# GRAPHICS::_ANIMPOSTFX_PLAY_TIMED

- **Hash:** `0x3A9A281FF71249E9`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `AnimpostfxPlayTimed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_ANIMPOSTFX_PLAY_TIMED

## Signature

```c
void _ANIMPOSTFX_PLAY_TIMED(const char* effectName, int duration);
```

## Parameters

- `effectName` (`const char*`)
- `duration` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
AnimpostfxPlayTimed(effectName, duration)

-- always available, by hash
Citizen.InvokeNative(0x3A9A281FF71249E9, effectName, duration)
```

### JavaScript

```js
AnimpostfxPlayTimed(effectName, duration);

// by hash
Citizen.invokeNative('0x3A9A281FF71249E9', effectName, duration);
```

### C#

```csharp
Function.Call((Hash)0x3A9A281FF71249E9, effectName, duration);
```

- 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.*
