Lua API.
Usage example
int object.CrewLogoTexHash
Member available through Scooby's native Lua API.
Usage example
int object.CrewLogoTxdHash
Member available through Scooby's native Lua API.
Usage example
table<int, int> object.PaletteData
Member available through Scooby's native Lua API.
Usage example
bool object.PlayerData
Member available through Scooby's native Lua API.
Usage example
table<int, int> object.TextureData
bitflags
Usage example
int object.UsedComponents
Member available through Scooby's native Lua API.
Usage example
table<int, int> object.VarInfoHash
CSyncedTennisMotionData
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Usage example
bool object.Active
Member available through Scooby's native Lua API.
Usage example
int object.ClipHash
Member available through Scooby's native Lua API.
Usage example
int object.DictHash
Member available through Scooby's native Lua API.
Usage example
bool object.DiveDirection
Member available through Scooby's native Lua API.
Usage example
bool object.DiveMode
Member available through Scooby's native Lua API.
Usage example
bool object.bAllowOverrideCloneUpdate
Member available through Scooby's native Lua API.
Usage example
bool object.bControlOutOfDeadZone
Member available through Scooby's native Lua API.
Usage example
bool object.bSlowBlend
Member available through Scooby's native Lua API.
Usage example
number object.fDiveHorizontal
Member available through Scooby's native Lua API.
Usage example
number object.fDiveVertical
Member available through Scooby's native Lua API.
Usage example
number object.fPlayRate
Member available through Scooby's native Lua API.
Usage example
number object.fStartPhase
CTaskData
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Usage example
table<int, int> object.TaskData
Member available through Scooby's native Lua API.
Usage example
int object.TaskDataSize
Member available through Scooby's native Lua API.
Usage example
int object.TaskType
CVehicleAngVelocityDataNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
indicates this angular velocity was retrieved from a superdummy vehicle (should not be applied on remote machines)
Usage example
bool object.IsSuperDummyAngVel
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
CVehicleAppearanceDataNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Licence plate texture index.
Usage example
int object.LicencePlateTexIndex
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
Member available through Scooby's native Lua API.
Usage example
bool object.VehicleBadge
Member available through Scooby's native Lua API.
Usage example
table<int, int> object.allKitMods
has a smoke color
Usage example
bool object.bSmokeColor
Member available through Scooby's native Lua API.
Usage example
table<int, bool> object.bVehicleBadgeData
has a window tint
Usage example
bool object.bWindowTint
vehicle body colour 1
Usage example
int object.bodyColour1
vehicle body colour 2
Usage example
int object.bodyColour2
vehicle body colour 3
Usage example
int object.bodyColour3
vehicle body colour 4
Usage example
int object.bodyColour4
vehicle body colour 5
Usage example
int object.bodyColour5
vehicle body colour 6
Usage example
int object.bodyColour6
vehicle body dirt level
Usage example
int object.bodyDirtLevel
custom secondary color B
Usage example
int object.customPrimaryB
Member available through Scooby's native Lua API.
Usage example
bool object.customPrimaryColor
custom secondary color G
Usage example
int object.customPrimaryG
custom secondary color R
Usage example
int object.customPrimaryR
custom secondary color B
Usage example
int object.customSecondaryB
Member available through Scooby's native Lua API.
Usage example
bool object.customSecondaryColor
custom secondary color G
Usage example
int object.customSecondaryG
custom secondary color R
Usage example
int object.customSecondaryR
bit flags indicating which "extra" car parts are disabled
Usage example
int object.disableExtras
Member available through Scooby's native Lua API.
Usage example
int object.envEffScale
has a rear wheel that might have a different type (bikes)
Usage example
bool object.hasDifferentRearWheel
Member available through Scooby's native Lua API.
Usage example
bool object.hasLivery2ID
Member available through Scooby's native Lua API.
Usage example
bool object.hasLiveryID
Member available through Scooby's native Lua API.
Usage example
int object.horntype
the kit index that the variation data is using
Usage example
int object.kitIndex
Licence Plate
Usage example
table<int, int> object.licencePlate
ID of the livery2 for the vehicle
Usage example
int object.livery2ID
ID of the livery for the vehicle
Usage example
int object.liveryID
Member available through Scooby's native Lua API.
Usage example
bool object.neonBOn
neon color B
Usage example
int object.neonColorB
neon color G
Usage example
int object.neonColorG
neon color R
Usage example
int object.neonColorR
Member available through Scooby's native Lua API.
Usage example
bool object.neonFOn
Member available through Scooby's native Lua API.
Usage example
bool object.neonLOn
Member available through Scooby's native Lua API.
Usage example
bool object.neonOn
Member available through Scooby's native Lua API.
Usage example
bool object.neonROn
Member available through Scooby's native Lua API.
