# ENTITY::_SET_ENTITY_LIGHTS_OFF

- **Hash:** `0x2D40BCBFE9305DEA`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityLightsOff`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_SET_ENTITY_LIGHTS_DISABLED`
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_SET_ENTITY_LIGHTS_OFF

## Signature

```c
void _SET_ENTITY_LIGHTS_OFF(Entity entity, BOOL toggle);
```

## Parameters

- `entity` (`Entity`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Controls a forced lights-off state for entities with built-in light sources.
This does not enable lights; it overrides the light state by forcing them off. Pass false to remove the forced-off override.

*Source: VORPCORE RDR3natives*

Controls a forced "lights off" state for entities that have built-in light sources.
This native does not enable lights, instead it overrides the light state by forcing them off.

## Usage

### Lua

```lua
SetEntityLightsOff(entity, toggle)

-- always available, by hash
Citizen.InvokeNative(0x2D40BCBFE9305DEA, entity, toggle)
```

### JavaScript

```js
SetEntityLightsOff(entity, toggle);

// by hash
Citizen.invokeNative('0x2D40BCBFE9305DEA', entity, toggle);
```

### C#

```csharp
Function.Call((Hash)0x2D40BCBFE9305DEA, entity, toggle);
```

- 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.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*
