# FIRE::START_ENTITY_FIRE

- **Hash:** `0xC4DC7418A44D6822`
- **Namespace:** FIRE
- **Runtime name (Lua/JS):** `StartEntityFire`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FIRE/START_ENTITY_FIRE

## Signature

```c
void START_ENTITY_FIRE(Entity entity, float intensity, int boneIndex, int fireFlags);
```

## Parameters

- `entity` (`Entity`)
- `intensity` (`float`)
- `boneIndex` (`int`)
- `fireFlags` (`int`)

## Returns

`void`

## Description

fireFlags: 2 = zone/env fire, 8 = scorched carcass.

## Usage

### Lua

```lua
StartEntityFire(entity, intensity, boneIndex, fireFlags)

-- always available, by hash
Citizen.InvokeNative(0xC4DC7418A44D6822, entity, intensity, boneIndex, fireFlags)
```

### JavaScript

```js
StartEntityFire(entity, intensity, boneIndex, fireFlags);

// by hash
Citizen.invokeNative('0xC4DC7418A44D6822', entity, intensity + 0.0000001, boneIndex, fireFlags);
```

### C#

```csharp
Function.Call((Hash)0xC4DC7418A44D6822, entity, intensity, boneIndex, fireFlags);
```

- 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

- [FIRE::STOP_ENTITY_FIRE](https://natives.borderlinerp.com/natives/FIRE/STOP_ENTITY_FIRE.md)

*Sources: alloc8or RDR3 NativeDB.*