Usage example
bool object.neonSuppressed
rear wheel mod value (for bikes)
Usage example
int object.rearWheelMod
smoke color B
Usage example
int object.smokeColorB
smoke color G
Usage example
int object.smokeColorG
smoke color R
Usage example
int object.smokeColorR
bitfield of the toggle mods that are switched on
Usage example
int object.toggleMods
wheel mod value
Usage example
int object.wheelMod
wheel type value
Usage example
int object.wheelType
Member available through Scooby's native Lua API.
Usage example
bool object.wheelVariation0
Member available through Scooby's native Lua API.
Usage example
bool object.wheelVariation1
window tint
Usage example
int object.windowTint
CVehicleComponentReservationDataNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Usage example
table<int, int> object.ComponentReservations
Member available through Scooby's native Lua API.
Usage example
bool object.HasReservations
Member available through Scooby's native Lua API.
Usage example
int object.NumVehicleComponents
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
CVehicleScriptGameStateDataNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Usage example
bool object.AllowSpecialFlightMode
Member available through Scooby's native Lua API.
Usage example
int object.BombAmmoCount
shows us how much the boat wants to float back up. 0 when the boat is sinking the fastest.
Usage example
number object.BuoyancyForceMultiplier
Member available through Scooby's native Lua API.
Usage example
bool object.CanEngineMissFire
Member available through Scooby's native Lua API.
Usage example
number object.CollisionWithMapDamageScale
Member available through Scooby's native Lua API.
Usage example
int object.CountermeasureAmmoCount
Member available through Scooby's native Lua API.
Usage example
int object.DamageThreshold
Member available through Scooby's native Lua API.
Usage example
bool object.DisableBreaking
Member available through Scooby's native Lua API.
Usage example
bool object.DisableHoverModeFlight
Member available through Scooby's native Lua API.
Usage example
bool object.DisableVericalFlightModeTransition
Member available through Scooby's native Lua API.
Usage example
number object.ExtraBoundAttachAllowance
Member available through Scooby's native Lua API.
Usage example
int object.GarageInstanceIndex
Member available through Scooby's native Lua API.
Usage example
bool object.HasOutriggerDeployed
Member available through Scooby's native Lua API.
Usage example
number object.HeliRopeLength
Member available through Scooby's native Lua API.
Usage example
bool object.InSubmarineMode
Member available through Scooby's native Lua API.
Usage example
bool object.IsCarParachuting
Member available through Scooby's native Lua API.
Usage example
int object.PopType
Member available through Scooby's native Lua API.
Usage example
bool object.RadioEnabledByScript
Member available through Scooby's native Lua API.
Usage example
bool object.ScriptForceHd
Member available through Scooby's native Lua API.
Usage example
number object.ScriptMaxSpeed
Member available through Scooby's native Lua API.
Usage example
bool object.SpecialFlightModeUsed
Member available through Scooby's native Lua API.
Usage example
int object.TeamLockOverrides
Member available through Scooby's native Lua API.
Usage example
int object.TeamLocks
Member available through Scooby's native Lua API.
Usage example
bool object.TransformInstantly
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
Member available through Scooby's native Lua API.
Usage example
bool object.UsingAutoPilot
Member available through Scooby's native Lua API.
Usage example
int object.VehicleProducingSlipstream
Member available through Scooby's native Lua API.
Usage example
bool object.bBlockWeaponSelection
Member available through Scooby's native Lua API.
Usage example
bool object.bBoatIgnoreLandProbes
Member available through Scooby's native Lua API.
Usage example
bool object.bIncreaseWheelCrushDamage
Member available through Scooby's native Lua API.
Usage example
bool object.canPickupEntitiesThatHavePickupDisabled
Disable collision for 1 frame upon creation
Usage example
bool object.disableCollisionUponCreation
Member available through Scooby's native Lua API.
Usage example
bool object.disablePlayerCanStandOnTop
Member available through Scooby's native Lua API.
Usage example
bool object.disableRampCarImpactDamage
Member available through Scooby's native Lua API.
Usage example
number object.fOverrideArriveDistForVehPersuitAttack
Member available through Scooby's native Lua API.
Usage example
number object.fRampImpulseScale
Member available through Scooby's native Lua API.
Usage example
number object.fScriptDamageScale
Member available through Scooby's native Lua API.
Usage example
number object.fScriptWeaponDamageScale
Member available through Scooby's native Lua API.
Usage example
int object.gliderState
Member available through Scooby's native Lua API.
Usage example
bool object.hasHeliRopeLengthSet
Member available through Scooby's native Lua API.
Usage example
bool object.hasParachuteObject
Member available through Scooby's native Lua API.
Usage example
bool object.homingCanLockOnToObjects
Member available through Scooby's native Lua API.
Usage example
bool object.isBeastVehicle
is the vehicle in the air
Usage example
bool object.isinair
is this amphibious locked in the XY plane (anchored)
Usage example
bool object.lockedToXY
Member available through Scooby's native Lua API.
