# FIRE::START_SCRIPT_FIRE

- **Hash:** `0x6B83617E04503888`
- **Namespace:** FIRE
- **Runtime name (Lua/JS):** `StartScriptFire`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FIRE/START_SCRIPT_FIRE

## Signature

```c
FireId START_SCRIPT_FIRE(float x, float y, float z, int p3, float p4, BOOL p5, const char* soundsetName, float p7, int p8);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `p3` (`int`)
- `p4` (`float`)
- `p5` (`BOOL`)
- `soundsetName` (`const char*`)
- `p7` (`float`)
- `p8` (`int`)

## Returns

`FireId`

## Description

Starts a fire:

xyz: Location of fire
maxChildren: The max amount of times a fire can spread to other objects. Must be 25 or less, or the function will do nothing.
isGasFire: Whether or not the fire is powered by gasoline.

## Usage

### Lua

```lua
local retval = StartScriptFire(x, y, z, p3, p4, p5, soundsetName, p7, p8)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6B83617E04503888, x, y, z, p3, p4, p5, soundsetName, p7, p8, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = StartScriptFire(x, y, z, p3, p4, p5, soundsetName, p7, p8);

// by hash
const retval = Citizen.invokeNative('0x6B83617E04503888', x + 0.0000001, y + 0.0000001, z + 0.0000001, p3, p4 + 0.0000001, p5, soundsetName, p7 + 0.0000001, p8, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6B83617E04503888, x, y, z, p3, p4, p5, soundsetName, p7, p8);
```

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

*Sources: alloc8or RDR3 NativeDB.*
