# CFX::ADD_BLIP_FOR_ENTITY

- **Hash:** `0x30822554`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `AddBlipForEntity`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/ADD_BLIP_FOR_ENTITY

## Signature

```c
Blip ADD_BLIP_FOR_ENTITY(Entity entity);
```

## Parameters

- `entity` (`Entity`) — The entity handle to create the blip.

## Returns

`Blip` — A blip handle.

## Description

*Source: Cfx.re native reference*

Create a blip that by default is red (enemy), you can use [SET_BLIP_AS_FRIENDLY](#\_0xC6F43D0E) to make it blue (friend).\
Can be used for objects, vehicles and peds.
Example of enemy:
![enemy](https://i.imgur.com/LIizV6S.png)
Example of friend:
![friend](https://i.imgur.com/XrCuvZP.png)

**This is the server-side RPC native equivalent of the client native [ADD_BLIP_FOR_ENTITY](?\_0x5CDE92C702A8FCE7).**

## Usage

### Lua

```lua
local retval = AddBlipForEntity(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x30822554, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = AddBlipForEntity(entity);

// by hash
const retval = Citizen.invokeNative('0x30822554', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x30822554, entity);
```

*Sources: Cfx.re native reference.*
