SET_VEHICLE_DOORS_LOCKED
Locks the doors of a specified vehicle to a defined lock state, affecting how players and NPCs can interact with the vehicle. ``` NativeDB Introduced: v323 ``` ```cpp enum eVehicleLockState { // No specific lock state, vehicle behaves according to the game's default settings. VEHICLELOCK_NONE = 0, // Vehicle is fully unlocked, allowing free entry by players and NPCs. VEHICLELOCK_UNLOCKED = 1, // Vehicle is locked, preventing entry by players and NPCs. VEHICLELOCK_LOCKED = 2, // Vehicle locks out only players, allowing NPCs to enter. VEHICLELOCK_LOCKOUT_PLAYER_ONLY = 3, // Vehicle is locked once a player enters, preventing others from entering. VEHICLELOCK_LOCKED_PLAYER_INSIDE = 4, // Vehicle starts in a locked state, but may be unlocked through game events. VEHICLELOCK_LOCKED_INITIALLY = 5, // Forces the vehicle's doors to shut and lock. VEHICLELOCK_FORCE_SHUT_DOORS = 6, // Vehicle is locked but can still be damaged. VEHICLELOCK_LOCKED_BUT_CAN_BE_DAMAGED = 7, // Vehicle is locked, but its trunk/boot remains unlocked. VEHICLELOCK_LOCKED_BUT_BOOT_UNLOCKED = 8, // Vehicle is locked and does not allow passengers, except for the driver. VEHICLELOCK_LOCKED_NO_PASSENGERS = 9, // Vehicle is completely locked, preventing entry entirely, even if previously inside. VEHICLELOCK_CANNOT_ENTER = 10 }; ``` **This is the server-side RPC native equivalent of the client native [SET_VEHICLE_DOORS_LOCKED](?\_0xB664292EAECF7FA6).**
Signature
SetVehicleDoorsLocked(GetVehiclePedIsIn(PlayerPedId(), false), 0)
-- returns voidParameters
| Name | Type | Description |
|---|---|---|
| Vehicle | The vehicle whose doors are to be locked. | |
| int | The lock state to apply to the vehicle's doors, see `eVehicleLockState`. |
Usage
SetVehicleDoorsLocked(GetVehiclePedIsIn(PlayerPedId(), false), 0)Generated from the native name, hash, and parameter list. Add a real example.
Details
- Hash
- API set
- Source
- cfx
Source: cfx
