# CLOCK::_SET_MILLISECONDS_PER_GAME_MINUTE

- **Hash:** `0x04EEDB3848DACF68`
- **Namespace:** CLOCK
- **Runtime name (Lua/JS):** `SetMillisecondsPerGameMinute`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CLOCK/_SET_MILLISECONDS_PER_GAME_MINUTE

## Signature

```c
void _SET_MILLISECONDS_PER_GAME_MINUTE(int ms);
```

## Parameters

- `ms` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetMillisecondsPerGameMinute(ms)

-- always available, by hash
Citizen.InvokeNative(0x04EEDB3848DACF68, ms)
```

### JavaScript

```js
SetMillisecondsPerGameMinute(ms);

// by hash
Citizen.invokeNative('0x04EEDB3848DACF68', ms);
```

### C#

```csharp
Function.Call((Hash)0x04EEDB3848DACF68, ms);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [CLOCK::GET_MILLISECONDS_PER_GAME_MINUTE](https://natives.borderlinerp.com/natives/CLOCK/GET_MILLISECONDS_PER_GAME_MINUTE.md)

*Sources: alloc8or RDR3 NativeDB.*