Usage example
int object.parachuteObjectId
Member available through Scooby's native Lua API.
Usage example
number object.parachuteStickX
Member available through Scooby's native Lua API.
Usage example
number object.parachuteStickY
Member available through Scooby's native Lua API.
Usage example
table<int, int> object.restrictedAmmoCount
Member available through Scooby's native Lua API.
Usage example
number object.rocketBoostRechargeRate
Member available through Scooby's native Lua API.
Usage example
bool object.tuckInWheelsForQuadBike
Member available through Scooby's native Lua API.
Usage example
int object.vehicleParachuteTintIndex
CVehicleSteeringDataNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
steering angle
Usage example
number object.SteeringAngle
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
CVehicleTaskDataNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Usage example
bool object.Updated
Member available through Scooby's native Lua API.
Usage example
table<int, int> object.taskData
Member available through Scooby's native Lua API.
Usage example
int object.taskDataSize
Member available through Scooby's native Lua API.
Usage example
int object.taskType
Compatibility
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Usage example
int Compatibility.GetBuild()
Member available through Scooby's native Lua API.
Usage example
string Compatibility.GetEdition()
Member available through Scooby's native Lua API.
Usage example
int Compatibility.GetLegacyUID()
Member available through Scooby's native Lua API.
Usage example
int Compatibility.GetUID()
Member available through Scooby's native Lua API.
Usage example
string Compatibility.GetVersion()
ClickTab
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
GadgetData
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Usage example
table<int, int> object.Data
Member available through Scooby's native Lua API.
Usage example
int object.int32_t Type
ImGuiFocusedFlags
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
ImGuiKey
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
ImGuiPopupFlags
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
ImGuiTabBarFlags
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
ImGuiTabItemFlags
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
ImGuiTableColumnFlags
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
ListWidget
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Usage example
string object:GetDesc()
Member available through Scooby's native Lua API.
Usage example
string object:GetText()
Member available through Scooby's native Lua API.
Usage example
bool object:IsVisible()
Member available through Scooby's native Lua API.
Usage example
object:SetDesc(string desc)
Member available through Scooby's native Lua API.
Usage example
object:SetText(string text)
Logger
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Usage example
void Logger.Log(eLogColor color, string prefix, string str)
Member available through Scooby's native Lua API.
Usage example
void Logger.LogError(string str)
Member available through Scooby's native Lua API.
Usage example
void Logger.LogInfo(string str)
Memory
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Allocates a guarded block of size bytes and returns a pointer to its start. The block is zero-initialised, tracked for the lifetime of the script, surrounded by guard bytes to catch overflows, and freed automatically if the script forgets to. Read/Write/MemSet/String access on it is bounds-checked.
Usage example
int Memory.Alloc(int size = 24)
Allocates a 4 byte guarded buffer where an integer can be stored.
Usage example
int Memory.AllocInt()
Verifies the guard bytes of the allocation containing ptr. Returns true when intact; logs an error if an over/underflow is detected.
Usage example
bool Memory.Check(int ptr)
Verifies the guard bytes of every live allocation and returns the number of corrupted ones (0 means all good).
Usage example
int Memory.CheckGuards()
Deallocates a block of memory, making it available again for further allocations. Detects and reports double frees and invalid frees.
Usage example
void Memory.Free(int ptr)
Returns the base address of the given module.
Usage example
int Memory.GetBaseAddress(string moduleName = "GTA5.exe")
Calls a function with user-defined arguments.
Usage example
void Memory.LuaCallCFunction(int addr, variadic_args arguments)
Calls a function with user-defined arguments and returns a pointer to the return value. You must free the return value yourself using Memory.Free.
Usage example
int Memory.LuaCallCFunctionWithReturnValue(int addr, variadic_args arguments)
Sets the first num bytes of the block of memory pointed by ptr to the specified value (interpreted as an unsigned char).
Usage example
int Memory.MemSet(int ptr, int val, int num)
Reads an 8-bit integer at the given address.
Usage example
int Memory.ReadByte(int address)
Reads a float at the given address.
Usage example
float Memory.ReadFloat(int address)
Reads a 32-bit integer at the given address.
Usage example
int Memory.ReadInt(int address)
Reads a 64-bit integer at the given address.
Usage example
int Memory.ReadLong(int address)
Reads an 16-bit integer at the given address.
Usage example
int Memory.ReadShort(int address)
Reads a string at the given address.
Usage example
string Memory.ReadString(int address)
Reads an unsigned 8-bit integer at the given address.
Usage example
int Memory.ReadUByte(int address)
Reads a unsigned 32-bit integer at the given address.
Usage example
int Memory.ReadUInt(int address)
Reads an unsigned 16-bit integer at the given address.
Usage example
int Memory.ReadUShort(int address)
Returns all matches for a pattern, capped at 4096.
