# ENTITY::SET_ENTITY_VELOCITY

- **Hash:** `0x1C99BB7B6E96D16F`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityVelocity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_VELOCITY

## Signature

```c
void SET_ENTITY_VELOCITY(Entity entity, float x, float y, float z);
```

## Parameters

- `entity` (`Entity`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`void`

## Description

Note that the third parameter(denoted as z) is "up and down" with positive numbers encouraging upwards movement.

## Usage

### Lua

```lua
SetEntityVelocity(entity, x, y, z)

-- always available, by hash
Citizen.InvokeNative(0x1C99BB7B6E96D16F, entity, x, y, z)
```

### JavaScript

```js
SetEntityVelocity(entity, x, y, z);

// by hash
Citizen.invokeNative('0x1C99BB7B6E96D16F', entity, x + 0.0000001, y + 0.0000001, z + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x1C99BB7B6E96D16F, entity, x, y, z);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [ENTITY::GET_ENTITY_VELOCITY](https://natives.borderlinerp.com/natives/ENTITY/GET_ENTITY_VELOCITY.md)

*Sources: alloc8or RDR3 NativeDB.*
