# ENTITY::_SET_ENTITY_LOCKON_POINT_OFFSET

- **Hash:** `0xAF7F3099B9FEB535`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityLockonPointOffset`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_SET_ENTITY_LOCKON_POINT_OFFSET

## Signature

```c
void _SET_ENTITY_LOCKON_POINT_OFFSET(Entity entity, float offsetX, float offsetY, float offsetZ);
```

## Parameters

- `entity` (`Entity`)
- `offsetX` (`float`)
- `offsetY` (`float`)
- `offsetZ` (`float`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Sets an offset for the entity's lock-on/target focus point.
This does not move the entity itself. It shifts the point used by targeting or camera focus when the entity is selected as a target.

*Source: VORPCORE RDR3natives*

Sets an offset for the entity's lock-on / target focus point.

## Usage

### Lua

```lua
SetEntityLockonPointOffset(entity, offsetX, offsetY, offsetZ)

-- always available, by hash
Citizen.InvokeNative(0xAF7F3099B9FEB535, entity, offsetX, offsetY, offsetZ)
```

### JavaScript

```js
SetEntityLockonPointOffset(entity, offsetX, offsetY, offsetZ);

// by hash
Citizen.invokeNative('0xAF7F3099B9FEB535', entity, offsetX + 0.0000001, offsetY + 0.0000001, offsetZ + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xAF7F3099B9FEB535, entity, offsetX, offsetY, offsetZ);
```

- 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.
- 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.*