Usage example
table<int, int> Memory.ScanAll(string pattern, string moduleName = "GTA5.exe")
Scans an ordered list of patterns and yields between bounded batches when run as a queued job.
Usage example
table<int, int> Memory.ScanBatch(table patterns, string moduleName = "GTA5.exe", int perFrame = 4)
Reads a Vector3 at the given address.
Usage example
V3 Memory.ReadV3(int address)
Rips the given address and returns the ripped address.
Usage example
int Memory.Rip(int address)
Scans for a given pattern in a specific module and returns the address if found.
Usage example
int Memory.Scan(string pattern, string moduleName = "GTA5.exe")
Scans for a given pattern in a specific script and returns the address if found.
Usage example
int Memory.ScanScript(int scriptHash, string pattern)
Returns the size in bytes of a buffer returned by Memory.Alloc, or 0 if ptr is not a tracked allocation.
Usage example
int Memory.SizeOf(int ptr)
Writes an 8-bit integer to the given address.
Usage example
void Memory.WriteByte(int address, int value)
Writes a float to the given address.
Usage example
void Memory.WriteFloat(int address, float value)
Writes a 32-bit integer to the given address.
Usage example
void Memory.WriteInt(int address, int value)
Writes a 64-bit integer to the given address.
Usage example
void Memory.WriteLong(int address, int value)
Writes an 16-bit integer to the given address.
Usage example
void Memory.WriteShort(int address, int value)
Writes a string to the given address.
Usage example
void Memory.WriteString(int address, string value)
Writes an unsigned 8-bit integer to the given address.
Usage example
void Memory.WriteUByte(int address, int value)
Writes a unsigned 32-bit integer to the given address.
Usage example
void Memory.WriteUInt(int address, int value)
Writes an unsigned 16-bit integer to the given address.
Usage example
void Memory.WriteUShort(int address, int value)
Writes a Vector3 to the given address.
Usage example
void Memory.WriteV3(int address, V3 value)
ModderDB
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Usage example
bool ModderDB.AddModder(int rockstarId, string detection)
Member available through Scooby's native Lua API.
Usage example
bool ModderDB.AddModderByPlayerId(int playerId, string detection)
detection format: name, count, lastTime
Usage example
table<table<string, int, int>> ModderDB.GetModderDetections(int rockstarId)
detection format: name, count, lastTime
Usage example
table<table<string, int, int>> ModderDB.GetModderDetectionsByPlayerId(int playerId)
Member available through Scooby's native Lua API.
Usage example
bool ModderDB.RemoveModder(int rockstarId, string reason)
Member available through Scooby's native Lua API.
Usage example
bool ModderDB.RemoveModderDetection(int rockstarId, string reason)
Natives
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Call a native that returns a boolean.
Usage example
bool Natives.InvokeBool(hash, ...)
Call a native that returns a float.
Usage example
float Natives.InvokeFloat(hash, ...)
Call a native that returns an integer.
Usage example
int Natives.InvokeInt(hash, ...)
Call a native that returns a pointer.
Usage example
long Natives.InvokePointer(hash, ...)
Call a native that returns a string.
Usage example
string Natives.InvokeString(hash, ...)
Call a native that returns three floats representing a V3.
Usage example
float, float, float Natives.InvokeV3(hash, ...)
Call a native that does not return a value.
Usage example
void Natives.InvokeVoid(hash, ...)
NetAddress
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Usage example
SocketAddress ProxyAddr
Member available through Scooby's native Lua API.
Usage example
SocketAddress TargetAddr
Type of the NetAddress.
Usage example
NetAddressType Type
NetAddressType
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
NetworkObjectMgr
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Changes the ownership of a network object.
Usage example
void NetworkObjectMgr.ChangeOwner(CNetObject object, CNetGamePlayer player, int migrationType)
includeAll - If this flag is set the function will also return unregistering objects and those being reassigned
Usage example
CNetObject NetworkObjectMgr.GetNetworkObject(int netId, bool includeAll = false)
Unregisters a network object with the manager and removes clones on remote machines if necessary.
Usage example
void NetworkObjectMgr.UnregisterNetworkObject(CNetObject object, int reason, bool bForce, bool bDestroyObject)
PlayerGameStateFlags
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Usage example
bool object.bool PRF_BlockRemotePlayerRecording
Member available through Scooby's native Lua API.
Usage example
bool object.bool PRF_UseScriptedWeaponFirePosition
Member available through Scooby's native Lua API.
Usage example
bool object.PlayerPreferFrontSeat
Member available through Scooby's native Lua API.
Usage example
bool object.bool allowBikeAlternateAnimations
Member available through Scooby's native Lua API.
Usage example
bool object.bool bHasMaxHealth
Member available through Scooby's native Lua API.
Usage example
bool object.bool bHasMicrophone
Member available through Scooby's native Lua API.
Usage example
bool object.bool bHelmetHasBeenShot
Member available through Scooby's native Lua API.
Usage example
bool object.bool bInvincible
Member available through Scooby's native Lua API.
Usage example
int object.int8_t cantBeKnockedOffBike
Member available through Scooby's native Lua API.
Usage example
bool object.bool controlsDisabledByScript
Member available through Scooby's native Lua API.
Usage example
bool object.bool disableHelmetArmor
Member available through Scooby's native Lua API.
Usage example
bool object.bool disableHomingMissileLockForVehiclePedInside
Member available through Scooby's native Lua API.
Usage example
bool object.bool disableStartEngine
Member available through Scooby's native Lua API.
Usage example
bool object.bool disableVehicleCombat
Member available through Scooby's native Lua API.
Usage example
bool object.bool dontActivateRagdollFromExplosions
Member available through Scooby's native Lua API.
Usage example
bool object.bool dontActivateRagdollFromVehicleImpact
Member available through Scooby's native Lua API.
Usage example
bool object.bool dontDragMeOutOfCar
Member available through Scooby's native Lua API.
Usage example
bool object.bool dontTakeOffHelmet
Member available through Scooby's native Lua API.
Usage example
bool object.bool everybodyBackOff
Member available through Scooby's native Lua API.
Usage example
bool object.bool forceHelmetVisorSwitch
Member available through Scooby's native Lua API.
Usage example
bool object.bool hasHelmet
Member available through Scooby's native Lua API.
Usage example
bool object.bool hasSetJackSpeed
Member available through Scooby's native Lua API.
Usage example
bool object.bool ignoreInteriorCheckForSprinting
Member available through Scooby's native Lua API.
Usage example
bool object.bool ignoreMeleeFistWeaponDamageMult
Member available through Scooby's native Lua API.
Usage example
bool object.bool ignoresExplosions
Member available through Scooby's native Lua API.
Usage example
bool object.bool inTutorial
Member available through Scooby's native Lua API.
Usage example
bool object.bool isAntagonisticToPlayer
Member available through Scooby's native Lua API.
Usage example
bool object.bool isPerformingVehicleMelee
Member available through Scooby's native Lua API.
Usage example
bool object.bool isScuba
Member available through Scooby's native Lua API.
Usage example
bool object.bool isSpectating
Member available through Scooby's native Lua API.
Usage example
bool object.bool isSwitchingHelmetVisor
Member available through Scooby's native Lua API.
Usage example
bool object.bool lawOnlyAttackIfPlayerIsWanted
Member available through Scooby's native Lua API.
Usage example
bool object.bool lawPedsCanFleeFromNonWantedPlayer
Member available through Scooby's native Lua API.
Usage example
bool object.bool myVehicleIsMyInteresting
Member available through Scooby's native Lua API.
Usage example
bool object.bool neverTarget
Member available through Scooby's native Lua API.
Usage example
bool object.bool newMaxHealthArmour
Member available through Scooby's native Lua API.
Usage example
bool object.bool noCriticalHits
Member available through Scooby's native Lua API.
Usage example
bool object.bool notDamagedByBullets
Member available through Scooby's native Lua API.
Usage example
bool object.bool notDamagedByCollisions
Member available through Scooby's native Lua API.
Usage example
bool object.bool notDamagedByFlames
Member available through Scooby's native Lua API.
Usage example
bool object.bool notDamagedByMelee
Member available through Scooby's native Lua API.
Usage example
bool object.bool notDamagedBySmoke
Member available through Scooby's native Lua API.
Usage example
bool object.bool notDamagedBySteam
Member available through Scooby's native Lua API.
Usage example
bool object.bool pedIsArresting
Member available through Scooby's native Lua API.
Usage example
bool object.bool pendingTutorialSessionChange
Member available through Scooby's native Lua API.
Usage example
bool object.bool playerIsWeird
Member available through Scooby's native Lua API.
Usage example
bool object.bool playersDontDragMeOutOfCar
Member available through Scooby's native Lua API.
Usage example
bool object.bool randomPedsFlee
Member available through Scooby's native Lua API.
Usage example
bool object.bool respawning
Member available through Scooby's native Lua API.
Usage example
bool object.bool swatHeliSpawnWithinLastSpottedLocation
Member available through Scooby's native Lua API.
Usage example
bool object.bool treatFriendlyTargettingAndDamage
Member available through Scooby's native Lua API.
Usage example
bool object.bool useKinematicModeWhenStationary
Member available through Scooby's native Lua API.
Usage example
bool object.bool useKinematicPhysics
Member available through Scooby's native Lua API.
Usage example
bool object.bool useLockpickVehicleEntryAnimations
Member available through Scooby's native Lua API.
Usage example
bool object.bool useOverrideFootstepPtFx
Member available through Scooby's native Lua API.
Usage example
bool object.bool willJackAnyPlayer
Member available through Scooby's native Lua API.
Usage example
bool object.bool willJackWantedPlayersRatherThanStealCar
Players
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Returns the players for a given filter.
Usage example
table<int, int> Players.Get(ePlayerListSort filter, string search)
Returns the NetGamePlayer for a given connection id.
Usage example
CNetGamePlayer Players.GetByConId(int cxn)
Returns the NetGamePlayer for a given endpoint id.
Usage example
CNetGamePlayer Players.GetByEndpointId(int ep)
Returns the NetGamePlayer for a given gamer id.
Usage example
CNetGamePlayer Players.GetByGamerId(int gamerId)
Returns the NetGamePlayer for a given ip.
Usage example
CNetGamePlayer Players.GetByIP(netSocketAddress addr) CNetGamePlayer Players.GetByIP(int ip)
Returns the NetGamePlayer for a given playerId.
Usage example
CNetGamePlayer Players.GetById(int playerId)
Returns the NetGamePlayer for a given peer id.
Usage example
CNetGamePlayer Players.GetByPeerId(int peerId)
Returns the NetGamePlayer for a given rockstar id.
Usage example
CNetGamePlayer Players.GetByRockstarId(int rid)
Gets the player's CPed.
Usage example
CPed Players.GetCPed(int playerId)
Gets the player's cam position.
Usage example
V3 Players.GetCam(int playerId)
Gets the player's cam rotation in eulers.
Usage example
V3 Players.GetCamRot(int playerId)
Returns the player SocketAddress.
Usage example
SocketAddress Players.GetIP(int playerId)
Returns info about players ip.
Usage example
table<string, string> Players.GetIPInfo(int playerId)
Returns a readable player ip string including the type of the connection.
Usage example
string Players.GetIPString(int playerId)
Returns the player name.
Usage example
string Players.GetName(int playerId)
Returns the player NetAddress.
Usage example
NetAddress Players.GetNetAddress(int playerId)
Returns the player tags as string.
Usage example
string Players.GetTags(int playerId)
Gets if the player has a waypoint, the position of the waypoint, and the owner of the waypoint.
Usage example
bool, V3, int Players.GetWaypoint(int playerId)
PoolMgr
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Return the camera class object. Can have a performance impact if called to frequently.
Usage example
CPhysical PoolMgr.GetCCamera(int index)
Return the object class object. Can have a performance impact if called to frequently.
Usage example
CPhysical PoolMgr.GetCObject(int index)
Return the ped class object. Can have a performance impact if called to frequently.
Usage example
CPed PoolMgr.GetCPed(int index)
Return the pickup class object. Can have a performance impact if called to frequently.
Usage example
CPhysical PoolMgr.GetCPickup(int index)
Return the vehicle class object. Can have a performance impact if called to frequently.
Usage example
CVehicle PoolMgr.GetCVehicle(int index)
Return the camera handle for a specific index. Can have a performance impact if called to frequently.
Usage example
int PoolMgr.GetCamera(int index)
Return the current amount of cameras.
Usage example
int PoolMgr.GetCurrentCameraCount()
Return the current amount of objects.
Usage example
int PoolMgr.GetCurrentObjectCount()
Return the current amount of peds.
Usage example
int PoolMgr.GetCurrentPedCount()
Return the current amount of pickups.
Usage example
int PoolMgr.GetCurrentPickupCount()
Return the current amount of vehicles.
Usage example
int PoolMgr.GetCurrentVehicleCount()
Return the maximum amount of cameras.
Usage example
int PoolMgr.GetMaxCameraCount()
Return the maximum amount of objects.
Usage example
int PoolMgr.GetMaxObjectCount()
Return the maximum amount of peds.
Usage example
int PoolMgr.GetMaxPedCount()
Return the maximum amount of pickups.
Usage example
int PoolMgr.GetMaxPickupCount()
Return the maximum amount of vehicles.
Usage example
int PoolMgr.GetMaxVehicleCount()
Return the object handle for a specific index. Can have a performance impact if called to frequently.
Usage example
int PoolMgr.GetObject(int index)
Return the ped handle for a specific index. Can have a performance impact if called to frequently.
Usage example
int PoolMgr.GetPed(int index)
Return the pickup handle for a specific index. Can have a performance impact if called to frequently.
Usage example
int PoolMgr.GetPickup(int index)
Return all currrently rendered CObject pointers
Usage example
table<int, CObject> PoolMgr.GetRenderedObjects()
Return all currrently rendered CPed pointers
Usage example
table<int, CPed> PoolMgr.GetRenderedPeds()
Return all currrently rendered CVehicle pointers
Usage example
table<int, CVehicle> PoolMgr.GetRenderedVehicles()
Return the vehicle handle for a specific index. Can have a performance impact if called to frequently.
Usage example
int PoolMgr.GetVehicle(int index)
Script
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Changes the current script context to your desired script, calls your function and then restores the orignal script context.
Usage example
void Script.ExecuteAsScript(string scriptName, function fn) void Script.ExecuteAsScript(int scriptHash, function fn)
Queues a coroutine callback on the game script thread. Long jobs must Yield or Checkpoint.
Usage example
int Script.QueueJob(function(script, variadic_args) func, variadic_args va)
Cancels and releases a queued callback by its QueueJob/RunInCallback handle.
Usage example
bool Script.CancelCallback(int handle)
Register a script that will be called in a loop.
Usage example
int Script.RegisterLooped(function(variadic_args) func, variadic_args va)
Suspends the current queued coroutine. Zero resumes on the next frame.
Usage example
void Script.Yield(int ms = 0)
Yields only when the active Lua call is near its watchdog limit.
Usage example
void Script.Checkpoint(int reserveMs = 10)
Returns milliseconds left in the guarded call, or -1 outside one.
Usage example
int Script.GetBudgetRemaining()
Registers a named event handler and returns a removable handle.
Usage example
int Script.RegisterEventHandler(string|int eventName, function callback)
Disables and releases an event handler by handle.
Usage example
bool Script.UnregisterEventHandler(int handle)
Registers an isolated ImGui render callback and returns its handle.
Usage example
int Script.RegisterRender(function callback)
Disables and releases a render callback by handle.
Usage example
bool Script.UnregisterRender(int handle)
Keeps the script loaded after runtime callback errors.
Usage example
void Script.SetContinueOnError(bool enabled)
Returns the runtime error policy.
Usage example
bool Script.GetContinueOnError()
Returns the number of reported runtime errors.
Usage example
int Script.GetErrorCount()
SocialClub
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Adds a social club notification.
Usage example
SocialClub.AddNotify(string message)
Execute javascript in the social clubs environment.
Usage example
SocialClub.ExecuteJavaScript(string javascript)
SocketAddress
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
This value is a raw 4 byte integer.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Usage example
string object:ToString(bool port) string SocketAddress.ToString(SocketAddress address, bool port)
Stats
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Usage example
bool,int Stats.GetBool(int hash)
Member available through Scooby's native Lua API.
Usage example
bool,number Stats.GetFloat(int hash)
Member available through Scooby's native Lua API.
Usage example
bool,int Stats.GetInt(int hash)
Member available through Scooby's native Lua API.
Usage example
bool Stats.SetBool(int hash, int value)
Member available through Scooby's native Lua API.
Usage example
bool Stats.SetFloat(int hash, number value)
Member available through Scooby's native Lua API.
Usage example
bool Stats.SetInt(int hash, int value)
Tab
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Adds a feature to the tab.
Usage example
void object:AddFeature(int hash) void object:AddFeature(int hash, int index)
Member available through Scooby's native Lua API.
Usage example
object:AddSeperator(string text)
Adds Tab Button and returns the created tab.
Usage example
Tab object:AddSubTab(string text, string desc)
Member available through Scooby's native Lua API.
Usage example
ListWidget object:GetContent(int index)
Returns the number of widgets in this tab.
Usage example
int object:GetContentSize()
Member available through Scooby's native Lua API.
Usage example
string object:GetDesc()
Member available through Scooby's native Lua API.
Usage example
ListWidget object:GetSelectedContent()
Member available through Scooby's native Lua API.
Usage example
int object:GetSelectedContentId()
Returns a sub tab by name.
Usage example
Tab object:GetSubTab(string text)
Member available through Scooby's native Lua API.
Usage example
string object:GetText()
Removes a sub tab and returns the amount of removed tab buttons.
Usage example
int object:RemoveSubTab(Tab tab)
Member available through Scooby's native Lua API.
Usage example
object:SetDesc(string desc)
Member available through Scooby's native Lua API.
Usage example
object:SetSelectedContentId(int index)
Member available through Scooby's native Lua API.
Usage example
object:SetText(string text)
TaskSlotData
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Usage example
bool object.taskActive
Member available through Scooby's native Lua API.
Usage example
int object.taskPriority
Member available through Scooby's native Lua API.
Usage example
int object.taskSequenceId
Member available through Scooby's native Lua API.
Usage example
int object.taskTreeDepth
Member available through Scooby's native Lua API.
Usage example
int object.taskType
Texture
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Usage example
D3D12Texture Texture.GetTexture(int id)
Member available through Scooby's native Lua API.
Usage example
bool Texture.IsTextureValid(int id)
Creates a new texture that can load files such as gif,jpg,png etc.
Usage example
int Texture.LoadTexture(string file)
Creates a new texture that can load files such as gif,jpg,png etc.
Usage example
int Texture.LoadTextureAsync(string file)
Time
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Retrieves the current system time in seconds.
Usage example
int Time.Get()
Retrieves the time since Epoche in seconds.
Usage example
int Time.GetEpoche()
Retrieves the time since Epoche in milliseconds.
Usage example
int Time.GetEpocheMs()
Retrieves the time since Epoche in nanoseconds, might not equal system time.
Usage example
int Time.GetEpocheNs()
Utils
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Executes the given script. File can be relative or absolute.
Usage example
bool Utils.ExecuteScript(string file)
Utils.ExecuteScript("MyScript.lua")Member available through Scooby's native Lua API.
Usage example
string Utils.GetClipBoardText()
Returns the last joined player id.
Usage example
int Utils.GetLastJoinedPlayer()
Returns the last joined player id.
Usage example
int Utils.GetLastLeftPlayer()
Returns the current selected player id.
Usage example
int Utils.GetSelectedPlayer()
Check if a key is down. Use the Microsoft Virtual Key Codes.
Usage example
bool Utils.IsKeyDown(int vk)
Check if a key has been pressed or is hold down for longer time. Use the Microsoft Virtual Key Codes.
Usage example
bool Utils.IsKeyPressed(int vk)
Hashes a string using joaat. Returns the hash as unsigned int.
Usage example
int Utils.Joaat(string str)
The mciSendString function sends a command string to an MCI device. The device that the command is sent to is specified in the command string. For more information browse it on the internet.
Usage example
bool Utils.MciSendString(string str)
Can be used to play mp3 or wav files.
Usage example
bool Utils.PlaySound(string str, bool looped)
For no extra notification leave whatNotify empty.
Usage example
Utils.SetClipBoardText(string text, string whatNotify)
Sets the current selected Player Id. Returns the previous selected player id.
Usage example
int Utils.SetSelectedPlayer(int playerId)
Stops all currently played sounds.
Usage example
void Utils.StopSound()
Hashes a string using joaat. Returns the hash as signed int.
Usage example
int Utils.sJoaat(string str)
V2
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Add a value to a V2.
Usage example
V2 V2.Add(V2 vector, number value) V2 V2.Add(V2 vector, V2 value)
Multiply a value with a V2.
Usage example
V2 V2.Multiply(V2 vector, number value) V2 V2.Multiply(V2 vector, V2 value)
Create a new V2 object.
Usage example
V2 V2.New() V2 V2.New(number x, number y, number z)
Subtract a value from a V2.
Usage example
V2 V2.Subtract(V2 vector, number value) V2 V2.Subtract(V2 vector, V2 value)
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
V3
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Add a value to a V3.
Usage example
V3 V3.Add(V3 vector, number value) V3 V3.Add(V3 vector, V3 value)
Takes a direction and returns a rotation.
Usage example
V3 V3.DirectionToRotation(V3 vector)
Multiply a value with a V3.
Usage example
V3 V3.Multiply(V3 vector, number value) V3 V3.Multiply(V3 vector, V3 value)
Create a new V3 object.
Usage example
V3 V3.New() V3 V3.New(number x, number y, number z)
Takes a rotation and returns a direction.
Usage example
V3 V3.RotationToDirection(V3 vector)
Subtract a value from a V3.
Usage example
V3 V3.Subtract(V3 vector, number value) V3 V3.Subtract(V3 vector, V3 value)
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
V4
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Create a new V4 object.
Usage example
V4 V4.New() V4 V4.New(number x, number y, number z, number w)
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
eCallbackTrigger
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
eCurlCode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
eCurlOption
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
eLogColor
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
ePlayerListSort
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
eProtectionType
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
eReportReason
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
eSyncDataNode
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
eToastPos
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
Member available through Scooby's native Lua API.
fwAttachmentEntityExtension
Reference class available through the Scooby Lua API. See docs/scooby-lua-api-reference.json.
Member available through Scooby's native Lua API.
Usage example
CPhysical object.AttachChild
Member available through Scooby's native Lua API.
Usage example
int object.AttachFlags
This is world pos for constraints with world
Usage example
V3 object.AttachOffset
Member available through Scooby's native Lua API.
Usage example
CPhysical object.AttachParent
Attachment offset on parent
Usage example
V3 object.AttachParentOffset
Member available through Scooby's native Lua API.
Usage example
CPhysical object.AttachSibling
Member available through Scooby's native Lua API.
Usage example
number x,y,z,w object:GetRotation()
Member available through Scooby's native Lua API.
Usage example
int object.MyAttachBone
Member available through Scooby's native Lua API.
Usage example
CPhysical object.NoCollisionEntity
Member available through Scooby's native Lua API.
Usage example
int object.OtherAttachBone
Member available through Scooby's native Lua API.
Usage example
void object:SetRotation(number x, number y, number z, number w)
Member available through Scooby's native Lua API.
Usage example
CPhysical object.ThisEntity